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Revize 62a48ad4

Přidáno uživatelem Zuzana Káčereková před téměř 4 roky(ů)

Re #8685 Android server connection test

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Client/UnityServer/.gitignore
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# Created by https://www.toptal.com/developers/gitignore/api/visualstudio
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# Edit at https://www.toptal.com/developers/gitignore?templates=visualstudio
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### VisualStudio ###
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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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##
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## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
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# User-specific files
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*.rsuser
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*.suo
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*.user
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*.userosscache
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*.sln.docstates
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# User-specific files (MonoDevelop/Xamarin Studio)
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*.userprefs
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# Mono auto generated files
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mono_crash.*
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# Build results
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[Dd]ebug/
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[Dd]ebugPublic/
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[Ww][Ii][Nn]32/
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[Aa][Rr][Mm]/
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[Aa][Rr][Mm]64/
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bld/
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[Ll]og/
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[Ll]ogs/
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# Visual Studio 2015/2017 cache/options directory
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# Uncomment if you have tasks that create the project's static files in wwwroot
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#wwwroot/
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Generated\ Files/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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# NUnit
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*.VisualState.xml
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TestResult.xml
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nunit-*.xml
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# Build Results of an ATL Project
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[Rr]eleasePS/
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dlldata.c
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# Benchmark Results
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BenchmarkDotNet.Artifacts/
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# .NET Core
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project.lock.json
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project.fragment.lock.json
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artifacts/
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# ASP.NET Scaffolding
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ScaffoldingReadMe.txt
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# StyleCop
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StyleCopReport.xml
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# Files built by Visual Studio
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*_i.c
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*.log
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*.vspscc
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*.DotSettings.user
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coverage*[.json, .xml, .info]
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# NCrunch
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# MightyMoose
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# DocProject is a documentation generator add-in
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DocProject/Help/*.hhc
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DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
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DocProject/Help/html
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# Click-Once directory
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publish/
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# Publish Web Output
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*.[Pp]ublish.xml
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*.azurePubxml
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# Note: Comment the next line if you want to checkin your web deploy settings,
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# but database connection strings (with potential passwords) will be unencrypted
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*.pubxml
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*.publishproj
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# Microsoft Azure Web App publish settings. Comment the next line if you want to
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# checkin your Azure Web App publish settings, but sensitive information contained
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# in these scripts will be unencrypted
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PublishScripts/
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# NuGet Packages
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*.nupkg
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# NuGet Symbol Packages
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*.snupkg
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# The packages folder can be ignored because of Package Restore
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**/[Pp]ackages/*
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# except build/, which is used as an MSBuild target.
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!**/[Pp]ackages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/[Pp]ackages/repositories.config
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# NuGet v3's project.json files produces more ignorable files
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*.nuget.props
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# Microsoft Azure Build Output
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*.build.csdef
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# Microsoft Azure Emulator
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ecf/
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rcf/
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# Windows Store app package directories and files
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AppPackages/
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# Visual Studio cache files
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*.[Cc]ache
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# but keep track of directories ending in .cache
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!?*.[Cc]ache/
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# Others
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ClientBin/
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~$*
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*~
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*.dbmdl
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*.jfm
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*.pfx
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*.publishsettings
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orleans.codegen.cs
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# Including strong name files can present a security risk
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# (https://github.com/github/gitignore/pull/2483#issue-259490424)
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#*.snk
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# Since there are multiple workflows, uncomment next line to ignore bower_components
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# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
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#bower_components/
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# RIA/Silverlight projects
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Generated_Code/
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# Backup & report files from converting an old project file
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# to a newer Visual Studio version. Backup files are not needed,
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# because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.htm
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ServiceFabricBackup/
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*.rptproj.bak
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# SQL Server files
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*.mdf
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*.ldf
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*.ndf
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# Business Intelligence projects
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*.rdl.data
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*.bim.layout
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*.bim_*.settings
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*.rptproj.rsuser
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*- [Bb]ackup.rdl
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*- [Bb]ackup ([0-9]).rdl
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*- [Bb]ackup ([0-9][0-9]).rdl
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# Microsoft Fakes
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FakesAssemblies/
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# GhostDoc plugin setting file
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*.GhostDoc.xml
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# Node.js Tools for Visual Studio
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# Visual Studio 6 build log
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*.plg
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# Visual Studio 6 workspace options file
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*.opt
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# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
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*.vbw
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# Visual Studio LightSwitch build output
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**/*.HTMLClient/GeneratedArtifacts
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**/*.DesktopClient/GeneratedArtifacts
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**/*.DesktopClient/ModelManifest.xml
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**/*.Server/GeneratedArtifacts
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**/*.Server/ModelManifest.xml
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_Pvt_Extensions
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# Paket dependency manager
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.paket/paket.exe
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paket-files/
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# FAKE - F# Make
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.fake/
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# CodeRush personal settings
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.cr/personal
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# Python Tools for Visual Studio (PTVS)
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__pycache__/
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*.pyc
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# Cake - Uncomment if you are using it
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# tools/**
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# !tools/packages.config
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# Tabs Studio
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*.tss
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# Telerik's JustMock configuration file
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*.jmconfig
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# BizTalk build output
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*.btp.cs
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*.odx.cs
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*.xsd.cs
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# OpenCover UI analysis results
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OpenCover/
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# Azure Stream Analytics local run output
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ASALocalRun/
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# MSBuild Binary and Structured Log
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*.binlog
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# NVidia Nsight GPU debugger configuration file
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*.nvuser
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# MFractors (Xamarin productivity tool) working folder
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.mfractor/
