using FishNet.Connection;
using FishNet.Managing;
using FishNet.Managing.Logging;
using FishNet.Managing.Server;
using FishNet.Object;
using FishNet.Object.Synchronizing;
using UnityEngine;
namespace FishNet.Component.Ownership
{
///
/// Adding this component allows any client to take ownership of the object and begin modifying it immediately.
///
public class PredictedOwner : NetworkBehaviour
{
#region Public.
///
/// True if the local client used TakeOwnership and is awaiting an ownership change.
///
public bool TakingOwnership { get; private set; }
///
/// Owner on client prior to taking ownership. This can be used to reverse a failed ownership attempt.
///
public NetworkConnection PreviousOwner { get; private set; } = NetworkManager.EmptyConnection;
#endregion
#region Serialized.
///
/// True if to enable this component.
///
[Tooltip("True if to enable this component.")]
[SyncVar(SendRate = 0f)]
[SerializeField]
private bool _allowTakeOwnership = true;
///
/// Sets the next value for AllowTakeOwnership and synchronizes it.
/// Only the server may use this method.
///
/// Next value to use.
[Server]
public void SetAllowTakeOwnership(bool value) => _allowTakeOwnership = value;
#endregion
///
/// Called on the client after gaining or losing ownership.
///
/// Previous owner of this object.
public override void OnOwnershipClient(NetworkConnection prevOwner)
{
base.OnOwnershipClient(prevOwner);
/* Unset taken ownership either way.
* If the new owner it won't be used,
* if no longer owner then another client
* took it. */
TakingOwnership = false;
PreviousOwner = base.Owner;
}
///
/// Takes ownership of this object to the local client and allows immediate control.
///
[Client]
public virtual void TakeOwnership()
{
if (!_allowTakeOwnership)
return;
//Already owner.
if (base.IsOwner)
return;
NetworkConnection c = base.ClientManager.Connection;
TakingOwnership = true;
//If not server go through the server.
if (!base.IsServer)
{
base.NetworkObject.SetLocalOwnership(c);
ServerTakeOwnership();
}
//Otherwise take directly without rpcs.
else
{
OnTakeOwnership(c);
}
}
///
/// Takes ownership of this object.
///
[ServerRpc(RequireOwnership = false)]
private void ServerTakeOwnership(NetworkConnection caller = null)
{
OnTakeOwnership(caller);
}
///
/// Called on the server when a client tries to take ownership of this object.
///
/// Connection trying to take ownership.
[Server]
protected virtual void OnTakeOwnership(NetworkConnection caller)
{
//Client somehow disconnected between here and there.
if (!caller.IsActive)
return;
//Feature is not enabled.
if (!_allowTakeOwnership)
return;
//Already owner.
if (caller == base.Owner)
return;
base.GiveOwnership(caller);
/* No need to send a response back because an ownershipchange will handle changes.
* Although if you were to override with this your own behavior
* you could send responses for approved/denied. */
}
}
}