mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
444 lines
18 KiB
C#
444 lines
18 KiB
C#
// ----------------------------------------------------------------------------
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// <copyright file="PhotonConverter.cs" company="Exit Games GmbH">
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// PhotonNetwork Framework for Unity - Copyright (C) 2011 Exit Games GmbH
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// </copyright>
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// <summary>
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// Script to convert a Unity Networking project to PhotonNetwork.
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// </summary>
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// <author>developer@exitgames.com</author>
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// ----------------------------------------------------------------------------
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#if UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2
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#define UNITY_MIN_5_3
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#endif
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.IO;
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using System.Text.RegularExpressions;
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public class PhotonConverter : Photon.MonoBehaviour
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{
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public static void RunConversion()
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{
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//Ask if user has made a backup.
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int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
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switch (option)
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{
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case 0:
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break;
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case 1:
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return;
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case 2:
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PickFolderAndConvertScripts();
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return;
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default:
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return;
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}
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//REAAAALY?
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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");
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if (!result)
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{
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return;
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}
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Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
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//Ask to save current scene (optional)
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EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
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EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
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//Convert NetworkViews to PhotonViews in Project prefabs
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//Ask the user if we can move all prefabs to a resources folder
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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");
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string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
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foreach (string prefab in prefabs)
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{
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EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
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Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
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int converted = 0;
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foreach (Object obj in objs)
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{
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if (obj != null && obj.GetType() == typeof(GameObject))
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converted += ConvertNetworkView(((GameObject)obj).GetComponents<NetworkView>(), false);
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}
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if (movePrefabs && converted > 0)
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{
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//This prefab needs to be under the root of a Resources folder!
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string path = prefab.Replace("\\", "/");
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int lastSlash = path.LastIndexOf("/");
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int resourcesIndex = path.LastIndexOf("/Resources/");
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if (resourcesIndex != lastSlash - 10)
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{
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if (path.Contains("/Resources/"))
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{
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Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
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}
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//This prefab NEEDS to be placed under a resources folder
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string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
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EnsureFolder(resourcesFolder);
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string newPath = resourcesFolder + path.Substring(lastSlash + 1);
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string error = AssetDatabase.MoveAsset(prefab, newPath);
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if (error != "")
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Debug.LogError(error);
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Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
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}
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}
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}
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//Convert NetworkViews to PhotonViews in scenes
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string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
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foreach (string sceneName in sceneFiles)
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{
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EditorSceneManager.OpenScene(sceneName);
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EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
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int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
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if (converted2 > 0)
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{
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//This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
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PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
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Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
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EditorSceneManager.SaveOpenScenes();
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}
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}
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//Convert C#/JS scripts (API stuff)
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List<string> scripts = GetScriptsInFolder("Assets");
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EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
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ConvertScripts(scripts);
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Output(EditorApplication.timeSinceStartup + " Completed conversion!");
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EditorUtility.ClearProgressBar();
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EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
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}
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public static void PickFolderAndConvertScripts()
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{
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string folderPath = EditorUtility.OpenFolderPanel("Pick source folder to convert", Directory.GetCurrentDirectory(), "");
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if (string.IsNullOrEmpty(folderPath))
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{
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EditorUtility.DisplayDialog("Script Conversion", "No folder was selected. No files were changed. Please start over.", "Ok.");
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return;
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}
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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");
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if (!result)
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{
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return;
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}
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List<string> scripts = GetScriptsInFolder(folderPath);
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ConvertScripts(scripts);
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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");
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}
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public static List<string> GetScriptsInFolder(string folder)
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{
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List<string> scripts = new List<string>();
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try
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{
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scripts.AddRange(Directory.GetFiles(folder, "*.cs", SearchOption.AllDirectories));
