178 lines
6.8 KiB
C#
178 lines
6.8 KiB
C#
using FishNet.Connection;
|
|
using System.Runtime.CompilerServices;
|
|
using UnityEngine;
|
|
|
|
namespace FishNet.Object
|
|
{
|
|
public partial class NetworkObject : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// Called after all data is synchronized with this NetworkObject.
|
|
/// </summary>
|
|
[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);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Invokes OnStartXXXX for synctypes, letting them know the NetworkBehaviour start cycle has been completed.
|
|
/// </summary>
|
|
internal void InvokeOnStartSyncTypeCallbacks(bool asServer)
|
|
{
|
|
for (int i = 0; i < NetworkBehaviours.Length; i++)
|
|
NetworkBehaviours[i].InvokeSyncTypeOnStartCallbacks(asServer);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invokes OnStopXXXX for synctypes, letting them know the NetworkBehaviour stop cycle is about to start.
|
|
/// </summary>
|
|
internal void InvokeOnStopSyncTypeCallbacks(bool asServer)
|
|
{
|
|
for (int i = 0; i < NetworkBehaviours.Length; i++)
|
|
NetworkBehaviours[i].InvokeSyncTypeOnStopCallbacks(asServer);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invokes events to be called after OnServerStart.
|
|
/// This is made one method to save instruction calls.
|
|
/// </summary>
|
|
/// <param name=""></param>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on the server before it sends a despawn message to a client.
|
|
/// </summary>
|
|
/// <param name="conn">Connection spawn was sent to.</param>
|
|
internal void InvokeOnServerDespawn(NetworkConnection conn)
|
|
{
|
|
for (int i = 0; i < NetworkBehaviours.Length; i++)
|
|
NetworkBehaviours[i].OnDespawnServer(conn);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invokes OnStop callbacks.
|
|
/// </summary>
|
|
/// <param name="asServer"></param>
|
|
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();
|
|
}
|
|
|
|
/* Several conditions determine if OnStopNetwork can
|
|
* be called.
|
|
*
|
|
* - If asServer and pending destroy from clientHost.
|
|
* - If !asServer and not ServerInitialized. */
|
|
bool callStopNetwork;
|
|
if (asServer)
|
|
{
|
|
if (!IsClientStarted)
|
|
callStopNetwork = true;
|
|
else
|
|
callStopNetwork = (ServerManager.Objects.GetFromPending(ObjectId) == null);
|
|
}
|
|
else
|
|
{
|
|
/* When not as server only perform OnStopNetwork if
|
|
* not initialized for the server. The object could be
|
|
* server initialized if it were spawned, despawned, then spawned again
|
|
* before client ran this method. */
|
|
callStopNetwork = !IsServerInitialized;
|
|
}
|
|
if (callStopNetwork)
|
|
{
|
|
for (int i = 0; i < NetworkBehaviours.Length; i++)
|
|
NetworkBehaviours[i].InvokeOnNetwork(false);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invokes OnOwnership callbacks when ownership changes.
|
|
/// This is not to be called when assigning ownership during a spawn message.
|
|
/// </summary>
|
|
private void InvokeOwnershipChange(NetworkConnection prevOwner, bool asServer)
|
|
{
|
|
if (asServer)
|
|
{
|
|
#if !PREDICTION_1
|
|
ResetReplicateTick();
|
|
#endif
|
|
for (int i = 0; i < NetworkBehaviours.Length; i++)
|
|
NetworkBehaviours[i].OnOwnershipServer_Internal(prevOwner);
|
|
//Also write owner syncTypes if there is an owner.
|
|
if (Owner.IsValid)
|
|
{
|
|
for (int i = 0; i < NetworkBehaviours.Length; i++)
|
|
NetworkBehaviours[i].WriteDirtySyncTypes(true, true, true);
|
|
}
|
|
}
|
|
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 && !IsServerStarted) && (prevOwner == Owner));
|
|
if (!blockInvoke)
|
|
{
|
|
for (int i = 0; i < NetworkBehaviours.Length; i++)
|
|
NetworkBehaviours[i].OnOwnershipClient_Internal(prevOwner);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|