Add StickGame Assets
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318
phr/StickGame/Assets/FishNet/Runtime/Object/NetworkObject.QOL.cs
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318
phr/StickGame/Assets/FishNet/Runtime/Object/NetworkObject.QOL.cs
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using FishNet.Component.ColliderRollback;
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using FishNet.Connection;
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using FishNet.Managing;
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using FishNet.Managing.Client;
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using FishNet.Managing.Observing;
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using FishNet.Managing.Predicting;
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using FishNet.Managing.Scened;
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using FishNet.Managing.Server;
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using FishNet.Managing.Timing;
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using FishNet.Managing.Transporting;
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using FishNet.Serializing.Helping;
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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 partial class NetworkObject : MonoBehaviour
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{
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#region Public.
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/// <summary>
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/// True if predicted spawning is allowed for this object.
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/// </summary>
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internal bool AllowPredictedSpawning => (PredictedSpawn == null) ? false : PredictedSpawn.GetAllowSpawning();
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/// <summary>
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/// True if predicted spawning is allowed for this object.
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/// </summary>
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internal bool AllowPredictedDespawning => (PredictedSpawn == null) ? false : PredictedSpawn.GetAllowDespawning();
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/// <summary>
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/// True to allow clients to predicted set syncTypes prior to spawning the item. Set values will be applied on the server and sent to other clients.
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/// </summary>
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internal bool AllowPredictedSyncTypes => (PredictedSpawn == null) ? false : PredictedSpawn.GetAllowSyncTypes();
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/// <summary>
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/// True if this object has been initialized on the client side.
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/// This is set true right before client start callbacks and after stop callbacks.
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/// </summary>
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public bool IsClientInitialized { get; private set; }
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[Obsolete("Use IsClientInitialized.")]
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public bool ClientInitialized => IsClientInitialized;
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/// <summary>
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/// True if the client is started and authenticated. This will return true on clientHost even if the object has not initialized yet for the client.
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/// To check if this object has been initialized for the client use IsClientInitialized.
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/// </summary>
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public bool IsClient => (NetworkManager == null) ? false : NetworkManager.IsClient;
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/// <summary>
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/// True if only the client is started and authenticated.
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/// </summary>
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public bool IsClientOnly => (IsClient && !IsServer);
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/// <summary>
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/// True if this object has been initialized on the server side.
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/// This is set true right before server start callbacks and after stop callbacks.
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/// </summary>
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public bool IsServerInitialized { get; private set; }
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/// <summary>
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/// True if the server is started. This will return true on clientHost even if the object is being deinitialized on the server.
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/// To check if this object has been initialized for the server use IsServerInitialized.
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/// </summary>
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public bool IsServer => (NetworkManager == null) ? false : NetworkManager.IsServer;
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/// <summary>
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/// True if only the server is started.
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/// </summary>
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public bool IsServerOnly => (IsServer && !IsClient);
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/// <summary>
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/// True if client and server are started.
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/// </summary>
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public bool IsHost => (IsClient && IsServer);
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/// <summary>
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/// True if client nor server are started.
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/// </summary>
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public bool IsOffline => (!IsClient && !IsServer);
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/// <summary>
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/// True if the local client is the owner of this object.
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/// This will only return true if IsClientInitialized is also true. You may check ownership status regardless of client initialized state by using Owner.IsLocalClient.
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/// </summary>
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public bool IsOwner
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{
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get
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{
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/* ClientInitialized becomes true when this
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* NetworkObject has been initialized on the client side.
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*
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* This value is used to prevent IsOwner from returning true
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* when running as host; primarily in Update or Tick callbacks
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* where IsOwner would be true as host but OnStartClient has
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* not called yet.
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*
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* EG: server will set owner when it spawns the object.
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* If IsOwner is checked before the object spawns on the
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* client-host then it would also return true, since the
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* Owner reference would be the same as what was set by server.
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*
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* This is however bad when the client hasn't initialized the object
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* yet because it gives a false sense of execution order.
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* As a result, Update or Ticks may return IsOwner as true well before OnStartClient
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* is called. Many users rightfully create code with the assumption the client has been
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* initialized by the time IsOwner is true.
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*
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* This is a double edged sword though because now IsOwner would return true
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* within OnStartNetwork for clients only, but not for host given the client
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* side won't be initialized yet as host. As a work around CodeAnalysis will
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* inform users to instead use base.Owner.IsLocalClient within OnStartNetwork. */
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if (!IsClientInitialized)
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return false;
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return Owner.IsLocalClient;
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}
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}
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/// <summary>
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///
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/// </summary>
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private NetworkConnection _owner;
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/// <summary>
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/// Owner of this object.
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/// </summary>
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public NetworkConnection Owner
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{
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get
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{
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//Ensures a null Owner is never returned.
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if (_owner == null)
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return FishNet.Managing.NetworkManager.EmptyConnection;
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return _owner;
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}
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private set { _owner = value; }
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}
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/// <summary>
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/// ClientId for this NetworkObject owner.
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/// </summary>
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public int OwnerId => (!Owner.IsValid) ? -1 : Owner.ClientId;
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/// <summary>
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/// True if the object is initialized for the network.
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/// </summary>
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public bool IsSpawned => (!IsDeinitializing && ObjectId != NetworkObject.UNSET_OBJECTID_VALUE);
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/// <summary>
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/// The local connection of the client calling this method.
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/// </summary>
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public NetworkConnection LocalConnection => (NetworkManager == null) ? new NetworkConnection() : NetworkManager.ClientManager.Connection;
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/// <summary>
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/// NetworkManager for this object.
