From 1e44782f92d2f1f6e28433e3381e16ab0596c932 Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Thu, 5 Aug 2021 15:10:10 +0100 Subject: [PATCH 01/12] chore: change package name --- .github/CODEOWNERS | 4 ++-- .yamato/_triggers.yml | 2 +- .yamato/code-coverage.yml | 2 +- .yamato/project.metafile | 4 ++-- .../package.json | 14 ++++--------- .../CHANGELOG.md | 0 .../CHANGELOG.md.meta | 0 .../Documentation~/Manual.md | 0 .../Editor.meta | 0 .../Editor/CodeGen.meta | 0 .../Editor/CodeGen/CodeGenHelpers.cs | 0 .../Editor/CodeGen/CodeGenHelpers.cs.meta | 0 .../Editor/CodeGen/NetworkBehaviourILPP.cs | 0 .../CodeGen/NetworkBehaviourILPP.cs.meta | 0 .../CodeGen/PostProcessorAssemblyResolver.cs | 0 .../PostProcessorAssemblyResolver.cs.meta | 0 .../PostProcessorReflectionImporter.cs | 0 .../PostProcessorReflectionImporter.cs.meta | 0 ...PostProcessorReflectionImporterProvider.cs | 0 ...rocessorReflectionImporterProvider.cs.meta | 0 .../CodeGen/RuntimeAccessModifiersILPP.cs | 0 .../RuntimeAccessModifiersILPP.cs.meta | 0 .../com.unity.netcode.editor.codegen.asmdef | 0 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com.unity.netcode.gameobjects}/Tests/Runtime/Timing/TimeMultiInstanceTest.cs (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/Timing/TimeMultiInstanceTest.cs.meta (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/Transport.meta (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/Transport/SIPTransport.cs (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/Transport/SIPTransport.cs.meta (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/Transport/SIPTransportTests.cs (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/Transport/SIPTransportTests.cs.meta (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/com.unity.netcode.runtimetests.asmdef (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Tests/Runtime/com.unity.netcode.runtimetests.asmdef.meta (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Third Party Notices.md (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/Third Party Notices.md.meta (100%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/package.json (61%) rename {com.unity.multiplayer.mlapi => com.unity.netcode.gameobjects}/package.json.meta (100%) diff --git a/.github/CODEOWNERS b/.github/CODEOWNERS index 1b8b08636e..174fc4544a 100644 --- a/.github/CODEOWNERS +++ b/.github/CODEOWNERS @@ -2,7 +2,7 @@ # Order is important; the last matching pattern takes the most precedence. Profiling/ @Unity-Technologies/multiplayer-tools -/com.unity.multiplayer.mlapi/Runtime/Transports/ @Unity-Technologies/server-team +/com.unity.netcode.gameobjects/Runtime/Transports/ @Unity-Technologies/server-team +/com.unity.netcode.gameobjects/Runtime/SceneManagement/ @NoelStephensUnity /com.unity.multiplayer.transport.utp/ @Unity-Technologies/server-team -/com.unity.multiplayer.mlapi/Runtime/SceneManagement/ @NoelStephensUnity Documentation~/ @Briancoughlin @lkrell diff --git a/.yamato/_triggers.yml b/.yamato/_triggers.yml index 20acfe0c4b..e6e8a9d86e 100644 --- a/.yamato/_triggers.yml +++ b/.yamato/_triggers.yml @@ -14,7 +14,7 @@ develop_nightly_trigger: # Run all relevant tasks when a pull request targeting the develop -# branch is created or updated. Currently only mlapi package tests are +# branch is created or updated. Currently only netcode package tests are # enabled, since the others are missing test coverage and will fail CI. pull_request_trigger: name: Pull Request Trigger on {{ test_editors.first }} (master, develop, & release branches) diff --git a/.yamato/code-coverage.yml b/.yamato/code-coverage.yml index 207faa6557..d4231f53df 100644 --- a/.yamato/code-coverage.yml +++ b/.yamato/code-coverage.yml @@ -11,7 +11,7 @@ code_coverage_win_{{ project.name }}: - pip install unity-downloader-cli --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm - unity-downloader-cli -u trunk -c editor --wait --fast - - upm-ci package test -u .Editor --package-path com.unity.multiplayer.mlapi --enable-code-coverage --code-coverage-options 'enableCyclomaticComplexity;generateAdditionalMetrics;generateHtmlReport;assemblyFilters:+Unity.Multiplayer.MLAPI.Editor,+Unity.Multiplayer.MLAPI.Runtime,+Unity.Multiplayer.MLAPI.Prototyping' + - upm-ci package test -u .Editor --package-path com.unity.netcode.gameobjects --enable-code-coverage --code-coverage-options 'enableCyclomaticComplexity;generateAdditionalMetrics;generateHtmlReport;assemblyFilters:+Unity.Netcode.Editor,+Unity.Netcode.Runtime,+Unity.Netcode.Prototyping' artifacts: logs: paths: diff --git a/.yamato/project.metafile b/.yamato/project.metafile index 79b92ebc81..103481d2ea 100644 --- a/.yamato/project.metafile +++ b/.yamato/project.metafile @@ -32,7 +32,7 @@ projects: path: testproject # Packages within a project that will be tested packages: - - name: com.unity.multiplayer.mlapi - path: com.unity.multiplayer.mlapi + - name: com.unity.netcode.gameobjects + path: com.unity.netcode.gameobjects - name: com.unity.multiplayer.transport.utp path: com.unity.multiplayer.transport.utp diff --git a/com.unity.multiplayer.transport.utp/package.json b/com.unity.multiplayer.transport.utp/package.json index 7a2ff11620..a4c3f17d61 100644 --- a/com.unity.multiplayer.transport.utp/package.json +++ b/com.unity.multiplayer.transport.utp/package.json @@ -1,18 +1,12 @@ { "name": "com.unity.multiplayer.transport.utp", - "displayName": "Unity Transport for MLAPI", + "displayName": "Unity Transport for Netcode for GameObjects", + "description": "Unity Transport for Netcode for GameObjects", "version": "0.0.1-preview.1", "unity": "2020.3", - "unityRelease": "0f1", - "description": "Unity Transport for MLAPI This the Core Unity Mid-level API that provides core SDK for multiplayer games within unity", - "keywords": [ - "unity" - ], "dependencies": { - "com.unity.multiplayer.mlapi": "0.0.1-preview.1", + "com.unity.netcode.gameobjects": "0.0.1-preview.1", "com.unity.transport": "0.4.1-preview.1", "com.unity.jobs":"0.2.10-preview.13" - }, - "type": "library", - "hideInEditor": false + } } diff --git a/com.unity.multiplayer.mlapi/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md similarity index 100% rename from com.unity.multiplayer.mlapi/CHANGELOG.md rename to com.unity.netcode.gameobjects/CHANGELOG.md diff --git a/com.unity.multiplayer.mlapi/CHANGELOG.md.meta b/com.unity.netcode.gameobjects/CHANGELOG.md.meta similarity index 100% rename from com.unity.multiplayer.mlapi/CHANGELOG.md.meta rename to com.unity.netcode.gameobjects/CHANGELOG.md.meta diff --git a/com.unity.multiplayer.mlapi/Documentation~/Manual.md b/com.unity.netcode.gameobjects/Documentation~/Manual.md similarity index 100% rename from com.unity.multiplayer.mlapi/Documentation~/Manual.md rename to com.unity.netcode.gameobjects/Documentation~/Manual.md diff --git a/com.unity.multiplayer.mlapi/Editor.meta b/com.unity.netcode.gameobjects/Editor.meta similarity index 100% rename from com.unity.multiplayer.mlapi/Editor.meta rename to 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diff --git a/com.unity.multiplayer.mlapi/Tests/Runtime/Timing/NetworkTimeSystemTests.cs.meta b/com.unity.netcode.gameobjects/Tests/Runtime/Timing/NetworkTimeSystemTests.cs.meta similarity index 100% rename from com.unity.multiplayer.mlapi/Tests/Runtime/Timing/NetworkTimeSystemTests.cs.meta rename to com.unity.netcode.gameobjects/Tests/Runtime/Timing/NetworkTimeSystemTests.cs.meta diff --git a/com.unity.multiplayer.mlapi/Tests/Runtime/Timing/TimeMultiInstanceTest.cs b/com.unity.netcode.gameobjects/Tests/Runtime/Timing/TimeMultiInstanceTest.cs similarity index 100% rename from com.unity.multiplayer.mlapi/Tests/Runtime/Timing/TimeMultiInstanceTest.cs rename to com.unity.netcode.gameobjects/Tests/Runtime/Timing/TimeMultiInstanceTest.cs diff --git a/com.unity.multiplayer.mlapi/Tests/Runtime/Timing/TimeMultiInstanceTest.cs.meta b/com.unity.netcode.gameobjects/Tests/Runtime/Timing/TimeMultiInstanceTest.cs.meta similarity index 100% rename from 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b/com.unity.netcode.gameobjects/Tests/Runtime/com.unity.netcode.runtimetests.asmdef similarity index 100% rename from com.unity.multiplayer.mlapi/Tests/Runtime/com.unity.netcode.runtimetests.asmdef rename to com.unity.netcode.gameobjects/Tests/Runtime/com.unity.netcode.runtimetests.asmdef diff --git a/com.unity.multiplayer.mlapi/Tests/Runtime/com.unity.netcode.runtimetests.asmdef.meta b/com.unity.netcode.gameobjects/Tests/Runtime/com.unity.netcode.runtimetests.asmdef.meta similarity index 100% rename from com.unity.multiplayer.mlapi/Tests/Runtime/com.unity.netcode.runtimetests.asmdef.meta rename to com.unity.netcode.gameobjects/Tests/Runtime/com.unity.netcode.runtimetests.asmdef.meta diff --git a/com.unity.multiplayer.mlapi/Third Party Notices.md b/com.unity.netcode.gameobjects/Third Party Notices.md similarity index 100% rename from com.unity.multiplayer.mlapi/Third Party Notices.md rename to com.unity.netcode.gameobjects/Third Party Notices.md diff --git a/com.unity.multiplayer.mlapi/Third Party Notices.md.meta b/com.unity.netcode.gameobjects/Third Party Notices.md.meta similarity index 100% rename from com.unity.multiplayer.mlapi/Third Party Notices.md.meta rename to com.unity.netcode.gameobjects/Third Party Notices.md.meta diff --git a/com.unity.multiplayer.mlapi/package.json b/com.unity.netcode.gameobjects/package.json similarity index 61% rename from com.unity.multiplayer.mlapi/package.json rename to com.unity.netcode.gameobjects/package.json index 287d1e5aa8..4cb934cbc2 100644 --- a/com.unity.multiplayer.mlapi/package.json +++ b/com.unity.netcode.gameobjects/package.json @@ -1,15 +1,9 @@ { - "name": "com.unity.multiplayer.mlapi", - "displayName": "MLAPI Networking Library", + "name": "com.unity.netcode.gameobjects", + "displayName": "Netcode for GameObjects", + "description": "This the Core Unity Mid-level API that provides core SDK for multiplayer games within unity", "version": "0.2.0", "unity": "2020.3", - "unityRelease": "0f1", - "description": "This the Core Unity Mid-level API that provides core SDK for multiplayer games within unity", - "keywords": [ - "unity" - ], - "type": "library", - "hideInEditor": false, "dependencies": { "com.unity.modules.ai": "1.0.0", "com.unity.modules.animation": "1.0.0", diff --git a/com.unity.multiplayer.mlapi/package.json.meta b/com.unity.netcode.gameobjects/package.json.meta similarity index 100% rename from com.unity.multiplayer.mlapi/package.json.meta rename to com.unity.netcode.gameobjects/package.json.meta diff --git a/testproject/Packages/manifest.json b/testproject/Packages/manifest.json index 4bc3118fdb..345ff22e9f 100644 --- a/testproject/Packages/manifest.json +++ b/testproject/Packages/manifest.json @@ -4,7 +4,7 @@ "com.unity.ide.rider": "3.0.5", "com.unity.ide.visualstudio": "2.0.8", "com.unity.ide.vscode": "1.2.3", - "com.unity.multiplayer.mlapi": "file:../../com.unity.multiplayer.mlapi", + "com.unity.netcode.gameobjects": "file:../../com.unity.netcode.gameobjects", "com.unity.multiplayer.transport.utp": "file:../../com.unity.multiplayer.transport.utp", "com.unity.package-validation-suite": "0.19.2-preview", "com.unity.test-framework": "1.1.27", @@ -45,7 +45,7 @@ "com.unity.modules.xr": "1.0.0" }, "testables": [ - "com.unity.multiplayer.mlapi", + "com.unity.netcode.gameobjects", "com.unity.multiplayer.transport.utp" ] } diff --git a/testproject/Packages/packages-lock.json b/testproject/Packages/packages-lock.json index bc2860bfca..0c6b93e43a 100644 --- a/testproject/Packages/packages-lock.json +++ b/testproject/Packages/packages-lock.json @@ -75,24 +75,24 @@ "dependencies": {}, "url": "https://packages.unity.com" }, - "com.unity.multiplayer.mlapi": { - "version": "file:../../com.unity.multiplayer.mlapi", + "com.unity.multiplayer.transport.utp": { + "version": "file:../../com.unity.multiplayer.transport.utp", "depth": 0, "source": "local", "dependencies": { - "com.unity.modules.ai": "1.0.0", - "com.unity.modules.animation": "1.0.0", - "com.unity.nuget.mono-cecil": "1.10.1-preview.1" + "com.unity.netcode.gameobjects": "0.0.1-preview.1", + "com.unity.transport": "0.4.1-preview.1", + "com.unity.jobs": "0.2.10-preview.13" } }, - "com.unity.multiplayer.transport.utp": { - "version": "file:../../com.unity.multiplayer.transport.utp", + "com.unity.netcode.gameobjects": { + "version": "file:../../com.unity.netcode.gameobjects", "depth": 0, "source": "local", "dependencies": { - "com.unity.multiplayer.mlapi": "0.0.1-preview.1", - "com.unity.transport": "0.4.1-preview.1", - "com.unity.jobs": "0.2.10-preview.13" + "com.unity.modules.ai": "1.0.0", + "com.unity.modules.animation": "1.0.0", + "com.unity.nuget.mono-cecil": "1.10.1-preview.1" } }, "com.unity.nuget.mono-cecil": { From 7570785a1055ff401c6f5c72b84aa85b3910f21d Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Thu, 5 Aug 2021 18:53:02 +0100 Subject: [PATCH 02/12] update Unity Transport for Netcode for GameObjects description --- com.unity.multiplayer.transport.utp/package.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.multiplayer.transport.utp/package.json b/com.unity.multiplayer.transport.utp/package.json index a4c3f17d61..07c09b1398 100644 --- a/com.unity.multiplayer.transport.utp/package.json +++ b/com.unity.multiplayer.transport.utp/package.json @@ -1,7 +1,7 @@ { "name": "com.unity.multiplayer.transport.utp", "displayName": "Unity Transport for Netcode for GameObjects", - "description": "Unity Transport for Netcode for GameObjects", + "description": "This package is plugging Unity Transport into Netcode for GameObjects, which is a network transport layer - the low-level interface for sending UDP data", "version": "0.0.1-preview.1", "unity": "2020.3", "dependencies": { From f5d1ff99d24f0f3293d8e91dd3a32804d8cf4aaf Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Thu, 5 Aug 2021 19:54:02 +0100 Subject: [PATCH 03/12] update manual.md --- .../Documentation~/Manual.md | 25 ++++++++++--------- 1 file changed, 13 insertions(+), 12 deletions(-) diff --git a/com.unity.netcode.gameobjects/Documentation~/Manual.md b/com.unity.netcode.gameobjects/Documentation~/Manual.md index 6df5d6fc72..66e933e997 100644 --- a/com.unity.netcode.gameobjects/Documentation~/Manual.md +++ b/com.unity.netcode.gameobjects/Documentation~/Manual.md @@ -1,29 +1,30 @@ -# About MLAPI +# About Netcode for GameObjects -Unity MLAPI is a high level networking library built for the Unity game engine to abstract networking. This allows developers to focus on the game rather than low level protocols and networking frameworks. +Unity Netcode for GameObjects is a high-level networking library built to abstract networking. This allows developers to focus on the game rather than low level protocols and networking frameworks. -## Unity MLAPI +## Guides -See this guide to install Unity MLAPI, set up your project, and get started with your first networked game. +See guides below to install Unity Netcode for GameObjects, set up your project, and get started with your first networked game: -* [MLAPI Documentation](https://docs-multiplayer.unity3d.com/docs/getting-started/about-mlapi) -* [Install MLAPI](https://docs-multiplayer.unity3d.com/docs/migration/install) -* [First Steps with Unity MLAPI](https://docs-multiplayer.unity3d.com/docs/tutorials/helloworldintro) -* [MLAPI API Reference](https://docs-multiplayer.unity3d.com/docs/mlapi-api/introduction) +* [Documentation](https://docs-multiplayer.unity3d.com/docs/getting-started/about-mlapi) +* [Installation](https://docs-multiplayer.unity3d.com/docs/migration/install) +* [First Steps](https://docs-multiplayer.unity3d.com/docs/tutorials/helloworldintro) +* [API Reference](https://docs-multiplayer.unity3d.com/docs/mlapi-api/introduction) # Technical details ## Requirements -This version of MLAPI is compatible with the following versions of the Unity Editor: +This version of Netcode for GameObjects is compatible with the following Unity versions and platforms: * 2020.3 and later -* Windows, Mac, Linux platforms are supported by MLAPI +* Windows, Mac, Linux platforms ## Document revision history |Date|Reason| |---|---| |March 10, 2021|Document created. Matches package version 0.1.0| -|June 1, 2021| Updated and added links for additional content. Matches patch version 0.1.0 and hotfixes.| -|June 3, 2021| Update document to acknowledge Unity min version change. Matches package version 0.2.0| \ No newline at end of file +|June 1, 2021|Update and add links for additional content. Matches patch version 0.1.0 and hotfixes.| +|June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0| +|August 5, 2021|Update product/package name| From 5f51462efa817ce101110842742451215cb39fc6 Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Mon, 9 Aug 2021 09:19:35 +0100 Subject: [PATCH 04/12] add `MigrateFromMLAPI.md` --- .../Documentation~/MigrateFromMLAPI.md | 3 +++ 1 file changed, 3 insertions(+) create mode 100644 com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md diff --git a/com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md b/com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md new file mode 100644 index 0000000000..33b156e39e --- /dev/null +++ b/com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md @@ -0,0 +1,3 @@ +# Migrate from MLAPI + +// todo From b4bd171c43144cdb713831ce1cc9e8f0bc8d160b Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Mon, 9 Aug 2021 14:41:45 +0100 Subject: [PATCH 05/12] mark public types with appropriate `[MovedFrom(...)]