using FishNet.Component.ColliderRollback;
using FishNet.Connection;
using FishNet.Managing;
using FishNet.Managing.Client;
using FishNet.Managing.Logging;
using FishNet.Managing.Observing;
using FishNet.Managing.Scened;
using FishNet.Managing.Server;
using FishNet.Managing.Timing;
using FishNet.Managing.Transporting;
using System;
using UnityEngine;
namespace FishNet.Object
{
public sealed partial class NetworkObject : MonoBehaviour
{
#region Public.
///
/// True if this object has been initialized on the client side.
/// This is set true right before client callbacks.
///
public bool ClientInitialized { get; private set; }
///
///
///
private bool _isClient;
///
/// True if the client is active and authenticated.
///
public bool IsClient
{
/* This needs to use a special check when
* player is acting as host. Clients won't
* set IsClient until they receive the spawn message
* but the user may expect this true after client
* gains observation but before client gets spawn. */
get
{
if (IsServer)
return (NetworkManager == null) ? false : NetworkManager.IsClient;
else
return _isClient;
}
private set => _isClient = value;
}
///
/// True if only the client is active and authenticated.
///
public bool IsClientOnly => (IsClient && !IsServer);
///
/// True if server is active.
///
public bool IsServer { get; private set; }
///
/// True if only the server is active.
///
public bool IsServerOnly => (IsServer && !IsClient);
///
/// True if client and server are active.
///
public bool IsHost => (IsClient && IsServer);
///
/// True if client nor server are active.
///
public bool IsOffline => (!IsClient && !IsServer);
///
/// True if the local client is the owner of this object.
///
public bool IsOwner
{
get
{
/* ClientInitialized becomes true when this
* NetworkObject has been initialized on the client side.
*
* This value is used to prevent IsOwner from returning true
* when running as host.
*
* EG: server will set owner when it spawns the object.
* If IsOwner is checked before the object spawns on the
* client-host then it would also return true, since the
* Owner reference would be the same as what was set by server.
* This is however bad when the client hasn't initialized the object
* yet because it gives a false sense of initialization.
*
* Wait for client-host being initialized before potentially
* returning true. */
/* Removed this restriction because people may want to use
* base.IsOwner for initializing in OnNetworkStart. While this
* would return true for client only, it wouldn't for host. That
* would be bad. */
//if (!ClientInitialized)
//return false;
return Owner.IsLocalClient;
}
}
///
///
///
private NetworkConnection _owner;
///
/// Owner of this object.
///
public NetworkConnection Owner
{
get
{
//Ensures a null Owner is never returned.
if (_owner == null)
return FishNet.Managing.NetworkManager.EmptyConnection;
return _owner;
}
private set { _owner = value; }
}
///
/// ClientId for this NetworkObject owner.
///
public int OwnerId => (!Owner.IsValid) ? -1 : Owner.ClientId;
///
/// True if the object is initialized for the network.
///
public bool IsSpawned => (!IsDeinitializing && ObjectId >= 0);
///
/// The local connection of the client calling this method.
///
public NetworkConnection LocalConnection => (NetworkManager == null) ? new NetworkConnection() : NetworkManager.ClientManager.Connection;
///
/// NetworkManager for this object.
///
public NetworkManager NetworkManager { get; private set; }
///
/// ServerManager for this object.
///
public ServerManager ServerManager { get; private set; }
///
/// ClientManager for this object.
///
public ClientManager ClientManager { get; private set; }
///
/// ObserverManager for this object.
///
public ObserverManager ObserverManager { get; private set; }
///
/// TransportManager for this object.
///
public TransportManager TransportManager { get; private set; }
///
/// TimeManager for this object.
///
public TimeManager TimeManager { get; private set; }
///
/// SceneManager for this object.
///
public SceneManager SceneManager { get; private set; }
///
/// RollbackManager for this object.
///
public RollbackManager RollbackManager { get; private set; }
#endregion
///
/// Returns a NetworkBehaviour on this NetworkObject.
///
/// ComponentIndex of the NetworkBehaviour.
/// True to error if not found.
///
public NetworkBehaviour GetNetworkBehaviour(byte componentIndex, bool error)
{
if (componentIndex >= NetworkBehaviours.Length)
{
if (error)
{
bool staticLog = (NetworkManager == null);
string errMsg = $"ComponentIndex of {componentIndex} is out of bounds on {gameObject.name} [id {ObjectId}]. This may occur if you have modified your gameObject/prefab without saving it, or the scene.";
if (staticLog && NetworkManager.StaticCanLog(LoggingType.Error))
Debug.LogError(errMsg);
else if (!staticLog && NetworkManager.CanLog(LoggingType.Error))
Debug.LogError(errMsg);
}
}
return NetworkBehaviours[componentIndex];
}
///
/// Despawns this NetworkObject. Only call from the server.
///
/// Overrides the default DisableOnDespawn value for this single despawn. Scene objects will never be destroyed.
public void Despawn(bool? disableOnDespawnOverride = null)
{
NetworkObject nob = this;
NetworkManager.ServerManager.Despawn(nob, disableOnDespawnOverride);
}
///
/// Spawns an object over the network. Only call from the server.
///
public void Spawn(GameObject go, NetworkConnection ownerConnection = null)
{
if (!CanSpawnOrDespawn(true))
return;
NetworkManager.ServerManager.Spawn(go, ownerConnection);
}
///
/// Spawns an object over the network. Only call from the server.
///
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null)
{
if (!CanSpawnOrDespawn(true))
return;
NetworkManager.ServerManager.Spawn(nob, ownerConnection);
}
///
/// Returns if Spawn or Despawn can be called.
///
/// True to warn if not able to execute spawn or despawn.
///
internal bool CanSpawnOrDespawn(bool warn)
{
bool canExecute = true;
if (NetworkManager == null)
{
canExecute = false;
if (warn)
{
if (NetworkManager.StaticCanLog(LoggingType.Warning))
Debug.LogWarning($"Cannot despawn {gameObject.name}, NetworkManager reference is null. This may occur if the object is not spawned or initialized.");
}
}
else if (IsDeinitializing)
{
canExecute = false;
if (warn)
{
if (NetworkManager.CanLog(LoggingType.Warning))
Debug.LogWarning($"Cannot despawn {gameObject.name}, it is already deinitializing.");
}
}
return canExecute;
}
}
}