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scripts.AddRange(Directory.GetFiles(folder, "*.js", SearchOption.AllDirectories));
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scripts.AddRange(Directory.GetFiles(folder, "*.boo", SearchOption.AllDirectories));
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}
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catch (System.Exception ex)
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{
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Debug.Log("Getting script list from folder " + folder + " failed. Exception:\n" + ex.ToString());
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}
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return scripts;
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}
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static void ConvertScripts(List<string> scriptPathList)
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{
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bool ignoreWarningIsLogged = false;
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foreach (string script in scriptPathList)
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{
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if (script.Contains("PhotonNetwork")) //Don't convert this file (and others)
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{
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if (!ignoreWarningIsLogged)
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{
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ignoreWarningIsLogged = true;
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Debug.LogWarning("Conversion to PUN ignores all files with \"PhotonNetwork\" in their file-path.\nCheck: " + script);
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}
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continue;
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}
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if (script.Contains("Image Effects"))
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{
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continue;
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}
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ConvertToPhotonAPI(script);
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}
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foreach (string script in scriptPathList)
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{
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AssetDatabase.ImportAsset(script, ImportAssetOptions.ForceUpdate);
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}
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}
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static void ConvertToPhotonAPI(string file)
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{
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string text = File.ReadAllText(file);
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bool isJS = file.Contains(".js");
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file = file.Replace("\\", "/"); // Get Class name for JS
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string className = file.Substring(file.LastIndexOf("/")+1);
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className = className.Substring(0, className.IndexOf("."));
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//REGEXP STUFF
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//Valid are: Space { } , /n /r
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//string NOT_VAR = @"([^A-Za-z0-9_\[\]\.]+)";
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string NOT_VAR_WITH_DOT = @"([^A-Za-z0-9_]+)";
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//string VAR_NONARRAY = @"[^A-Za-z0-9_]";
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//NetworkView
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{
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text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkView" + NOT_VAR_WITH_DOT, "$1PhotonView$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "stateSynchronization" + NOT_VAR_WITH_DOT, "$1synchronization$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkStateSynchronization" + NOT_VAR_WITH_DOT, "$1ViewSynchronization$2"); // map Unity enum to ours
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//.RPC
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text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode.Server" + NOT_VAR_WITH_DOT, "$1PhotonTargets.MasterClient$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode" + NOT_VAR_WITH_DOT, "$1PhotonTargets$2");
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}
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//NetworkMessageInfo: 100%
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{
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text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkMessageInfo" + NOT_VAR_WITH_DOT, "$1PhotonMessageInfo$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
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}
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//NetworkViewID:
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{
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text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkViewID" + NOT_VAR_WITH_DOT, "$1int$2"); //We simply use an int
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}
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//NetworkPlayer
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{
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text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPlayer" + NOT_VAR_WITH_DOT, "$1PhotonPlayer$2");
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}
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//Network
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{
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//Monobehaviour callbacks
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{
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerConnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerConnected$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerDisconnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerDisconnected$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnNetworkInstantiate" + NOT_VAR_WITH_DOT, "$1OnPhotonInstantiate$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnSerializeNetworkView" + NOT_VAR_WITH_DOT, "$1OnPhotonSerializeView$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "BitStream" + NOT_VAR_WITH_DOT, "$1PhotonStream$2");
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//Not completely the same meaning
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnServerInitialized" + NOT_VAR_WITH_DOT, "$1OnCreatedRoom$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnConnectedToServer" + NOT_VAR_WITH_DOT, "$1OnJoinedRoom$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnectToMasterServer" + NOT_VAR_WITH_DOT, "$1OnFailedToConnectToPhoton$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnect" + NOT_VAR_WITH_DOT, "$1OnFailedToConnect_OBSELETE$2");
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}
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//Variables
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{
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.connections" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isClient" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPeerType" + NOT_VAR_WITH_DOT, "$1ConnectionState$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.peerType" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.connectionState$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Server" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Client" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.playerList.Length" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList.Count$2");
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/*DROPPED:
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minimumAllocatableViewIDs
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natFacilitatorIP is dropped
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natFacilitatorPort is dropped
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connectionTesterIP
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connectionTesterPort
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proxyIP
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proxyPort
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useProxy
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proxyPassword
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*/
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}
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//Methods
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{
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.InitializeServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.CreateRoom$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.Connect" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.JoinRoom$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetAveragePing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetLastPing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
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/*DROPPED:
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TestConnection
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TestConnectionNAT
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HavePublicAddress
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*/
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}
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//Overall
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text = PregReplace(text, NOT_VAR_WITH_DOT + "Network" + NOT_VAR_WITH_DOT, "$1PhotonNetwork$2");
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//Changed methods
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string ignoreMe = @"([A-Za-z0-9_\[\]\(\) ]+)";
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text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.GetPing\\(" + ignoreMe+"\\);", "$1PhotonNetwork.GetPing();");
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text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.CloseConnection\\(" + ignoreMe+","+ignoreMe+"\\);", "$1PhotonNetwork.CloseConnection($2);");
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}
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//General
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{
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if (text.Contains("Photon")) //Only use the PhotonMonoBehaviour if we use photonView and friends.
