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49
Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
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49
Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
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using System.Collections.Generic;
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using UnityEditor;
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namespace Mirror
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{
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static class PreprocessorDefine
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{
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/// <summary>
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/// Add define symbols as soon as Unity gets done compiling.
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/// </summary>
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[InitializeOnLoadMethod]
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public static void AddDefineSymbols()
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{
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#if UNITY_2021_2_OR_NEWER
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string currentDefines = PlayerSettings.GetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup));
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#else
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// Deprecated in Unity 2023.1
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string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
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#endif
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// Remove oldest when adding next month's symbol.
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// Keep a rolling 12 months of symbols.
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HashSet<string> defines = new HashSet<string>(currentDefines.Split(';'))
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{
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"MIRROR",
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"MIRROR_79_OR_NEWER",
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"MIRROR_81_OR_NEWER",
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"MIRROR_82_OR_NEWER",
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"MIRROR_83_OR_NEWER",
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"MIRROR_84_OR_NEWER",
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"MIRROR_85_OR_NEWER",
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"MIRROR_86_OR_NEWER",
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"MIRROR_89_OR_NEWER"
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};
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// only touch PlayerSettings if we actually modified it,
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// otherwise it shows up as changed in git each time.
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string newDefines = string.Join(";", defines);
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if (newDefines != currentDefines)
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{
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#if UNITY_2021_2_OR_NEWER
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PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), newDefines);
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#else
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// Deprecated in Unity 2023.1
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PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newDefines);
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#endif
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}
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}
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}
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}
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