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station_obscurum_unity/Assets/FishNet/Runtime/Object/NetworkObject.Observers.cs

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2023-05-31 17:32:21 +02:00
using FishNet.Connection;
using FishNet.Observing;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Object
{
public sealed partial class NetworkObject : MonoBehaviour
{
#region Public.
/// <summary>
/// Called when this NetworkObject losses all observers or gains observers while previously having none.
/// </summary>
public event Action<NetworkObject> OnObserversActive;
/// <summary>
/// NetworkObserver on this object.
/// </summary>
[HideInInspector]
public NetworkObserver NetworkObserver = null;
/// <summary>
/// Clients which can see and get messages from this NetworkObject.
/// </summary>
public HashSet<NetworkConnection> Observers = new HashSet<NetworkConnection>();
#endregion
#region Private.
/// <summary>
/// True if NetworkObserver has been initialized.
/// </summary>
private bool _networkObserverInitiliazed = false;
/// <summary>
/// Found renderers on the NetworkObject and it's children. This is only used as clientHost to hide non-observers objects.
/// </summary>
[System.NonSerialized]
private Renderer[] _renderers;
/// <summary>
/// True if renderers have been looked up.
/// </summary>
private bool _renderersPopulated;
/// <summary>
/// Last visibility value for clientHost on this object.
/// </summary>
private bool _lastClientHostVisibility;
#endregion
/// <summary>
/// Updates cached renderers used to managing clientHost visibility.
/// </summary>
/// <param name="updateVisibility">True to also update visibility if clientHost.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdateRenderers(bool updateVisibility = true)
{
UpdateRenderers_Internal(updateVisibility);
}
/// <summary>
/// Sets the renderer visibility for clientHost.
/// </summary>
/// <param name="visible">True if renderers are to be visibile.</param>
/// <param name="force">True to skip blocking checks.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetRenderersVisible(bool visible, bool force = false)
{
if (!force)
{
if (!NetworkObserver.UpdateHostVisibility)
return;
}
if (!_renderersPopulated)
{
UpdateRenderers_Internal(false);
_renderersPopulated = true;
}
UpdateRenderVisibility(visible);
}
/// <summary>
/// Clears and updates renderers.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void UpdateRenderers_Internal(bool updateVisibility)
{
_renderers = GetComponentsInChildren<Renderer>(true);
List<Renderer> enabledRenderers = new List<Renderer>();
foreach (Renderer r in _renderers)
{
if (r.enabled)
enabledRenderers.Add(r);
}
//If there are any disabled renderers then change _renderers to cached values.
if (enabledRenderers.Count != _renderers.Length)
_renderers = enabledRenderers.ToArray();
if (updateVisibility)
UpdateRenderVisibility(_lastClientHostVisibility);
}
/// <summary>
/// Updates visibilites on renders without checks.
/// </summary>
/// <param name="visible"></param>
private void UpdateRenderVisibility(bool visible)
{
bool rebuildRenderers = false;
Renderer[] rs = _renderers;
int count = rs.Length;
for (int i = 0; i < count; i++)
{
Renderer r = rs[i];
if (r == null)
{
rebuildRenderers = true;
break;
}
r.enabled = visible;
}
_lastClientHostVisibility = visible;
//If to rebuild then do so, while updating visibility.
if (rebuildRenderers)
UpdateRenderers(true);
}
/// <summary>
/// Adds the default NetworkObserver conditions using the ObserverManager.
/// </summary>
private void AddDefaultNetworkObserverConditions()
{
if (_networkObserverInitiliazed)
return;
NetworkObserver = NetworkManager.ObserverManager.AddDefaultConditions(this);
}
/// <summary>
/// Removes a connection from observers for this object returning if the connection was removed.
/// </summary>
/// <param name="connection"></param>
internal bool RemoveObserver(NetworkConnection connection)
{
int startCount = Observers.Count;
bool removed = Observers.Remove(connection);
if (removed)
TryInvokeOnObserversActive(startCount);
return removed;
}
/// <summary>
/// Adds the connection to observers if conditions are met.
/// </summary>
/// <param name="connection"></param>
/// <returns>True if added to Observers.</returns>
internal ObserverStateChange RebuildObservers(NetworkConnection connection, bool timedOnly)
{
//If not a valid connection.
if (!connection.IsValid)
{
NetworkManager.LogWarning($"An invalid connection was used when rebuilding observers.");
return ObserverStateChange.Unchanged;
}
//Valid not not active.
else if (!connection.IsActive)
{
/* Just remove from observers since connection isn't active
* and return unchanged because nothing should process
* given the connection isnt active. */
Observers.Remove(connection);
return ObserverStateChange.Unchanged;
}
else if (IsDeinitializing)
{
/* If object is deinitializing it's either being despawned
* this frame or it's not spawned. If we've made it this far,
* it's most likely being despawned. */
return ObserverStateChange.Unchanged;
}
int startCount = Observers.Count;
ObserverStateChange osc = NetworkObserver.RebuildObservers(connection, timedOnly);
if (osc == ObserverStateChange.Added)
Observers.Add(connection);
else if (osc == ObserverStateChange.Removed)
Observers.Remove(connection);
if (osc != ObserverStateChange.Unchanged)
TryInvokeOnObserversActive(startCount);
return osc;
}
/// <summary>
/// Invokes OnObserversActive if observers are now 0 but previously were not, or if was previously 0 but now has observers.
/// </summary>
/// <param name="startCount"></param>
private void TryInvokeOnObserversActive(int startCount)
{
if ((Observers.Count > 0 && startCount == 0) ||
Observers.Count == 0 && startCount > 0)
OnObserversActive?.Invoke(this);
}
}
}