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# Local History for Visual Studio
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.localhistory/
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# BeatPulse healthcheck temp database
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healthchecksdb
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# Backup folder for Package Reference Convert tool in Visual Studio 2017
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MigrationBackup/
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# Ionide (cross platform F# VS Code tools) working folder
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.ionide/
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# Fody - auto-generated XML schema
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FodyWeavers.xsd
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### VisualStudio Patch ###
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# Additional files built by Visual Studio
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*.tlog
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# End of https://www.toptal.com/developers/gitignore/api/visualstudio
Client/UnityServer/UnityServer.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 16
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VisualStudioVersion = 16.0.31112.23
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnityServer", "UnityServer\UnityServer.csproj", "{6C6DAF60-DB6B-4A5E-B633-3127561AD55C}"
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EndProject
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Global
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	GlobalSection(SolutionConfigurationPlatforms) = preSolution
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		Debug|Any CPU = Debug|Any CPU
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		Release|Any CPU = Release|Any CPU
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	EndGlobalSection
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	GlobalSection(ProjectConfigurationPlatforms) = postSolution
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		{6C6DAF60-DB6B-4A5E-B633-3127561AD55C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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		{6C6DAF60-DB6B-4A5E-B633-3127561AD55C}.Debug|Any CPU.Build.0 = Debug|Any CPU
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		{6C6DAF60-DB6B-4A5E-B633-3127561AD55C}.Release|Any CPU.ActiveCfg = Release|Any CPU
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		{6C6DAF60-DB6B-4A5E-B633-3127561AD55C}.Release|Any CPU.Build.0 = Release|Any CPU
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	EndGlobalSection
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	GlobalSection(SolutionProperties) = preSolution
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		HideSolutionNode = FALSE
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	EndGlobalSection
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	GlobalSection(ExtensibilityGlobals) = postSolution
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		SolutionGuid = {0E865540-2727-4911-8FF0-11ECDEBDB53B}
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	EndGlobalSection
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EndGlobal
Client/UnityServer/UnityServer/Client.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Net.Sockets;
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using System.Net;
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namespace UnityServer
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{
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    class Client
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    {
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        public static int dataBufferSize = 4096;
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        public int id;
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        public TCP tcp;
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        public Client(int _clientId)
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        {
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            id = _clientId;
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            tcp = new TCP(id);
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        }
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        public class TCP
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        {
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            public TcpClient socket;
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            private readonly int id;
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            private NetworkStream stream;
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            private byte[] receiveBuffer;
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            public TCP(int _id)
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            {
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                id = _id;
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            }
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            public void Connect(TcpClient _socket)
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            {
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                socket = _socket;
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                socket.ReceiveBufferSize = dataBufferSize;
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                socket.SendBufferSize = dataBufferSize;
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                stream = socket.GetStream();
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                receiveBuffer = new byte[dataBufferSize];
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                stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
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                // TODO: Send welcome packet
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            }
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            private void ReceiveCallback(IAsyncResult _result)
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            {
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                try
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                {
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                    int _byteLength = stream.EndRead(_result);
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                    if (_byteLength <= 0)
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                    {
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                        // TODO: disconnect
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                        return;
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                    }
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                    byte[] _data = new byte[_byteLength];
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                    Array.Copy(receiveBuffer, _data, _byteLength);
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                    // TODO: handle data
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                    stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
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                }
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                catch (Exception _ex)
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                {
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                    Console.WriteLine($"Error receiving TCP data: {_ex}");
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                    // TODO: Disconnect client
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                }
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            }
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        }
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    }
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}
Client/UnityServer/UnityServer/Program.cs
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using System;
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namespace UnityServer
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{
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    class Program
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    {
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        static void Main(string[] args)
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        {
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            Console.Title = "Unity Server";
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            Server.Start(50, 26950);
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            Console.ReadKey();
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        }
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    }
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}
Client/UnityServer/UnityServer/Server.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Net.Sockets;
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using System.Net;
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namespace UnityServer
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{
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    class Server
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    {
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        public static int MaxConnections { get; private set; }
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        public static int Port { get; private set; }
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        public static TcpListener tcpListener;
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        public static Dictionary<int, Client> clients = new Dictionary<int, Client>();
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        public static void Start(int _maxConnections, int _port)
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        {
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            MaxConnections = _maxConnections;
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            Port = _port;
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            Console.WriteLine("Starting server...");
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            InitializeServerData();
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            tcpListener = new TcpListener(IPAddress.Any, Port);
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            tcpListener.Start();
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            tcpListener.BeginAcceptTcpClient(new AsyncCallback(TCPConnectCallback), null);
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            Console.WriteLine($"Server started at port {Port}.");
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        }
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        private static void TCPConnectCallback(IAsyncResult _result)
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        {
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            TcpClient _client = tcpListener.EndAcceptTcpClient(_result);
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            tcpListener.BeginAcceptTcpClient(new AsyncCallback(TCPConnectCallback), null);
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            Console.WriteLine($"Incoming connection from {_client.Client.RemoteEndPoint}...");
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            for (int i = 1; i <= MaxConnections; i++)
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            {
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                if (clients[i].tcp.socket == null)
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                {
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                    clients[i].tcp.Connect(_client);
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                    return;
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                }
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            }
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            Console.WriteLine($"{_client.Client.RemoteEndPoint} failed to connect: Server full!");
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        }
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        private static void InitializeServerData()
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        {
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            for (int i = 1; i <= MaxConnections; i++)
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            {
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                clients.Add(i, new Client(i));
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            }
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        }
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    }
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}
Client/UnityServer/UnityServer/UnityServer.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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  <PropertyGroup>
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    <OutputType>Exe</OutputType>
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    <TargetFramework>net5.0</TargetFramework>
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  </PropertyGroup>
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</Project>
Client/WebGLResponsiveTest/Assets/Scenes/Android.unity
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