Class Namespaces renamed to Mirror / Mirror.Weaver everywhere

This commit is contained in:
vis2k 2018-08-24 17:18:29 +02:00
parent e015908895
commit a7eaaa8530
55 changed files with 107 additions and 146 deletions

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@ -1,10 +1,10 @@
#if ENABLE_UNET
using System;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkAnimator), true)]
[CanEditMultipleObjects]

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@ -3,10 +3,10 @@
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkBehaviour), true)]
[CanEditMultipleObjects]

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@ -1,9 +1,9 @@
#if ENABLE_UNET
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkIdentity), true)]
[CanEditMultipleObjects]

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@ -1,11 +1,11 @@
#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
using UnityObject = UnityEngine.Object;
namespace UnityEditor.Networking
namespace Mirror
{
[CustomPreview(typeof(GameObject))]
class NetworkInformationPreview : ObjectPreview

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@ -2,12 +2,12 @@
using System;
using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Networking;
using UnityObject = UnityEngine.Object;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkManager), true)]
[CanEditMultipleObjects]

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@ -1,11 +1,11 @@
#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
using UnityObject = UnityEngine.Object;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkManagerHUD), true)]
[CanEditMultipleObjects]

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@ -1,11 +1,11 @@
#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
using UnityObject = UnityEngine.Object;
namespace UnityEditor.Networking
namespace Mirror
{
[CustomPreview(typeof(NetworkManager))]
class NetworkManagerPreview : ObjectPreview

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@ -2,11 +2,11 @@
using System.Text;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
namespace Mirror
{
public class NetworkScenePostProcess : MonoBehaviour
{

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@ -2,10 +2,8 @@
using UnityEditor;
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkTransformChild), true)]
[CanEditMultipleObjects]

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@ -1,9 +1,9 @@
#if ENABLE_UNET
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkTransform), true)]
[CanEditMultipleObjects]

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@ -1,10 +1,10 @@
#if ENABLE_UNET
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
using UnityObject = UnityEngine.Object;
namespace UnityEditor.Networking
namespace Mirror
{
[CustomPreview(typeof(GameObject))]
class NetworkTransformPreview : ObjectPreview

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@ -2,10 +2,10 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
namespace Mirror
{
[CustomEditor(typeof(NetworkTransformVisualizer), true)]
[CanEditMultipleObjects]

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@ -1,9 +1,8 @@
#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
public class ClientScene
{

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@ -1,8 +1,9 @@
using System;
using UnityEngine;
#if ENABLE_UNET
namespace UnityEngine.Networking
namespace Mirror
{
[AttributeUsage(AttributeTargets.Class)]
public class NetworkSettingsAttribute : Attribute

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@ -2,8 +2,9 @@
using System.Collections.Generic;
using System.Reflection;
using System.Net.Sockets;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
internal static class DotNetCompatibility
{

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@ -1,8 +1,9 @@
#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
sealed class LocalClient : NetworkClient
{

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@ -1,8 +1,9 @@
using System;
using UnityEngine;
#if ENABLE_UNET
namespace UnityEngine.Networking
namespace Mirror
{
// a server's connection TO a LocalClient.
// sending messages on this connection causes the client's handler function to be invoked directly

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@ -1,7 +1,8 @@
using System;
using UnityEngine;
#if ENABLE_UNET
namespace UnityEngine.Networking
namespace Mirror
{
public class LogFilter
{

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@ -1,9 +1,10 @@
using System;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_UNET
namespace UnityEngine.Networking
namespace Mirror
{
// This can't be an interface because users don't need to implement the
// serialization functions, we'll code generate it for them when they omit it.
@ -15,10 +16,7 @@ public virtual void Deserialize(NetworkReader reader) {}
// Serialize the contents of this message into the writer
public virtual void Serialize(NetworkWriter writer) {}
}
}
namespace UnityEngine.Networking.NetworkSystem
{
// ---------- General Typed Messages -------------------
public class StringMessage : MessageBase

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@ -1,9 +1,8 @@
#if ENABLE_UNET
using System;
using UnityEngine;
using UnityEngine.Networking.NetworkSystem;
namespace UnityEngine.Networking
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkAnimator")]

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@ -2,9 +2,9 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
[RequireComponent(typeof(NetworkIdentity))]
[AddComponentMenu("")]

