Add StickGame Assets
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using FishNet.Connection;
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using FishNet.Managing.Logging;
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using FishNet.Managing.Transporting;
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using FishNet.Object;
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using FishNet.Serializing;
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using FishNet.Transporting;
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using FishNet.Transporting.Multipass;
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace FishNet.Managing.Server
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{
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public sealed partial class ServerManager : MonoBehaviour
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{
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#region Public.
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/// <summary>
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/// Called when a client is removed from the server using Kick. This is invoked before the client is disconnected.
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/// NetworkConnection when available, clientId, and KickReason are provided.
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/// </summary>
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public event Action<NetworkConnection, int, KickReason> OnClientKick;
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#endregion
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/// <summary>
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/// Returns true if only one server is started.
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/// </summary>
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/// <returns></returns>
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public bool OneServerStarted()
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{
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int startedCount = 0;
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TransportManager tm = NetworkManager.TransportManager;
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//If using multipass check all transports.
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if (tm.Transport is Multipass mp)
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{
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foreach (Transport t in mp.Transports)
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{
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//Another transport is started, no need to load start scenes again.
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if (t.GetConnectionState(true) == LocalConnectionState.Started)
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startedCount++;
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}
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}
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//Not using multipass.
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else
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{
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if (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started)
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startedCount = 1;
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}
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return (startedCount == 1);
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}
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/// <summary>
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/// Returns true if any server socket is in the started state.
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/// </summary>
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/// <param name="excludedIndex">When set the transport on this index will be ignored. This value is only used with Multipass.</param>
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/// <returns></returns>
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public bool AnyServerStarted(int? excludedIndex = null)
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{
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TransportManager tm = NetworkManager.TransportManager;
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//If using multipass check all transports.
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if (tm.Transport is Multipass mp)
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{
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//Get transport which had state changed.
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Transport excludedTransport = (excludedIndex == null) ? null : mp.GetTransport(excludedIndex.Value);
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foreach (Transport t in mp.Transports)
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{
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/* Skip t if is the transport that had it's state changed.
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* We are looking for other transports already in started. */
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if (t == excludedTransport)
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continue;
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//Another transport is started, no need to load start scenes again.
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if (t.GetConnectionState(true) == LocalConnectionState.Started)
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return true;
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}
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}
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//Not using multipass.
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else
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{
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return (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started);
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}
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//Fall through, none started.
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return false;
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}
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/// <summary>
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/// Spawns an object over the network. Can only be called on the server.
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/// </summary>
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/// <param name="go">GameObject instance to spawn.</param>
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/// <param name="ownerConnection">Connection to give ownership to.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Spawn(GameObject go, NetworkConnection ownerConnection = null, UnityEngine.SceneManagement.Scene scene = default)
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{
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if (go == null)
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{
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NetworkManager.LogWarning($"GameObject cannot be spawned because it is null.");
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return;
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}
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NetworkObject nob = go.GetComponent<NetworkObject>();
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Spawn(nob, ownerConnection, scene);
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}
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/// <summary>
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/// Spawns an object over the network. Can only be called on the server.
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/// </summary>
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/// <param name="nob">MetworkObject instance to spawn.</param>
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/// <param name="ownerConnection">Connection to give ownership to.</param>
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public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null, UnityEngine.SceneManagement.Scene scene = default)
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{
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Objects.Spawn(nob, ownerConnection, scene);
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}
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/// <summary>
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/// Despawns an object over the network. Can only be called on the server.
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/// </summary>
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/// <param name="go">GameObject instance to despawn.</param>
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/// <param name="cacheOnDespawnOverride">Overrides the default DisableOnDespawn value for this single despawn. Scene objects will never be destroyed.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Despawn(GameObject go, DespawnType? despawnType = null)
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{
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if (go == null)
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{
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NetworkManager.LogWarning($"GameObject cannot be despawned because it is null.");
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return;
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}
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NetworkObject nob = go.GetComponent<NetworkObject>();
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Despawn(nob, despawnType);
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}
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/// <summary>
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/// Despawns an object over the network. Can only be called on the server.
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/// </summary>
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/// <param name="networkObject">NetworkObject instance to despawn.</param>
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/// <param name="despawnType">Despawn override type.</param>
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public void Despawn(NetworkObject networkObject, DespawnType? despawnType = null)
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{
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DespawnType resolvedDespawnType = (despawnType == null)
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? networkObject.GetDefaultDespawnType()
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: despawnType.Value;
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Objects.Despawn(networkObject, resolvedDespawnType, true);
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}
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/// <summary>
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/// Kicks a connection immediately while invoking OnClientKick.
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/// </summary>
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/// <param name="conn">Client to kick.</param>
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/// <param name="kickReason">Reason client is being kicked.</param>
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/// <param name="loggingType">How to print logging as.</param>
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/// <param name="log">Optional message to be debug logged.</param>
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public void Kick(NetworkConnection conn, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
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{
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if (!conn.IsValid)
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return;
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OnClientKick?.Invoke(conn, conn.ClientId, kickReason);
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if (conn.IsActive)
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conn.Disconnect(true);
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if (!string.IsNullOrEmpty(log))
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NetworkManager.Log(loggingType, log);
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}
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/// <summary>
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/// Kicks a connection immediately while invoking OnClientKick.
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/// </summary>
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/// <param name="clientId">ClientId to kick.</param>
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/// <param name="kickReason">Reason client is being kicked.</param>
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/// <param name="loggingType">How to print logging as.</param>
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/// <param name="log">Optional message to be debug logged.</param>
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public void Kick(int clientId, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
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{
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OnClientKick?.Invoke(null, clientId, kickReason);
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NetworkManager.TransportManager.Transport.StopConnection(clientId, true);
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if (!string.IsNullOrEmpty(log))
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NetworkManager.Log(loggingType, log);
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}
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/// <summary>
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/// Kicks a connection immediately while invoking OnClientKick.
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/// </summary>
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/// <param name="conn">Client to kick.</param>
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/// <param name="reader">Reader to clear before kicking.</param>
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/// <param name="kickReason">Reason client is being kicked.</param>
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/// <param name="loggingType">How to print logging as.</param>
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/// <param name="log">Optional message to be debug logged.</param>
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public void Kick(NetworkConnection conn, Reader reader, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
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{
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reader.Clear();
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Kick(conn, kickReason, loggingType, log);
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}
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}
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}
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