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/// </summary>
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public NetworkManager NetworkManager { get; private set; }
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/// <summary>
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/// ServerManager for this object.
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/// </summary>
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public ServerManager ServerManager { get; private set; }
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/// <summary>
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/// ClientManager for this object.
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/// </summary>
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public ClientManager ClientManager { get; private set; }
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/// <summary>
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/// ObserverManager for this object.
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/// </summary>
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public ObserverManager ObserverManager { get; private set; }
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/// <summary>
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/// TransportManager for this object.
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/// </summary>
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public TransportManager TransportManager { get; private set; }
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/// <summary>
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/// TimeManager for this object.
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/// </summary>
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public TimeManager TimeManager { get; private set; }
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/// <summary>
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/// SceneManager for this object.
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/// </summary>
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public SceneManager SceneManager { get; private set; }
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/// <summary>
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/// PredictionManager for this object.
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/// </summary>
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public PredictionManager PredictionManager { get; private set; }
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/// <summary>
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/// RollbackManager for this object.
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/// </summary>
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public RollbackManager RollbackManager { get; private set; }
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#endregion
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/// <summary>
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/// Returns a NetworkBehaviour on this NetworkObject.
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/// </summary>
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/// <param name="componentIndex">ComponentIndex of the NetworkBehaviour.</param>
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/// <param name="error">True to error if not found.</param>
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/// <returns></returns>
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public NetworkBehaviour GetNetworkBehaviour(byte componentIndex, bool error)
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{
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if (componentIndex >= NetworkBehaviours.Length)
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{
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if (error)
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{
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string message = $"ComponentIndex of {componentIndex} is out of bounds on {gameObject.name} [id {ObjectId}]. This may occur if you have modified your gameObject/prefab without saving it, or the scene.";
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if (NetworkManager == null)
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NetworkManager.StaticLogError(message);
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else
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NetworkManager.LogError(message);
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}
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}
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return NetworkBehaviours[componentIndex];
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}
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/// <summary>
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/// Despawns a GameObject. Only call from the server.
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/// </summary>
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/// <param name="go">GameObject to despawn.</param>
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/// <param name="despawnType">What happens to the object after being despawned.</param>
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public void Despawn(GameObject go, DespawnType? despawnType = null)
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{
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NetworkManager?.ServerManager.Despawn(go, despawnType);
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}
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/// <summary>
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/// Despawns a NetworkObject. Only call from the server.
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/// </summary>
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/// <param name="nob">NetworkObject to despawn.</param>
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/// <param name="despawnType">What happens to the object after being despawned.</param>
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public void Despawn(NetworkObject nob, DespawnType? despawnType = null)
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{
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NetworkManager?.ServerManager.Despawn(nob, despawnType);
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}
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/// <summary>
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/// Despawns this NetworkObject. Only call from the server.
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/// </summary>
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/// <param name="despawnType">What happens to the object after being despawned.</param>
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public void Despawn(DespawnType? despawnType = null)
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{
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NetworkObject nob = this;
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NetworkManager?.ServerManager.Despawn(nob, despawnType);
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}
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/// <summary>
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/// Spawns an object over the network. Only call from the server.
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/// </summary>
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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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NetworkManager?.ServerManager.Spawn(go, ownerConnection, scene);
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}
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/// <summary>
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/// Spawns an object over the network. Only call from the server.
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/// </summary>
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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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NetworkManager?.ServerManager.Spawn(nob, ownerConnection, scene);
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}
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/// <summary>
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/// Takes ownership of this object and child network objects, allowing immediate control.
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/// </summary>
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/// <param name="caller">Connection to give ownership to.</param>
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public void SetLocalOwnership(NetworkConnection caller)
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{
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NetworkConnection prevOwner = Owner;
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SetOwner(caller);
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int count;
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count = NetworkBehaviours.Length;
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for (int i = 0; i < count; i++)
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NetworkBehaviours[i].OnOwnershipClient_Internal(prevOwner);
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count = ChildNetworkObjects.Count;
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for (int i = 0; i < count; i++)
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ChildNetworkObjects[i].SetLocalOwnership(caller);
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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<UnityEngine.Component> handler) where T : UnityEngine.Component => NetworkManager.RegisterInvokeOnInstance<T>(handler);
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/// <summary>
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/// Removes an action to be invoked 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<UnityEngine.Component> handler) where T : UnityEngine.Component => NetworkManager.UnregisterInvokeOnInstance<T>(handler);
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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 : UnityEngine.Component => NetworkManager.HasInstance<T>();
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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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/// <returns></returns>
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public T GetInstance<T>() where T : UnityEngine.Component => NetworkManager.GetInstance<T>();
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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 : UnityEngine.Component => NetworkManager.RegisterInstance<T>(component, replace);
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/// <summary>
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/// Tries to registers a new component to this NetworkManager.
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/// This will not register the instance if another already exists.
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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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/// <returns>True if was able to register, false if an instance is already registered.</returns>
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public bool TryRegisterInstance<T>(T component) where T : UnityEngine.Component => NetworkManager.TryRegisterInstance<T>(component);
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/// <summary>
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/// Returns class of type from registered instances.
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/// </summary>
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/// <param name="component">Outputted component.</param>
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/// <typeparam name="T">Type to get.</typeparam>
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/// <returns>True if was able to get instance.</returns>
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public bool TryGetInstance<T>(out T component) where T : UnityEngine.Component => NetworkManager.TryGetInstance<T>(out component);
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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 : UnityEngine.Component => NetworkManager.UnregisterInstance<T>();
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#endregion
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}
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}
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