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@ -3,9 +3,9 @@
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
public class NetworkClient
{
@ -213,6 +213,7 @@ void GenerateConnectError(byte error)
GenerateError(error);
}
/* TODO use or remove
void GenerateDataError(byte error)
{
NetworkError dataError = (NetworkError)error;
@ -226,6 +227,7 @@ void GenerateDisconnectError(byte error)
if (LogFilter.logError) { Debug.LogError("UNet Client Disconnect Error: " + disconnectError); }
GenerateError(error);
}
*/
void GenerateError(byte error)
{

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@ -3,8 +3,9 @@
using System.Collections.Generic;
using System.Text;
using System.Linq;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
/*
* wire protocol is a list of : size | msgType | payload
@ -20,8 +21,6 @@ public class NetworkConnection : IDisposable
HashSet<NetworkInstanceId> m_ClientOwnedObjects;
private NetworkError error;
public int hostId = -1;
public int connectionId = -1;
public bool isReady;
@ -32,8 +31,6 @@ public class NetworkConnection : IDisposable
public bool logNetworkMessages = false;
public bool isConnected { get { return hostId != -1; }}
public NetworkError lastError { get { return error; } internal set { error = value; } }
public virtual void Initialize(string networkAddress, int networkHostId, int networkConnectionId)
{
address = networkAddress;

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@ -1,7 +1,8 @@
#if ENABLE_UNET
using System;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
// vis2k: NetworkHash128 explanation
// -> AssetDatabase.AssetPathToGUID returns a 32 length hex string

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@ -3,13 +3,13 @@
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Networking
namespace Mirror
{
[ExecuteInEditMode]
[DisallowMultipleComponent]

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@ -1,7 +1,8 @@
#if ENABLE_UNET
using System;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
[Serializable]
public struct NetworkInstanceId

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@ -1,13 +1,11 @@
#if ENABLE_UNET
using System;
using System.Collections.Generic;
using System.Net;
using System.Linq;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine.Networking.Types;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace UnityEngine.Networking
namespace Mirror
{
public enum PlayerSpawnMethod
{
@ -25,10 +23,6 @@ public class NetworkManager : MonoBehaviour
[SerializeField] string m_NetworkAddress = "localhost";
[SerializeField] bool m_DontDestroyOnLoad = true;
[SerializeField] bool m_RunInBackground = true;
[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
[SerializeField] bool m_ScriptCRCCheck = true;
[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
[SerializeField] float m_MaxDelay = 0.01f;
[SerializeField] LogFilter.FilterLevel m_LogLevel = LogFilter.FilterLevel.Info;
[SerializeField] GameObject m_PlayerPrefab;
[SerializeField] bool m_AutoCreatePlayer = true;
@ -41,13 +35,6 @@ public class NetworkManager : MonoBehaviour
[SerializeField] bool m_UseWebSockets;
#pragma warning disable 0169
[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
[SerializeField] int m_MaxBufferedPackets;
[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
[SerializeField] bool m_AllowFragmentation;
#pragma warning restore 0169
bool m_ClientLoadedScene;
// properties
@ -57,11 +44,6 @@ public class NetworkManager : MonoBehaviour
public string networkAddress { get { return m_NetworkAddress; } set { m_NetworkAddress = value; } }
public bool dontDestroyOnLoad { get { return m_DontDestroyOnLoad; } set { m_DontDestroyOnLoad = value; } }
public bool runInBackground { get { return m_RunInBackground; } set { m_RunInBackground = value; } }
[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
public bool scriptCRCCheck { get { return m_ScriptCRCCheck; } set { m_ScriptCRCCheck = value; }}
[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
public float maxDelay { get { return m_MaxDelay; } set { m_MaxDelay = value; } }
public LogFilter.FilterLevel logLevel { get { return m_LogLevel; } set { m_LogLevel = value; LogFilter.currentLogLevel = value; } }
public GameObject playerPrefab { get { return m_PlayerPrefab; } set { m_PlayerPrefab = value; } }
public bool autoCreatePlayer { get { return m_AutoCreatePlayer; } set { m_AutoCreatePlayer = value; } }
@ -721,16 +703,8 @@ public virtual void OnServerDisconnect(NetworkConnection conn)
{
NetworkServer.DestroyPlayersForConnection(conn);
// note: timeouts happen all the time, no need to throw an error there.
if (conn.lastError == NetworkError.Ok || conn.lastError == NetworkError.Timeout)
{
if (LogFilter.logDebug) { Debug.Log("OnServerDisconnect: client disconnected:" + conn); }
}
else
{
// a client disconnected, let's show a message
if (LogFilter.logError) { Debug.LogError("OnServerDisconnect: Client disconnected with error: " + conn.lastError); }
}
// a client disconnected, let's show a message
if (LogFilter.logError) { Debug.LogError("OnServerDisconnect: Client disconnected."); }
}
public virtual void OnServerReady(NetworkConnection conn)
@ -846,10 +820,6 @@ public virtual void OnClientConnect(NetworkConnection conn)
public virtual void OnClientDisconnect(NetworkConnection conn)
{
StopClient();
if (conn.lastError != NetworkError.Ok)
{
if (LogFilter.logError) { Debug.LogError("ClientDisconnected due to error: " + conn.lastError); }
}
}
public virtual void OnClientError(NetworkConnection conn, int errorCode)

