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

151 lines
5.4 KiB
C#

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