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Adding NetworkManagerAnalytics struct
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#if UNITY_EDITOR
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using System.Text;
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using UnityEngine;
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namespace Unity.Netcode
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{
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internal struct NetworkManagerAnalytics
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{
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public bool IsUsingMultiplayerSDK;
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public bool UsedCMBService;
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public string NetworkTopology;
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public string NetworkTransport;
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public bool PlayerPrefabSet;
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public bool ConnectionApproval;
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public float ClientConnectionBufferTimeout;
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public bool EnsureNetworkVariableLengthSafety;
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public bool EnableSceneManagement;
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public float LoadSceneTimeOut;
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public float SpawnTimeout;
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public bool ForceSamePrefabs;
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public bool RecycleNetworkIds;
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public float NetworkIdRecycleDelay;
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public int RpcHashSize;
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public bool EnableTimeResync;
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public float TimeResyncInterval;
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public int TickRate;
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public bool IsUsingMultiplayerTools;
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public bool NetworkMessageMetrics;
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public bool NetworkProfilingMetrics;
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public bool WasServer;
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public bool WasClient;
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public float SessionDuration;
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internal void LogAnalytics(int sessionNumber)
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{
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var message = new StringBuilder();
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message.AppendLine($"{nameof(NetworkManagerAnalytics)}-{sessionNumber} Session Duration: {SessionDuration} Sever: {WasServer} Client: {WasClient}");
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message.AppendLine($"{nameof(IsUsingMultiplayerSDK)}: {IsUsingMultiplayerSDK}");
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message.AppendLine($"{nameof(UsedCMBService)}: {UsedCMBService}");
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message.AppendLine($"{nameof(NetworkTopology)}: {NetworkTopology}");
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message.AppendLine($"{nameof(NetworkTransport)}: {NetworkTransport}");
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message.AppendLine($"{nameof(PlayerPrefabSet)}: {PlayerPrefabSet}");
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message.AppendLine($"{nameof(ConnectionApproval)}: {ConnectionApproval}");
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message.AppendLine($"{nameof(ClientConnectionBufferTimeout)}: {ClientConnectionBufferTimeout}");
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message.AppendLine($"{nameof(EnsureNetworkVariableLengthSafety)}: {EnsureNetworkVariableLengthSafety}");
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message.AppendLine($"{nameof(EnableSceneManagement)}: {EnableSceneManagement}");
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message.AppendLine($"{nameof(LoadSceneTimeOut)}: {LoadSceneTimeOut}");
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message.AppendLine($"{nameof(SpawnTimeout)}: {SpawnTimeout}");
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message.AppendLine($"{nameof(ForceSamePrefabs)}: {ForceSamePrefabs}");
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message.AppendLine($"{nameof(RecycleNetworkIds)}: {RecycleNetworkIds}");
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message.AppendLine($"{nameof(NetworkIdRecycleDelay)}: {NetworkIdRecycleDelay}");
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message.AppendLine($"{nameof(RpcHashSize)}: {RpcHashSize}");
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message.AppendLine($"{nameof(EnableTimeResync)}: {EnableTimeResync}");
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message.AppendLine($"{nameof(TimeResyncInterval)}: {TimeResyncInterval}");
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message.AppendLine($"{nameof(TickRate)}: {TickRate}");
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message.AppendLine($"{nameof(IsUsingMultiplayerTools)}: {IsUsingMultiplayerTools}");
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message.AppendLine($"{nameof(NetworkMessageMetrics)}: {NetworkMessageMetrics}");
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message.AppendLine($"{nameof(NetworkProfilingMetrics)}: {NetworkProfilingMetrics}");
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Debug.Log($"{message}");
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}
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}
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}
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#endif

com.unity.netcode.gameobjects/Editor/Analytics/NetworkManagerAnalytics.cs.meta

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