314 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			314 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| 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 System;
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| using UnityEngine;
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| 
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| namespace FishNet.Object
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| {
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|     public sealed 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 callbacks.
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|         /// </summary>
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|         public bool ClientInitialized { get; private set; }
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|         /// <summary>
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|         /// 
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|         /// </summary>
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|         private bool _isClient;
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|         /// <summary>
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|         /// True if the client is active and authenticated.
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|         /// </summary>
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|         public bool IsClient
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|         {
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|             /* This needs to use a special check when
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|              * player is acting as host. Clients won't
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|              * set IsClient until they receive the spawn message
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|              * but the user may expect this true after client
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|              * gains observation but before client gets spawn. */
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|             get
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|             {
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|                 if (IsServer)
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|                     return (NetworkManager == null) ? false : NetworkManager.IsClient;
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|                 else
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|                     return _isClient;
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|             }
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| 
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|             private set => _isClient = value;
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|         }
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| 
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|         /// <summary>
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|         /// True if only the client is active 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 server is active.
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|         /// </summary>
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|         public bool IsServer { get; private set; }
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|         /// <summary>
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|         /// True if only the server is active.
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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 active.
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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 active.
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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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|         /// </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 (!ClientInitialized)
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|                     return false;
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| 
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|                 return Owner.IsLocalClient;
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|             }
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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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| 
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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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| 
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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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|             }
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| 
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|             return NetworkBehaviours[componentIndex];
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|         }
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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)
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|         {
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|             NetworkManager?.ServerManager.Spawn(go, ownerConnection);
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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)
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|         {
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|             NetworkManager?.ServerManager.Spawn(nob, ownerConnection);
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|         }
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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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| 
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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(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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| 
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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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|         /// 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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| 
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| }
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| 
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