FiE-Game/Assets/Photon Unity Networking/Editor/PhotonNetwork/PhotonConverter.cs

445 lines
18 KiB
C#
Raw Normal View History

2023-07-19 19:11:02 +02:00
// ----------------------------------------------------------------------------
// <copyright file="PhotonConverter.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2011 Exit Games GmbH
// </copyright>
// <summary>
// Script to convert a Unity Networking project to PhotonNetwork.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
#if UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2
#define UNITY_MIN_5_3
#endif
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
public class PhotonConverter : Photon.MonoBehaviour
{
public static void RunConversion()
{
//Ask if user has made a backup.
int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
switch (option)
{
case 0:
break;
case 1:
return;
case 2:
PickFolderAndConvertScripts();
return;
default:
return;
}
//REAAAALY?
bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
if (!result)
{
return;
}
Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
//Ask to save current scene (optional)
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
//Convert NetworkViews to PhotonViews in Project prefabs
//Ask the user if we can move all prefabs to a resources folder
bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
foreach (string prefab in prefabs)
{
EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
int converted = 0;
foreach (Object obj in objs)
{
if (obj != null && obj.GetType() == typeof(GameObject))
converted += ConvertNetworkView(((GameObject)obj).GetComponents<NetworkView>(), false);
}
if (movePrefabs && converted > 0)
{
//This prefab needs to be under the root of a Resources folder!
string path = prefab.Replace("\\", "/");
int lastSlash = path.LastIndexOf("/");
int resourcesIndex = path.LastIndexOf("/Resources/");
if (resourcesIndex != lastSlash - 10)
{
if (path.Contains("/Resources/"))
{
Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
}
//This prefab NEEDS to be placed under a resources folder
string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
EnsureFolder(resourcesFolder);
string newPath = resourcesFolder + path.Substring(lastSlash + 1);
string error = AssetDatabase.MoveAsset(prefab, newPath);
if (error != "")
Debug.LogError(error);
Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
}
}
}
//Convert NetworkViews to PhotonViews in scenes
string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
foreach (string sceneName in sceneFiles)
{
EditorSceneManager.OpenScene(sceneName);
EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
if (converted2 > 0)
{
//This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
EditorSceneManager.SaveOpenScenes();
}
}
//Convert C#/JS scripts (API stuff)
List<string> scripts = GetScriptsInFolder("Assets");
EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
ConvertScripts(scripts);
Output(EditorApplication.timeSinceStartup + " Completed conversion!");
EditorUtility.ClearProgressBar();
EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
}
public static void PickFolderAndConvertScripts()
{
string folderPath = EditorUtility.OpenFolderPanel("Pick source folder to convert", Directory.GetCurrentDirectory(), "");
if (string.IsNullOrEmpty(folderPath))
{
EditorUtility.DisplayDialog("Script Conversion", "No folder was selected. No files were changed. Please start over.", "Ok.");
return;
}
bool result = EditorUtility.DisplayDialog("Script Conversion", "Scripts in this folder will be modified:\n\n" + folderPath + "\n\nMake sure you have backups of these scripts.\nConversion is not guaranteed to work!", "Backup done. Go!", "Abort");
if (!result)
{
return;
}
List<string> scripts = GetScriptsInFolder(folderPath);
ConvertScripts(scripts);
EditorUtility.DisplayDialog("Script Conversion", "Scripts are now converted to PUN.\n\nYou will need to update\n- scenes\n- components\n- prefabs and\n- add \"PhotonNetwork.ConnectWithDefaultSettings();\"", "Ok");
}
public static List<string> GetScriptsInFolder(string folder)
{
List<string> scripts = new List<string>();
try
{
scripts.AddRange(Directory.GetFiles(folder, "*.cs", SearchOption.AllDirectories));
scripts.AddRange(Directory.GetFiles(folder, "*.js", SearchOption.AllDirectories));
scripts.AddRange(Directory.GetFiles(folder, "*.boo", SearchOption.AllDirectories));
}
catch (System.Exception ex)
{
Debug.Log("Getting script list from folder " + folder + " failed. Exception:\n" + ex.ToString());
}
return scripts;
}
static void ConvertScripts(List<string> scriptPathList)
{
bool ignoreWarningIsLogged = false;
foreach (string script in scriptPathList)
{
if (script.Contains("PhotonNetwork")) //Don't convert this file (and others)
{
if (!ignoreWarningIsLogged)
{
ignoreWarningIsLogged = true;
Debug.LogWarning("Conversion to PUN ignores all files with \"PhotonNetwork\" in their file-path.\nCheck: " + script);
