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station_obscurum_unity/Assets/FishNet/Runtime/Managing/Scened/SceneLookupData.cs

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2023-05-31 17:32:21 +02:00
using FishNet.Managing.Logging;
using FishNet.Serializing.Helping;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Managing.Scened
{
/// <summary>
/// Extensions for SceneLookupData.
/// </summary>
internal static class SceneLookupDataExtensions
{
/// <summary>
/// Returns Names from SceneLookupData.
/// </summary>
/// <param name="datas"></param>
/// <returns></returns>
public static string[] GetNames(this SceneLookupData[] datas)
{
string[] names = new string[datas.Length];
for (int i = 0; i < datas.Length; i++)
names[i] = datas[i].Name;
return names;
}
}
/// <summary>
/// Data container for looking up, loading, or unloading a scene.
/// </summary>
public class SceneLookupData
{
/// <summary>
/// Handle of the scene. If value is 0, then handle is not used.
/// </summary>
public int Handle;
/// <summary>
/// Name of the scene.
/// </summary>
public string Name = string.Empty;
/// <summary>
/// Returns the scene name without a directory path should one exist.
/// </summary>
public string NameOnly => System.IO.Path.GetFileNameWithoutExtension(Name);
/// <summary>
/// Returns if this data is valid for use.
/// Being valid does not mean that the scene exist, rather that there is enough data to try and lookup a scene.
/// </summary>
public bool IsValid => (Name != string.Empty || Handle != 0);
#region Const
/// <summary>
/// String to display when scene data is invalid.
/// </summary>
private const string INVALID_SCENE = "One or more scene information entries contain invalid data and have been skipped.";
#endregion
/// <summary>
///
/// </summary>
public SceneLookupData() { }
/// <summary>
///
/// </summary>
/// <param name="scene">Scene to generate from.</param>
public SceneLookupData(Scene scene)
{
Handle = scene.handle;
Name = scene.name;
}
/// <summary>
///
/// </summary>
/// <param name="name">Scene name to generate from.</param>
public SceneLookupData(string name)
{
Name = name;
}
/// <summary>
///
/// </summary>
/// <param name="handle">Scene handle to generate from.</param>
public SceneLookupData(int handle)
{
Handle = handle;
}
/// <summary>
///
/// </summary>
/// <param name="handle">Scene handle to generate from.</param>
/// <param name="name">Name to generate from if handle is 0.</param>
public SceneLookupData(int handle, string name)
{
Handle = handle;
Name = name;
}
#region Comparers.
public static bool operator ==(SceneLookupData sldA, SceneLookupData sldB)
{
//One is null while the other is not.
if ((sldA is null) != (sldB is null))
return false;
/*If here both are either null or have value. */
if (!(sldA is null))
return sldA.Equals(sldB);
else if (!(sldB is null))
return sldB.Equals(sldA);
//Fall through indicates both are null.
return true;
}
public static bool operator !=(SceneLookupData sldA, SceneLookupData sldB)
{
//One is null while the other is not.
if ((sldA is null) != (sldB is null))
return true;
/*If here both are either null or have value. */
if (!(sldA is null))
return !sldA.Equals(sldB);
else if (!(sldB is null))
return !sldB.Equals(sldA);
//Fall through indicates both are null.
return true;
}
public bool Equals(SceneLookupData sld)
{
//Comparing instanced against null.
if (sld is null)
return false;
//True if both handles are empty.
bool bothHandlesEmpty = (
(this.Handle == 0) &&
(sld.Handle == 0)
);
//If both have handles and they match.
if (!bothHandlesEmpty && sld.Handle == this.Handle)
return true;
//If neither have handles and name matches.
else if (bothHandlesEmpty && sld.Name == this.Name)
return true;
//Fall through.
return false;
}
public override int GetHashCode()
{
int hashCode = 2053068273;
hashCode = hashCode * -1521134295 + Handle.GetHashCode();
hashCode = hashCode * -1521134295 + EqualityComparer<string>.Default.GetHashCode(Name);
return hashCode;
}
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public override string ToString()
{
return base.ToString();
}
#endregion
#region CreateData.
/// <summary>
/// Returns a new SceneLookupData.
/// </summary>
/// <param name="scene">Scene to create from.</param>
/// <returns></returns>
public static SceneLookupData CreateData(Scene scene) => new SceneLookupData(scene);
/// <summary>
/// Returns a new SceneLookupData.
/// </summary>
/// <param name="scene">Scene name to create from.</param>
/// <returns></returns>
public static SceneLookupData CreateData(string name) => new SceneLookupData(name);
/// <summary>
/// Returns a new SceneLookupData.
/// </summary>
/// <param name="scene">Scene handle to create from.</param>
/// <returns></returns>
public static SceneLookupData CreateData(int handle) => new SceneLookupData(handle);
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name="scenes">Scenes to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(List<Scene> scenes) => CreateData(scenes.ToArray());
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name="names">Scene names to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(List<string> names) => CreateData(names.ToArray());
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name="handles">Scene handles to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(List<int> handles) => CreateData(handles.ToArray());
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name="scenes">Scenes to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(Scene[] scenes)
{
bool invalidFound = false;
List<SceneLookupData> result = new List<SceneLookupData>();
foreach (Scene item in scenes)
{
if (!item.IsValid())
{
invalidFound = true;
continue;
}
result.Add(CreateData(item));
}
if (invalidFound)
NetworkManager.StaticLogWarning(INVALID_SCENE);
return result.ToArray();
}
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name="names">Scene names to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(string[] names)
{
bool invalidFound = false;
List<SceneLookupData> result = new List<SceneLookupData>();
foreach (string item in names)
{
if (string.IsNullOrEmpty(item))
{
invalidFound = true;
continue;
}
string nameOnly = System.IO.Path.GetFileNameWithoutExtension(item);
result.Add(CreateData(nameOnly));
}
if (invalidFound)
NetworkManager.StaticLogWarning(INVALID_SCENE);
return result.ToArray();
}
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name="handles">Scene handles to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(int[] handles)
{
bool invalidFound = false;
List<SceneLookupData> result = new List<SceneLookupData>();
foreach (int item in handles)
{
if (item == 0)
{
invalidFound = true;
continue;
}
result.Add(CreateData(item));
}
if (invalidFound)
NetworkManager.StaticLogWarning(INVALID_SCENE);
return result.ToArray();
}
#endregion
/// <summary>
/// Returns the first scene found using Handle or Name, preferring Handle.
/// </summary>
/// <returns></returns>
/// <param name="foundByHandle">True if scene was found by handle. Handle is always checked first.</param>
public Scene GetScene(out bool foundByHandle)
{
foundByHandle = false;
if (Handle == 0 && string.IsNullOrEmpty(Name))
{
NetworkManager.StaticLogWarning("Scene handle and name is unset; scene cannot be returned.");
return default;
}
Scene result = default;
//Lookup my handle.
if (Handle != 0)
{
result = SceneManager.GetScene(Handle);
if (result.handle != 0)
foundByHandle = true;
}
//If couldnt find handle try by string.
if (!foundByHandle)
result = SceneManager.GetScene(NameOnly);
return result;
}
}
}