From adf78570f806966c8fb81f7e760620942c252cec Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Sat, 6 Jun 2026 15:06:01 -0700 Subject: [PATCH] Cleanup: remove legacy IMGUI ConnectionUI + crash-recovery scenes Delete the NetConnectionUI GameObject from Game/DevSandbox/SampleScene + ConnectionUI.cs (the UITK frontend menu owns Host/Join+IP now); repoint 4 stale doc-comments (GameBootstrap done in commit C; DebugOverlay/ConnectionConfig/EditorAutoHostSystem here) to MainMenuController/WorldLauncher; remove the Assets/_Recovery crash-recovery scenes. Co-Authored-By: Claude Opus 4.8 --- Assets/Scenes/DevSandbox.unity | 46 -- Assets/Scenes/Game.unity | 46 -- Assets/Scenes/SampleScene.unity | 46 -- .../Scripts/Client/Connection/ConnectionUI.cs | 79 -- .../Client/Connection/ConnectionUI.cs.meta | 2 - .../Scripts/Client/Debug/DebugOverlay.cs | 2 +- .../Simulation/Connection/ConnectionConfig.cs | 2 +- .../Connection/EditorAutoHostSystem.cs | 2 +- Assets/_Recovery.meta | 8 - Assets/_Recovery/0 (1).unity | 727 ------------------ Assets/_Recovery/0 (1).unity.meta | 7 - Assets/_Recovery/0.unity | 677 ---------------- Assets/_Recovery/0.unity.meta | 7 - 13 files changed, 3 insertions(+), 1648 deletions(-) delete mode 100644 Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs delete mode 100644 Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs.meta delete mode 100644 Assets/_Recovery.meta delete mode 100644 Assets/_Recovery/0 (1).unity delete mode 100644 Assets/_Recovery/0 (1).unity.meta delete mode 100644 Assets/_Recovery/0.unity delete mode 100644 Assets/_Recovery/0.unity.meta diff --git a/Assets/Scenes/DevSandbox.unity b/Assets/Scenes/DevSandbox.unity index 205f2344e..9c4ff696f 100644 --- a/Assets/Scenes/DevSandbox.unity +++ b/Assets/Scenes/DevSandbox.unity @@ -367,51 +367,6 @@ Transform: m_CorrespondingSourceObject: {fileID: 4419796514499596, guid: c444ce6e54943f64a895431df8872a52, type: 3} m_PrefabInstance: {fileID: 105756304} m_PrefabAsset: {fileID: 0} ---- !u!1 &121227139 -GameObject: - 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/// builds, where there is no editor auto-host. Writes a request into the - /// relevant netcode world(s): Host makes the server world listen and the local client join over - /// loopback; Join makes the client world connect to the typed IP. Hides itself once the client - /// world has a connection. Direct IP/LAN only — Unity Relay is deferred to a later pass. In the editor - /// the EditorAutoHostSystem usually connects first, so this panel just shows "Connected". - /// - public class ConnectionUI : MonoBehaviour - { - [SerializeField] ushort _port = 7979; - - string _ipField = "127.0.0.1"; - - void OnGUI() - { - if (IsClientConnected()) - { - GUILayout.BeginArea(new Rect(10, 10, 220, 26)); - GUILayout.Label("Net: Connected"); - GUILayout.EndArea(); - return; - } - - GUILayout.BeginArea(new Rect(10, 10, 240, 150), GUI.skin.box); - GUILayout.Label("Project M — LAN co-op"); - - // Host is only possible where a server world exists (editor or a ClientServer/host build). - if (ClientServerBootstrap.ServerWorld is { IsCreated: true }) - { - if (GUILayout.Button("Host")) - { - Seed(ClientServerBootstrap.ServerWorld, ConnectionMode.Host, "0.0.0.0", _port); - Seed(ClientServerBootstrap.ClientWorld, ConnectionMode.Join, "127.0.0.1", _port); - } - GUILayout.Space(6); - } - - GUILayout.Label("Join host IP:"); - _ipField = GUILayout.TextField(_ipField); - if (GUILayout.Button("Join")) - Seed(ClientServerBootstrap.ClientWorld, ConnectionMode.Join, _ipField, _port); - - GUILayout.EndArea(); - } - - static bool IsClientConnected() - { - var world = ClientServerBootstrap.ClientWorld; - if (world is not { IsCreated: true }) - return false; - using var q = world.EntityManager.CreateEntityQuery(ComponentType.ReadOnly()); - return !q.IsEmpty; - } - - static void Seed(World world, ConnectionMode