` attributes --- .../Prototyping/NetworkAnimator.cs | 2 ++ .../Prototyping/NetworkNavMeshAgent.cs | 2 ++ .../Prototyping/NetworkTransform.cs | 2 ++ .../Runtime/Collections/FixedQueue.cs | 2 ++ .../Runtime/Configuration/HashSize.cs | 3 +++ .../Runtime/Configuration/NetworkConfig.cs | 2 ++ .../Runtime/Connection/NetworkClient.cs | 2 ++ .../Runtime/Connection/PendingClient.cs | 3 +++ .../Runtime/Core/NetworkBehaviour.cs | 2 ++ .../Runtime/Core/NetworkBehaviourUpdater.cs | 2 ++ .../Runtime/Core/NetworkManager.cs | 2 ++ .../Runtime/Core/NetworkObject.cs | 2 ++ .../Runtime/Core/NetworkUpdateLoop.cs | 4 ++++ .../Runtime/Core/SnapshotRTT.cs | 1 + .../Exceptions/InvalidParentException.cs | 2 ++ .../NetworkConfigurationException.cs | 2 ++ .../Exceptions/NotListeningException.cs | 2 ++ .../Runtime/Exceptions/NotServerException.cs | 2 ++ .../Runtime/Exceptions/SpawnStateException.cs | 2 ++ .../Exceptions/VisibilityChangeException.cs | 2 ++ .../Runtime/Logging/LogLevel.cs | 3 +++ .../Runtime/Logging/NetworkLog.cs | 2 ++ .../Runtime/Messaging/CustomMessageManager.cs | 2 ++ .../MessageQueue/MessageQueueHistoryFrame.cs | 2 +- .../Runtime/Messaging/RpcAttributes.cs | 5 +++++ .../Runtime/Messaging/RpcParams.cs | 11 +++++++++- .../Collections/NetworkDictionary.cs | 3 +++ .../Collections/NetworkList.cs | 3 +++ .../NetworkVariable/Collections/NetworkSet.cs | 3 +++ .../NetworkVariable/INetworkVariable.cs | 2 ++ .../NetworkVariable/NetworkVariable.cs | 21 +++++++++++++++++++ .../NetworkVariablePermission.cs | 3 +++ .../NetworkVariableSettings.cs | 4 ++++ .../Profiling/IProfilableTransportProvider.cs | 3 +++ .../Profiling/ITransportProfilerData.cs | 2 ++ .../SceneManagement/NetworkSceneManager.cs | 2 ++ .../SceneManagement/SceneSwitchProgress.cs | 2 ++ .../Runtime/Serialization/Arithmetic.cs | 3 +++ .../Serialization/AutoNetworkSerializable.cs | 3 +++ .../Serialization/INetworkSerializable.cs | 3 +++ .../Runtime/Serialization/NetworkBuffer.cs | 2 ++ .../Runtime/Serialization/NetworkReader.cs | 2 ++ .../Serialization/NetworkSerializer.cs | 2 ++ .../Runtime/Serialization/NetworkWriter.cs | 2 ++ .../Serialization/Pooled/NetworkBufferPool.cs | 2 ++ .../Serialization/Pooled/NetworkReaderPool.cs | 2 ++ .../Serialization/Pooled/NetworkWriterPool.cs | 2 ++ .../Pooled/PooledNetworkBuffer.cs | 3 +++ .../Pooled/PooledNetworkReader.cs | 2 ++ .../Pooled/PooledNetworkWriter.cs | 2 ++ .../Serialization/SerializationManager.cs | 2 ++ .../Runtime/Spawning/NetworkPrefabHandler.cs | 3 +++ .../Runtime/Spawning/NetworkSpawnManager.cs | 2 ++ .../Runtime/Timing/NetworkTickSystem.cs | 2 ++ .../Runtime/Timing/NetworkTime.cs | 2 ++ .../Runtime/Timing/NetworkTimeSystem.cs | 9 ++------ .../Transports/MultiplexTransportAdapter.cs | 2 ++ .../Runtime/Transports/NetworkDelivery.cs | 3 +++ .../Runtime/Transports/NetworkEvent.cs | 3 +++ .../Runtime/Transports/NetworkTransport.cs | 3 +++ .../Runtime/Transports/Tasks/SocketTask.cs | 3 +++ .../Runtime/Transports/TransportChannel.cs | 2 ++ .../Transports/UNET/ProfilerConstants.cs | 3 +++ .../Runtime/Transports/UNET/RelayTransport.cs | 3 +++ .../Runtime/Transports/UNET/UNetChannel.cs | 2 ++ .../Runtime/Transports/UNET/UNetTransport.cs | 2 ++ 66 files changed, 183 insertions(+), 9 deletions(-) diff --git a/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs b/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs index a13bb2d201..0c1121d144 100644 --- a/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs +++ b/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs @@ -1,12 +1,14 @@ using System.Linq; using System.Collections.Generic; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Prototyping { /// /// A prototype component for syncing animations /// + [MovedFrom("MLAPI.Prototyping")] [AddComponentMenu("Netcode/" + nameof(NetworkAnimator))] public class NetworkAnimator : NetworkBehaviour { diff --git a/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs b/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs index 6163f4a965..b5e7505a87 100644 --- a/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs +++ b/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs @@ -1,12 +1,14 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Prototyping { /// /// A prototype component for syncing NavMeshAgents /// + [MovedFrom("MLAPI.Prototyping")] [AddComponentMenu("Netcode/" + nameof(NetworkNavMeshAgent))] [RequireComponent(typeof(NavMeshAgent))] public class NetworkNavMeshAgent : NetworkBehaviour diff --git a/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs b/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs index 38300cf668..22117424d0 100644 --- a/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs +++ b/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs @@ -1,11 +1,13 @@ using System; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Prototyping { /// /// A prototype component for syncing transforms /// + [MovedFrom("MLAPI.Prototyping")] [AddComponentMenu("Netcode/" + nameof(NetworkTransform))] public class NetworkTransform : NetworkBehaviour { diff --git a/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs b/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs index 1cbb4f1b34..cfcb795e56 100644 --- a/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs +++ b/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs @@ -1,4 +1,5 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -6,6 +7,7 @@ namespace Unity.Netcode /// Queue with a fixed size /// /// The type of the queue + [MovedFrom("MLAPI.Collections")] public sealed class FixedQueue { private readonly T[] m_Queue; diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs index 7d76c9c48f..5cce08f9d4 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs @@ -1,3 +1,5 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// @@ -5,6 +7,7 @@ namespace Unity.Netcode /// Note that the HashSize does not say anything about the actual final output due to the var int encoding /// It just says how many bytes the maximum will be /// + [MovedFrom("MLAPI.Configuration")] public enum HashSize { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs index a16d8963f4..5667e267ce 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs @@ -2,12 +2,14 @@ using System.Collections.Generic; using UnityEngine; using System.Linq; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// The configuration object used to start server, client and hosts /// + [MovedFrom("MLAPI.Configuration")] [Serializable] public class NetworkConfig { diff --git a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs index 38ae544952..2cb44a5ad4 100644 --- a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs +++ b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs @@ -1,10 +1,12 @@ using System.Collections.Generic; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A NetworkClient /// + [MovedFrom("MLAPI.Connection")] public class NetworkClient { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs b/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs index 5bbf392454..2991ad2700 100644 --- a/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs +++ b/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// A class representing a client that is currently in the process of connecting /// + [MovedFrom("MLAPI.Connection")] public class PendingClient { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs index 5ee2b7dd09..46ade456b5 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs @@ -4,12 +4,14 @@ using System.Reflection; using System.Linq; using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// The base class to override to write network code. Inherits MonoBehaviour /// + [MovedFrom("MLAPI")] public abstract class NetworkBehaviour : MonoBehaviour { #pragma warning disable IDE1006 // disable naming rule violation check diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs index d38209ad0f..1bca6cbcde 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs @@ -1,8 +1,10 @@ using System.Collections.Generic; using Unity.Profiling; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { + [MovedFrom("MLAPI")] public class NetworkBehaviourUpdater { private HashSet m_Touched = new HashSet(); diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs index bcc8e9b9b2..62c2a8446a 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs @@ -5,12 +5,14 @@ using UnityEngine; using Unity.Profiling; using Debug = UnityEngine.Debug; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// The main component of the library /// + [MovedFrom("MLAPI")] [AddComponentMenu("Netcode/" + nameof(NetworkManager), -100)] public class NetworkManager : MonoBehaviour, INetworkUpdateSystem, IProfilableTransportProvider { diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs index fd4f6d533f..65af6ead07 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs @@ -4,12 +4,14 @@ using System.Linq; using System.Runtime.CompilerServices; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A component used to identify that a GameObject in the network /// + [MovedFrom("MLAPI")] [AddComponentMenu("Netcode/" + nameof(NetworkObject), -99)] [DisallowMultipleComponent] public sealed class NetworkObject : MonoBehaviour diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs index b9c52c1a43..50d0b8367a 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs @@ -3,12 +3,14 @@ using UnityEngine; using UnityEngine.LowLevel; using UnityEngine.PlayerLoop; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Defines the required interface of a network update system being executed by the network update loop. /// + [MovedFrom("MLAPI")] public interface INetworkUpdateSystem { void NetworkUpdate(NetworkUpdateStage updateStage); @@ -17,6 +19,7 @@ public interface INetworkUpdateSystem /// /// Defines network update stages being executed by the network update loop. /// + [MovedFrom("MLAPI")] public enum NetworkUpdateStage : byte { Unset = 0, // Default @@ -32,6 +35,7 @@ public enum NetworkUpdateStage : byte /// /// Represents the network update loop injected into low-level player loop in Unity. /// + [MovedFrom("MLAPI")] public static class NetworkUpdateLoop { private static Dictionary> s_UpdateSystem_Sets; diff --git a/com.unity.netcode.gameobjects/Runtime/Core/SnapshotRTT.cs b/com.unity.netcode.gameobjects/Runtime/Core/SnapshotRTT.cs index 58479e7e9b..98e74a3766 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/SnapshotRTT.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/SnapshotRTT.cs @@ -24,6 +24,7 @@ public struct Rtt public double LastSec; // latest ack'ed RTT public int SampleCount; // number of contributing samples } + public ConnectionRtt() { m_RttSendTimes = new double[RingSize]; diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs index 66a3679f67..07de31d559 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the new parent candidate of the NetworkObject is not valid /// + [MovedFrom("MLAPI.Exceptions")] public class InvalidParentException : Exception { public InvalidParentException() { } diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs index a710ac64e2..801c4015a5 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the operation can only be done on the server /// + [MovedFrom("MLAPI.Exceptions")] public class NetworkConfigurationException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs index f345432cc0..9f10965b1d 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the operation require NetworkManager to be listening. /// + [MovedFrom("MLAPI.Exceptions")] public class NotListeningException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs index 036b6b3e4b..4a38a8652c 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the operation can only be done on the server /// + [MovedFrom("MLAPI.Exceptions")] public class NotServerException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs index 712ddef7fd..538ebf66a0 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when an object is not yet spawned /// + [MovedFrom("MLAPI.Exceptions")] public class SpawnStateException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs index 2a89cb3486..609b88560c 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when a visibility change fails /// + [MovedFrom("MLAPI.Exceptions")] public class VisibilityChangeException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs b/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs index 7cfc1071e5..9423ac870d 100644 --- a/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs +++ b/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// Log level /// + [MovedFrom("MLAPI.Logging")] public enum LogLevel { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs b/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs index 008a1ff6ed..ccec4e7504 100644 --- a/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs +++ b/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs @@ -1,10 +1,12 @@ using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Helper class for logging /// + [MovedFrom("MLAPI.Logging")] public static class NetworkLog { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs index e8e10c5ae9..e7d787d70e 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -8,6 +9,7 @@ namespace Unity.Netcode /// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages. /// These are named and are much easier to use. /// + [MovedFrom("MLAPI.Messaging")] public class CustomMessagingManager { private NetworkManager m_NetworkManager { get; } diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/MessageQueue/MessageQueueHistoryFrame.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/MessageQueue/MessageQueueHistoryFrame.cs index e888028370..cfa5f11804 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/MessageQueue/MessageQueueHistoryFrame.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/MessageQueue/MessageQueueHistoryFrame.cs @@ -6,7 +6,7 @@ namespace Unity.Netcode /// /// Used by the MessageQueueContainer to hold queued messages /// - public class MessageQueueHistoryFrame + internal class MessageQueueHistoryFrame { public enum QueueFrameType { diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs index 5d0a50178d..131416941b 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// RPC delivery types /// + [MovedFrom("MLAPI.Messaging")] public enum RpcDelivery { /// @@ -21,6 +23,7 @@ public enum RpcDelivery /// /// Represents the common base class for Rpc attributes. /// + [MovedFrom("MLAPI.Messaging")] public abstract class RpcAttribute : Attribute { /// @@ -33,6 +36,7 @@ public abstract class RpcAttribute : Attribute /// Marks a method as ServerRpc. /// A ServerRpc marked method will be fired by a client but executed on the server. /// + [MovedFrom("MLAPI.Messaging")] [AttributeUsage(AttributeTargets.Method)] public class ServerRpcAttribute : RpcAttribute { @@ -46,6 +50,7 @@ public class ServerRpcAttribute : RpcAttribute /// Marks a method as ClientRpc. /// A ClientRpc marked method will be fired by the server but executed on clients. /// + [MovedFrom("MLAPI.Messaging")] [AttributeUsage(AttributeTargets.Method)] public class ClientRpcAttribute : RpcAttribute { } } diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs index bd0667ed5d..dcfc594904 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs @@ -1,14 +1,18 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { + [MovedFrom("MLAPI.Messaging")] public interface IHasUpdateStage { - public NetworkUpdateStage UpdateStage + NetworkUpdateStage UpdateStage { get; set; } } + [MovedFrom("MLAPI.Messaging")] public struct ServerRpcSendParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -20,6 +24,7 @@ public NetworkUpdateStage UpdateStage } } + [MovedFrom("MLAPI.Messaging")] public struct ServerRpcReceiveParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -32,12 +37,14 @@ public NetworkUpdateStage UpdateStage public ulong SenderClientId; } + [MovedFrom("MLAPI.Messaging")] public struct ServerRpcParams { public ServerRpcSendParams Send; public ServerRpcReceiveParams Receive; } + [MovedFrom("MLAPI.Messaging")] public struct ClientRpcSendParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -50,6 +57,7 @@ public NetworkUpdateStage UpdateStage public ulong[] TargetClientIds; } + [MovedFrom("MLAPI.Messaging")] public struct ClientRpcReceiveParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -61,6 +69,7 @@ public NetworkUpdateStage UpdateStage } } + [MovedFrom("MLAPI.Messaging")] public struct ClientRpcParams { public ClientRpcSendParams Send; diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs index c09985ddaf..da4be2b277 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -10,6 +11,7 @@ namespace Unity.Netcode /// /// The type for the dictionary keys /// The type for the dictionary values + [MovedFrom("MLAPI.NetworkVariable.Collections")] public class NetworkDictionary : IDictionary, INetworkVariable { /// @@ -613,6 +615,7 @@ private void EnsureInitialized() /// /// The