Backup









How do I use Backup
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: PhotonConverter.cs Copy
120     public static void PickFolderAndConvertScripts()
121     {
122         string folderPath = EditorUtility.OpenFolderPanel("Pick source folder to convert", Directory.GetCurrentDirectory(), "");
123         if (string.IsNullOrEmpty(folderPath))
124         {
125             EditorUtility.DisplayDialog("Script Conversion", "No folder was selected. No files were changed. Please start over.", "Ok.");
126             return;
127         }
128
129         bool result = EditorUtility.DisplayDialog("Script Conversion", "Scripts in this folder will be modified:\n\n" + folderPath + "\n\nMake sure you have backups of these scripts.\nConversion is not guaranteed to work!", "Backup done. Go!", "Abort");
130         if (!result)
131         {
132             return;
133         }
134
135         List scripts = GetScriptsInFolder(folderPath);
136         ConvertScripts(scripts);
137
138         EditorUtility.DisplayDialog("Script Conversion", "Scripts are now converted to PUN.\n\nYou will need to update\n- scenes\n- components\n- prefabs and\n- add \"PhotonNetwork.ConnectWithDefaultSettings();\"", "Ok");
139     }
File name: PhotonViewHandler.cs Copy
25     internal static void HierarchyChange()
26     {
27         if (Application.isPlaying)
28         {
29             //Debug.Log("HierarchyChange ignored, while running.");
30             CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31             return;
32         }
33
34         if (CheckSceneForStuckHandlers)
35         {
36             CheckSceneForStuckHandlers = false;
37             PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38         }
39
40         HashSet pvInstances = new HashSet();
41         HashSet usedInstanceViewNumbers = new HashSet();
42         bool fixedSomeId = false;
43
44         //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45         //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46         //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48         string levelName = Application.loadedLevelName;
49         #if UNITY_EDITOR
50         levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51         #endif
52         int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53         //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55         PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57         foreach (PhotonView view in pvObjects)
58         {
59             // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60             if (EditorUtility.IsPersistent(view.gameObject))
61             {
62                 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63                 {
64                     Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65                     view.viewID = 0;
66                     view.prefixBackup = -1;
67                     view.instantiationId = -1;
68                     EditorUtility.SetDirty(view);
69                     fixedSomeId = true;
70                 }
71             }
72             else
73             {
74                 // keep all scene-instanced PVs for later re-check
75                 pvInstances.Add(view);
76             }
77         }
78
79         Dictionary idPerObject = new Dictionary();
80
81         // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82         // scene-PVs must have user == 0 (scene/room) and a subId != 0
83         foreach (PhotonView view in pvInstances)
84         {
85             if (view.ownerId > 0)
86             {
87                 Debug.Log("Re-Setting Owner ID of: " + view);
88             }
89             view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90             view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92             if (view.viewID != 0)
93             {
94                 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95                 {
96                     view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97                 }
98                 else
99                 {
100                     usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102                     int instId = 0;
103                     if (idPerObject.TryGetValue(view.gameObject, out instId))
104                     {
105                         view.instantiationId = instId;
106                     }
107                     else
108                     {
109                         view.instantiationId = view.viewID;
110                         idPerObject[view.gameObject] = view.instantiationId;
111                     }
112                 }
113             }
114
115         }
116
117         // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118         int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120         foreach (PhotonView view in pvInstances)
121         {
122             if (view.viewID == 0)
123             {
124                 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125                 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127                 view.viewID = nextViewId;
128
129                 int instId = 0;
130                 if (idPerObject.TryGetValue(view.gameObject, out instId))
131                 {
132                     Debug.Log("Set inst ID");
133                     view.instantiationId = instId;
134                 }
135                 else
136                 {
137                     view.instantiationId = view.viewID;
138                     idPerObject[view.gameObject] = nextViewId;
139                 }
140
141                 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142                 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144                 lastUsedId = nextViewId;
145                 EditorUtility.SetDirty(view);
146                 fixedSomeId = true;
147             }
148         }
149
150
151         if (fixedSomeId)
152         {
153             //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154         }
155     }
File name: NetworkingPeer.cs Copy
2279     internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
2280     {
2281         // some values always present:
2282         string prefabName = (string)evData[(byte)0];
2283         int serverTime = (int)evData[(byte)6];
2284         int instantiationId = (int)evData[(byte)7];
2285
2286         Vector3 position;
2287         if (evData.ContainsKey((byte)1))
2288         {
2289             position = (Vector3)evData[(byte)1];
2290         }
2291         else
2292         {
2293             position = Vector3.zero;
2294         }
2295
2296         Quaternion rotation = Quaternion.identity;
2297         if (evData.ContainsKey((byte)2))
2298         {
2299             rotation = (Quaternion)evData[(byte)2];
2300         }
2301
2302         int group = 0;
2303         if (evData.ContainsKey((byte)3))
2304         {
2305             group = (int)evData[(byte)3];
2306         }
2307
2308         short objLevelPrefix = 0;
2309         if (evData.ContainsKey((byte)8))
