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chore!: per-asmdef namespaces instead of per-folder (#1009)
* chore!: per-asmdef namespaces instead of per-folder * fix SIPTransportTests * delete empty folders * make most of profiler types internal
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com.unity.multiplayer.mlapi/Editor/CodeGen/CodeGenHelpers.cs

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using System.IO;
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using System.Linq;
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using System.Text;
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using Unity.Multiplayer.Netcode.Hashing;
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using Unity.Multiplayer.Netcode.Messaging;
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using Unity.Multiplayer.Netcode.Serialization;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using Mono.Cecil.Rocks;

com.unity.multiplayer.mlapi/Editor/CodeGen/NetworkBehaviourILPP.cs

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using System.Linq;
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using System.Collections.Generic;
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using System.Reflection;
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using Unity.Multiplayer.Netcode.Logging;
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using Unity.Multiplayer.Netcode.Messaging;
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using Unity.Multiplayer.Netcode.Serialization;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using Mono.Cecil.Rocks;

com.unity.multiplayer.mlapi/Editor/CodeGen/RuntimeAccessModifiersILPP.cs

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case nameof(NetworkBehaviour):
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ProcessNetworkBehaviour(typeDefinition);
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break;
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case nameof(Messaging.__RpcParams):
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case nameof(__RpcParams):
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typeDefinition.IsPublic = true;
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break;
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}
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{
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"name": "Unity.Multiplayer.MLAPI.Editor.CodeGen",
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"rootNamespace": "",
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"references": [
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"Unity.Multiplayer.MLAPI.Runtime"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": true,
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"overrideReferences": true,
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"precompiledReferences": [
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"Mono.Cecil.dll",
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"Mono.Cecil.Mdb.dll",
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"Mono.Cecil.Pdb.dll",
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"Mono.Cecil.Rocks.dll"
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],
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"autoReferenced": false,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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"name": "Unity.Multiplayer.MLAPI.Editor.CodeGen",
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"rootNamespace": "Unity.Multiplayer.Netcode.Editor.CodeGen",
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"references": [
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"Unity.Multiplayer.MLAPI.Runtime"
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],
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"includePlatforms": [
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"Editor"
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],
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"allowUnsafeCode": true,
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"overrideReferences": true,
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"precompiledReferences": [
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"Mono.Cecil.dll",
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"Mono.Cecil.Mdb.dll",
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"Mono.Cecil.Pdb.dll",
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"Mono.Cecil.Rocks.dll"
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],
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"autoReferenced": false
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}

com.unity.multiplayer.mlapi/Editor/MLAPIProfiler.cs

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using System.Collections.Generic;
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using System.IO;
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using Unity.Multiplayer.Netcode.Profiling;
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using Unity.Multiplayer.Netcode.Serialization;
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using UnityEditor;
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using UnityEngine;
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namespace UnityEditor
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namespace Unity.Multiplayer.Netcode.Editor
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{
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public class MLAPIProfiler : EditorWindow
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{

com.unity.multiplayer.mlapi/Editor/MLAPIProfilerModule.cs

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using System;
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using System.Collections.Generic;
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using Unity.Multiplayer.Netcode.Profiling;
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using Unity.Profiling;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Multiplayer.Netcode
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namespace Unity.Multiplayer.Netcode.Editor
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{
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[InitializeOnLoad]
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internal static class MLAPIProfilerModule

com.unity.multiplayer.mlapi/Editor/NetworkBehaviourEditor.cs

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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Unity.Multiplayer.Netcode;
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using Unity.Multiplayer.Netcode.NetworkVariable;
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using UnityEngine;
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using UnityEditor;
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namespace UnityEditor
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namespace Unity.Multiplayer.Netcode.Editor
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{
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[CustomEditor(typeof(NetworkBehaviour), true)]
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[CanEditMultipleObjects]
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public class NetworkBehaviourEditor : Editor
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public class NetworkBehaviourEditor : UnityEditor.Editor
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{
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private bool m_Initialized;
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private readonly List<string> m_NetworkVariableNames = new List<string>();

com.unity.multiplayer.mlapi/Editor/NetworkManagerEditor.cs

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using UnityEditor;
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using UnityEngine;
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using UnityEditorInternal;
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using Unity.Multiplayer.Netcode.Configuration;
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using Unity.Multiplayer.Netcode.Transports;
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namespace Unity.Multiplayer.Netcode.Editor
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{
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{
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"name": "Unity.Multiplayer.MLAPI.Editor",
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"rootNamespace": "",
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"rootNamespace": "Unity.Multiplayer.Netcode.Editor",
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"references": [
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"Unity.Multiplayer.MLAPI.Runtime",
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"Unity.Multiplayer.MLAPI.Prototyping"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": false,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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]
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}

com.unity.multiplayer.mlapi/Prototyping/NetworkAnimator.cs

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using System.Linq;
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using System.Collections.Generic;
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using Unity.Multiplayer.Netcode.Messaging;
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using Unity.Multiplayer.Netcode.Serialization;
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using UnityEngine;
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namespace Unity.Multiplayer.Netcode.Prototyping

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