151 lines
5.4 KiB
C#
151 lines
5.4 KiB
C#
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using FishNet.Connection;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace FishNet.Object
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{
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public sealed partial class NetworkObject : MonoBehaviour
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{
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/// <summary>
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/// Called after all data is synchronized with this NetworkObject.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void InitializeCallbacks(bool asServer, bool invokeSyncTypeCallbacks)
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{
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/* Note: When invoking OnOwnership here previous owner will
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* always be an empty connection, since the object is just
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* now initializing. */
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if (!asServer)
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ClientInitialized = true;
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//Set that client or server is active before callbacks.
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SetActiveStatus(true, asServer);
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//Invoke OnStartNetwork.
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].InvokeOnNetwork(true);
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//As server.
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if (asServer)
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnStartServer();
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnOwnershipServer(FishNet.Managing.NetworkManager.EmptyConnection);
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if (invokeSyncTypeCallbacks)
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InvokeSyncTypeCallbacks(true);
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}
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//As client.
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else
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnStartClient();
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnOwnershipClient(FishNet.Managing.NetworkManager.EmptyConnection);
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if (invokeSyncTypeCallbacks)
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InvokeSyncTypeCallbacks(false);
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}
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}
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/// <summary>
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/// Invokes pending SyncType callbacks.
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/// </summary>
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/// <param name="asServer"></param>
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internal void InvokeSyncTypeCallbacks(bool asServer)
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].InvokeSyncTypeCallbacks(asServer);
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}
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/// <summary>
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/// Invokes events to be called after OnServerStart.
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/// This is made one method to save instruction calls.
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/// </summary>
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/// <param name=""></param>
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internal void InvokePostOnServerStart(NetworkConnection conn)
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].SendBufferedRpcs(conn);
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnSpawnServer(conn);
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}
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/// <summary>
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/// Called on the server before it sends a despawn message to a client.
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/// </summary>
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/// <param name="conn">Connection spawn was sent to.</param>
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internal void InvokeOnServerDespawn(NetworkConnection conn)
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnDespawnServer(conn);
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}
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/// <summary>
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/// Invokes OnStop callbacks.
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/// </summary>
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/// <param name="asServer"></param>
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internal void InvokeStopCallbacks(bool asServer)
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{
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if (asServer)
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnStopServer();
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}
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else
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnStopClient();
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}
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/* Invoke OnStopNetwork if server is calling
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* or if client and not as server. */
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if (asServer || (!asServer && !IsServer))
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].InvokeOnNetwork(false);
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}
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if (asServer)
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IsServer = false;
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else
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IsClient = false;
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}
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/// <summary>
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/// Invokes OnOwnership callbacks.
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/// </summary>
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/// <param name="prevOwner"></param>
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private void InvokeOwnership(NetworkConnection prevOwner, bool asServer)
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{
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if (asServer)
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnOwnershipServer(prevOwner);
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}
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else
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{
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/* If local client is owner and not server then only
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* invoke if the prevOwner is different. This prevents
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* the owner change callback from happening twice when
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* using TakeOwnership.
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*
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* Further explained, the TakeOwnership sets local client
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* as owner client-side, which invokes the OnOwnership method.
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* Then when the server approves the owner change it would invoke
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* again, which is not needed. */
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bool blockInvoke = ((IsOwner && !IsServer) && (prevOwner == Owner));
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if (!blockInvoke)
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{
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for (int i = 0; i < NetworkBehaviours.Length; i++)
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NetworkBehaviours[i].OnOwnershipClient(prevOwner);
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}
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}
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}
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}
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}
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