mode, string address, ushort port) - { - if (world is not { IsCreated: true }) - return; - var em = world.EntityManager; - using var q = em.CreateEntityQuery(ComponentType.ReadWrite()); - Entity e = q.IsEmpty ? em.CreateEntity(typeof(ConnectionConfig)) : q.GetSingletonEntity(); - em.SetComponentData(e, new ConnectionConfig - { - Mode = mode, - Address = address, - Port = port, - Requested = true, - }); - } - } -} diff --git a/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs.meta b/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs.meta deleted file mode 100644 index 4c0089b0d..000000000 --- a/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 977a7574cf6ff4898b7e9db6c21368f9 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs b/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs index 01f7cc174..a34c824c1 100644 --- a/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs +++ b/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs @@ -5,7 +5,7 @@ using UnityEngine; namespace ProjectM.Client { /// - /// EDITOR-ONLY in-game dev-tools overlay (IMGUI, mirrors ConnectionUI). Buttons enqueue + /// EDITOR-ONLY in-game dev-tools overlay (IMGUI dev overlay). Buttons enqueue /// RPCs through , so they drive the REAL /// server-authoritative paths (and work over a live connection too, not just in-editor). Drop it on a /// GameObject in the DevSandbox (or Game) scene. While open it forces the OS cursor visible diff --git a/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs b/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs index efb6ad49c..3d84bb037 100644 --- a/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs +++ b/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs @@ -5,7 +5,7 @@ namespace ProjectM.Simulation { /// /// Connection intent for the M4 LAN host/join flow. Lives in Simulation so both the server and - /// client worlds can read it. A UI (ConnectionUI) — or, in the editor, the auto-host system — + /// client worlds can read it. A UI (the UITK frontend menu via WorldLauncher) — or, in the editor, the auto-host system — /// writes the desired + endpoint and sets true; the /// per-world ConnectionControlSystem turns it into a netcode NetworkStreamRequestListen / /// NetworkStreamRequestConnect and clears . Direct IP/LAN only for now — diff --git a/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs b/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs index d5bd02300..410b15fb1 100644 --- a/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs +++ b/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs @@ -10,7 +10,7 @@ namespace ProjectM.Simulation /// works" multi-client: the server world hosts on loopback and every client / thin-client world joins /// it — reproducing the old single-key playflow but for N players. Runs once per world then disables /// itself, and skips seeding if a already exists (e.g. set by - /// ConnectionUI). Does not exist in player builds. + /// the frontend menu's WorldLauncher). Does not exist in player builds. /// [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)] public partial struct EditorAutoHostSystem : ISystem diff --git a/Assets/_Recovery.meta b/Assets/_Recovery.meta deleted file mode 100644 index 08245a6d4..000000000 --- a/Assets/_Recovery.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7f08a78b99fcf9948987cc3202bfc0b0 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/_Recovery/0 (1).unity b/Assets/_Recovery/0 (1).unity deleted file mode 100644 index 538b995ba..000000000 --- a/Assets/_Recovery/0 (1).unity +++ /dev/null @@ -1,727 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!29 &1 -OcclusionCullingSettings: - m_ObjectHideFlags: 0 - serializedVersion: 2 - m_OcclusionBakeSettings: - smallestOccluder: 5 - smallestHole: 0.25 - backfaceThreshold: 100 - 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