type for the dictionary key that the event is about /// The type for the dictionary value that the event is about + [MovedFrom("MLAPI.NetworkVariable.Collections")] public struct NetworkDictionaryEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs index ad9feda01d..083b3fdf9e 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -9,6 +10,7 @@ namespace Unity.Netcode /// Event based NetworkVariable container for syncing Lists /// /// The type for the list + [MovedFrom("MLAPI.NetworkVariable.Collections")] public class NetworkList : IList, INetworkVariable { private readonly IList m_List = new List(); @@ -615,6 +617,7 @@ private void EnsureInitialized() /// Struct containing event information about changes to a NetworkList. /// /// The type for the list that the event is about + [MovedFrom("MLAPI.NetworkVariable.Collections")] public struct NetworkListEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs index 9e0e58953f..cad8520099 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs @@ -3,6 +3,7 @@ using System.Collections; using System.Collections.Generic; using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -10,6 +11,7 @@ namespace Unity.Netcode /// Event based NetworkVariable container for syncing Sets /// /// The type for the set + [MovedFrom("MLAPI.NetworkVariable.Collections")] public class NetworkSet : ISet, INetworkVariable { private readonly ISet m_Set = new HashSet(); @@ -577,6 +579,7 @@ private void EnsureInitialized() /// Struct containing event information about changes to a NetworkSet. /// /// The type for the set that the event is about + [MovedFrom("MLAPI.NetworkVariable.Collections")] public struct NetworkSetEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs index 338aab906b..574a9e9d8c 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs @@ -1,10 +1,12 @@ using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Interface for network value containers /// + [MovedFrom("MLAPI.NetworkVariable")] public interface INetworkVariable { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs index b1f303292e..b58f568e3e 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs @@ -2,12 +2,14 @@ using UnityEngine; using System.IO; using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A variable that can be synchronized over the network. /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariable : INetworkVariable { @@ -224,6 +226,7 @@ public NetworkChannel GetChannel() /// /// A NetworkVariable that holds strings and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableString : NetworkVariable { @@ -243,6 +246,7 @@ public NetworkVariableString(NetworkVariableSettings settings, string value) : b /// /// A NetworkVariable that holds bools and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableBool : NetworkVariable { @@ -262,6 +266,7 @@ public NetworkVariableBool(NetworkVariableSettings settings, bool value) : base( /// /// A NetworkVariable that holds bytes and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableByte : NetworkVariable { @@ -281,6 +286,7 @@ public NetworkVariableByte(NetworkVariableSettings settings, byte value) : base( /// /// A NetworkVariable that holds sbytes and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableSByte : NetworkVariable { @@ -300,6 +306,7 @@ public NetworkVariableSByte(NetworkVariableSettings settings, sbyte value) : bas /// /// A NetworkVariable that holds ushorts and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableUShort : NetworkVariable { @@ -319,6 +326,7 @@ public NetworkVariableUShort(NetworkVariableSettings settings, ushort value) : b /// /// A NetworkVariable that holds shorts and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableShort : NetworkVariable { @@ -338,6 +346,7 @@ public NetworkVariableShort(NetworkVariableSettings settings, short value) : bas /// /// A NetworkVariable that holds uints and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableUInt : NetworkVariable { @@ -357,6 +366,7 @@ public NetworkVariableUInt(NetworkVariableSettings settings, uint value) : base( /// /// A NetworkVariable that holds ints and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableInt : NetworkVariable { @@ -376,6 +386,7 @@ public NetworkVariableInt(NetworkVariableSettings settings, int value) : base(se /// /// A NetworkVariable that holds ulongs and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableULong : NetworkVariable { @@ -395,6 +406,7 @@ public NetworkVariableULong(NetworkVariableSettings settings, ulong value) : bas /// /// A NetworkVariable that holds longs and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableLong : NetworkVariable { @@ -414,6 +426,7 @@ public NetworkVariableLong(NetworkVariableSettings settings, long value) : base( /// /// A NetworkVariable that holds floats and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableFloat : NetworkVariable { @@ -433,6 +446,7 @@ public NetworkVariableFloat(NetworkVariableSettings settings, float value) : bas /// /// A NetworkVariable that holds doubles and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableDouble : NetworkVariable { @@ -452,6 +466,7 @@ public NetworkVariableDouble(NetworkVariableSettings settings, double value) : b /// /// A NetworkVariable that holds vector2s and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableVector2 : NetworkVariable { @@ -471,6 +486,7 @@ public NetworkVariableVector2(NetworkVariableSettings settings, Vector2 value) : /// /// A NetworkVariable that holds vector3s and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableVector3 : NetworkVariable { @@ -490,6 +506,7 @@ public NetworkVariableVector3(NetworkVariableSettings settings, Vector3 value) : /// /// A NetworkVariable that holds vector4s and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableVector4 : NetworkVariable { @@ -509,6 +526,7 @@ public NetworkVariableVector4(NetworkVariableSettings settings, Vector4 value) : /// /// A NetworkVariable that holds colors and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableColor : NetworkVariable { @@ -528,6 +546,7 @@ public NetworkVariableColor(NetworkVariableSettings settings, Color value) : bas /// /// A NetworkVariable that holds color32s and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableColor32 : NetworkVariable { @@ -547,6 +566,7 @@ public NetworkVariableColor32(NetworkVariableSettings settings, Color32 value) : /// /// A NetworkVariable that holds rays and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableRay : NetworkVariable { @@ -566,6 +586,7 @@ public NetworkVariableRay(NetworkVariableSettings settings, Ray value) : base(se /// /// A NetworkVariable that holds quaternions and support serialization /// + [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableQuaternion : NetworkVariable { diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs index 3773bb9ba9..4f7f4fd6bb 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// Permission type /// + [MovedFrom("MLAPI.NetworkVariable")] public enum NetworkVariablePermission { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs index 84ed8ac663..e06d25b06f 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs @@ -1,14 +1,18 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// Delegate type for permission checking /// /// The clientId whose permissions to check + [MovedFrom("MLAPI.NetworkVariable")] public delegate bool NetworkVariablePermissionsDelegate(ulong clientId); /// /// The settings class used by the build in NetworkVar implementations /// + [MovedFrom("MLAPI.NetworkVariable")] public class NetworkVariableSettings { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs b/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs index f554875a92..d71ea8c3fe 100644 --- a/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs +++ b/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs @@ -1,5 +1,8 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { + [MovedFrom("MLAPI.Profiling")] public interface IProfilableTransportProvider { ITransportProfilerData Transport { get; } diff --git a/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs b/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs index 76fc6d64a4..b8bd2b5eaf 100644 --- a/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs +++ b/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs @@ -1,7 +1,9 @@ using System.Collections.Generic; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { + [MovedFrom("MLAPI.Profiling")] public interface ITransportProfilerData { void BeginNewTick(); diff --git a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs index c96e2b8f22..3a15bba877 100644 --- a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs @@ -4,12 +4,14 @@ using System.Linq; using UnityEngine; using UnityEngine.SceneManagement; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Main class for managing network scenes /// + [MovedFrom("MLAPI.SceneManagement")] public class NetworkSceneManager { /// diff --git a/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs b/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs index 39b24e8bd6..18c394422d 100644 --- a/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs +++ b/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; using AsyncOperation = UnityEngine.AsyncOperation; namespace Unity.Netcode @@ -8,6 +9,7 @@ namespace Unity.Netcode /// /// Class for tracking scene switching progress by server and clients. /// + [MovedFrom("MLAPI.SceneManagement")] public class SceneSwitchProgress { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs index 34d5430bea..8bef5ed20d 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// Arithmetic helper class /// + [MovedFrom("MLAPI.Serialization")] public static class Arithmetic { // Sign bits for different data types diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs index 0e496ba57a..db34755730 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// AutoBitWritable implements INetworkSerializable and automatically serializes fields using reflection /// + [MovedFrom("MLAPI.Serialization")] public abstract class AutoNetworkSerializable : INetworkSerializable { private void Write(NetworkWriter writer) diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs index 48ca46d27c..bf0f120add 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs @@ -1,5 +1,8 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { + [MovedFrom("MLAPI.Serialization")] public interface INetworkSerializable { void NetworkSerialize(NetworkSerializer serializer); diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs index 0d391dd5f9..1259abc821 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs @@ -1,5 +1,6 @@ using System; using System.IO; +using UnityEngine.Scripting.APIUpdating; using static Unity.Netcode.Arithmetic; namespace Unity.Netcode @@ -7,6 +8,7 @@ namespace Unity.Netcode /// /// A buffer that can be used at the bit level /// + [MovedFrom("MLAPI.Serialization")] public class NetworkBuffer : Stream { private const int k_InitialCapacity = 16; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs index 98f6af1976..ad0c1580d7 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs @@ -7,12 +7,14 @@ using System.IO; using System.Text; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A BinaryReader that can do bit wise manipulation when backed by a NetworkBuffer /// + [MovedFrom("MLAPI.Serialization")] public class NetworkReader { private Stream m_Source; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs index 26637e9273..76a2a472c4 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs @@ -1,8 +1,10 @@ using System; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { + [MovedFrom("MLAPI.Serialization")] public sealed class NetworkSerializer { private readonly NetworkReader m_Reader; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs index e9961fc6d4..95ee3fe3f8 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs @@ -7,6 +7,7 @@ using System.Diagnostics; using System.IO; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -14,6 +15,7 @@ namespace Unity.Netcode /// /// A BinaryWriter that can do bit wise manipulation when backed by a NetworkBuffer /// + [MovedFrom("MLAPI.Serialization")] public class NetworkWriter { private Stream m_Sink; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs index 1e35b991b6..2356167d9a 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs @@ -1,11 +1,13 @@ using System; using System.Collections.Generic; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Static class containing PooledNetworkBuffers /// + [MovedFrom("MLAPI.Serialization.Pooled")] public static class NetworkBufferPool { private static uint s_CreatedBuffers = 0; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs index bccc477d74..6385b19c94 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs @@ -1,11 +1,13 @@ using System.Collections.Generic; using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Static class containing PooledNetworkReaders /// + [MovedFrom("MLAPI.Serialization.Pooled")] public static class NetworkReaderPool { private static byte s_CreatedReaders = 0; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs index ff753f3f03..83e7cadf97 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs @@ -1,11 +1,13 @@ using System.Collections.Generic; using System.IO; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Static class containing PooledNetworkWriters /// + [MovedFrom("MLAPI.Serialization.Pooled")] public static class NetworkWriterPool { private static byte s_CreatedWriters = 0; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs index 1c744e76ae..cf530da2a6 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// Disposable NetworkBuffer that returns back to the NetworkBufferPool when disposed /// + [MovedFrom("MLAPI.Serialization.Pooled")] public sealed class PooledNetworkBuffer : NetworkBuffer { private bool m_IsDisposed = false; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs index 796b6e5072..ecadb5188b 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs @@ -1,12 +1,14 @@ using System; using System.IO; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Disposable NetworkReader that returns the Reader to the NetworkReaderPool when disposed /// + [MovedFrom("MLAPI.Serialization.Pooled")] public sealed class PooledNetworkReader : NetworkReader, IDisposable { private NetworkSerializer m_Serializer; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs index c199f99a39..8ca926d8cc 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs @@ -1,12 +1,14 @@ using System; using System.IO; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Disposable NetworkWriter that returns the Writer to the NetworkWriterPool when disposed /// + [MovedFrom("MLAPI.Serialization.Pooled")] public sealed class PooledNetworkWriter : NetworkWriter, IDisposable { private NetworkSerializer m_Serializer; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs index 4d0614b04d..3039d66d4b 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs @@ -4,12 +4,14 @@ using System.Linq; using System.Reflection; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Helper class to manage the netcode serialization /// + [MovedFrom("MLAPI.Serialization")] public static class SerializationManager { private static Dictionary s_FieldCache = new Dictionary(); diff --git a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs index b15902ec57..f4ce57f9b9 100644 --- a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs +++ b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -7,6 +8,7 @@ namespace Unity.Netcode /// Interface for customizing, overriding, spawning, and destroying Network Prefabs /// Used by /// + [MovedFrom("MLAPI.Spawning")] public interface INetworkPrefabInstanceHandler { /// @@ -47,6 +49,7 @@ public interface INetworkPrefabInstanceHandler /// Primary handler to add or remove customized spawn and destroy handlers for a network prefab (i.e. a prefab with a NetworkObject component) /// Register custom prefab handlers by implementing the interface. /// + [MovedFrom("MLAPI.Spawning")] public class NetworkPrefabHandler { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs index dc9fbb373e..c894f60d70 100644 --- a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs @@ -3,12 +3,14 @@ using System.IO; using System.Linq; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Class that handles object spawning /// + [MovedFrom("MLAPI.Spawning")] public class NetworkSpawnManager { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs index f7a20e659e..88c0ceb102 100644 --- a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs +++ b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs @@ -1,8 +1,10 @@ using System; using Unity.Profiling; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { + [MovedFrom("MLAPI.Timing")] public class NetworkTickSystem { #if DEVELOPMENT_BUILD || UNITY_EDITOR diff --git a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs index 39e3920055..44110cf0a9 100644 --- a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs +++ b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs @@ -1,6 +1,7 @@ using System; using UnityEngine; using UnityEngine.Assertions; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -9,6 +10,7 @@ namespace Unity.Netcode /// Time is stored as a combination of amount of passed ticks + a duration offset. /// This struct is meant to replace the Unity API for multiplayer gameplay. /// + [MovedFrom("MLAPI.Timing")] public struct NetworkTime { private double m_TimeSec; diff --git a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs index 4717730e39..caa8febc3c 100644 --- a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs +++ b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs @@ -1,4 +1,5 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -6,16 +7,13 @@ namespace Unity.Netcode /// is a standalone system which can be used to run a network time simulation. /// The network time system maintains both a local and a server time. The local time is based on /// + [MovedFrom("MLAPI.Timing")] public class NetworkTimeSystem { private double m_TimeSec; - private double m_CurrentLocalTimeOffset; - private double m_DesiredLocalTimeOffset; - private double m_CurrentServerTimeOffset; - private double m_DesiredServerTimeOffset; /// @@ -39,13 +37,10 @@ public class NetworkTimeSystem /// Gets or sets the ratio at which the NetworkTimeSystem speeds up or slows down time. /// public double AdjustmentRatio { get; set; } - public double LocalTime => m_TimeSec + m_CurrentLocalTimeOffset; - public double ServerTime => m_TimeSec + m_CurrentServerTimeOffset; internal double LastSyncedServerTimeSec { get; private set; } - internal double LastSyncedRttSec { get; private set; } public NetworkTimeSystem(double localBufferSec, double serverBufferSec, double hardResetThresholdSec, double adjustmentRatio = 0.01d) diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs b/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs index ecf660b8ac..e57d985f93 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs @@ -1,11 +1,13 @@ using System; using System.Collections.Generic; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Multiplex transport adapter. /// + [MovedFrom("MLAPI.Transports.Multiplex")] public class MultiplexTransportAdapter : NetworkTransport { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs index 19a4d953ca..a3d780ca37 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// Delivery methods /// + [MovedFrom("MLAPI.Transports")] public enum NetworkDelivery { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs index b940d80138..eb9c969bc7 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs @@ -1,8 +1,11 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode { /// /// Represents a netEvent when polling /// + [MovedFrom("MLAPI.Transports")] public enum NetworkEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs index 4450fe6e64..11fb082648 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs @@ -1,9 +1,11 @@ using System; using System.Collections.Generic; using UnityEngine; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { + [MovedFrom("MLAPI.Transports")] public enum NetworkChannel : byte { Internal, @@ -25,6 +27,7 @@ public enum NetworkChannel : byte /// /// A network transport /// + [MovedFrom("MLAPI.Transports")] public abstract class NetworkTransport : MonoBehaviour { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs b/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs index 0e0bc2b9b5..b87e32ef69 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs @@ -1,11 +1,13 @@ using System; using System.Net.Sockets; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Represents one or more socket tasks. /// + [MovedFrom("MLAPI.Transports.Tasks")] public class SocketTasks { /// @@ -98,6 +100,7 @@ public bool AnyDone /// /// A single socket task. /// + [MovedFrom("MLAPI.Transports.Tasks")] public class SocketTask { // Used for states diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs b/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs index af35804a93..00ddc59801 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs @@ -1,10 +1,12 @@ using System; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A transport channel used by the netcode /// + [MovedFrom("MLAPI.Transports")] [Serializable] public struct TransportChannel { diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs index 010d6a9b25..9635a4cb24 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs @@ -1,5 +1,8 @@ +using UnityEngine.Scripting.APIUpdating; + namespace Unity.Netcode.Transports.UNET { + [MovedFrom("MLAPI.Transports.UNET")] public static class ProfilerConstants { public const string NumberOfTransportSends = nameof(NumberOfTransportSends); diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs index c5edda9267..2a7acda094 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs @@ -5,9 +5,11 @@ using System.Net; using UnityEngine; using UnityEngine.Networking; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Transports.UNET { + [MovedFrom("MLAPI.Transports.UNET")] public static class RelayTransport { private enum MessageType @@ -530,6 +532,7 @@ private static NetworkEventType BaseReceive(NetworkEventType netEvent, int hostI } } + [MovedFrom("MLAPI.Transports.UNET")] public class InvalidConfigException : SystemException { public InvalidConfigException() { } diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs index 1e1afc0065..fdb4cfdabc 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs @@ -4,12 +4,14 @@ #endif using UnityEngine; using UnityEngine.Networking; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Transports.UNET { /// /// A transport channel used by the netcode /// + [MovedFrom("MLAPI.Transports")] [Serializable] public class UNetChannel { diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs index ece8aa1149..1857fadb4c 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs @@ -4,9 +4,11 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; +using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Transports.UNET { + [MovedFrom("MLAPI.Transports.UNET")] public class UNetTransport : NetworkTransport, ITransportProfilerData { public enum SendMode From 2a6ccf7de8e64db39ddaab09a2afcdfaa3b7a128 Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Mon, 9 Aug 2021 14:53:46 +0100 Subject: [PATCH 06/12] add namespace --- .../Tests/Runtime/NetworkVariableTests.cs | 764 +++++++++--------- 1 file changed, 383 insertions(+), 381 deletions(-) diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkVariableTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkVariableTests.cs index 4b76e5645a..660eb65c9a 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkVariableTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkVariableTests.cs @@ -3,446 +3,448 @@ using UnityEngine; using UnityEngine.TestTools; using NUnit.Framework; -using Unity.Netcode; -public struct TestStruct : INetworkSerializable +namespace Unity.Netcode.RuntimeTests { - public uint SomeInt; - public bool SomeBool; - - public void NetworkSerialize(NetworkSerializer serializer) + public struct TestStruct : INetworkSerializable { - serializer.Serialize(ref SomeInt); - serializer.Serialize(ref SomeBool); - } -} + public uint SomeInt; + public bool SomeBool; -public class TestClass : INetworkSerializable -{ - public uint SomeInt; - public bool SomeBool; - - public void NetworkSerialize(NetworkSerializer serializer) - { - serializer.Serialize(ref SomeInt); - serializer.Serialize(ref SomeBool); + public void NetworkSerialize(NetworkSerializer serializer) + { + serializer.Serialize(ref SomeInt); + serializer.Serialize(ref SomeBool); + } } -} -public class NetworkVariableTest : NetworkBehaviour -{ - public readonly NetworkList TheList = new NetworkList( - new NetworkVariableSettings {WritePermission = NetworkVariablePermission.ServerOnly} - ); - - public readonly NetworkSet TheSet = new NetworkSet( - new NetworkVariableSettings {WritePermission = NetworkVariablePermission.ServerOnly} - ); - - public readonly NetworkDictionary TheDictionary = new NetworkDictionary( - new NetworkVariableSettings {WritePermission = NetworkVariablePermission.ServerOnly} - ); - private void ListChanged(NetworkListEvent e) - { - ListDelegateTriggered = true; - } - private void SetChanged(NetworkSetEvent e) - { - SetDelegateTriggered = true; - } - private void DictionaryChanged(NetworkDictionaryEvent e) + public class TestClass : INetworkSerializable { - DictionaryDelegateTriggered = true; - } - public void Awake() - { - TheList.OnListChanged += ListChanged; - TheSet.OnSetChanged += SetChanged; - TheDictionary.OnDictionaryChanged += DictionaryChanged; - } + public uint SomeInt; + public bool SomeBool; - public readonly NetworkVariable TheStruct = new NetworkVariable(); - public readonly NetworkVariable TheClass = new NetworkVariable(new TestClass()); - - public bool ListDelegateTriggered; - public bool SetDelegateTriggered; - public bool DictionaryDelegateTriggered; -} + public void NetworkSerialize(NetworkSerializer serializer) + { + serializer.Serialize(ref SomeInt); + serializer.Serialize(ref SomeBool); + } + } -namespace Unity.Netcode.RuntimeTests -{ - public class NetworkVariableTests : BaseMultiInstanceTest + public class NetworkVariableTest : NetworkBehaviour { - protected override int NbClients => 1; + public readonly NetworkList TheList = new NetworkList( + new NetworkVariableSettings { WritePermission = NetworkVariablePermission.ServerOnly } + ); - private const uint k_TestUInt = 0xdeadbeef; + public readonly NetworkSet TheSet = new NetworkSet( + new NetworkVariableSettings { WritePermission = NetworkVariablePermission.ServerOnly } + ); - private const int k_TestVal1 = 111; - private const int k_TestVal2 = 222; - private const int k_TestVal3 = 333; + public readonly NetworkDictionary TheDictionary = new NetworkDictionary( + new NetworkVariableSettings { WritePermission = NetworkVariablePermission.ServerOnly } + ); - private const int k_TestKey1 = 0x0f0f; - private const int k_TestKey2 = 0xf0f0; + private void ListChanged(NetworkListEvent e) + { + ListDelegateTriggered = true; + } + private void SetChanged(NetworkSetEvent e) + { + SetDelegateTriggered = true; + } + private void DictionaryChanged(NetworkDictionaryEvent e) + { + DictionaryDelegateTriggered = true; + } + public void Awake() + { + TheList.OnListChanged += ListChanged; + TheSet.OnSetChanged += SetChanged; + TheDictionary.OnDictionaryChanged += DictionaryChanged; + } - private NetworkVariableTest m_ServerComp; - private NetworkVariableTest m_ClientComp; + public readonly NetworkVariable TheStruct = new NetworkVariable(); + public readonly NetworkVariable TheClass = new NetworkVariable(new TestClass()); - private readonly bool m_TestWithHost = false; + public bool ListDelegateTriggered; + public bool SetDelegateTriggered; + public bool DictionaryDelegateTriggered; + } - [UnitySetUp] - public override IEnumerator Setup() + namespace Unity.Netcode.RuntimeTests + { + public class NetworkVariableTests : BaseMultiInstanceTest { - yield return StartSomeClientsAndServerWithPlayers(useHost: m_TestWithHost, nbClients: NbClients, - updatePlayerPrefab: playerPrefab => - { - var networkTransform = playerPrefab.AddComponent(); - }); - - // This is the *SERVER VERSION* of the *CLIENT PLAYER* - var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); + protected override int NbClients => 1; - yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation( - x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, - m_ServerNetworkManager, serverClientPlayerResult)); + private const uint k_TestUInt = 0xdeadbeef; - // This is the *CLIENT VERSION* of the *CLIENT PLAYER* - var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); - yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation( - x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, - m_ClientNetworkManagers[0], clientClientPlayerResult)); + private const int k_TestVal1 = 111; + private const int k_TestVal2 = 222; + private const int k_TestVal3 = 333; - var serverSideClientPlayer = serverClientPlayerResult.Result; - var clientSideClientPlayer = clientClientPlayerResult.Result; + private const int k_TestKey1 = 0x0f0f; + private const int k_TestKey2 = 0xf0f0; - m_ServerComp = serverSideClientPlayer.GetComponent(); - m_ClientComp = clientSideClientPlayer.GetComponent(); + private NetworkVariableTest m_ServerComp; + private NetworkVariableTest m_ClientComp; - m_ServerComp.TheList.Clear(); - m_ServerComp.TheSet.Clear(); - m_ServerComp.TheDictionary.Clear(); + private readonly bool m_TestWithHost = false; - if (m_ServerComp.TheList.Count > 0 || m_ServerComp.TheSet.Count > 0 || m_ServerComp.TheDictionary.Count > 0) + [UnitySetUp] + public override IEnumerator Setup() { - throw new Exception("at least one server network container not empty at start"); - } - if (m_ClientComp.TheList.Count > 0 || m_ClientComp.TheSet.Count > 0 || m_ClientComp.TheDictionary.Count > 0) - { - throw new Exception("at least one client network container not empty at start"); - } - } + yield return StartSomeClientsAndServerWithPlayers(useHost: m_TestWithHost, nbClients: NbClients, + updatePlayerPrefab: playerPrefab => + { + var networkTransform = playerPrefab.AddComponent(); + }); - /// - /// Runs generalized tests on all predefined NetworkVariable types - /// - [UnityTest] - public IEnumerator AllNetworkVariableTypes() - { - // Create, instantiate, and host - // This would normally go in Setup, but since every other test but this one - // uses MultiInstanceHelper, and it does its own NetworkManager setup / teardown, - // for now we put this within this one test until we migrate it to MIH - Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _)); + // This is the *SERVER VERSION* of the *CLIENT PLAYER* + var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); - Guid gameObjectId = NetworkManagerHelper.AddGameNetworkObject("NetworkVariableTestComponent"); + yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation( + x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, + m_ServerNetworkManager, serverClientPlayerResult)); - var networkVariableTestComponent = NetworkManagerHelper.AddComponentToObject(gameObjectId); + // This is the *CLIENT VERSION* of the *CLIENT PLAYER* + var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); + yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation( + x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, + m_ClientNetworkManagers[0], clientClientPlayerResult)); - NetworkManagerHelper.SpawnNetworkObject(gameObjectId); + var serverSideClientPlayer = serverClientPlayerResult.Result; + var clientSideClientPlayer = clientClientPlayerResult.Result; - // Start Testing - networkVariableTestComponent.EnableTesting = true; + m_ServerComp = serverSideClientPlayer.GetComponent(); + m_ClientComp = clientSideClientPlayer.GetComponent(); - var testsAreComplete = networkVariableTestComponent.IsTestComplete(); + m_ServerComp.TheList.Clear(); + m_ServerComp.TheSet.Clear(); + m_ServerComp.TheDictionary.Clear(); - // Wait for the NetworkVariable tests to complete - while (!testsAreComplete) - { - yield return new WaitForSeconds(0.003f); - testsAreComplete = networkVariableTestComponent.IsTestComplete(); + if (m_ServerComp.TheList.Count > 0 || m_ServerComp.TheSet.Count > 0 || m_ServerComp.TheDictionary.Count > 0) + { + throw new Exception("at least one server network container not empty at start"); + } + if (m_ClientComp.TheList.Count > 0 || m_ClientComp.TheSet.Count > 0 || m_ClientComp.TheDictionary.Count > 0) + { + throw new Exception("at least one client network container not empty at start"); + } } - // Stop Testing - networkVariableTestComponent.EnableTesting = false; - - Assert.IsTrue(networkVariableTestComponent.DidAllValuesChange()); + /// + /// Runs generalized tests on all predefined NetworkVariable types + /// + [UnityTest] + public IEnumerator AllNetworkVariableTypes() + { + // Create, instantiate, and host + // This would normally go in Setup, but since every other test but this one + // uses MultiInstanceHelper, and it does its own NetworkManager setup / teardown, + // for now we put this within this one test until we migrate it to MIH + Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _)); - // Disable this once we are done. - networkVariableTestComponent.gameObject.SetActive(false); + Guid gameObjectId = NetworkManagerHelper.AddGameNetworkObject("NetworkVariableTestComponent"); - Assert.IsTrue(testsAreComplete); + var networkVariableTestComponent = NetworkManagerHelper.AddComponentToObject(gameObjectId); - // This would normally go in Teardown, but since every other test but this one - // uses MultiInstanceHelper, and it does its own NetworkManager setup / teardown, - // for now we put this within this one test until we migrate it to MIH - NetworkManagerHelper.ShutdownNetworkManager(); - } + NetworkManagerHelper.SpawnNetworkObject(gameObjectId); - [UnityTest] - public IEnumerator NetworkListAdd() - { - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheList.Add(k_TestVal1); - m_ServerComp.TheList.Add(k_TestVal2); - }, - () => - { - return m_ServerComp.TheList.Count == 2 && - m_ClientComp.TheList.Count == 2 && - m_ServerComp.ListDelegateTriggered && - m_ClientComp.ListDelegateTriggered && - m_ServerComp.TheList[0] == k_TestVal1 && - m_ClientComp.TheList[0] == k_TestVal1 && - m_ServerComp.TheList[1] == k_TestVal2 && - m_ClientComp.TheList[1] == k_TestVal2; - } - ); - } + // Start Testing + networkVariableTestComponent.EnableTesting = true; - [UnityTest] - public IEnumerator NetworkListRemove() - { - // first put some stuff in; re-use the add test - yield return NetworkListAdd(); + var testsAreComplete = networkVariableTestComponent.IsTestComplete(); - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => m_ServerComp.TheList.RemoveAt(0), - () => + // Wait for the NetworkVariable tests to complete + while (!testsAreComplete) { - return m_ServerComp.TheList.Count == 1 && - m_ClientComp.TheList.Count == 1 && - m_ServerComp.ListDelegateTriggered && - m_ClientComp.ListDelegateTriggered && - m_ServerComp.TheList[0] == k_TestVal2 && - m_ClientComp.TheList[0] == k_TestVal2; + yield return new WaitForSeconds(0.003f); + testsAreComplete = networkVariableTestComponent.IsTestComplete(); } - ); - } - [UnityTest] - public IEnumerator NetworkListClear() - { - // first put some stuff in; re-use the add test - yield return NetworkListAdd(); + // Stop Testing + networkVariableTestComponent.EnableTesting = false; - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => m_ServerComp.TheList.Clear(), - () => - { - return - m_ServerComp.ListDelegateTriggered && - m_ClientComp.ListDelegateTriggered && - m_ServerComp.TheList.Count == 0 && - m_ClientComp.TheList.Count == 0; - } - ); - } + Assert.IsTrue(networkVariableTestComponent.DidAllValuesChange()); - [UnityTest] - public IEnumerator NetworkSetAdd() - { - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheSet.Add(k_TestVal1); - m_ServerComp.TheSet.Add(k_TestVal2); - }, - () => - { - return m_ServerComp.TheSet.Count == 2 && - m_ClientComp.TheSet.Count == 2 && - m_ServerComp.SetDelegateTriggered && - m_ClientComp.SetDelegateTriggered && - m_ServerComp.TheSet.Contains(k_TestVal1) && - m_ClientComp.TheSet.Contains(k_TestVal1) && - m_ServerComp.TheSet.Contains(k_TestVal2) && - m_ClientComp.TheSet.Contains(k_TestVal2); - } - ); - } + // Disable this once we are done. + networkVariableTestComponent.gameObject.SetActive(false); - [UnityTest] - public IEnumerator NetworkSetRemove() - { - // first put some stuff in; re-use the add test - yield return NetworkSetAdd(); + Assert.IsTrue(testsAreComplete); - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheSet.Remove(k_TestVal1); - }, - () => - { - return m_ServerComp.TheSet.Count == 1 && - m_ClientComp.TheSet.Count == 1 && - m_ServerComp.SetDelegateTriggered && - m_ClientComp.SetDelegateTriggered && - m_ServerComp.TheSet.Contains(k_TestVal2) && - m_ClientComp.TheSet.Contains(k_TestVal2); - } - ); - } + // This would normally go in Teardown, but since every other test but this one + // uses MultiInstanceHelper, and it does its own NetworkManager setup / teardown, + // for now we put this within this one test until we migrate it to MIH + NetworkManagerHelper.ShutdownNetworkManager(); + } - [UnityTest] - public IEnumerator NetworkSetClear() - { - // first put some stuff in; re-use the add test - yield return NetworkSetAdd(); + [UnityTest] + public IEnumerator NetworkListAdd() + { + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheList.Add(k_TestVal1); + m_ServerComp.TheList.Add(k_TestVal2); + }, + () => + { + return m_ServerComp.TheList.Count == 2 && + m_ClientComp.TheList.Count == 2 && + m_ServerComp.ListDelegateTriggered && + m_ClientComp.ListDelegateTriggered && + m_ServerComp.TheList[0] == k_TestVal1 && + m_ClientComp.TheList[0] == k_TestVal1 && + m_ServerComp.TheList[1] == k_TestVal2 && + m_ClientComp.TheList[1] == k_TestVal2; + } + ); + } - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheSet.Clear(); - }, - () => - { - return m_ServerComp.TheSet.Count == 0 && - m_ClientComp.TheSet.Count == 0 && - m_ServerComp.SetDelegateTriggered && - m_ClientComp.SetDelegateTriggered; - } - ); - } + [UnityTest] + public IEnumerator NetworkListRemove() + { + // first put some stuff in; re-use the add test + yield return NetworkListAdd(); + + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => m_ServerComp.TheList.RemoveAt(0), + () => + { + return m_ServerComp.TheList.Count == 1 && + m_ClientComp.TheList.Count == 1 && + m_ServerComp.ListDelegateTriggered && + m_ClientComp.ListDelegateTriggered && + m_ServerComp.TheList[0] == k_TestVal2 && + m_ClientComp.TheList[0] == k_TestVal2; + } + ); + } - [UnityTest] - public IEnumerator NetworkDictionaryAdd() - { - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheDictionary.Add(k_TestKey1, k_TestVal1); - m_ServerComp.TheDictionary.Add(k_TestKey2, k_TestVal2); - }, - () => - { - return m_ServerComp.TheDictionary.Count == 2 && - m_ClientComp.TheDictionary.Count == 2 && - m_ServerComp.DictionaryDelegateTriggered && - m_ClientComp.DictionaryDelegateTriggered && - m_ServerComp.TheDictionary[k_TestKey1] == k_TestVal1 && - m_ClientComp.TheDictionary[k_TestKey1] == k_TestVal1 && - m_ServerComp.TheDictionary[k_TestKey2] == k_TestVal2 && - m_ClientComp.TheDictionary[k_TestKey2] == k_TestVal2; - } - ); - } + [UnityTest] + public IEnumerator NetworkListClear() + { + // first put some stuff in; re-use the add test + yield return NetworkListAdd(); + + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => m_ServerComp.TheList.Clear(), + () => + { + return + m_ServerComp.ListDelegateTriggered && + m_ClientComp.ListDelegateTriggered && + m_ServerComp.TheList.Count == 0 && + m_ClientComp.TheList.Count == 0; + } + ); + } - /* Note, not adding coverage for RemovePair, because we plan to remove - * this in the next PR - */ - [UnityTest] - public IEnumerator NetworkDictionaryRemoveByKey() - { - // first put some stuff in; re-use the add test - yield return NetworkDictionaryAdd(); + [UnityTest] + public IEnumerator NetworkSetAdd() + { + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheSet.Add(k_TestVal1); + m_ServerComp.TheSet.Add(k_TestVal2); + }, + () => + { + return m_ServerComp.TheSet.Count == 2 && + m_ClientComp.TheSet.Count == 2 && + m_ServerComp.SetDelegateTriggered && + m_ClientComp.SetDelegateTriggered && + m_ServerComp.TheSet.Contains(k_TestVal1) && + m_ClientComp.TheSet.Contains(k_TestVal1) && + m_ServerComp.TheSet.Contains(k_TestVal2) && + m_ClientComp.TheSet.Contains(k_TestVal2); + } + ); + } - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheDictionary.Remove(k_TestKey2); - }, - () => - { - return m_ServerComp.TheDictionary.Count == 1 && - m_ClientComp.TheDictionary.Count == 1 && - m_ServerComp.DictionaryDelegateTriggered && - m_ClientComp.DictionaryDelegateTriggered && - m_ServerComp.TheDictionary[k_TestKey1] == k_TestVal1 && - m_ClientComp.TheDictionary[k_TestKey1] == k_TestVal1; - } - ); - } + [UnityTest] + public IEnumerator NetworkSetRemove() + { + // first put some stuff in; re-use the add test + yield return NetworkSetAdd(); + + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheSet.Remove(k_TestVal1); + }, + () => + { + return m_ServerComp.TheSet.Count == 1 && + m_ClientComp.TheSet.Count == 1 && + m_ServerComp.SetDelegateTriggered && + m_ClientComp.SetDelegateTriggered && + m_ServerComp.TheSet.Contains(k_TestVal2) && + m_ClientComp.TheSet.Contains(k_TestVal2); + } + ); + } - [UnityTest] - public IEnumerator NetworkDictionaryChangeValue() - { - // first put some stuff in; re-use the add test - yield return NetworkDictionaryAdd(); + [UnityTest] + public IEnumerator NetworkSetClear() + { + // first put some stuff in; re-use the add test + yield return NetworkSetAdd(); + + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheSet.Clear(); + }, + () => + { + return m_ServerComp.TheSet.Count == 0 && + m_ClientComp.TheSet.Count == 0 && + m_ServerComp.SetDelegateTriggered && + m_ClientComp.SetDelegateTriggered; + } + ); + } - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheDictionary[k_TestKey1] = k_TestVal3; - }, - () => - { - return m_ServerComp.TheDictionary.Count == 2 && - m_ClientComp.TheDictionary.Count == 2 && - m_ServerComp.DictionaryDelegateTriggered && - m_ClientComp.DictionaryDelegateTriggered && - m_ServerComp.TheDictionary[k_TestKey1] == k_TestVal3 && - m_ClientComp.TheDictionary[k_TestKey1] == k_TestVal3; - } - ); - } + [UnityTest] + public IEnumerator NetworkDictionaryAdd() + { + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheDictionary.Add(k_TestKey1, k_TestVal1); + m_ServerComp.TheDictionary.Add(k_TestKey2, k_TestVal2); + }, + () => + { + return m_ServerComp.TheDictionary.Count == 2 && + m_ClientComp.TheDictionary.Count == 2 && + m_ServerComp.DictionaryDelegateTriggered && + m_ClientComp.DictionaryDelegateTriggered && + m_ServerComp.TheDictionary[k_TestKey1] == k_TestVal1 && + m_ClientComp.TheDictionary[k_TestKey1] == k_TestVal1 && + m_ServerComp.TheDictionary[k_TestKey2] == k_TestVal2 && + m_ClientComp.TheDictionary[k_TestKey2] == k_TestVal2; + } + ); + } - [UnityTest] - public IEnumerator NetworkDictionaryClear() - { - // first put some stuff in; re-use the add test - yield return NetworkDictionaryAdd(); + /* Note, not adding coverage for RemovePair, because we plan to remove + * this in the next PR + */ + [UnityTest] + public IEnumerator NetworkDictionaryRemoveByKey() + { + // first put some stuff in; re-use the add test + yield return NetworkDictionaryAdd(); + + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheDictionary.Remove(k_TestKey2); + }, + () => + { + return m_ServerComp.TheDictionary.Count == 1 && + m_ClientComp.TheDictionary.Count == 1 && + m_ServerComp.DictionaryDelegateTriggered && + m_ClientComp.DictionaryDelegateTriggered && + m_ServerComp.TheDictionary[k_TestKey1] == k_TestVal1 && + m_ClientComp.TheDictionary[k_TestKey1] == k_TestVal1; + } + ); + } - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheDictionary.Clear(); - }, - () => - { - return m_ServerComp.TheDictionary.Count == 0 && - m_ClientComp.TheDictionary.Count == 0 && - m_ServerComp.DictionaryDelegateTriggered && - m_ClientComp.DictionaryDelegateTriggered; - } - ); - } + [UnityTest] + public IEnumerator NetworkDictionaryChangeValue() + { + // first put some stuff in; re-use the add test + yield return NetworkDictionaryAdd(); + + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheDictionary[k_TestKey1] = k_TestVal3; + }, + () => + { + return m_ServerComp.TheDictionary.Count == 2 && + m_ClientComp.TheDictionary.Count == 2 && + m_ServerComp.DictionaryDelegateTriggered && + m_ClientComp.DictionaryDelegateTriggered && + m_ServerComp.TheDictionary[k_TestKey1] == k_TestVal3 && + m_ClientComp.TheDictionary[k_TestKey1] == k_TestVal3; + } + ); + } - [UnityTest] - public IEnumerator TestNetworkVariableClass() - { - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheClass.Value.SomeBool = false; - m_ServerComp.TheClass.Value.SomeInt = k_TestUInt; - m_ServerComp.TheClass.SetDirty(true); - }, - () => - { - return - m_ClientComp.TheClass.Value.SomeBool == false && - m_ClientComp.TheClass.Value.SomeInt == k_TestUInt; - } - ); - } + [UnityTest] + public IEnumerator NetworkDictionaryClear() + { + // first put some stuff in; re-use the add test + yield return NetworkDictionaryAdd(); + + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheDictionary.Clear(); + }, + () => + { + return m_ServerComp.TheDictionary.Count == 0 && + m_ClientComp.TheDictionary.Count == 0 && + m_ServerComp.DictionaryDelegateTriggered && + m_ClientComp.DictionaryDelegateTriggered; + } + ); + } - [UnityTest] - public IEnumerator TestNetworkVariableStruct() - { - yield return MultiInstanceHelpers.RunAndWaitForCondition( - () => - { - m_ServerComp.TheStruct.Value = - new TestStruct() {SomeInt = k_TestUInt, SomeBool = false}; - m_ServerComp.TheStruct.SetDirty(true); - }, - () => - { - return - m_ClientComp.TheStruct.Value.SomeBool == false && - m_ClientComp.TheStruct.Value.SomeInt == k_TestUInt; - } - ); - } + [UnityTest] + public IEnumerator TestNetworkVariableClass() + { + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheClass.Value.SomeBool = false; + m_ServerComp.TheClass.Value.SomeInt = k_TestUInt; + m_ServerComp.TheClass.SetDirty(true); + }, + () => + { + return + m_ClientComp.TheClass.Value.SomeBool == false && + m_ClientComp.TheClass.Value.SomeInt == k_TestUInt; + } + ); + } + [UnityTest] + public IEnumerator TestNetworkVariableStruct() + { + yield return MultiInstanceHelpers.RunAndWaitForCondition( + () => + { + m_ServerComp.TheStruct.Value = + new TestStruct() { SomeInt = k_TestUInt, SomeBool = false }; + m_ServerComp.TheStruct.SetDirty(true); + }, + () => + { + return + m_ClientComp.TheStruct.Value.SomeBool == false && + m_ClientComp.TheStruct.Value.SomeInt == k_TestUInt; + } + ); + } - [UnityTearDown] - public override IEnumerator Teardown() - { - yield return base.Teardown(); - UnityEngine.Object.Destroy(m_PlayerPrefab); + [UnityTearDown] + public override IEnumerator Teardown() + { + yield return base.Teardown(); + UnityEngine.Object.Destroy(m_PlayerPrefab); + } } } } From 876ae4cce8b4ae03e4f868d74fe966a834e362b5 Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Tue, 10 Aug 2021 07:12:37 +0100 Subject: [PATCH 07/12] undo MovedFrom attrs --- .../Prototyping/NetworkAnimator.cs | 2 -- .../Prototyping/NetworkNavMeshAgent.cs | 2 -- .../Prototyping/NetworkTransform.cs | 2 -- .../Runtime/Collections/FixedQueue.cs | 2 -- .../Runtime/Configuration/HashSize.cs | 3 --- .../Runtime/Configuration/NetworkConfig.cs | 2 -- .../Runtime/Connection/NetworkClient.cs | 2 -- .../Runtime/Connection/PendingClient.cs | 3 --- .../Runtime/Core/NetworkBehaviour.cs | 2 -- .../Runtime/Core/NetworkBehaviourUpdater.cs | 2 -- .../Runtime/Core/NetworkManager.cs | 2 -- .../Runtime/Core/NetworkObject.cs | 2 -- .../Runtime/Core/NetworkUpdateLoop.cs | 4 ---- .../Exceptions/InvalidParentException.cs | 2 -- .../NetworkConfigurationException.cs | 2 -- .../Exceptions/NotListeningException.cs | 2 -- .../Runtime/Exceptions/NotServerException.cs | 2 -- .../Runtime/Exceptions/SpawnStateException.cs | 2 -- .../Exceptions/VisibilityChangeException.cs | 2 -- .../Runtime/Logging/LogLevel.cs | 3 --- .../Runtime/Logging/NetworkLog.cs | 2 -- .../Runtime/Messaging/CustomMessageManager.cs | 2 -- .../Runtime/Messaging/RpcAttributes.cs | 5 ----- .../Runtime/Messaging/RpcParams.cs | 9 -------- .../Collections/NetworkDictionary.cs | 3 --- .../Collections/NetworkList.cs | 3 --- .../NetworkVariable/Collections/NetworkSet.cs | 3 --- .../NetworkVariable/INetworkVariable.cs | 2 -- .../NetworkVariable/NetworkVariable.cs | 21 ------------------- .../NetworkVariablePermission.cs | 3 --- .../NetworkVariableSettings.cs | 4 ---- .../Profiling/IProfilableTransportProvider.cs | 3 --- .../Profiling/ITransportProfilerData.cs | 2 -- .../SceneManagement/NetworkSceneManager.cs | 2 -- .../SceneManagement/SceneSwitchProgress.cs | 2 -- .../Runtime/Serialization/Arithmetic.cs | 3 --- .../Serialization/AutoNetworkSerializable.cs | 3 --- .../Serialization/INetworkSerializable.cs | 3 --- .../Runtime/Serialization/NetworkBuffer.cs | 2 -- .../Runtime/Serialization/NetworkReader.cs | 2 -- .../Serialization/NetworkSerializer.cs | 2 -- .../Runtime/Serialization/NetworkWriter.cs | 2 -- .../Serialization/Pooled/NetworkBufferPool.cs | 2 -- .../Serialization/Pooled/NetworkReaderPool.cs | 2 -- .../Serialization/Pooled/NetworkWriterPool.cs | 2 -- .../Pooled/PooledNetworkBuffer.cs | 3 --- .../Pooled/PooledNetworkReader.cs | 2 -- .../Pooled/PooledNetworkWriter.cs | 2 -- .../Serialization/SerializationManager.cs | 2 -- .../Runtime/Spawning/NetworkPrefabHandler.cs | 3 --- .../Runtime/Spawning/NetworkSpawnManager.cs | 2 -- .../Runtime/Timing/NetworkTickSystem.cs | 2 -- .../Runtime/Timing/NetworkTime.cs | 2 -- .../Runtime/Timing/NetworkTimeSystem.cs | 2 -- .../Transports/MultiplexTransportAdapter.cs | 2 -- .../Runtime/Transports/NetworkDelivery.cs | 3 --- .../Runtime/Transports/NetworkEvent.cs | 3 --- .../Runtime/Transports/NetworkTransport.cs | 3 --- .../Runtime/Transports/Tasks/SocketTask.cs | 3 --- .../Runtime/Transports/TransportChannel.cs | 2 -- .../Transports/UNET/ProfilerConstants.cs | 3 --- .../Runtime/Transports/UNET/RelayTransport.cs | 3 --- .../Runtime/Transports/UNET/UNetChannel.cs | 2 -- .../Runtime/Transports/UNET/UNetTransport.cs | 2 -- 64 files changed, 180 deletions(-) diff --git a/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs b/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs index 0c1121d144..a13bb2d201 100644 --- a/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs +++ b/com.unity.netcode.gameobjects/Prototyping/NetworkAnimator.cs @@ -1,14 +1,12 @@ using System.Linq; using System.Collections.Generic; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Prototyping { /// /// A prototype component for syncing animations /// - [MovedFrom("MLAPI.Prototyping")] [AddComponentMenu("Netcode/" + nameof(NetworkAnimator))] public class NetworkAnimator : NetworkBehaviour { diff --git a/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs b/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs index b5e7505a87..6163f4a965 100644 --- a/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs +++ b/com.unity.netcode.gameobjects/Prototyping/NetworkNavMeshAgent.cs @@ -1,14 +1,12 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Prototyping { /// /// A prototype component for syncing