Add StickGame Assets
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181
phr/StickGame/Assets/FishNet/Runtime/Object/Attributes.cs
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181
phr/StickGame/Assets/FishNet/Runtime/Object/Attributes.cs
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using FishNet.Managing.Logging;
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using FishNet.Transporting;
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using System;
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using UnityEngine;
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namespace FishNet.Object
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{
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public enum DataOrderType
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{
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/// <summary>
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/// Data will buffer in the order originally intended.
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/// EG: SyncTypes will always send last, and RPCs will always send in the order they were called.
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/// </summary>
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Default = 0,
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/// <summary>
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/// Data will be attached to the end of the packet.
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/// RPCs can be sent after all SyncTypes by using this value. Multiple RPCs with this order type will send last, in the order they were called.
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/// </summary>
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Last = 1,
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}
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[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
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public class RpcAttribute : Attribute
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{
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/// <summary>
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/// True to also run the RPC logic locally.
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/// </summary>
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public bool RunLocally = false;
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/// <summary>
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/// Estimated length of data being sent.
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/// When a value other than -1 the minimum length of the used serializer will be this value.
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/// This is useful for writing large packets which otherwise resize the serializer.
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/// </summary>
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public int DataLength = -1;
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/// <summary>
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/// Order in which to send data for this RPC.
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/// </summary>
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public DataOrderType OrderType = DataOrderType.Default;
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}
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/// <summary>
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/// ServerRpc methods will send messages to the server.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
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public class ServerRpcAttribute : RpcAttribute
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{
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/// <summary>
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/// True to only allow the owning client to call this RPC.
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/// </summary>
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public bool RequireOwnership = true;
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}
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/// <summary>
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/// ObserversRpc methods will send messages to all observers.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
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public class ObserversRpcAttribute : RpcAttribute
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{
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/// <summary>
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/// True to exclude the owner from receiving this RPC.
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/// </summary>
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public bool ExcludeOwner = false;
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/// <summary>
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/// True to prevent the connection from receiving this Rpc if they are also server.
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/// </summary>
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public bool ExcludeServer = false;
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/// <summary>
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/// True to buffer the last value and send it to new players when the object is spawned for them.
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/// RPC will be sent on the same channel as the original RPC, and immediately before the OnSpawnServer override.
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/// </summary>
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public bool BufferLast = false;
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}
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/// <summary>
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/// TargetRpc methods will send messages to a single client.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
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public class TargetRpcAttribute : RpcAttribute
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{
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/// <summary>
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/// True to prevent the connection from receiving this Rpc if they are also server.
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/// </summary>
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public bool ExcludeServer = false;
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/// <summary>
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/// True to validate the target is possible and output debug when not.
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/// Use this field with caution as it may create undesired results when set to false.
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/// </summary>
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public bool ValidateTarget = true;
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}
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/// <summary>
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/// Prevents a method from running if server is not active.
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/// <para>Can only be used inside a NetworkBehaviour</para>
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/// </summary>
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[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
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public class ServerAttribute : Attribute
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{
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/// <summary>
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/// Type of logging to use when the IsServer check fails.
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/// </summary>
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public LoggingType Logging = LoggingType.Warning;
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}
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/// <summary>
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/// Prevents this method from running if client is not active.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
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public class ClientAttribute : Attribute
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{
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/// <summary>
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/// Type of logging to use when the IsClient check fails.
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/// </summary>
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public LoggingType Logging = LoggingType.Warning;
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/// <summary>
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/// True to only allow a client to run the method if they are owner of the object.
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/// </summary>
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public bool RequireOwnership = false;
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}
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}
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namespace FishNet.Object.Synchronizing
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{
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/// <summary>
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/// Synchronizes collections or objects from the server to clients. Can be used with custom SyncObjects.
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/// Value must be changed on server.
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/// </summary>
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[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
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public class SyncObjectAttribute : PropertyAttribute
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{
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/// <summary>
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/// How often values may update over the network.
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/// </summary>
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public float SendRate = 0.1f;
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/// <summary>
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/// Clients which may receive value updates.
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/// </summary>
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public ReadPermission ReadPermissions = ReadPermission.Observers;
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/// <summary>
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/// Network roles which may update values.
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/// </summary>
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public WritePermission WritePermissions = WritePermission.ServerOnly;
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/// <summary>
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/// True if to require the readonly attribute.
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/// Setting to false will allow inspector serialization of this object. When false you must still initialize this object on it's field declaration, but never anywhere else.
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/// </summary>
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public bool RequireReadOnly = true;
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}
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/// <summary>
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/// Synchronizes a variable from server to clients automatically.
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/// Value must be changed on server.
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/// </summary>
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[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
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public class SyncVarAttribute : PropertyAttribute
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{
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/// <summary>
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/// How often values may update over the network.
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/// </summary>
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public float SendRate = 0.1f;
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/// <summary>
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/// Clients which may receive value updates.
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/// </summary>
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public ReadPermission ReadPermissions = ReadPermission.Observers;
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/// <summary>
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/// Network roles which may update values.
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/// </summary>
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public WritePermission WritePermissions = WritePermission.ServerOnly;
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/// <summary>
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/// Channel to use. Unreliable SyncVars will use eventual consistency.
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/// </summary>
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public Channel Channel;
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///<summary>
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/// Method which will be called on the server and clients when the value changes.
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///</summary>
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public string OnChange;
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}
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}
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