forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			259 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Managing.Object;
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using FishNet.Object;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityComponent = UnityEngine.Component;
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namespace FishNet.Managing
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{
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    public partial class NetworkManager : MonoBehaviour
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    {
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        #region Serialized.
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        /// <summary>
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        /// 
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        /// </summary>
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        [Tooltip("Collection to use for spawnable objects.")]
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        [SerializeField]
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        private PrefabObjects _spawnablePrefabs;
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        /// <summary>
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        /// Collection to use for spawnable objects.
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        /// </summary>
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        public PrefabObjects SpawnablePrefabs { get => _spawnablePrefabs; set => _spawnablePrefabs = value; }
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        /// <summary>
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        /// 
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        /// </summary>
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        private Dictionary<ushort, PrefabObjects> _runtimeSpawnablePrefabs = new Dictionary<ushort, PrefabObjects>();
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        /// <summary>
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        /// Collection to use for spawnable objects added at runtime, such as addressables.
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        /// </summary>
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        public IReadOnlyDictionary<ushort, PrefabObjects> RuntimeSpawnablePrefabs => _runtimeSpawnablePrefabs;
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        #endregion
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        #region Private.
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        /// <summary>
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        /// Delegates waiting to be invoked when a component is registered.
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        /// </summary>
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        private Dictionary<string, List<Action<UnityComponent>>> _pendingInvokes = new Dictionary<string, List<Action<UnityComponent>>>();
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        /// <summary>
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        /// Currently registered components.
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        /// </summary>
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        private Dictionary<string, UnityComponent> _registeredComponents = new Dictionary<string, UnityComponent>();
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        #endregion
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        /// <summary>
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        /// Gets the PrefabObjects to use for spawnableCollectionId.
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        /// </summary>
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        /// <typeparam name="T">Type of PrefabObjects to return. This is also used to create an instance of type when createIfMissing is true.</typeparam>
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        /// <param name="spawnableCollectionId">Id to use. 0 will return the configured SpawnablePrefabs.</param>
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        /// <param name="createIfMissing">True to create and assign a PrefabObjects if missing for the collectionId.</param>
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        /// <returns></returns>
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        public PrefabObjects GetPrefabObjects<T>(ushort spawnableCollectionId, bool createIfMissing) where T : PrefabObjects
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        {
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            if (spawnableCollectionId == 0)
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            {
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                if (createIfMissing)
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                {
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                    LogError($"SpawnableCollectionId cannot be 0 when create missing is true.");
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                    return null;
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                }
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                else
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                {
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                    return SpawnablePrefabs;
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                }
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            }
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            PrefabObjects po;
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            if (!_runtimeSpawnablePrefabs.TryGetValue(spawnableCollectionId, out po))
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            {
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                //Do not create missing, return null for not found.
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                if (!createIfMissing)
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                    return null;
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                po = ScriptableObject.CreateInstance<T>();
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                po.SetCollectionId(spawnableCollectionId);
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                _runtimeSpawnablePrefabs[spawnableCollectionId] = po;
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            }
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            return po;
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        }
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        /// <summary>
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        /// Removes the PrefabObjects collection from memory.
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        /// This should only be called after you properly disposed of it's contents properly.
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        /// </summary>
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        /// <param name="spawnableCollectionId">CollectionId to remove.</param>
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        /// <returns>True if collection was found and removed.</returns>
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        public bool RemoveSpawnableCollection(ushort spawnableCollectionId)
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        {
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            return _runtimeSpawnablePrefabs.Remove(spawnableCollectionId);
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        }
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        /// <summary>
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        /// Gets the index a prefab uses. Can be used in conjuction with GetPrefab.
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        /// </summary>
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        /// <param name="prefab"></param>
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        /// <param name="asServer">True if to get from the server collection.</param>
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        /// <returns>Returns index if found, and -1 if not found.</returns>
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        public int GetPrefabIndex(GameObject prefab, bool asServer)
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        {
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            int count = SpawnablePrefabs.GetObjectCount();
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            for (int i = 0; i < count; i++)
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            {
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                GameObject go = SpawnablePrefabs.GetObject(asServer, i).gameObject;
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                if (go == prefab)
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                    return i;
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            }
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            //Fall through, not found.