2310         {
2311             objLevelPrefix = (short)evData[(byte)8];
2312         }
2313
2314         int[] viewsIDs;
2315         if (evData.ContainsKey((byte)4))
2316         {
2317             viewsIDs = (int[])evData[(byte)4];
2318         }
2319         else
2320         {
2321             viewsIDs = new int[1] { instantiationId };
2322         }
2323
2324         object[] incomingInstantiationData;
2325         if (evData.ContainsKey((byte)5))
2326         {
2327             incomingInstantiationData = (object[])evData[(byte)5];
2328         }
2329         else
2330         {
2331             incomingInstantiationData = null;
2332         }
2333
2334         // SetReceiving filtering
2335         if (group != 0 && !this.allowedReceivingGroups.Contains(group))
2336         {
2337             return null; // Ignore group
2338         }
2339
2340         // load prefab, if it wasn't loaded before (calling methods might do this)
2341         if (resourceGameObject == null)
2342         {
2343             if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
2344             {
2345                 resourceGameObject = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2346                 if (NetworkingPeer.UsePrefabCache)
2347                 {
2348                     NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
2349                 }
2350             }
2351
2352             if (resourceGameObject == null)
2353             {
2354                 Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
2355                 return null;
2356             }
2357         }
2358
2359         // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
2360         PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
2361         if (resourcePVs.Length != viewsIDs.Length)
2362         {
2363             throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
2364         }
2365
2366         for (int i = 0; i < viewsIDs.Length; i++)
2367         {
2368             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2369             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2370             resourcePVs[i].viewID = viewsIDs[i];
2371             resourcePVs[i].prefix = objLevelPrefix;
2372             resourcePVs[i].instantiationId = instantiationId;
2373             resourcePVs[i].isRuntimeInstantiated = true;
2374         }
2375
2376         this.StoreInstantiationData(instantiationId, incomingInstantiationData);
2377
2378         // load the resource and set it's values before instantiating it:
2379         GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
2380
2381         for (int i = 0; i < viewsIDs.Length; i++)
2382         {
2383             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2384             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2385             resourcePVs[i].viewID = 0;
2386             resourcePVs[i].prefix = -1;
2387             resourcePVs[i].prefixBackup = -1;
2388             resourcePVs[i].instantiationId = -1;
2389             resourcePVs[i].isRuntimeInstantiated = false;
2390         }
2391
2392         this.RemoveInstantiationData(instantiationId);
2393
2394         // Send OnPhotonInstantiate callback to newly created GO.
2395         // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
2396         go.SendMessage(PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
2397         return go;
2398     }
File name: PhotonView.cs Copy
72     // NOTE: prefabs have a prefixBackup of -1. this is replaced with any currentLevelPrefix that's used at runtime. instantiated GOs get their prefix set pre-instantiation (so those are not -1 anymore)
74     {
75         get
76         {
77             if (this.prefixBackup == -1 && PhotonNetwork.networkingPeer != null)
78             {
79                 this.prefixBackup = PhotonNetwork.networkingPeer.currentLevelPrefix;
80             }
81
82             return this.prefixBackup;
83         }
84         set { this.prefixBackup = value; }
85     }
File name: frmMainMenu.cs Copy
367         private void backupToolStripMenuItem_Click(object sender, EventArgs e)
368         {
369             try
370             {
371                 Cursor = Cursors.WaitCursor;
372                 timer2.Enabled = true;
373                 if ((!System.IO.Directory.Exists("C:\\DBBackup")))
374                 {
375                     System.IO.Directory.CreateDirectory("C:\\DBBackup");
376                 }
377                 string destdir = "C:\\DBBackup\\pos_db " + DateTime.Now.ToString("dd-MM-yyyy_HH-mm-ss") + ".bak";
378                 con = new SqlConnection(cs.DBConn);
379                 con.Open();
380                 string cb = "backup database [" + System.Windows.Forms.Application.StartupPath + "\\pos_db.mdf] to disk='" + destdir + "'with init,stats=10";
381                 cmd = new SqlCommand(cb);
382                 cmd.Connection = con;
383                 cmd.ExecuteReader();
384                 con.Close();
385                 MessageBox.Show("Successfully performed", "Database Backup", MessageBoxButtons.OK, MessageBoxIcon.Information);
386             }
387             catch (Exception ex)
388             {
389                 MessageBox.Show(ex.Message, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
390             }
391         }
File name: frmMainMenu.cs Copy
393         private void restoreToolStripMenuItem_Click(object sender, EventArgs e)
394         {
395             try
396             {
397                 var _with1 = openFileDialog1;
398                 _with1.Filter = ("DB Backup File|*.bak;");
399                 _with1.FilterIndex = 4;
400                 //Clear the file name
401                 openFileDialog1.FileName = "";
402
403                 if (openFileDialog1.ShowDialog() == DialogResult.OK)
404                 {
405                     Cursor = Cursors.WaitCursor;
406                     timer2.Enabled = true;
407                     SqlConnection.ClearAllPools();
408                     con = new SqlConnection(cs.DBConn);
409                     con.Open();
410                     string cb = "USE Master ALTER DATABASE [" + System.Windows.Forms.Application.StartupPath + "\\pos_db.mdf] SET Single_User WITH Rollback Immediate Restore database [" + System.Windows.Forms.Application.StartupPath + "\\pos_db.mdf] FROM disk='" + openFileDialog1.FileName + "' WITH REPLACE ALTER DATABASE [" + System.Windows.Forms.Application.StartupPath + "\\pos_db.mdf] SET Multi_User ";
411                     cmd = new SqlCommand(cb);
412                     cmd.Connection = con;
413                     cmd.ExecuteReader();
414                     MessageBox.Show("Successfully performed", "Database Restore", MessageBoxButtons.OK, MessageBoxIcon.Information);
415                     GetData();
416                 }
417             }
418             catch (Exception ex)
419             {
420                 MessageBox.Show(ex.Message, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
421             }
422         }

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