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Adjusting namespaces to get NGO running with N4E
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Lines changed: 78 additions & 78 deletions

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using System.Runtime.CompilerServices;
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#if UNITY_EDITOR
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[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
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[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
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[assembly: InternalsVisibleTo("Unity.Netcode.GameObjects.Editor")]
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[assembly: InternalsVisibleTo("Unity.Netcode.GameObjects.Editor.CodeGen")]
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#endif // UNITY_EDITOR
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#if UNITY_INCLUDE_TESTS
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[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
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[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
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#if UNITY_EDITOR
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[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
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[assembly: InternalsVisibleTo("Unity.Netcode.GameObjects.EditorTests")]
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[assembly: InternalsVisibleTo("TestProject.EditorTests")]
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#endif // UNITY_EDITOR
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#endif // UNITY_INCLUDE_TESTS

com.unity.netcode.gameobjects/Editor/AssemblyInfo.cs

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#if UNITY_INCLUDE_TESTS
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#if UNITY_EDITOR
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[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
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[assembly: InternalsVisibleTo("Unity.Netcode.GameObjects.EditorTests")]
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#endif // UNITY_EDITOR
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#endif // UNITY_INCLUDE_TESTS

com.unity.netcode.gameobjects/Editor/CodeGen/CodeGenHelpers.cs

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using UnityEngine;
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using Object = System.Object;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal static class CodeGenHelpers
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{

com.unity.netcode.gameobjects/Editor/CodeGen/INetworkMessageILPP.cs

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using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
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using MethodAttributes = Mono.Cecil.MethodAttributes;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal sealed class INetworkMessageILPP : ILPPInterface
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{

com.unity.netcode.gameobjects/Editor/CodeGen/INetworkSerializableILPP.cs

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using Unity.CompilationPipeline.Common.ILPostProcessing;
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using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal sealed class INetworkSerializableILPP : ILPPInterface
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{

com.unity.netcode.gameobjects/Editor/CodeGen/NetworkBehaviourILPP.cs

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using MethodAttributes = Mono.Cecil.MethodAttributes;
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using ParameterAttributes = Mono.Cecil.ParameterAttributes;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal sealed class NetworkBehaviourILPP : ILPPInterface
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{

com.unity.netcode.gameobjects/Editor/CodeGen/PostProcessorAssemblyResolver.cs

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using Mono.Cecil;
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using Unity.CompilationPipeline.Common.ILPostProcessing;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal class PostProcessorAssemblyResolver : IAssemblyResolver
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{

com.unity.netcode.gameobjects/Editor/CodeGen/PostProcessorReflectionImporter.cs

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using System.Reflection;
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using Mono.Cecil;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal class PostProcessorReflectionImporter : DefaultReflectionImporter
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{

com.unity.netcode.gameobjects/Editor/CodeGen/PostProcessorReflectionImporterProvider.cs

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using Mono.Cecil;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal class PostProcessorReflectionImporterProvider : IReflectionImporterProvider
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{

com.unity.netcode.gameobjects/Editor/CodeGen/RuntimeAccessModifiersILPP.cs

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using Unity.CompilationPipeline.Common.ILPostProcessing;
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using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
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namespace Unity.Netcode.Editor.CodeGen
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namespace Unity.Netcode.GameObjects.Editor.CodeGen
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{
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internal sealed class RuntimeAccessModifiersILPP : ILPPInterface
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{

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