259 lines
10 KiB
C#
259 lines
10 KiB
C#
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using FishNet.Managing.Object;
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using FishNet.Object;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityComponent = UnityEngine.Component;
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namespace FishNet.Managing
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{
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public partial class NetworkManager : MonoBehaviour
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{
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#region Serialized.
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/// <summary>
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///
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/// </summary>
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[Tooltip("Collection to use for spawnable objects.")]
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[SerializeField]
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private PrefabObjects _spawnablePrefabs;
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/// <summary>
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/// Collection to use for spawnable objects.
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/// </summary>
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public PrefabObjects SpawnablePrefabs { get => _spawnablePrefabs; set => _spawnablePrefabs = value; }
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/// <summary>
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///
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/// </summary>
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private Dictionary<ushort, PrefabObjects> _runtimeSpawnablePrefabs = new Dictionary<ushort, PrefabObjects>();
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/// <summary>
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/// Collection to use for spawnable objects added at runtime, such as addressables.
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/// </summary>
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public IReadOnlyDictionary<ushort, PrefabObjects> RuntimeSpawnablePrefabs => _runtimeSpawnablePrefabs;
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#endregion
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#region Private.
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/// <summary>
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/// Delegates waiting to be invoked when a component is registered.
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/// </summary>
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private Dictionary<string, List<Action<UnityComponent>>> _pendingInvokes = new Dictionary<string, List<Action<UnityComponent>>>();
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/// <summary>
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/// Currently registered components.
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/// </summary>
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private Dictionary<string, UnityComponent> _registeredComponents = new Dictionary<string, UnityComponent>();
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#endregion
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/// <summary>
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/// Gets the PrefabObjects to use for spawnableCollectionId.
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/// </summary>
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/// <typeparam name="T">Type of PrefabObjects to return. This is also used to create an instance of type when createIfMissing is true.</typeparam>
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/// <param name="spawnableCollectionId">Id to use. 0 will return the configured SpawnablePrefabs.</param>
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/// <param name="createIfMissing">True to create and assign a PrefabObjects if missing for the collectionId.</param>
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/// <returns></returns>
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public PrefabObjects GetPrefabObjects<T>(ushort spawnableCollectionId, bool createIfMissing) where T : PrefabObjects
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{
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if (spawnableCollectionId == 0)
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{
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if (createIfMissing)
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{
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LogError($"SpawnableCollectionId cannot be 0 when create missing is true.");
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return null;
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}
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else
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{
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return SpawnablePrefabs;
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}
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}
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PrefabObjects po;
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if (!_runtimeSpawnablePrefabs.TryGetValue(spawnableCollectionId, out po))
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{
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//Do not create missing, return null for not found.
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if (!createIfMissing)
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return null;
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po = ScriptableObject.CreateInstance<T>();
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po.SetCollectionId(spawnableCollectionId);
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_runtimeSpawnablePrefabs[spawnableCollectionId] = po;
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}
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return po;
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}
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/// <summary>
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/// Removes the PrefabObjects collection from memory.
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/// This should only be called after you properly disposed of it's contents properly.
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/// </summary>
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/// <param name="spawnableCollectionId">CollectionId to remove.</param>
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/// <returns>True if collection was found and removed.</returns>
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public bool RemoveSpawnableCollection(ushort spawnableCollectionId)
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{
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return _runtimeSpawnablePrefabs.Remove(spawnableCollectionId);
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}
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/// <summary>
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/// Gets the index a prefab uses. Can be used in conjuction with GetPrefab.
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/// </summary>
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/// <param name="prefab"></param>
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/// <param name="asServer">True if to get from the server collection.</param>
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/// <returns>Returns index if found, and -1 if not found.</returns>
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public int GetPrefabIndex(GameObject prefab, bool asServer)
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{
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int count = SpawnablePrefabs.GetObjectCount();
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for (int i = 0; i < count; i++)
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{
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GameObject go = SpawnablePrefabs.GetObject(asServer, i).gameObject;
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if (go == prefab)
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return i;
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}
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//Fall through, not found.
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return -1;
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}
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/// <summary>
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/// Returns a prefab with prefabId.
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/// This method will bypass object pooling.