NavMeshAgents /// - [MovedFrom("MLAPI.Prototyping")] [AddComponentMenu("Netcode/" + nameof(NetworkNavMeshAgent))] [RequireComponent(typeof(NavMeshAgent))] public class NetworkNavMeshAgent : NetworkBehaviour diff --git a/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs b/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs index 22117424d0..38300cf668 100644 --- a/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs +++ b/com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs @@ -1,13 +1,11 @@ using System; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Prototyping { /// /// A prototype component for syncing transforms /// - [MovedFrom("MLAPI.Prototyping")] [AddComponentMenu("Netcode/" + nameof(NetworkTransform))] public class NetworkTransform : NetworkBehaviour { diff --git a/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs b/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs index cfcb795e56..1cbb4f1b34 100644 --- a/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs +++ b/com.unity.netcode.gameobjects/Runtime/Collections/FixedQueue.cs @@ -1,5 +1,4 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -7,7 +6,6 @@ namespace Unity.Netcode /// Queue with a fixed size /// /// The type of the queue - [MovedFrom("MLAPI.Collections")] public sealed class FixedQueue { private readonly T[] m_Queue; diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs index 5cce08f9d4..7d76c9c48f 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/HashSize.cs @@ -1,5 +1,3 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// @@ -7,7 +5,6 @@ namespace Unity.Netcode /// Note that the HashSize does not say anything about the actual final output due to the var int encoding /// It just says how many bytes the maximum will be /// - [MovedFrom("MLAPI.Configuration")] public enum HashSize { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs index 5667e267ce..a16d8963f4 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs @@ -2,14 +2,12 @@ using System.Collections.Generic; using UnityEngine; using System.Linq; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// The configuration object used to start server, client and hosts /// - [MovedFrom("MLAPI.Configuration")] [Serializable] public class NetworkConfig { diff --git a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs index 2cb44a5ad4..38ae544952 100644 --- a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs +++ b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs @@ -1,12 +1,10 @@ using System.Collections.Generic; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A NetworkClient /// - [MovedFrom("MLAPI.Connection")] public class NetworkClient { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs b/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs index 2991ad2700..5bbf392454 100644 --- a/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs +++ b/com.unity.netcode.gameobjects/Runtime/Connection/PendingClient.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// A class representing a client that is currently in the process of connecting /// - [MovedFrom("MLAPI.Connection")] public class PendingClient { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs index 6ffc6c2d67..a7a89c458c 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs @@ -4,14 +4,12 @@ using System.Reflection; using System.Linq; using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// The base class to override to write network code. Inherits MonoBehaviour /// - [MovedFrom("MLAPI")] public abstract class NetworkBehaviour : MonoBehaviour { #pragma warning disable IDE1006 // disable naming rule violation check diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs index 1bca6cbcde..d38209ad0f 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviourUpdater.cs @@ -1,10 +1,8 @@ using System.Collections.Generic; using Unity.Profiling; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { - [MovedFrom("MLAPI")] public class NetworkBehaviourUpdater { private HashSet m_Touched = new HashSet(); diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs index 62c2a8446a..bcc8e9b9b2 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs @@ -5,14 +5,12 @@ using UnityEngine; using Unity.Profiling; using Debug = UnityEngine.Debug; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// The main component of the library /// - [MovedFrom("MLAPI")] [AddComponentMenu("Netcode/" + nameof(NetworkManager), -100)] public class NetworkManager : MonoBehaviour, INetworkUpdateSystem, IProfilableTransportProvider { diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs index 65af6ead07..fd4f6d533f 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs @@ -4,14 +4,12 @@ using System.Linq; using System.Runtime.CompilerServices; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A component used to identify that a GameObject in the network /// - [MovedFrom("MLAPI")] [AddComponentMenu("Netcode/" + nameof(NetworkObject), -99)] [DisallowMultipleComponent] public sealed class NetworkObject : MonoBehaviour diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs index 50d0b8367a..b9c52c1a43 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs @@ -3,14 +3,12 @@ using UnityEngine; using UnityEngine.LowLevel; using UnityEngine.PlayerLoop; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Defines the required interface of a network update system being executed by the network update loop. /// - [MovedFrom("MLAPI")] public interface INetworkUpdateSystem { void NetworkUpdate(NetworkUpdateStage updateStage); @@ -19,7 +17,6 @@ public interface INetworkUpdateSystem /// /// Defines network update stages being executed by the network update loop. /// - [MovedFrom("MLAPI")] public enum NetworkUpdateStage : byte { Unset = 0, // Default @@ -35,7 +32,6 @@ public enum NetworkUpdateStage : byte /// /// Represents the network update loop injected into low-level player loop in Unity. /// - [MovedFrom("MLAPI")] public static class NetworkUpdateLoop { private static Dictionary> s_UpdateSystem_Sets; diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs index 07de31d559..66a3679f67 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/InvalidParentException.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the new parent candidate of the NetworkObject is not valid /// - [MovedFrom("MLAPI.Exceptions")] public class InvalidParentException : Exception { public InvalidParentException() { } diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs index 801c4015a5..a710ac64e2 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/NetworkConfigurationException.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the operation can only be done on the server /// - [MovedFrom("MLAPI.Exceptions")] public class NetworkConfigurationException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs index 9f10965b1d..f345432cc0 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotListeningException.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the operation require NetworkManager to be listening. /// - [MovedFrom("MLAPI.Exceptions")] public class NotListeningException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs index 4a38a8652c..036b6b3e4b 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/NotServerException.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when the operation can only be done on the server /// - [MovedFrom("MLAPI.Exceptions")] public class NotServerException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs index 538ebf66a0..712ddef7fd 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/SpawnStateException.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when an object is not yet spawned /// - [MovedFrom("MLAPI.Exceptions")] public class SpawnStateException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs b/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs index 609b88560c..2a89cb3486 100644 --- a/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs +++ b/com.unity.netcode.gameobjects/Runtime/Exceptions/VisibilityChangeException.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Exception thrown when a visibility change fails /// - [MovedFrom("MLAPI.Exceptions")] public class VisibilityChangeException : Exception { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs b/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs index 9423ac870d..7cfc1071e5 100644 --- a/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs +++ b/com.unity.netcode.gameobjects/Runtime/Logging/LogLevel.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// Log level /// - [MovedFrom("MLAPI.Logging")] public enum LogLevel { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs b/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs index ccec4e7504..008a1ff6ed 100644 --- a/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs +++ b/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs @@ -1,12 +1,10 @@ using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Helper class for logging /// - [MovedFrom("MLAPI.Logging")] public static class NetworkLog { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs index e7d787d70e..e8e10c5ae9 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/CustomMessageManager.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -9,7 +8,6 @@ namespace Unity.Netcode /// The manager class to manage custom messages, note that this is different from the NetworkManager custom messages. /// These are named and are much easier to use. /// - [MovedFrom("MLAPI.Messaging")] public class CustomMessagingManager { private NetworkManager m_NetworkManager { get; } diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs index 131416941b..5d0a50178d 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcAttributes.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// RPC delivery types /// - [MovedFrom("MLAPI.Messaging")] public enum RpcDelivery { /// @@ -23,7 +21,6 @@ public enum RpcDelivery /// /// Represents the common base class for Rpc attributes. /// - [MovedFrom("MLAPI.Messaging")] public abstract class RpcAttribute : Attribute { /// @@ -36,7 +33,6 @@ public abstract class RpcAttribute : Attribute /// Marks a method as ServerRpc. /// A ServerRpc marked method will be fired by a client but executed on the server. /// - [MovedFrom("MLAPI.Messaging")] [AttributeUsage(AttributeTargets.Method)] public class ServerRpcAttribute : RpcAttribute { @@ -50,7 +46,6 @@ public class ServerRpcAttribute : RpcAttribute /// Marks a method as ClientRpc. /// A ClientRpc marked method will be fired by the server but executed on clients. /// - [MovedFrom("MLAPI.Messaging")] [AttributeUsage(AttributeTargets.Method)] public class ClientRpcAttribute : RpcAttribute { } } diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs index dcfc594904..ae81a523bb 100644 --- a/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs +++ b/com.unity.netcode.gameobjects/Runtime/Messaging/RpcParams.cs @@ -1,8 +1,5 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { - [MovedFrom("MLAPI.Messaging")] public interface IHasUpdateStage { NetworkUpdateStage UpdateStage @@ -12,7 +9,6 @@ NetworkUpdateStage UpdateStage } } - [MovedFrom("MLAPI.Messaging")] public struct ServerRpcSendParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -24,7 +20,6 @@ public NetworkUpdateStage UpdateStage } } - [MovedFrom("MLAPI.Messaging")] public struct ServerRpcReceiveParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -37,14 +32,12 @@ public NetworkUpdateStage UpdateStage public ulong SenderClientId; } - [MovedFrom("MLAPI.Messaging")] public struct ServerRpcParams { public ServerRpcSendParams Send; public ServerRpcReceiveParams Receive; } - [MovedFrom("MLAPI.Messaging")] public struct ClientRpcSendParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -57,7 +50,6 @@ public NetworkUpdateStage UpdateStage public ulong[] TargetClientIds; } - [MovedFrom("MLAPI.Messaging")] public struct ClientRpcReceiveParams : IHasUpdateStage { private NetworkUpdateStage m_UpdateStage; @@ -69,7 +61,6 @@ public NetworkUpdateStage UpdateStage } } - [MovedFrom("MLAPI.Messaging")] public struct ClientRpcParams { public ClientRpcSendParams Send; diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs index da4be2b277..c09985ddaf 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkDictionary.cs @@ -2,7 +2,6 @@ using System.Collections; using System.Collections.Generic; using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -11,7 +10,6 @@ namespace Unity.Netcode /// /// The type for the dictionary keys /// The type for the dictionary values - [MovedFrom("MLAPI.NetworkVariable.Collections")] public class NetworkDictionary : IDictionary, INetworkVariable { /// @@ -615,7 +613,6 @@ private void EnsureInitialized() /// /// The type for the dictionary key that the event is about /// The type for the dictionary value that the event is about - [MovedFrom("MLAPI.NetworkVariable.Collections")] public struct NetworkDictionaryEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs index 083b3fdf9e..ad9feda01d 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkList.cs @@ -2,7 +2,6 @@ using System.Collections; using System.Collections.Generic; using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -10,7 +9,6 @@ namespace Unity.Netcode /// Event based NetworkVariable container for syncing Lists /// /// The type for the list - [MovedFrom("MLAPI.NetworkVariable.Collections")] public class NetworkList : IList, INetworkVariable { private readonly IList m_List = new List(); @@ -617,7 +615,6 @@ private void EnsureInitialized() /// Struct containing event information about changes to a NetworkList. /// /// The type for the list that the event is about - [MovedFrom("MLAPI.NetworkVariable.Collections")] public struct NetworkListEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs index cad8520099..9e0e58953f 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/Collections/NetworkSet.cs @@ -3,7 +3,6 @@ using System.Collections; using System.Collections.Generic; using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -11,7 +10,6 @@ namespace Unity.Netcode /// Event based NetworkVariable container for syncing Sets /// /// The type for the set - [MovedFrom("MLAPI.NetworkVariable.Collections")] public class NetworkSet : ISet, INetworkVariable { private readonly ISet m_Set = new HashSet(); @@ -579,7 +577,6 @@ private void EnsureInitialized() /// Struct containing event information about changes to a NetworkSet. /// /// The type for the set that the event is about - [MovedFrom("MLAPI.NetworkVariable.Collections")] public struct NetworkSetEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs index 574a9e9d8c..338aab906b 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/INetworkVariable.cs @@ -1,12 +1,10 @@ using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Interface for network value containers /// - [MovedFrom("MLAPI.NetworkVariable")] public interface INetworkVariable { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs index b58f568e3e..b1f303292e 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariable.cs @@ -2,14 +2,12 @@ using UnityEngine; using System.IO; using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A variable that can be synchronized over the network. /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariable : INetworkVariable { @@ -226,7 +224,6 @@ public NetworkChannel GetChannel() /// /// A NetworkVariable that holds strings and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableString : NetworkVariable { @@ -246,7 +243,6 @@ public NetworkVariableString(NetworkVariableSettings settings, string value) : b /// /// A NetworkVariable that holds bools and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableBool : NetworkVariable { @@ -266,7 +262,6 @@ public NetworkVariableBool(NetworkVariableSettings settings, bool value) : base( /// /// A NetworkVariable that holds bytes and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableByte : NetworkVariable { @@ -286,7 +281,6 @@ public NetworkVariableByte(NetworkVariableSettings settings, byte value) : base( /// /// A NetworkVariable that holds sbytes and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableSByte : NetworkVariable { @@ -306,7 +300,6 @@ public NetworkVariableSByte(NetworkVariableSettings settings, sbyte value) : bas /// /// A NetworkVariable that holds ushorts and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableUShort : NetworkVariable { @@ -326,7 +319,6 @@ public NetworkVariableUShort(NetworkVariableSettings settings, ushort value) : b /// /// A NetworkVariable that holds shorts and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableShort : NetworkVariable { @@ -346,7 +338,6 @@ public NetworkVariableShort(NetworkVariableSettings settings, short value) : bas /// /// A NetworkVariable that holds uints and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableUInt : NetworkVariable { @@ -366,7 +357,6 @@ public NetworkVariableUInt(NetworkVariableSettings settings, uint value) : base( /// /// A NetworkVariable that holds ints and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableInt : NetworkVariable { @@ -386,7 +376,6 @@ public NetworkVariableInt(NetworkVariableSettings settings, int