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            return -1;
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        }
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        /// <summary>
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        /// Returns a prefab with prefabId.
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        /// This method will bypass object pooling.
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        /// </summary>
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        /// <param name="prefabId">PrefabId to get.</param>
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        /// <param name="asServer">True if getting the prefab asServer.</param>
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        public NetworkObject GetPrefab(int prefabId, bool asServer)
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        {
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            return SpawnablePrefabs.GetObject(asServer, prefabId);
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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<UnityComponent> handler) where T : UnityComponent
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        {
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            T result = GetInstance<T>(false);
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            //If not found yet make a pending invoke.
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            if (result == default(T))
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            {
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                string tName = GetInstanceName<T>();
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                List<Action<UnityComponent>> handlers;
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                if (!_pendingInvokes.TryGetValue(tName, out handlers))
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                {
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                    handlers = new List<Action<UnityComponent>>();
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                    _pendingInvokes[tName] = handlers;
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                }
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                handlers.Add(handler);
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            }
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            //Already exist, invoke right away.
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            else
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            {
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                handler.Invoke(result);
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            }
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        }
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        /// <summary>
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        /// Removes an action to be invokes 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<UnityComponent> handler) where T : UnityComponent
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        {
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            string tName = GetInstanceName<T>();
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            List<Action<UnityComponent>> handlers;
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            if (!_pendingInvokes.TryGetValue(tName, out handlers))
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                return;
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            handlers.Remove(handler);
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            //Do not remove pending to prevent garbage collection later on list recreation.
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        }
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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 : UnityComponent
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        {
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            return (GetInstance<T>(false) != null);
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        }
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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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        /// <param name="warn">True to warn if component is not registered.</param>
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        /// <returns></returns>
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        public T GetInstance<T>(bool warn = true) where T : UnityComponent
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        {
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            string tName = GetInstanceName<T>();
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            if (_registeredComponents.TryGetValue(tName, out UnityComponent result))
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                return (T)result;
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            else if (warn)
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                LogWarning($"Component {tName} is not registered.");
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            return default(T);
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        }
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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 : UnityComponent
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        {
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            string tName = GetInstanceName<T>();
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            if (_registeredComponents.ContainsKey(tName) && !replace)
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            {
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                LogWarning($"Component {tName} is already registered.");
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            }
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            else
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            {
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                _registeredComponents[tName] = component;
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                RemoveNullPendingDelegates();
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                //If in pending invokes also send these out.
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                if (_pendingInvokes.TryGetValue(tName, out List<Action<UnityComponent>> dels))
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                {
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                    for (int i = 0; i < dels.Count; i++)
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                        dels[i].Invoke(component);
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                    /* Clear delegates but do not remove dictionary entry
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                     * to prevent list from being re-initialized. */
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                    dels.Clear();
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                }
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            }
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        }
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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 : UnityComponent
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        {
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            string tName = GetInstanceName<T>();
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            _registeredComponents.Remove(tName);
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        }
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        /// <summary>
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        /// Removes delegates from pending invokes when may have gone missing.
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        /// </summary>
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        private void RemoveNullPendingDelegates()
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        {
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            foreach (List<Action<UnityComponent>> handlers in _pendingInvokes.Values)
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            {
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                for (int i = 0; i < handlers.Count; i++)
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                {
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                    if (handlers[i] == null)
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                    {
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                        handlers.RemoveAt(i);
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                        i--;
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                    }
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                }
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            }
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        }
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        /// <summary>
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        /// Returns the name to use for T.
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        /// </summary>
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        private string GetInstanceName<T>()
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        {
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            return typeof(T).FullName;
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        }
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        #endregion
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    }
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} |