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/// </summary>
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/// <param name="prefabId">PrefabId to get.</param>
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/// <param name="asServer">True if getting the prefab asServer.</param>
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public NetworkObject GetPrefab(int prefabId, bool asServer)
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{
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return SpawnablePrefabs.GetObject(asServer, prefabId);
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}
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#region Registered components
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/// <summary>
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/// Invokes an action when a specified component becomes registered. Action will invoke immediately if already registered.
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/// </summary>
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/// <typeparam name="T">Component type.</typeparam>
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/// <param name="handler">Action to invoke.</param>
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public void RegisterInvokeOnInstance<T>(Action<UnityComponent> handler) where T : UnityComponent
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{
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T result = GetInstance<T>(false);
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//If not found yet make a pending invoke.
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if (result == default(T))
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{
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string tName = GetInstanceName<T>();
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List<Action<UnityComponent>> handlers;
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if (!_pendingInvokes.TryGetValue(tName, out handlers))
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{
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handlers = new List<Action<UnityComponent>>();
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_pendingInvokes[tName] = handlers;
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}
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handlers.Add(handler);
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}
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//Already exist, invoke right away.
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else
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{
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handler.Invoke(result);
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}
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}
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/// <summary>
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/// Removes an action to be invokes when a specified component becomes registered.
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/// </summary>
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/// <typeparam name="T">Component type.</typeparam>
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/// <param name="handler">Action to invoke.</param>
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public void UnregisterInvokeOnInstance<T>(Action<UnityComponent> handler) where T : UnityComponent
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{
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string tName = GetInstanceName<T>();
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List<Action<UnityComponent>> handlers;
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if (!_pendingInvokes.TryGetValue(tName, out handlers))
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return;
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handlers.Remove(handler);
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//Do not remove pending to prevent garbage collection later on list recreation.
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}
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/// <summary>
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/// Returns if an instance exists for type.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public bool HasInstance<T>() where T : UnityComponent
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{
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return (GetInstance<T>(false) != null);
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}
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/// <summary>
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/// Returns class of type if found within CodegenBase classes.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="warn">True to warn if component is not registered.</param>
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/// <returns></returns>
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public T GetInstance<T>(bool warn = true) where T : UnityComponent
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{
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string tName = GetInstanceName<T>();
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if (_registeredComponents.TryGetValue(tName, out UnityComponent result))
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return (T)result;
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else if (warn)
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LogWarning($"Component {tName} is not registered.");
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return default(T);
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}
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/// <summary>
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/// Registers a new component to this NetworkManager.
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/// </summary>
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/// <typeparam name="T">Type to register.</typeparam>
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/// <param name="component">Reference of the component being registered.</param>
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/// <param name="replace">True to replace existing references.</param>
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public void RegisterInstance<T>(T component, bool replace = true) where T : UnityComponent
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{
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string tName = GetInstanceName<T>();
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if (_registeredComponents.ContainsKey(tName) && !replace)
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{
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LogWarning($"Component {tName} is already registered.");
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}
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else
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{
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_registeredComponents[tName] = component;
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RemoveNullPendingDelegates();
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//If in pending invokes also send these out.
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if (_pendingInvokes.TryGetValue(tName, out List<Action<UnityComponent>> dels))
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{
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for (int i = 0; i < dels.Count; i++)
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dels[i].Invoke(component);
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/* Clear delegates but do not remove dictionary entry
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* to prevent list from being re-initialized. */
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dels.Clear();
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}
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}
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}
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/// <summary>
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/// Unregisters a component from this NetworkManager.
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/// </summary>
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/// <typeparam name="T">Type to unregister.</typeparam>
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public void UnregisterInstance<T>() where T : UnityComponent
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{
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string tName = GetInstanceName<T>();
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_registeredComponents.Remove(tName);
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}
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/// <summary>
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/// Removes delegates from pending invokes when may have gone missing.
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/// </summary>
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private void RemoveNullPendingDelegates()
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{
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foreach (List<Action<UnityComponent>> handlers in _pendingInvokes.Values)
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{
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for (int i = 0; i < handlers.Count; i++)
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{
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if (handlers[i] == null)
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{
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handlers.RemoveAt(i);
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i--;
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}
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}
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}
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}
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/// <summary>
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/// Returns the name to use for T.
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/// </summary>
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private string GetInstanceName<T>()
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{
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return typeof(T).FullName;
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}
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#endregion
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}
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}
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