value) : base(se /// /// A NetworkVariable that holds ulongs and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableULong : NetworkVariable { @@ -406,7 +395,6 @@ public NetworkVariableULong(NetworkVariableSettings settings, ulong value) : bas /// /// A NetworkVariable that holds longs and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableLong : NetworkVariable { @@ -426,7 +414,6 @@ public NetworkVariableLong(NetworkVariableSettings settings, long value) : base( /// /// A NetworkVariable that holds floats and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableFloat : NetworkVariable { @@ -446,7 +433,6 @@ public NetworkVariableFloat(NetworkVariableSettings settings, float value) : bas /// /// A NetworkVariable that holds doubles and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableDouble : NetworkVariable { @@ -466,7 +452,6 @@ public NetworkVariableDouble(NetworkVariableSettings settings, double value) : b /// /// A NetworkVariable that holds vector2s and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableVector2 : NetworkVariable { @@ -486,7 +471,6 @@ public NetworkVariableVector2(NetworkVariableSettings settings, Vector2 value) : /// /// A NetworkVariable that holds vector3s and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableVector3 : NetworkVariable { @@ -506,7 +490,6 @@ public NetworkVariableVector3(NetworkVariableSettings settings, Vector3 value) : /// /// A NetworkVariable that holds vector4s and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableVector4 : NetworkVariable { @@ -526,7 +509,6 @@ public NetworkVariableVector4(NetworkVariableSettings settings, Vector4 value) : /// /// A NetworkVariable that holds colors and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableColor : NetworkVariable { @@ -546,7 +528,6 @@ public NetworkVariableColor(NetworkVariableSettings settings, Color value) : bas /// /// A NetworkVariable that holds color32s and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableColor32 : NetworkVariable { @@ -566,7 +547,6 @@ public NetworkVariableColor32(NetworkVariableSettings settings, Color32 value) : /// /// A NetworkVariable that holds rays and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableRay : NetworkVariable { @@ -586,7 +566,6 @@ public NetworkVariableRay(NetworkVariableSettings settings, Ray value) : base(se /// /// A NetworkVariable that holds quaternions and support serialization /// - [MovedFrom("MLAPI.NetworkVariable")] [Serializable] public class NetworkVariableQuaternion : NetworkVariable { diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs index 4f7f4fd6bb..3773bb9ba9 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariablePermission.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// Permission type /// - [MovedFrom("MLAPI.NetworkVariable")] public enum NetworkVariablePermission { /// diff --git a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs index e06d25b06f..84ed8ac663 100644 --- a/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs +++ b/com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSettings.cs @@ -1,18 +1,14 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// Delegate type for permission checking /// /// The clientId whose permissions to check - [MovedFrom("MLAPI.NetworkVariable")] public delegate bool NetworkVariablePermissionsDelegate(ulong clientId); /// /// The settings class used by the build in NetworkVar implementations /// - [MovedFrom("MLAPI.NetworkVariable")] public class NetworkVariableSettings { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs b/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs index d71ea8c3fe..f554875a92 100644 --- a/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs +++ b/com.unity.netcode.gameobjects/Runtime/Profiling/IProfilableTransportProvider.cs @@ -1,8 +1,5 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { - [MovedFrom("MLAPI.Profiling")] public interface IProfilableTransportProvider { ITransportProfilerData Transport { get; } diff --git a/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs b/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs index b8bd2b5eaf..76fc6d64a4 100644 --- a/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs +++ b/com.unity.netcode.gameobjects/Runtime/Profiling/ITransportProfilerData.cs @@ -1,9 +1,7 @@ using System.Collections.Generic; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { - [MovedFrom("MLAPI.Profiling")] public interface ITransportProfilerData { void BeginNewTick(); diff --git a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs index 3a15bba877..c96e2b8f22 100644 --- a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs @@ -4,14 +4,12 @@ using System.Linq; using UnityEngine; using UnityEngine.SceneManagement; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Main class for managing network scenes /// - [MovedFrom("MLAPI.SceneManagement")] public class NetworkSceneManager { /// diff --git a/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs b/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs index 18c394422d..39b24e8bd6 100644 --- a/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs +++ b/com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneSwitchProgress.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; using AsyncOperation = UnityEngine.AsyncOperation; namespace Unity.Netcode @@ -9,7 +8,6 @@ namespace Unity.Netcode /// /// Class for tracking scene switching progress by server and clients. /// - [MovedFrom("MLAPI.SceneManagement")] public class SceneSwitchProgress { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs index 8bef5ed20d..34d5430bea 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Arithmetic.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// Arithmetic helper class /// - [MovedFrom("MLAPI.Serialization")] public static class Arithmetic { // Sign bits for different data types diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs index db34755730..0e496ba57a 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/AutoNetworkSerializable.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// AutoBitWritable implements INetworkSerializable and automatically serializes fields using reflection /// - [MovedFrom("MLAPI.Serialization")] public abstract class AutoNetworkSerializable : INetworkSerializable { private void Write(NetworkWriter writer) diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs index bf0f120add..48ca46d27c 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/INetworkSerializable.cs @@ -1,8 +1,5 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { - [MovedFrom("MLAPI.Serialization")] public interface INetworkSerializable { void NetworkSerialize(NetworkSerializer serializer); diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs index 1259abc821..0d391dd5f9 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkBuffer.cs @@ -1,6 +1,5 @@ using System; using System.IO; -using UnityEngine.Scripting.APIUpdating; using static Unity.Netcode.Arithmetic; namespace Unity.Netcode @@ -8,7 +7,6 @@ namespace Unity.Netcode /// /// A buffer that can be used at the bit level /// - [MovedFrom("MLAPI.Serialization")] public class NetworkBuffer : Stream { private const int k_InitialCapacity = 16; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs index ad0c1580d7..98f6af1976 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkReader.cs @@ -7,14 +7,12 @@ using System.IO; using System.Text; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A BinaryReader that can do bit wise manipulation when backed by a NetworkBuffer /// - [MovedFrom("MLAPI.Serialization")] public class NetworkReader { private Stream m_Source; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs index 76a2a472c4..26637e9273 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkSerializer.cs @@ -1,10 +1,8 @@ using System; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { - [MovedFrom("MLAPI.Serialization")] public sealed class NetworkSerializer { private readonly NetworkReader m_Reader; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs index 95ee3fe3f8..e9961fc6d4 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/NetworkWriter.cs @@ -7,7 +7,6 @@ using System.Diagnostics; using System.IO; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -15,7 +14,6 @@ namespace Unity.Netcode /// /// A BinaryWriter that can do bit wise manipulation when backed by a NetworkBuffer /// - [MovedFrom("MLAPI.Serialization")] public class NetworkWriter { private Stream m_Sink; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs index 2356167d9a..1e35b991b6 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkBufferPool.cs @@ -1,13 +1,11 @@ using System; using System.Collections.Generic; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Static class containing PooledNetworkBuffers /// - [MovedFrom("MLAPI.Serialization.Pooled")] public static class NetworkBufferPool { private static uint s_CreatedBuffers = 0; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs index 6385b19c94..bccc477d74 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkReaderPool.cs @@ -1,13 +1,11 @@ using System.Collections.Generic; using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Static class containing PooledNetworkReaders /// - [MovedFrom("MLAPI.Serialization.Pooled")] public static class NetworkReaderPool { private static byte s_CreatedReaders = 0; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs index 83e7cadf97..ff753f3f03 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/NetworkWriterPool.cs @@ -1,13 +1,11 @@ using System.Collections.Generic; using System.IO; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Static class containing PooledNetworkWriters /// - [MovedFrom("MLAPI.Serialization.Pooled")] public static class NetworkWriterPool { private static byte s_CreatedWriters = 0; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs index cf530da2a6..1c744e76ae 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkBuffer.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// Disposable NetworkBuffer that returns back to the NetworkBufferPool when disposed /// - [MovedFrom("MLAPI.Serialization.Pooled")] public sealed class PooledNetworkBuffer : NetworkBuffer { private bool m_IsDisposed = false; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs index ecadb5188b..796b6e5072 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkReader.cs @@ -1,14 +1,12 @@ using System; using System.IO; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Disposable NetworkReader that returns the Reader to the NetworkReaderPool when disposed /// - [MovedFrom("MLAPI.Serialization.Pooled")] public sealed class PooledNetworkReader : NetworkReader, IDisposable { private NetworkSerializer m_Serializer; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs index 8ca926d8cc..c199f99a39 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/Pooled/PooledNetworkWriter.cs @@ -1,14 +1,12 @@ using System; using System.IO; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Disposable NetworkWriter that returns the Writer to the NetworkWriterPool when disposed /// - [MovedFrom("MLAPI.Serialization.Pooled")] public sealed class PooledNetworkWriter : NetworkWriter, IDisposable { private NetworkSerializer m_Serializer; diff --git a/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs b/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs index 3039d66d4b..4d0614b04d 100644 --- a/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Serialization/SerializationManager.cs @@ -4,14 +4,12 @@ using System.Linq; using System.Reflection; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Helper class to manage the netcode serialization /// - [MovedFrom("MLAPI.Serialization")] public static class SerializationManager { private static Dictionary s_FieldCache = new Dictionary(); diff --git a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs index f4ce57f9b9..b15902ec57 100644 --- a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs +++ b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs @@ -1,6 +1,5 @@ using System.Collections.Generic; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -8,7 +7,6 @@ namespace Unity.Netcode /// Interface for customizing, overriding, spawning, and destroying Network Prefabs /// Used by /// - [MovedFrom("MLAPI.Spawning")] public interface INetworkPrefabInstanceHandler { /// @@ -49,7 +47,6 @@ public interface INetworkPrefabInstanceHandler /// Primary handler to add or remove customized spawn and destroy handlers for a network prefab (i.e. a prefab with a NetworkObject component) /// Register custom prefab handlers by implementing the interface. /// - [MovedFrom("MLAPI.Spawning")] public class NetworkPrefabHandler { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs index c894f60d70..dc9fbb373e 100644 --- a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs @@ -3,14 +3,12 @@ using System.IO; using System.Linq; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Class that handles object spawning /// - [MovedFrom("MLAPI.Spawning")] public class NetworkSpawnManager { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs index 88c0ceb102..f7a20e659e 100644 --- a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs +++ b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTickSystem.cs @@ -1,10 +1,8 @@ using System; using Unity.Profiling; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { - [MovedFrom("MLAPI.Timing")] public class NetworkTickSystem { #if DEVELOPMENT_BUILD || UNITY_EDITOR diff --git a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs index 44110cf0a9..39e3920055 100644 --- a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs +++ b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs @@ -1,7 +1,6 @@ using System; using UnityEngine; using UnityEngine.Assertions; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -10,7 +9,6 @@ namespace Unity.Netcode /// Time is stored as a combination of amount of passed ticks + a duration offset. /// This struct is meant to replace the Unity API for multiplayer gameplay. /// - [MovedFrom("MLAPI.Timing")] public struct NetworkTime { private double m_TimeSec; diff --git a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs index caa8febc3c..e150da2ff0 100644 --- a/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs +++ b/com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs @@ -1,5 +1,4 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { @@ -7,7 +6,6 @@ namespace Unity.Netcode /// is a standalone system which can be used to run a network time simulation. /// The network time system maintains both a local and a server time. The local time is based on /// - [MovedFrom("MLAPI.Timing")] public class NetworkTimeSystem { private double m_TimeSec; diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs b/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs index e57d985f93..ecf660b8ac 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/MultiplexTransportAdapter.cs @@ -1,13 +1,11 @@ using System; using System.Collections.Generic; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Multiplex transport adapter. /// - [MovedFrom("MLAPI.Transports.Multiplex")] public class MultiplexTransportAdapter : NetworkTransport { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs index a3d780ca37..19a4d953ca 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkDelivery.