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44
Assets/Mirror/Editor/Weaver/EntryPoint/EnterPlayModeHook.cs
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44
Assets/Mirror/Editor/Weaver/EntryPoint/EnterPlayModeHook.cs
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#if !UNITY_2020_3_OR_NEWER
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// make sure we weaved successfully when entering play mode.
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using UnityEditor;
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using UnityEngine;
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namespace Mirror
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{
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public class EnterPlayModeSettingsCheck : MonoBehaviour
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{
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[InitializeOnLoadMethod]
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static void OnInitializeOnLoad()
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{
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// Hook this event to see if we have a good weave every time
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// user attempts to enter play mode or tries to do a build
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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// Per Unity docs, this fires "when exiting edit mode before the Editor is in play mode".
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// This doesn't fire when closing the editor.
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if (state == PlayModeStateChange.ExitingEditMode)
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{
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// Check if last weave result was successful
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if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false))
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{
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// Last weave result was a failure...try to weave again
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// Faults will show in the console that may have been cleared by "Clear on Play"
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SessionState.SetBool("MIRROR_WEAVE_SUCCESS", true);
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Weaver.CompilationFinishedHook.WeaveExistingAssemblies();
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// Did that clear things up for us?
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if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false))
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{
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// Nope, still failed, and console has the issues logged
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Debug.LogError("Can't enter play mode until weaver issues are resolved.");
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EditorApplication.isPlaying = false;
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}
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}
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}
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}
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}
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}
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#endif
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