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com.unity.ide.visualstudio@2.0.11
## [2.0.11] - 2021-07-01 Integration: - Added support for Visual Studio and Visual Studio For Mac 2022. - Fixed an issue when the package was enabled for background processes. Project generation: - Use absolute paths for Analyzers and rulesets. ## [2.0.10] - 2021-06-10 Project generation: - Improved project generation performance when a file is moved, deleted or modified. Integration: - Improved Inner-loop performance by avoiding to call the package manager when looking up `vswhere` utility. - Fixed a network issue preventing the communication between Visual Studio and Unity on Windows.
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@@ -17,11 +17,31 @@ namespace Microsoft.Unity.VisualStudio.Editor.Messaging
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private readonly object _disposeLock = new object();
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private bool _disposed;
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#if UNITY_EDITOR_WIN
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[System.Runtime.InteropServices.DllImport("kernel32.dll", SetLastError = true)]
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private static extern bool SetHandleInformation(IntPtr hObject, HandleFlags dwMask, HandleFlags dwFlags);
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[Flags]
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private enum HandleFlags: uint
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{
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None = 0,
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Inherit = 1,
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ProtectFromClose = 2
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}
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#endif
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protected Messager(int port)
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{
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_socket = new UdpSocket();
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_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ExclusiveAddressUse, false);
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_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
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#if UNITY_EDITOR_WIN
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// Explicitely disable inheritance for our UDP socket handle
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// We found that Unity is creating a fork when importing new assets that can clone our socket
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SetHandleInformation(_socket.Handle, HandleFlags.Inherit, HandleFlags.None);
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#endif
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_socket.Bind(IPAddress.Any, port);
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BeginReceiveMessage();
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@@ -72,9 +92,7 @@ namespace Microsoft.Unity.VisualStudio.Editor.Messaging
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{
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message.Origin = (IPEndPoint)endPoint;
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int port;
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int bufferSize;
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if (IsValidTcpMessage(message, out port, out bufferSize))
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if (IsValidTcpMessage(message, out var port, out var bufferSize))
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{
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// switch to TCP mode to handle big messages
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TcpClient.Queue(message.Origin.Address, port, bufferSize, buffer =>
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