using FishNet.Utility; using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)] namespace FishNet.Object { public enum ReplicateState : byte { /// /// The default value of this state. /// This value should never occur when a replicate runs. /// Invalid = 0, /// /// Value is seen on server, and clients when they own the object. /// Data has been received on the object for the tick. /// CurrentCreated = 1, /// /// Value is only seen on server when they do not own the object. /// Server does not have data on this non-owned object for the tick but expected to, such as a state should have arrived but did not. /// [System.Obsolete("This is currently not used but may be in a later release. Please read summary for value.")] CurrentPredicted = 2, /// /// Value is only seen on clients when they do not own the object. /// Client does not have data for the tick but expected to, such as a state should have arrived but did not. /// Client is currently reconciling. /// [System.Obsolete("This is currently not used but may be in a later release. Please read summary for value.")] ReplayedPredicted = 3, /// /// Value is only seen on clients. /// Client has data on the object for the tick. /// Client is currently reconciling. /// ReplayedCreated = 4, /// /// Value is only seen on clients when they do not own the object. /// Tick is in the future and data cannot yet be known. /// This can be used to exit replicate early to not process actions, or create actions based on previous datas. /// CurrentFuture = 5, /// /// Value is only seen on clients when they do not own the object. /// Tick is in the future and data cannot yet be known. /// Client is currently reconciling. /// This can be used to exit replicate early to not process actions, or create actions based on previous datas. /// ReplayedFuture = 6, } public static class ReplicateStateExtensions { /// /// Returns if value is valid. /// This should never be false. /// public static bool IsValid(this ReplicateState value) => (value != ReplicateState.Invalid); /// /// Returns if value is replayed. /// #pragma warning disable CS0618 // Type or member is obsolete public static bool IsReplayed(this ReplicateState value) => (value == ReplicateState.ReplayedPredicted || value == ReplicateState.ReplayedCreated || value == ReplicateState.ReplayedFuture); #pragma warning restore CS0618 // Type or member is obsolete /// /// Returns if value is user created. /// public static bool IsCreated(this ReplicateState value) => (value == ReplicateState.CurrentCreated || value == ReplicateState.ReplayedCreated); /// /// Returns if value is predicted. /// #pragma warning disable CS0618 // Type or member is obsolete public static bool IsPredicted(this ReplicateState value) => (value == ReplicateState.ReplayedPredicted); #pragma warning restore CS0618 // Type or member is obsolete /// /// Returns if value is in the future. /// public static bool IsFuture(this ReplicateState value) => (value == ReplicateState.CurrentFuture || value == ReplicateState.ReplayedFuture); } }