Make work with astra
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Recovery/README.md
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Recovery/README.md
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# Source recovery
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The checkout contained asset contents replaced by `.meta` data, metadata
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replaced by models/images/source code, duplicated GUIDs, and directories named
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like missing files. The old Library cache was also damaged. Recoveries preserve
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existing asset references wherever the original GUID could be recovered.
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## Provenance
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- `UnityProject/Assets/junctionAssets.zip`: restored the corrupted buildings and
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fence models, seven materials, four prefabs, and several metadata files from
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the bundled `junctionAssets - Copy` archive. Intact source files were retained.
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- `UnityProject/Scripts/other.zip`: restored metadata for `canvasChooser`,
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`serverRunningMenu`, and `destroyCar`.
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- The bundled Windows server's `Simulation_Data/Managed/Assembly-CSharp.dll`:
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decompiled `CarLL` and `trafficLightColor` with ILSpy 9.1.0.7988. Removed
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generated UNet weaving methods and changed the woven `CallRpcDecodeBits` call
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back to the source `RpcDecodeBits`, so Unity can weave the assembly again.
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The assembly SHA-256 was
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`9b23bd2b83c61ce07b579da9b594ddd535ed543435545b355f2c94d09d53a6e4`.
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- [Unity PostProcessing v1](https://github.com/Unity-Technologies/PostProcessing/tree/933df236f509ed64ae5763ed57af33f2342cd1c2),
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commit `933df236f509ed64ae5763ed57af33f2342cd1c2`: restored damaged editor
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scripts, missing model editors, shaders, blue-noise textures, and metadata.
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- Unity's original 2018.1.6 Standard Assets distribution, downloaded from the
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[official release installer](https://download.unity3d.com/download_unity/a68afd074ea7/MacStandardAssetsInstaller/StandardAssets.pkg)
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(MD5 `b891fafc108fec1232c5b1409c79bb9c`): restored `VirtualInput.cs`, the
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damaged mobile control prefab/sprite, and associated metadata from the
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CrossPlatformInput package.
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- Original cached Unity import records: recovered lost GUIDs, model sub-asset
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IDs/material mappings, and native asset metadata. Texture metadata uses the
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corresponding intact neighboring import settings and the recovered GUID.
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- Original cached textures: recovered `Lightmap-0_comp_dir.png` including its
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directionality alpha channel, and `Lightmap-1_comp_light.exr` with HDR values.
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UnityPy decoded the directional BC7 texture; [bcdec](https://github.com/iOrange/bcdec)
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decoded BC6H into floating point for OpenEXR output. These are recoveries from
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the imported, compressed cache, not byte-identical original source images.
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The HDR decoding/orientation was checked against an intact source lightmap.
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The old `UnityProject/Library` is preserved locally at
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`Builds/recovery/Library-original`. Recovery intermediates and audit files are
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under `Builds/recovery/`. Neither directory is required by the restored build.
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## Small compatibility and startup changes
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- Renamed `Assets/!ext` to `Assets/ThirdParty`, keeping its GUIDs. In the original
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folder, the legacy Linux player build omitted the vendor C# classes although
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editor compilation succeeded. The renamed folder produces the post-processing
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and particle-effect classes in the player, eliminating missing-script warnings.
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- Initialized traffic control and notification spawning in `OnStartServer`, so
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starting networking after the scene loads works correctly.
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- Initialized RPC receiver state before the first update can arrive and corrected
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the client disconnect callback's base method.
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- Added `--server`, `--connect`, `--traffic-url`, and `--event-url` startup options,
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disabled the old resolution popup, and removed repetitive server log output.
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- Added a launcher for the original Python backends plus separate UNet server
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and client processes. The launcher binds the HTTP services to localhost; their
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standalone default remains unchanged.
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- Unity regenerated damaged PresetManager and UnityConnectSettings files, which
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had contained unrelated PlayerSettings and TimeManager data respectively.
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## Unrestored optional files
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`unrestored/` preserves corrupt files outside Unity's import tree, under their
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original paths. They are not required by Main:
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- One unused motion-capture FBX animation.
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- An unused `tweet.prefab`; the working scene uses `clientGame.prefab` instead.
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- A reference photograph and three FBX exporter documentation/archive files.
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- `FbxExportSettings.asset`, which incorrectly contained EditorSettings YAML
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rather than the exporter's JSON settings and caused an import exception.
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These files still need an intact source if their optional functionality is
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wanted. The Windows-only FBX exporter tools were not ported. Existing backup
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`.blend1` files are retained and ignored by Git.
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