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// Delivery methods /// - [MovedFrom("MLAPI.Transports")] public enum NetworkDelivery { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs index eb9c969bc7..b940d80138 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkEvent.cs @@ -1,11 +1,8 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode { /// /// Represents a netEvent when polling /// - [MovedFrom("MLAPI.Transports")] public enum NetworkEvent { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs index 11fb082648..4450fe6e64 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs @@ -1,11 +1,9 @@ using System; using System.Collections.Generic; using UnityEngine; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { - [MovedFrom("MLAPI.Transports")] public enum NetworkChannel : byte { Internal, @@ -27,7 +25,6 @@ public enum NetworkChannel : byte /// /// A network transport /// - [MovedFrom("MLAPI.Transports")] public abstract class NetworkTransport : MonoBehaviour { /// diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs b/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs index b87e32ef69..0e0bc2b9b5 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/Tasks/SocketTask.cs @@ -1,13 +1,11 @@ using System; using System.Net.Sockets; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// Represents one or more socket tasks. /// - [MovedFrom("MLAPI.Transports.Tasks")] public class SocketTasks { /// @@ -100,7 +98,6 @@ public bool AnyDone /// /// A single socket task. /// - [MovedFrom("MLAPI.Transports.Tasks")] public class SocketTask { // Used for states diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs b/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs index 00ddc59801..af35804a93 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/TransportChannel.cs @@ -1,12 +1,10 @@ using System; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode { /// /// A transport channel used by the netcode /// - [MovedFrom("MLAPI.Transports")] [Serializable] public struct TransportChannel { diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs index 9635a4cb24..010d6a9b25 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/ProfilerConstants.cs @@ -1,8 +1,5 @@ -using UnityEngine.Scripting.APIUpdating; - namespace Unity.Netcode.Transports.UNET { - [MovedFrom("MLAPI.Transports.UNET")] public static class ProfilerConstants { public const string NumberOfTransportSends = nameof(NumberOfTransportSends); diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs index 2a7acda094..c5edda9267 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/RelayTransport.cs @@ -5,11 +5,9 @@ using System.Net; using UnityEngine; using UnityEngine.Networking; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Transports.UNET { - [MovedFrom("MLAPI.Transports.UNET")] public static class RelayTransport { private enum MessageType @@ -532,7 +530,6 @@ private static NetworkEventType BaseReceive(NetworkEventType netEvent, int hostI } } - [MovedFrom("MLAPI.Transports.UNET")] public class InvalidConfigException : SystemException { public InvalidConfigException() { } diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs index fdb4cfdabc..1e1afc0065 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetChannel.cs @@ -4,14 +4,12 @@ #endif using UnityEngine; using UnityEngine.Networking; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Transports.UNET { /// /// A transport channel used by the netcode /// - [MovedFrom("MLAPI.Transports")] [Serializable] public class UNetChannel { diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs index 1857fadb4c..ece8aa1149 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UNET/UNetTransport.cs @@ -4,11 +4,9 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; -using UnityEngine.Scripting.APIUpdating; namespace Unity.Netcode.Transports.UNET { - [MovedFrom("MLAPI.Transports.UNET")] public class UNetTransport : NetworkTransport, ITransportProfilerData { public enum SendMode From 1fa26332f14ae208865b7023f3d6ca54319f6e3a Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Tue, 10 Aug 2021 09:00:37 +0100 Subject: [PATCH 08/12] update package description --- com.unity.netcode.gameobjects/package.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.netcode.gameobjects/package.json b/com.unity.netcode.gameobjects/package.json index 4cb934cbc2..98c4b25d69 100644 --- a/com.unity.netcode.gameobjects/package.json +++ b/com.unity.netcode.gameobjects/package.json @@ -1,7 +1,7 @@ { "name": "com.unity.netcode.gameobjects", "displayName": "Netcode for GameObjects", - "description": "This the Core Unity Mid-level API that provides core SDK for multiplayer games within unity", + "description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.", "version": "0.2.0", "unity": "2020.3", "dependencies": { From 053fe4f9ec46133e75a2bd843e5c9559b0ac6c9f Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Wed, 11 Aug 2021 18:16:25 +0100 Subject: [PATCH 09/12] nuke Documentation~ --- .../Documentation~/Manual.md | 30 ------------------- .../Documentation~/MigrateFromMLAPI.md | 3 -- 2 files changed, 33 deletions(-) delete mode 100644 com.unity.netcode.gameobjects/Documentation~/Manual.md delete mode 100644 com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md diff --git a/com.unity.netcode.gameobjects/Documentation~/Manual.md b/com.unity.netcode.gameobjects/Documentation~/Manual.md deleted file mode 100644 index 66e933e997..0000000000 --- a/com.unity.netcode.gameobjects/Documentation~/Manual.md +++ /dev/null @@ -1,30 +0,0 @@ -# About Netcode for GameObjects - -Unity Netcode for GameObjects is a high-level networking library built to abstract networking. This allows developers to focus on the game rather than low level protocols and networking frameworks. - -## Guides - -See guides below to install Unity Netcode for GameObjects, set up your project, and get started with your first networked game: - -* [Documentation](https://docs-multiplayer.unity3d.com/docs/getting-started/about-mlapi) -* [Installation](https://docs-multiplayer.unity3d.com/docs/migration/install) -* [First Steps](https://docs-multiplayer.unity3d.com/docs/tutorials/helloworldintro) -* [API Reference](https://docs-multiplayer.unity3d.com/docs/mlapi-api/introduction) - -# Technical details - -## Requirements - -This version of Netcode for GameObjects is compatible with the following Unity versions and platforms: - -* 2020.3 and later -* Windows, Mac, Linux platforms - -## Document revision history - -|Date|Reason| -|---|---| -|March 10, 2021|Document created. Matches package version 0.1.0| -|June 1, 2021|Update and add links for additional content. Matches patch version 0.1.0 and hotfixes.| -|June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0| -|August 5, 2021|Update product/package name| diff --git a/com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md b/com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md deleted file mode 100644 index 33b156e39e..0000000000 --- a/com.unity.netcode.gameobjects/Documentation~/MigrateFromMLAPI.md +++ /dev/null @@ -1,3 +0,0 @@ -# Migrate from MLAPI - -// todo From a5e621e67c1fd3b489decb318890416d03623568 Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Wed, 11 Aug 2021 23:14:42 +0100 Subject: [PATCH 10/12] fix bad merge --- .../NetworkTransformTests.cs.meta | 2 +- .../Tests/Runtime/NetworkTransformTests.cs | 151 ------------------ .../Runtime/NetworkTransformTests.cs.meta | 3 - 3 files changed, 1 insertion(+), 155 deletions(-) delete mode 100644 com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs delete mode 100644 com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs.meta diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs.meta b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs.meta index eeff764982..9103284456 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs.meta +++ b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformTests.cs.meta @@ -1,3 +1,3 @@ fileFormatVersion: 2 -guid: 5b3f72de99484a1c9e835c1f0d349475 +guid: cf4ff0d6357bb4474a404b9ce52b22ad timeCreated: 1620872927 \ No newline at end of file diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs deleted file mode 100644 index 60960d57a1..0000000000 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs +++ /dev/null @@ -1,151 +0,0 @@ -using System; -using System.Collections; -using System.Text.RegularExpressions; -using Unity.Netcode.Prototyping; -using NUnit.Framework; -using UnityEngine; -using UnityEngine.TestTools; -using static Unity.Netcode.Prototyping.NetworkTransform; - -namespace Unity.Netcode.RuntimeTests -{ - [TestFixture(true)] - [TestFixture(false)] - public class NetworkTransformTests : BaseMultiInstanceTest - { - private NetworkObject m_ClientSideClientPlayer; - private NetworkObject m_ServerSideClientPlayer; - - private readonly bool m_TestWithHost; - - public NetworkTransformTests(bool testWithHost) - { - m_TestWithHost = testWithHost; // from test fixture - } - - protected override int NbClients => 1; - - [UnitySetUp] - public override IEnumerator Setup() - { - yield return StartSomeClientsAndServerWithPlayers(useHost: m_TestWithHost, nbClients: NbClients, updatePlayerPrefab: playerPrefab => - { - var networkTransform = playerPrefab.AddComponent(); - }); - - // This is the *SERVER VERSION* of the *CLIENT PLAYER* - var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); - yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ServerNetworkManager, serverClientPlayerResult)); - - // This is the *CLIENT VERSION* of the *CLIENT PLAYER* - var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper(); - yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation(x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId, m_ClientNetworkManagers[0], clientClientPlayerResult)); - - m_ServerSideClientPlayer = serverClientPlayerResult.Result; - m_ClientSideClientPlayer = clientClientPlayerResult.Result; - } - - [UnityTest] - [TestCase(true, NetworkAuthority.Client, ExpectedResult = null)] - [TestCase(true, NetworkAuthority.Server, ExpectedResult = null)] - [TestCase(false, NetworkAuthority.Client, ExpectedResult = null)] - [TestCase(false, NetworkAuthority.Server, ExpectedResult = null)] - public IEnumerator TestAuthoritativeTransformChangeOneAtATime(bool testLocalTransform, NetworkAuthority authorityToTest) - { - var waitResult = new MultiInstanceHelpers.CoroutineResultWrapper(); - - var networkTransform = (authorityToTest == NetworkAuthority.Client ? m_ClientSideClientPlayer : m_ServerSideClientPlayer).GetComponent(); - networkTransform.SetAuthority(authorityToTest); - - var otherSideNetworkTransform = (authorityToTest == NetworkAuthority.Client ? m_ServerSideClientPlayer : m_ClientSideClientPlayer).GetComponent(); - otherSideNetworkTransform.SetAuthority(authorityToTest); - - static bool HasAuthorityFunc(NetworkTransform transform) - { - return transform.NetworkObject.NetworkManager.IsServer && transform.Authority == NetworkAuthority.Server || - transform.NetworkObject.NetworkManager.IsClient && transform.Authority == NetworkAuthority.Client; - } - - if (HasAuthorityFunc(networkTransform)) - { - networkTransform.InLocalSpace = testLocalTransform; - } - - if (HasAuthorityFunc(otherSideNetworkTransform)) - { - otherSideNetworkTransform.InLocalSpace = testLocalTransform; - } - - float approximation = 0.05f; - - // test position - var playerTransform = networkTransform.transform; - playerTransform.position = new Vector3(10, 20, 30); - Assert.AreEqual(Vector3.zero, otherSideNetworkTransform.transform.position, "server side pos should be zero at first"); // sanity check - yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => otherSideNetworkTransform.transform.position.x > approximation, waitResult, maxFrames: 120)); - if (!waitResult.Result) - { - throw new Exception("timeout while waiting for position change"); - } - Assert.True(new Vector3(10, 20, 30) == otherSideNetworkTransform.transform.position, $"wrong position on ghost, {otherSideNetworkTransform.transform.position}"); // Vector3 already does float approximation with == - - // test rotation - playerTransform.rotation = Quaternion.Euler(45, 40, 35); // using euler angles instead of quaternions directly to really see issues users might encounter - Assert.AreEqual(Quaternion.identity, otherSideNetworkTransform.transform.rotation, "wrong initial value for rotation"); // sanity check - yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => otherSideNetworkTransform.transform.rotation.eulerAngles.x > approximation, waitResult, maxFrames: 120)); - if (!waitResult.Result) - { - throw new Exception("timeout while waiting for position change"); - } - // approximation needed here since eulerAngles isn't super precise. - Assert.LessOrEqual(Math.Abs(45 - otherSideNetworkTransform.transform.rotation.eulerAngles.x), approximation, $"wrong rotation on ghost on x, got {otherSideNetworkTransform.transform.rotation.eulerAngles.x}"); - Assert.LessOrEqual(Math.Abs(40 - otherSideNetworkTransform.transform.rotation.eulerAngles.y), approximation, $"wrong rotation on ghost on y, got {otherSideNetworkTransform.transform.rotation.eulerAngles.y}"); - Assert.LessOrEqual(Math.Abs(35 - otherSideNetworkTransform.transform.rotation.eulerAngles.z), approximation, $"wrong rotation on ghost on z, got {otherSideNetworkTransform.transform.rotation.eulerAngles.z}"); - - // test scale - UnityEngine.Assertions.Assert.AreApproximatelyEqual(1f, otherSideNetworkTransform.transform.lossyScale.x, "wrong initial value for scale"); // sanity check - UnityEngine.Assertions.Assert.AreApproximatelyEqual(1f, otherSideNetworkTransform.transform.lossyScale.y, "wrong initial value for scale"); // sanity check - UnityEngine.Assertions.Assert.AreApproximatelyEqual(1f, otherSideNetworkTransform.transform.lossyScale.z, "wrong initial value for scale"); // sanity check - playerTransform.localScale = new Vector3(2, 3, 4); - yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForCondition(() => otherSideNetworkTransform.transform.lossyScale.x > 1f + approximation, waitResult, maxFrames: 120)); - if (!waitResult.Result) - { - throw new Exception("timeout while waiting for position change"); - } - UnityEngine.Assertions.Assert.AreApproximatelyEqual(2f, otherSideNetworkTransform.transform.lossyScale.x, "wrong scale on ghost"); - UnityEngine.Assertions.Assert.AreApproximatelyEqual(3f, otherSideNetworkTransform.transform.lossyScale.y, "wrong scale on ghost"); - UnityEngine.Assertions.Assert.AreApproximatelyEqual(4f, otherSideNetworkTransform.transform.lossyScale.z, "wrong scale on ghost"); - - // todo reparent and test - // todo test all public API - } - - [UnityTest] - [TestCase(NetworkAuthority.Client, ExpectedResult = null)] - [TestCase(NetworkAuthority.Server, ExpectedResult = null)] - public IEnumerator TestCantChangeTransformFromOtherSideAuthority(NetworkAuthority authorityToTest) - { - // test server can't change client authoritative transform - var networkTransform = (authorityToTest == NetworkAuthority.Client ? m_ClientSideClientPlayer : m_ServerSideClientPlayer).GetComponent(); - networkTransform.SetAuthority(authorityToTest); - - var otherSideNetworkTransform = (authorityToTest == NetworkAuthority.Client ? m_ServerSideClientPlayer : m_ClientSideClientPlayer).GetComponent(); - otherSideNetworkTransform.SetAuthority(authorityToTest); - - Assert.AreEqual(Vector3.zero, otherSideNetworkTransform.transform.position, "other side pos should be zero at first"); // sanity check - otherSideNetworkTransform.transform.position = new Vector3(4, 5, 6); - - yield return new WaitForFixedUpdate(); - - LogAssert.Expect(LogType.Warning, new Regex(".*[Aa]uthority.*")); - Assert.AreEqual(Vector3.zero, otherSideNetworkTransform.transform.position, "got authority error, but other side still moved!"); - } - - [UnityTearDown] - public override IEnumerator Teardown() - { - yield return base.Teardown(); - UnityEngine.Object.Destroy(m_PlayerPrefab); - } - } -} diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs.meta b/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs.meta deleted file mode 100644 index eeff764982..0000000000 --- a/com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformTests.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 5b3f72de99484a1c9e835c1f0d349475 -timeCreated: 1620872927 \ No newline at end of file From 5fa9978861439ba771bdd38f01ef33c7f960f1e8 Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Wed, 11 Aug 2021 23:54:27 +0100 Subject: [PATCH 11/12] put Documentation~ back (due to package validation) --- .../Documentation~/Manual.md | 30 +++++++++++++++++++ 1 file changed, 30 insertions(+) create mode 100644 com.unity.netcode.gameobjects/Documentation~/Manual.md diff --git a/com.unity.netcode.gameobjects/Documentation~/Manual.md b/com.unity.netcode.gameobjects/Documentation~/Manual.md new file mode 100644 index 0000000000..68e48f6b59 --- /dev/null +++ b/com.unity.netcode.gameobjects/Documentation~/Manual.md @@ -0,0 +1,30 @@ +# About Netcode for GameObjects + +Unity Netcode for GameObjects is a high-level networking library built to abstract networking. This allows developers to focus on the game rather than low level protocols and networking frameworks. + +## Guides + +See guides below to install Unity Netcode for GameObjects, set up your project, and get started with your first networked game: + +* [Documentation](https://docs-multiplayer.unity3d.com/docs/getting-started/about-mlapi) +* [Installation](https://docs-multiplayer.unity3d.com/docs/migration/install) +* [First Steps](https://docs-multiplayer.unity3d.com/docs/tutorials/helloworldintro) +* [API Reference](https://docs-multiplayer.unity3d.com/docs/mlapi-api/introduction) + +# Technical details + +## Requirements + +This version of Netcode for GameObjects is compatible with the following Unity versions and platforms: + +* 2020.3 and later +* Windows, Mac, Linux platforms + +## Document revision history + +|Date|Reason| +|---|---| +|March 10, 2021|Document created. Matches package version 0.1.0| +|June 1, 2021|Update and add links for additional content. Matches patch version 0.1.0 and hotfixes.| +|June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0| +|August 5, 2021|Update product/package name| \ No newline at end of file From 94275582d384115f937ba849ee18d0d33afd9f90 Mon Sep 17 00:00:00 2001 From: "M. Fatih MAR" Date: Wed, 11 Aug 2021 23:55:29 +0100 Subject: [PATCH 12/12] update CODEOWNERS --- .github/CODEOWNERS | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/CODEOWNERS b/.github/CODEOWNERS index 174fc4544a..c084534fbd 100644 --- a/.github/CODEOWNERS +++ b/.github/CODEOWNERS @@ -5,4 +5,4 @@ Profiling/ @Unity-Technologies/multiplayer-tools /com.unity.netcode.gameobjects/Runtime/Transports/ @Unity-Technologies/server-team /com.unity.netcode.gameobjects/Runtime/SceneManagement/ @NoelStephensUnity /com.unity.multiplayer.transport.utp/ @Unity-Technologies/server-team -Documentation~/ @Briancoughlin @lkrell +Documentation~/ @Briancoughlin