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@ -2,10 +2,11 @@
// confusion if someone accidentally presses one.
using System;
using System.ComponentModel;
using UnityEngine;
#if ENABLE_UNET
namespace UnityEngine.Networking
namespace Mirror
{
[AddComponentMenu("Network/NetworkManagerHUD")]
[RequireComponent(typeof(NetworkManager))]

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@ -3,7 +3,7 @@
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
[AddComponentMenu("Network/NetworkProximityChecker")]
[RequireComponent(typeof(NetworkIdentity))]

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@ -1,8 +1,9 @@
#if ENABLE_UNET
using System;
using System.IO;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
public class NetworkReader
{

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@ -1,8 +1,8 @@
#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
// This is an internal class to allow the client and server to share scene-related functionality.
// This code (mostly) used to be in ClientScene.

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@ -1,7 +1,8 @@
#if ENABLE_UNET
using System;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
[Serializable]
public struct NetworkSceneId

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@ -3,10 +3,9 @@
using System.Collections.Generic;
using System.Linq;
using System.Net;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine.Networking.Types;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
public sealed class NetworkServer
{
@ -407,7 +406,6 @@ static void HandleConnect(int connectionId, byte error)
NetworkConnection conn = (NetworkConnection)Activator.CreateInstance(s_NetworkConnectionClass);
conn.SetHandlers(s_MessageHandlers);
conn.Initialize(address, s_ServerHostId, connectionId);
conn.lastError = (NetworkError)0;
// add connection at correct index
while (s_Connections.Count <= connectionId)
@ -434,17 +432,6 @@ static void HandleDisconnect(int connectionId, byte error)
{
return;
}
conn.lastError = (NetworkError)error;
if (error != 0)
{
if ((NetworkError)error != NetworkError.Timeout)
{
s_Connections[connectionId] = null;
if (LogFilter.logError) { Debug.LogError("Server client disconnect error, connectionId: " + connectionId + " error: " + (NetworkError)error); }
return;
}
}
conn.Disconnect();
s_Connections[connectionId] = null;
@ -484,13 +471,6 @@ static void HandleData(int connectionId, byte[] data, byte error)
if (LogFilter.logError) { Debug.LogError("HandleData Unknown connectionId:" + connectionId); }
return;
}
conn.lastError = (NetworkError)error;
if (error != 0)
{
GenerateDataError(conn, error);
return;
}
OnData(conn, data);
}
@ -506,6 +486,7 @@ static void GenerateConnectError(byte error)
GenerateError(null, error);
}
/* TODO use or remove
static void GenerateDataError(NetworkConnection conn, byte error)
{
NetworkError dataError = (NetworkError)error;
@ -519,6 +500,7 @@ static void GenerateDisconnectError(NetworkConnection conn, byte error)
if (LogFilter.logError) { Debug.LogError("UNet Server Disconnect Error: " + disconnectError + " conn:[" + conn + "]:" + conn.connectionId); }
GenerateError(conn, error);
}
*/
static void GenerateError(NetworkConnection conn, byte error)
{
@ -1175,7 +1157,7 @@ static void DestroyObject(NetworkIdentity uv, bool destroyServerObject)
// when unspawning, dont destroy the server's object
if (destroyServerObject)
{
Object.Destroy(uv.gameObject);
UnityEngine.Object.Destroy(uv.gameObject);
}
uv.MarkForReset();
}

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@ -2,7 +2,7 @@
using System;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkStartPosition")]

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@ -1,9 +1,9 @@
#if ENABLE_UNET
using System;
using UnityEngine;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
[AddComponentMenu("Network/NetworkTransformChild")]
public class NetworkTransformChild : NetworkBehaviour

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@ -1,9 +1,8 @@
#if ENABLE_UNET
using System;
using UnityEngine;
using UnityEngine.Networking.NetworkSystem;
namespace UnityEngine.Networking
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkTransform")]

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@ -3,7 +3,7 @@
using System.ComponentModel;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkTransformVisualizer")]

