test
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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Microsoft Corporation. All rights reserved.
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* Licensed under the MIT License. See License.txt in the project root for license information.
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*--------------------------------------------------------------------------------------------*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using Microsoft.Unity.VisualStudio.Editor.Messaging;
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using Microsoft.Unity.VisualStudio.Editor.Testing;
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using UnityEditor;
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using UnityEngine;
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using MessageType = Microsoft.Unity.VisualStudio.Editor.Messaging.MessageType;
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namespace Microsoft.Unity.VisualStudio.Editor
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{
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[InitializeOnLoad]
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internal class VisualStudioIntegration
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{
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class Client
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{
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public IPEndPoint EndPoint { get; set; }
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public double LastMessage { get; set; }
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}
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private static Messager _messager;
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private static readonly Queue<Message> _incoming = new Queue<Message>();
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private static readonly Dictionary<IPEndPoint, Client> _clients = new Dictionary<IPEndPoint, Client>();
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private static readonly object _incomingLock = new object();
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private static readonly object _clientsLock = new object();
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static VisualStudioIntegration()
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{
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if (!VisualStudioEditor.IsEnabled)
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return;
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RunOnceOnUpdate(() =>
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{
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// Despite using ReuseAddress|!ExclusiveAddressUse, we can fail here:
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// - if another application is using this port with exclusive access
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// - or if the firewall is not properly configured
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var messagingPort = MessagingPort();
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try
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{
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_messager = Messager.BindTo(messagingPort);
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_messager.ReceiveMessage += ReceiveMessage;
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}
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catch (SocketException)
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{
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// We'll have a chance to try to rebind on next domain reload
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Debug.LogWarning($"Unable to use UDP port {messagingPort} for VS/Unity messaging. You should check if another process is already bound to this port or if your firewall settings are compatible.");
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}
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RunOnShutdown(Shutdown);
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});
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EditorApplication.update += OnUpdate;
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CheckLegacyAssemblies();
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}
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private static void CheckLegacyAssemblies()
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{
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var checkList = new HashSet<string>(new[] { KnownAssemblies.UnityVS, KnownAssemblies.Messaging, KnownAssemblies.Bridge });
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try
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{
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var assemblies = AppDomain
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.CurrentDomain
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.GetAssemblies()
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.Where(a => checkList.Contains(a.GetName().Name));
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foreach (var assembly in assemblies)
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{
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// for now we only want to warn against local assemblies, do not check externals.
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var relativePath = FileUtility.MakeRelativeToProjectPath(assembly.Location);
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if (relativePath == null)
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continue;
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Debug.LogWarning($"Project contains legacy assembly that could interfere with the Visual Studio Package. You should delete {relativePath}");
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}
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}
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catch (Exception)
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{
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// abandon legacy check
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}
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}
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private static void RunOnceOnUpdate(Action action)
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{
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var callback = null as EditorApplication.CallbackFunction;
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callback = () =>
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{
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EditorApplication.update -= callback;
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action();
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};
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EditorApplication.update += callback;
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}
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private static void RunOnShutdown(Action action)
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{
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// Mono on OSX has all kinds of quirks on AppDomain shutdown
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#if UNITY_EDITOR_WIN
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AppDomain.CurrentDomain.DomainUnload += (_, __) => action();
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#endif
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}
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private static int DebuggingPort()
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{
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return 56000 + (System.Diagnostics.Process.GetCurrentProcess().Id % 1000);
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}
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private static int MessagingPort()
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{
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return DebuggingPort() + 2;
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}
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private static void ReceiveMessage(object sender, MessageEventArgs args)
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{
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OnMessage(args.Message);
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}
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private static void OnUpdate()
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{
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lock (_incomingLock)
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{
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while (_incoming.Count > 0)
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{
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ProcessIncoming(_incoming.Dequeue());
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}
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}
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lock (_clientsLock)
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{
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foreach (var client in _clients.Values.ToArray())
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{
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// EditorApplication.timeSinceStartup: The time since the editor was started, in seconds, not reset when starting play mode.
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if (EditorApplication.timeSinceStartup - client.LastMessage > 4)
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_clients.Remove(client.EndPoint);
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}
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}
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}
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private static void AddMessage(Message message)
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{
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lock (_incomingLock)
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{
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_incoming.Enqueue(message);
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}
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}
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private static void ProcessIncoming(Message message)
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{
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lock (_clientsLock)
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{
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CheckClient(message);
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}
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switch (message.Type)
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{
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case MessageType.Ping:
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Answer(message, MessageType.Pong);
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break;
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case MessageType.Play:
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Shutdown();
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EditorApplication.isPlaying = true;
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break;
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case MessageType.Stop:
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EditorApplication.isPlaying = false;
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break;
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case MessageType.Pause:
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EditorApplication.isPaused = true;
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break;
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case MessageType.Unpause:
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EditorApplication.isPaused = false;
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break;
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case MessageType.Build:
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// Not used anymore
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break;
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case MessageType.Refresh:
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Refresh();
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break;
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case MessageType.Version:
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Answer(message, MessageType.Version, PackageVersion());
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break;
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case MessageType.UpdatePackage:
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// Not used anymore
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break;
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case MessageType.ProjectPath:
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Answer(message, MessageType.ProjectPath, Path.GetFullPath(Path.Combine(Application.dataPath, "..")));
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break;
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case MessageType.ExecuteTests:
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TestRunnerApiListener.ExecuteTests(message.Value);
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break;
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case MessageType.RetrieveTestList:
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TestRunnerApiListener.RetrieveTestList(message.Value);
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break;
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case MessageType.ShowUsage:
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UsageUtility.ShowUsage(message.Value);
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break;
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}
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}
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private static void CheckClient(Message message)
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{
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var endPoint = message.Origin;
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if (!_clients.TryGetValue(endPoint, out var client))
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{
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client = new Client
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{
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EndPoint = endPoint,
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LastMessage = EditorApplication.timeSinceStartup
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};
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_clients.Add(endPoint, client);
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}
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else
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{
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client.LastMessage = EditorApplication.timeSinceStartup;
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}
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}
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internal static string PackageVersion()
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{
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var package = UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(VisualStudioIntegration).Assembly);
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return package.version;
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}
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private static void Refresh()
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{
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// If the user disabled auto-refresh in Unity, do not try to force refresh the Asset database
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if (!EditorPrefs.GetBool("kAutoRefresh", true))
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return;
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if (UnityInstallation.IsInSafeMode)
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return;
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RunOnceOnUpdate(AssetDatabase.Refresh);
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}
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private static void OnMessage(Message message)
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{
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AddMessage(message);
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}
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private static void Answer(Client client, MessageType answerType, string answerValue)
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{
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Answer(client.EndPoint, answerType, answerValue);
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}
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private static void Answer(Message message, MessageType answerType, string answerValue = "")
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{
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var targetEndPoint = message.Origin;
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Answer(
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targetEndPoint,
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answerType,
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answerValue);
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}
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private static void Answer(IPEndPoint targetEndPoint, MessageType answerType, string answerValue)
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{
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_messager?.SendMessage(targetEndPoint, answerType, answerValue);
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}
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private static void Shutdown()
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{
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if (_messager == null)
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return;
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_messager.ReceiveMessage -= ReceiveMessage;
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_messager.Dispose();
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_messager = null;
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}
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internal static void BroadcastMessage(MessageType type, string value)
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{
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lock (_clientsLock)
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{
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foreach (var client in _clients.Values.ToArray())
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{
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Answer(client, type, value);
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}
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}
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}
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}
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}
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