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Question by Uelmuel2 · Jan 14, 2016 at 01:40 PM · c#unityeditorscript errorcompilerassembly

UnityEditor unusable ? :: error CS0016

Hello my friends...
im getting the following errors every time I try to compile my scripts:


 error CS0016: Could not write to file `Temp/Assembly-CSharp.dll', cause: Sharing violation on path C:\Users\Office\Documents\Jumper\Temp\Assembly-CSharp.dll.mdb
 
 Compilation failed: 1 error(s), 0 warnings


AND

 UNetWeaver error: Exception :System.ArgumentException: Member 'System.Int32 UnityEngine.Networking.NetworkConnection::hostId' is declared in another module and needs to be imported
   at Mono.Cecil.MetadataBuilder.LookupToken (IMetadataTokenProvider provider) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.Cil.CodeWriter.WriteOperand (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.Cil.CodeWriter.WriteInstructions () [0x00000] in <filename unknown>:0 
   at Mono.Cecil.Cil.CodeWriter.WriteResolvedMethodBody (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.Cil.CodeWriter.WriteMethodBody (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.MetadataBuilder.AddMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.MetadataBuilder.AddMethods (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.MetadataBuilder.AddType (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.MetadataBuilder.AddTypeDefs () [0x00000] in <filename unknown>:0 
   at Mono.Cecil.MetadataBuilder.BuildTypes () [0x00000] in <filename unknown>:0 
   at Mono.Cecil.MetadataBuilder.BuildModule () [0x00000] in <filename unknown>:0 
   at Mono.Cecil.MetadataBuilder.BuildMetadata () [0x00000] in <filename unknown>:0 
   at Mono.Cecil.ModuleWriter.<BuildMetadata>b__0 (Mono.Cecil.MetadataBuilder builder, Mono.Cecil.MetadataReader _) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.ModuleDefinition.Read[MetadataBuilder,MetadataBuilder] (Mono.Cecil.MetadataBuilder item, System.Func`3 read) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.ModuleWriter.BuildMetadata (Mono.Cecil.ModuleDefinition module, Mono.Cecil.MetadataBuilder metadata) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.ModuleWriter.WriteModuleTo (Mono.Cecil.ModuleDefinition module, System.IO.Stream stream, Mono.Cecil.WriterParameters parameters) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.ModuleDefinition.Write (System.IO.Stream stream, Mono.Cecil.WriterParameters parameters) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.ModuleDefinition.Write (System.String fileName, Mono.Cecil.WriterParameters parameters) [0x00000] in <filename unknown>:0 
   at Mono.Cecil.AssemblyDefinition.Write (System.String fileName, Mono.Cecil.WriterParameters parameters) [0x00000] in <filename unknown>:0 
   at Unity.UNetWeaver.Weaver.Weave (System.String assName, IEnumerable`1 dependencies, IAssemblyResolver assemblyResolver, System.String unityEngineDLLPath, System.String unityUNetDLLPath, System.String outputDir) [0x00212] in C:\buildslave\unity\build\Extensions\Networking\Weaver\UNetWeaver.cs:1733 
   at Unity.UNetWeaver.Weaver.WeaveAssemblies (IEnumerable`1 assemblies, IEnumerable`1 dependencies, IAssemblyResolver assemblyResolver, System.String outputDir, System.String unityEngineDLLPath, System.String unityUNetDLLPath) [0x00062] in C:\buildslave\unity\build\Extensions\Networking\Weaver\UNetWeaver.cs:1757 
 UnityEngine.Debug:LogError(Object)
 Unity.UNetWeaver.Log:Error(String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:20)
 Unity.UNetWeaver.Weaver:WeaveAssemblies(IEnumerable`1, IEnumerable`1, IAssemblyResolver, String, String, String) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/UNetWeaver.cs:1764)
 Unity.UNetWeaver.Program:Process(String, String, String, String[], String[], IAssemblyResolver, Action`1, Action`1) (at C:/buildslave/unity/build/Extensions/Networking/Weaver/Program.cs:34)
 UnityEditor.Scripting.Serialization.Weaver:WeaveUnetFromEditor(String, String, String, String, Boolean)
 

AND FINALLY

 Failure generating network code.
 UnityEditor.Scripting.Serialization.Weaver:WeaveUnetFromEditor(String, String, String, String, Boolean)


I dont know what happend it was just there. Im trying to get rid of this error since 2 days but I dont know what the problem could be. I saw the part with "hostId" but i dont even use this variable.

And I know this question was asked before and the most time they say I should turn off my anti virus but i dont even have such a program installed ¯_(ツ)_/¯

I hope someone of you has a solution for this problem !

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avatar image Jessespike · Jan 14, 2016 at 06:24 PM 1
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What does your code look like? Are you passing a NetworkConnection in a command or something similar? That was the problem in the other post.

avatar image Uelmuel2 Jessespike · Jan 14, 2016 at 06:42 PM 0
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Indeed I am passing a NetworkConnection but even if I comment it out I cant compile my scripts:

Am I missing something ?