}
continue;
}
if (script.Contains("Image Effects"))
{
continue;
}
ConvertToPhotonAPI(script);
}
foreach (string script in scriptPathList)
{
AssetDatabase.ImportAsset(script, ImportAssetOptions.ForceUpdate);
}
}
static void ConvertToPhotonAPI(string file)
{
string text = File.ReadAllText(file);
bool isJS = file.Contains(".js");
file = file.Replace("\\", "/"); // Get Class name for JS
string className = file.Substring(file.LastIndexOf("/")+1);
className = className.Substring(0, className.IndexOf("."));
//REGEXP STUFF
//Valid are: Space { } , /n /r
//string NOT_VAR = @"([^A-Za-z0-9_\[\]\.]+)";
string NOT_VAR_WITH_DOT = @"([^A-Za-z0-9_]+)";
//string VAR_NONARRAY = @"[^A-Za-z0-9_]";
//NetworkView
{
text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkView" + NOT_VAR_WITH_DOT, "$1PhotonView$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "stateSynchronization" + NOT_VAR_WITH_DOT, "$1synchronization$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkStateSynchronization" + NOT_VAR_WITH_DOT, "$1ViewSynchronization$2"); // map Unity enum to ours
//.RPC
text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode.Server" + NOT_VAR_WITH_DOT, "$1PhotonTargets.MasterClient$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode" + NOT_VAR_WITH_DOT, "$1PhotonTargets$2");
}
//NetworkMessageInfo: 100%
{
text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkMessageInfo" + NOT_VAR_WITH_DOT, "$1PhotonMessageInfo$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
}
//NetworkViewID:
{
text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkViewID" + NOT_VAR_WITH_DOT, "$1int$2"); //We simply use an int
}
//NetworkPlayer
{
text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPlayer" + NOT_VAR_WITH_DOT, "$1PhotonPlayer$2");
}
//Network
{
//Monobehaviour callbacks
{
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerConnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerConnected$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerDisconnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerDisconnected$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnNetworkInstantiate" + NOT_VAR_WITH_DOT, "$1OnPhotonInstantiate$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnSerializeNetworkView" + NOT_VAR_WITH_DOT, "$1OnPhotonSerializeView$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "BitStream" + NOT_VAR_WITH_DOT, "$1PhotonStream$2");
//Not completely the same meaning
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnServerInitialized" + NOT_VAR_WITH_DOT, "$1OnCreatedRoom$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnConnectedToServer" + NOT_VAR_WITH_DOT, "$1OnJoinedRoom$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnectToMasterServer" + NOT_VAR_WITH_DOT, "$1OnFailedToConnectToPhoton$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnect" + NOT_VAR_WITH_DOT, "$1OnFailedToConnect_OBSELETE$2");
}
//Variables
{
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.connections" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isClient" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPeerType" + NOT_VAR_WITH_DOT, "$1ConnectionState$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.peerType" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.connectionState$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Server" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Client" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.playerList.Length" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList.Count$2");
/*DROPPED:
minimumAllocatableViewIDs
natFacilitatorIP is dropped
natFacilitatorPort is dropped
connectionTesterIP
connectionTesterPort
proxyIP
proxyPort
useProxy
proxyPassword
*/
}
//Methods
{
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.InitializeServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.CreateRoom$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.Connect" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.JoinRoom$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetAveragePing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetLastPing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
/*DROPPED:
TestConnection
TestConnectionNAT
HavePublicAddress
*/
}
//Overall
text = PregReplace(text, NOT_VAR_WITH_DOT + "Network" + NOT_VAR_WITH_DOT, "$1PhotonNetwork$2");
//Changed methods
string ignoreMe = @"([A-Za-z0-9_\[\]\(\) ]+)";
text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.GetPing\\(" + ignoreMe+"\\);", "$1PhotonNetwork.GetPing();");
text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.CloseConnection\\(" + ignoreMe+","+ignoreMe+"\\);", "$1PhotonNetwork.CloseConnection($2);");
}
//General
{
if (text.Contains("Photon")) //Only use the PhotonMonoBehaviour if we use photonView and friends.
