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feat: Remove Simulator Tools window (#1793)
* feat: Remove Simulator Tools window * Add entry to CHANGELOG
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com.unity.netcode.adapter.utp/CHANGELOG.md

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@@ -15,6 +15,10 @@ All notable changes to this package will be documented in this file. The format
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- Fixed compilation on WebGL. Note that the platform is still unsupported, but at least including the package in a WebGL project will not create compilation errors anymore. (#1802)
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- Flush internal send queues to the network during `Shutdown`. Prior to this fix, calling `NetworkManager.Shutdown` with `discardMessageQueue` set to false would not actually get messages from the outgoing queue to the network. (#1800)
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### Changed
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- Removed the 'NetCode > Simulator Tools' menu to reduce confusion. The only way to set debug simulator parameters is now through the 'Debug Simulator' section of the 'Unity Transport' component. (#1793)
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## [1.0.0-pre.6] - 2022-03-02
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### Added

com.unity.netcode.adapter.utp/Editor.meta

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com.unity.netcode.adapter.utp/Editor/MultiplayerWindow.cs

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com.unity.netcode.adapter.utp/Editor/MultiplayerWindow.cs.meta

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com.unity.netcode.adapter.utp/Editor/com.unity.netcode.adapter.utp.editor.asmdef

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com.unity.netcode.adapter.utp/Editor/com.unity.netcode.adapter.utp.editor.asmdef.meta

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com.unity.netcode.adapter.utp/Runtime/UnityTransport.cs

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@@ -1030,23 +1030,12 @@ public override void Shutdown()
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private void ConfigureSimulator()
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{
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#if UNITY_EDITOR
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// Backward-compatibility with how we used to handle simulator parameters.
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var packetDelay = UnityEditor.EditorPrefs.GetInt($"NetcodeGameObjects_{Application.productName}_ClientDelay", DebugSimulator.PacketDelayMS);
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var packetJitter = UnityEditor.EditorPrefs.GetInt($"NetcodeGameObjects_{Application.productName}_ClientJitter", DebugSimulator.PacketJitterMS);
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var dropRate = UnityEditor.EditorPrefs.GetInt($"NetcodeGameObjects_{Application.productName}_ClientDropRate", DebugSimulator.PacketDropRate);
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#else
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var packetDelay = DebugSimulator.PacketDelayMS;
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var packetJitter = DebugSimulator.PacketJitterMS;
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var dropRate = DebugSimulator.PacketDropRate;
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#endif
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m_NetworkSettings.WithSimulatorStageParameters(
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maxPacketCount: 300, // TODO Is there any way to compute a better value?
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maxPacketSize: NetworkParameterConstants.MTU,
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packetDelayMs: packetDelay,
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packetJitterMs: packetJitter,
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packetDropPercentage: dropRate
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packetDelayMs: DebugSimulator.PacketDelayMS,
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packetJitterMs: DebugSimulator.PacketJitterMS,
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packetDropPercentage: DebugSimulator.PacketDropRate
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);
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}
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