using FishNet.Connection;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Object
{
public partial class NetworkObject : MonoBehaviour
{
///
/// Called after all data is synchronized with this NetworkObject.
///
[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. */
//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_Internal();
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].OnOwnershipServer_Internal(FishNet.Managing.NetworkManager.EmptyConnection);
}
//As client.
else
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].OnStartClient_Internal();
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].OnOwnershipClient_Internal(FishNet.Managing.NetworkManager.EmptyConnection);
}
if (invokeSyncTypeCallbacks)
InvokeOnStartSyncTypeCallbacks(true);
}
///
/// Invokes OnStartXXXX for synctypes, letting them know the NetworkBehaviour start cycle has been completed.
///
internal void InvokeOnStartSyncTypeCallbacks(bool asServer)
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].InvokeSyncTypeOnStartCallbacks(asServer);
}
///
/// Invokes OnStopXXXX for synctypes, letting them know the NetworkBehaviour stop cycle is about to start.
///
internal void InvokeOnStopSyncTypeCallbacks(bool asServer)
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].InvokeSyncTypeOnStopCallbacks(asServer);
}
///
/// Invokes events to be called after OnServerStart.
/// This is made one method to save instruction calls.
///
///
internal void OnSpawnServer(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);
}
///
/// Called on the server before it sends a despawn message to a client.
///
/// Connection spawn was sent to.
internal void InvokeOnServerDespawn(NetworkConnection conn)
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].OnDespawnServer(conn);
}
///
/// Invokes OnStop callbacks.
///
///
internal void InvokeStopCallbacks(bool asServer)
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].InvokeSyncTypeOnStopCallbacks(asServer);
if (asServer)
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].OnStopServer_Internal();
}
else
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].OnStopClient_Internal();
}
/* 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);
}
}
///
/// Invokes OnOwnership callbacks.
///
///
private void InvokeOwnership(NetworkConnection prevOwner, bool asServer)
{
if (asServer)
{
for (int i = 0; i < NetworkBehaviours.Length; i++)
NetworkBehaviours[i].OnOwnershipServer_Internal(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_Internal(prevOwner);
}
}
}
}
}