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@ -1,8 +1,9 @@
#if ENABLE_UNET
using System;
using System.IO;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
// Binary stream Writer. Supports simple types, buffers, arrays, structs, and nested types
public class NetworkWriter

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@ -1,7 +1,8 @@
using System;
using UnityEngine;
#if ENABLE_UNET
namespace UnityEngine.Networking
namespace Mirror
{
// This class represents the player entity in a network game, there can be multiple players per client
// when there are multiple people playing on one machine

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@ -3,9 +3,9 @@
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine.Networking.NetworkSystem;
using UnityEngine;
namespace UnityEngine.Networking
namespace Mirror
{
public sealed class SyncListString : SyncList<string>
{

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@ -1,8 +1,10 @@
// wraps UNET's LLAPI for use as HLAPI TransportLayer
using System;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
namespace UnityEngine.Networking
namespace Mirror
{
public class LLAPITransport : TransportLayer
{

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@ -1,5 +1,6 @@
// wraps Telepathy for use as HLAPI TransportLayer
namespace UnityEngine.Networking
using UnityEngine;
namespace Mirror
{
public class TelepathyTransport : TransportLayer
{

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@ -1,7 +1,8 @@
// multiplex transport that uses either:
// * Telepathy for standalone (windows/mac/linux/mobile/etc.)
// * UNET's LLAPI for websockets
namespace UnityEngine.Networking
using UnityEngine;
namespace Mirror
{
public class TelepathyWebsocketsMultiplexTransport : TransportLayer
{

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@ -1,7 +1,7 @@
// transport layer backend
// - set to telepathy by default
// - can be changed by assigning Transport.layer to whatever you want
namespace UnityEngine.Networking
namespace Mirror
{
// Transport class used by HLAPI ///////////////////////////////////////////
public static class Transport

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@ -1,8 +1,9 @@
using System;
using UnityEngine;
#if ENABLE_UNET
namespace UnityEngine.Networking
namespace Mirror
{
// Handles network messages on client and server
public delegate void NetworkMessageDelegate(NetworkMessage netMsg);

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@ -2,7 +2,7 @@
using System;
using UnityEngine;
namespace UnityEngine.Networking.Tests
namespace Mirror.Tests
{
[TestFixture]
public class NetworkHash128Test

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@ -2,7 +2,7 @@
using System;
using UnityEngine;
namespace UnityEngine.Networking.Tests
namespace Mirror.Tests
{
[TestFixture]
public class NetworkWriterTest

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@ -5,12 +5,12 @@
// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.
[assembly: AssemblyTitle("Unity.UNetWeaver")]
[assembly: AssemblyDescription("UNET assembly post processor for code generation.")]
[assembly: AssemblyTitle("Mirror.Weaver")]
[assembly: AssemblyDescription("Mirror assembly post processor for code generation.")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Unity Technologies")]
[assembly: AssemblyProduct("Unity.UNetWeaver")]
[assembly: AssemblyCopyright("Copyright © 2014")]
[assembly: AssemblyCompany("vis2k")]
[assembly: AssemblyProduct("Mirror")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")]

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@ -9,7 +9,7 @@
using Mono.Cecil.Mdb;
using Mono.Cecil.Pdb;
namespace Unity.UNetWeaver
namespace Mirror.Weaver
{
class Helpers
{

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@ -2,7 +2,7 @@
using Mono.Cecil;
using Mono.Cecil.Cil;
namespace Unity.UNetWeaver
namespace Mirror.Weaver
{
class MessageClassProcessor
{

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@ -2,7 +2,7 @@
using System.Linq;
using Mono.Cecil;
namespace Unity.UNetWeaver
namespace Mirror.Weaver
{
class MonoBehaviourProcessor
{

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@ -3,7 +3,7 @@
using System.IO;
using Mono.Cecil;
namespace Unity.UNetWeaver
namespace Mirror.Weaver
{
public static class Log
{

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@ -2,7 +2,7 @@
using Mono.Cecil;
using Mono.Cecil.Cil;
namespace Unity.UNetWeaver
namespace Mirror.Weaver
{
class SyncListStructProcessor
{

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@ -4,7 +4,7 @@
using Mono.Cecil;
using Mono.Cecil.Cil;
namespace Unity.UNetWeaver
namespace Mirror.Weaver
{
class NetworkBehaviourProcessor
{

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@ -8,7 +8,7 @@
using Mono.Cecil.Pdb;
using Mono.Cecil.Mdb;
namespace Unity.UNetWeaver
namespace Mirror.Weaver
{
public enum OutSymbolsFormat
{