{
if (isJS)//JS
{
if (text.Contains("extends MonoBehaviour"))
text = PregReplace(text, "extends MonoBehaviour", "extends Photon.MonoBehaviour");
else
text = "class " + className + " extends Photon.MonoBehaviour {\n" + text + "\n}";
}
else //C#
text = PregReplace(text, ": MonoBehaviour", ": Photon.MonoBehaviour");
}
}
File.WriteAllText(file, text);
}
/// default path: "Assets"
public static void ConvertRpcAttribute(string path)
{
if (string.IsNullOrEmpty(path))
{
path = "Assets";
}
List<string> scripts = GetScriptsInFolder(path);
foreach (string file in scripts)
{
string text = File.ReadAllText(file);
string textCopy = text;
if (file.EndsWith("PhotonConverter.cs"))
{
continue;
}
text = text.Replace("[RPC]", "[PunRPC]");
text = text.Replace("@RPC", "@PunRPC");
if (!text.Equals(textCopy))
{
File.WriteAllText(file, text);
Debug.Log("Converted RPC to PunRPC in: " + file);
}
}
}
static string PregReplace(string input, string[] pattern, string[] replacements)
{
if (replacements.Length != pattern.Length)
Debug.LogError("Replacement and Pattern Arrays must be balanced");
for (var i = 0; i < pattern.Length; i++)
{
input = Regex.Replace(input, pattern[i], replacements[i]);
}
return input;
}
static string PregReplace(string input, string pattern, string replacement)
{
return Regex.Replace(input, pattern, replacement);
}
static void EnsureFolder(string path)
{
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
AssetDatabase.Refresh();
}
}
static int ConvertNetworkView(NetworkView[] netViews, bool isScene)
{
for (int i = netViews.Length - 1; i >= 0; i--)
{
NetworkView netView = netViews[i];
PhotonView view = netView.gameObject.AddComponent<PhotonView>();
Undo.RecordObject(view, null);
if (isScene)
{
//Get scene ID
string str = netView.viewID.ToString().Replace("SceneID: ", "");
int firstSpace = str.IndexOf(" ");
str = str.Substring(0, firstSpace);
int oldViewID = int.Parse(str);
view.viewID = oldViewID;
#if !UNITY_MIN_5_3
EditorUtility.SetDirty(view);
EditorUtility.SetDirty(view.gameObject);
#endif
}
view.ObservedComponents = new List<Component>();
view.ObservedComponents.Add(netView.observed);
if (netView.stateSynchronization == NetworkStateSynchronization.Unreliable)
{
view.synchronization = ViewSynchronization.Unreliable;
}
else if (netView.stateSynchronization == NetworkStateSynchronization.ReliableDeltaCompressed)
{
view.synchronization = ViewSynchronization.ReliableDeltaCompressed;
}
else
{
view.synchronization = ViewSynchronization.Off;
}
DestroyImmediate(netView, true);
}
AssetDatabase.Refresh();
AssetDatabase.SaveAssets();
return netViews.Length;
}
static void Output(string str)
{
Debug.Log(((int)EditorApplication.timeSinceStartup) + " " + str);
}
static void ConversionError(string file, string str)
{
Debug.LogError("Scrip conversion[" + file + "]: " + str);
}
}