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{
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if (isJS)//JS
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{
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if (text.Contains("extends MonoBehaviour"))
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text = PregReplace(text, "extends MonoBehaviour", "extends Photon.MonoBehaviour");
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else
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text = "class " + className + " extends Photon.MonoBehaviour {\n" + text + "\n}";
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}
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else //C#
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text = PregReplace(text, ": MonoBehaviour", ": Photon.MonoBehaviour");
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}
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}
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File.WriteAllText(file, text);
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}
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/// default path: "Assets"
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public static void ConvertRpcAttribute(string path)
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{
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if (string.IsNullOrEmpty(path))
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{
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path = "Assets";
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}
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List<string> scripts = GetScriptsInFolder(path);
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foreach (string file in scripts)
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{
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string text = File.ReadAllText(file);
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string textCopy = text;
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if (file.EndsWith("PhotonConverter.cs"))
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{
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continue;
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}
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text = text.Replace("[RPC]", "[PunRPC]");
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text = text.Replace("@RPC", "@PunRPC");
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if (!text.Equals(textCopy))
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{
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File.WriteAllText(file, text);
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Debug.Log("Converted RPC to PunRPC in: " + file);
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}
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}
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}
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static string PregReplace(string input, string[] pattern, string[] replacements)
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{
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if (replacements.Length != pattern.Length)
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Debug.LogError("Replacement and Pattern Arrays must be balanced");
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for (var i = 0; i < pattern.Length; i++)
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{
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input = Regex.Replace(input, pattern[i], replacements[i]);
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}
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return input;
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}
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static string PregReplace(string input, string pattern, string replacement)
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{
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return Regex.Replace(input, pattern, replacement);
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}
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static void EnsureFolder(string path)
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{
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
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AssetDatabase.Refresh();
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}
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}
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static int ConvertNetworkView(NetworkView[] netViews, bool isScene)
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{
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for (int i = netViews.Length - 1; i >= 0; i--)
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{
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NetworkView netView = netViews[i];
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PhotonView view = netView.gameObject.AddComponent<PhotonView>();
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Undo.RecordObject(view, null);
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if (isScene)
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{
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//Get scene ID
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string str = netView.viewID.ToString().Replace("SceneID: ", "");
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int firstSpace = str.IndexOf(" ");
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str = str.Substring(0, firstSpace);
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int oldViewID = int.Parse(str);
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view.viewID = oldViewID;
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#if !UNITY_MIN_5_3
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EditorUtility.SetDirty(view);
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EditorUtility.SetDirty(view.gameObject);
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#endif
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}
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view.ObservedComponents = new List<Component>();
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view.ObservedComponents.Add(netView.observed);
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if (netView.stateSynchronization == NetworkStateSynchronization.Unreliable)
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{
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view.synchronization = ViewSynchronization.Unreliable;
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}
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else if (netView.stateSynchronization == NetworkStateSynchronization.ReliableDeltaCompressed)
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{
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view.synchronization = ViewSynchronization.ReliableDeltaCompressed;
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}
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else
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{
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view.synchronization = ViewSynchronization.Off;
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}
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DestroyImmediate(netView, true);
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}
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AssetDatabase.Refresh();
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AssetDatabase.SaveAssets();
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return netViews.Length;
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}
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static void Output(string str)
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{
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Debug.Log(((int)EditorApplication.timeSinceStartup) + " " + str);
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}
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static void ConversionError(string file, string str)
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{
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Debug.LogError("Scrip conversion[" + file + "]: " + str);
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}
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}
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