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162
Assets/Mirror/Core/NetworkManagerHUD.cs
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162
Assets/Mirror/Core/NetworkManagerHUD.cs
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using UnityEngine;
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namespace Mirror
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{
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/// <summary>Shows NetworkManager controls in a GUI at runtime.</summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/Network Manager HUD")]
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[RequireComponent(typeof(NetworkManager))]
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[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-manager-hud")]
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public class NetworkManagerHUD : MonoBehaviour
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{
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NetworkManager manager;
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public int offsetX;
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public int offsetY;
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void Awake()
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{
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manager = GetComponent<NetworkManager>();
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}
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void OnGUI()
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{
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// If this width is changed, also change offsetX in GUIConsole::OnGUI
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int width = 300;
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GUILayout.BeginArea(new Rect(10 + offsetX, 40 + offsetY, width, 9999));
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if (!NetworkClient.isConnected && !NetworkServer.active)
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StartButtons();
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else
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StatusLabels();
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if (NetworkClient.isConnected && !NetworkClient.ready)
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{
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if (GUILayout.Button("Client Ready"))
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{
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// client ready
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NetworkClient.Ready();
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if (NetworkClient.localPlayer == null)
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NetworkClient.AddPlayer();
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}
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}
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StopButtons();
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GUILayout.EndArea();
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}
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void StartButtons()
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{
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if (!NetworkClient.active)
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{
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#if UNITY_WEBGL
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// cant be a server in webgl build
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if (GUILayout.Button("Single Player"))
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{
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NetworkServer.dontListen = true;
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manager.StartHost();
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}
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#else
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// Server + Client
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if (GUILayout.Button("Host (Server + Client)"))
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manager.StartHost();
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#endif
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// Client + IP (+ PORT)
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Client"))
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manager.StartClient();
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manager.networkAddress = GUILayout.TextField(manager.networkAddress);
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// only show a port field if we have a port transport
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// we can't have "IP:PORT" in the address field since this only
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// works for IPV4:PORT.
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// for IPV6:PORT it would be misleading since IPV6 contains ":":
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// 2001:0db8:0000:0000:0000:ff00:0042:8329
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if (Transport.active is PortTransport portTransport)
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{
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// use TryParse in case someone tries to enter non-numeric characters
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if (ushort.TryParse(GUILayout.TextField(portTransport.Port.ToString()), out ushort port))
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portTransport.Port = port;
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}
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GUILayout.EndHorizontal();
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// Server Only
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#if UNITY_WEBGL
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// cant be a server in webgl build
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GUILayout.Box("( WebGL cannot be server )");
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#else
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if (GUILayout.Button("Server Only"))
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manager.StartServer();
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#endif
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}
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else
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{
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// Connecting
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GUILayout.Label($"Connecting to {manager.networkAddress}..");
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if (GUILayout.Button("Cancel Connection Attempt"))
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manager.StopClient();
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}
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}
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void StatusLabels()
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{
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// host mode
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// display separately because this always confused people:
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// Server: ...
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// Client: ...
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if (NetworkServer.active && NetworkClient.active)
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{
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// host mode
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GUILayout.Label($"<b>Host</b>: running via {Transport.active}");
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}
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else if (NetworkServer.active)
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{
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// server only
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GUILayout.Label($"<b>Server</b>: running via {Transport.active}");
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}
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else if (NetworkClient.isConnected)
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{
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// client only
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GUILayout.Label($"<b>Client</b>: connected to {manager.networkAddress} via {Transport.active}");
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}
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}
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void StopButtons()
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{
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if (NetworkServer.active && NetworkClient.isConnected)
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{
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GUILayout.BeginHorizontal();
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#if UNITY_WEBGL
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if (GUILayout.Button("Stop Single Player"))
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manager.StopHost();
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#else
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// stop host if host mode
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if (GUILayout.Button("Stop Host"))
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manager.StopHost();
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// stop client if host mode, leaving server up
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if (GUILayout.Button("Stop Client"))
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manager.StopClient();
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#endif
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GUILayout.EndHorizontal();
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}
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else if (NetworkClient.isConnected)
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{
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// stop client if client-only
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if (GUILayout.Button("Stop Client"))
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manager.StopClient();
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}
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else if (NetworkServer.active)
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{
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// stop server if server-only
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if (GUILayout.Button("Stop Server"))
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manager.StopServer();
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}
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}
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}
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}
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