Here is the code:

 using UnityEngine;
 using UnityEngine.Networking;
 using System.Collections.Generic;
 
 public class Networking$$anonymous$$anager : Network$$anonymous$$anager {
     
     public static Networking$$anonymous$$anager INSTANCE;
 
     public List<OnlinePlayer> onlinePlayers = new List<OnlinePlayer>();
 
     void Awake () {
         INSTANCE = this;
     }
 
     /**
     *   SERVER
     **/
     
     public override void OnServerConnect(NetworkConnection conn) {
         Debug.Log("Player connected !");
         onlinePlayers.Add(new OnlinePlayer(/*conn*/));
 
         Debug.Log("Waiting for name...");
     }
 
     public override void OnServerDisconnect(NetworkConnection conn)
     {
         Debug.Log("Player disconnected !");
 
         for (int i = 0; i < onlinePlayers.Count; i++)
         {
             //if (/*onlinePlayers[i].networkConnection == conn*/)
             //{
                 Debug.Log("Player " + onlinePlayers[i].name + " disconnected from server");
 
                 onlinePlayers.RemoveAt(i);
                 break;
             //}
         }
 
         //Clean up
         NetworkServer.DestroyPlayersForConnection(conn);
     }
 
     /**
     *   CLIENT
     **/
 
     
     public void Reset$$anonymous$$anager()
     {
         Destroy(gameObject);
         onlinePlayers = new List<OnlinePlayer>();
     }
 }
 
 public class OnlinePlayer
 {
     public string name = "Connecting...";
     public int score = 0;
     public int deaths = 0;
     //public NetworkConnection networkConnection;
 
     public OnlinePlayer(/*NetworkConnection conn*/)
     {
         //networkConnection = conn;
     }
 
     public void SetName(string _name)
     {
         name = _name;
         Scoreboard$$anonymous$$anager.INSTANC$$anonymous$$UpdateScoreboard();
     }
 
     public void $$anonymous$$ick()
     {
         //networkConnection.Disconnect();
     }
 
     public void Reset()
     {
         score = 0;
         deaths = 0;
     }
 
     public void Died()
     {
         deaths++;
         Scoreboard$$anonymous$$anager.INSTANC$$anonymous$$UpdateScoreboard();
     }
 }
 

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Answer by Uelmuel2 · Jan 15, 2016 at 02:24 PM

Yeah finally I discovered the problem . There was an error with the following script:

 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.Networking;
 using System.Collections.Generic;
 
 public class ScoreboardManager : NetworkBehaviour
 {
 
     public static ScoreboardManager INSTANCE;
 
     public GameObject scoreboardItem;
     public Transform scoreboardContainer;
 
     
     public SyncListScoreboardEntry scoreboardEntrys = new SyncListScoreboardEntry ();
 
     void Start ()
     {
         INSTANCE = this;
     }
 
     [ClientRpc]
     void RpcRefreshScoreboard ()
     {
         Debug.Log ("Scoreboard needs to refresh !");
 
         if (scoreboardEntrys == null)
             return;
 
         var children = new List<GameObject> ();
         foreach (Transform child in scoreboardContainer)
             children.Add (child.gameObject);
         children.RemoveAt (0);
         children.ForEach (child => Destroy (child));
 
         foreach (ScoreboardEntry element in scoreboardEntrys) {
             GameObject item = (GameObject)Instantiate (scoreboardItem, Vector2.zero, Quaternion.identity);
 
             item.transform.GetChild (0).GetComponent<Text> ().text = element.name;
             item.transform.GetChild (1).GetComponent<Text> ().text = element.score.ToString ();
             item.transform.GetChild (2).GetComponent<Text> ().text = element.deaths.ToString ();
 
             item.transform.SetParent (scoreboardContainer);
             item.transform.localPosition = Vector2.zero;
             item.GetComponent<RectTransform> ().localScale = Vector3.one;
 
             //GUILayout.Box("Name: " + element.name + "  Score: " + element.score);
         }
     }
 
     
     [Server]
     public void UpdateScoreboard ()
     {
         OnlinePlayer[] pls = NetworkingManager.INSTANCE.onlinePlayers.ToArray ();
 
         if (scoreboardEntrys != null)
             scoreboardEntrys.Clear ();
 
         for (int i = 0; i < pls.Length; i++) {
             ScoreboardEntry entry = new ScoreboardEntry ();
             entry.name = pls [i].name;
             entry.deaths = pls [i].deaths;
             entry.score = pls [i].score;
             //entry.conn = pls[i].networkConnection;
 
             scoreboardEntrys.Add (entry);
 
             Debug.Log (i + "Info:" + pls [i].name + "  " + pls [i].deaths);
         }
 
         RpcRefreshScoreboard ();
     }
 
     public struct ScoreboardEntry
     {
         public string name;
         public int score;
         public int deaths;
         //public NetworkConnection conn;
     }
 
     public class SyncListScoreboardEntry : SyncListStruct<ScoreboardEntry>
     {
 
     }
 }


In this script I used the NetworkConnection and if I comment it out and restart the Unity3D-Editor the error is gone. But I think it is very annoying that I have to restart Unity to get rid of this error. But thank you

Thank you Jessespike for the hint with the NetworkConnection :)

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