fishbait/UnityProject/Assets/FishNet/Runtime/Managing/Server/ServerManager.QOL.cs
NIMFER bf403a8f97 Ducktaped together a FishNet version of the Transport
Ducktaped together a FishNet version of the Transport, now I need to edit the LoadBalancer and Server so it connects and actually trades information
2022-08-14 03:55:25 +02:00

206 lines
8 KiB
C#

using FishNet.Connection;
using FishNet.Managing.Logging;
using FishNet.Managing.Transporting;
using FishNet.Object;
using FishNet.Transporting;
using FishNet.Transporting.Multipass;
using System;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Managing.Server
{
public sealed partial class ServerManager : MonoBehaviour
{
/// <summary>
/// Returns true if only one server is started.
/// </summary>
/// <returns></returns>
internal bool OneServerStarted()
{
int startedCount = 0;
TransportManager tm = NetworkManager.TransportManager;
//If using multipass check all transports.
if (tm.Transport is Multipass mp)
{
foreach (Transport t in mp.Transports)
{
//Another transport is started, no need to load start scenes again.
if (t.GetConnectionState(true) == LocalConnectionState.Started)
startedCount++;
}
}
//Not using multipass.
else
{
if (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started)
startedCount = 1;
}
return (startedCount == 1);
}
/// <summary>
/// Returns true if any server socket is in the started state.
/// </summary>
/// <param name="excludedIndex">When set the transport on this index will be ignored. This value is only used with Multipass.</param>
/// <returns></returns>
internal bool AnyServerStarted(int? excludedIndex = null)
{
TransportManager tm = NetworkManager.TransportManager;
//If using multipass check all transports.
if (tm.Transport is Multipass mp)
{
//Get transport which had state changed.
Transport excludedTransport = (excludedIndex == null) ? null : mp.GetTransport(excludedIndex.Value);
foreach (Transport t in mp.Transports)
{
/* Skip t if is the transport that had it's state changed.
* We are looking for other transports already in started. */
if (t == excludedTransport)
continue;
//Another transport is started, no need to load start scenes again.
if (t.GetConnectionState(true) == LocalConnectionState.Started)
return true;
}
}
//Not using multipass.
else
{
return (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started);
}
//Fall through, none started.
return false;
}
/// <summary>
/// Spawns an object over the network. Can only be called on the server.
/// </summary>
/// <param name="go">GameObject instance to spawn.</param>
/// <param name="ownerConnection">Connection to give ownership to.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Spawn(GameObject go, NetworkConnection ownerConnection = null)
{
if (!CanSpawnOrDespawn(true))
return;
if (go == null)
{
if (NetworkManager.CanLog(LoggingType.Warning))
Debug.LogWarning($"GameObject cannot be spawned because it is null.");
return;
}
NetworkObject nob = go.GetComponent<NetworkObject>();
Spawn(nob, ownerConnection);
}
/// <summary>
/// Spawns an object over the network. Can only be called on the server.
/// </summary>
/// <param name="nob">MetworkObject instance to spawn.</param>
/// <param name="ownerConnection">Connection to give ownership to.</param>
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null)
{
if (!CanSpawnOrDespawn(true))
return;
if (nob == null)
{
if (NetworkManager.CanLog(LoggingType.Warning))
Debug.LogWarning($"NetworkObject cannot be spawned because it is null.");
return;
}
Objects.Spawn(nob, ownerConnection);
}
/// <summary>
/// Spawns an object over the network. Can only be called on the server.
/// </summary>
/// <param name="nob">MetworkObject instance to spawn.</param>
/// <param name="ownerConnection">Connection to give ownership to.</param>
/// <param name="synchronizeParent">True to synchronize the parent object in the spawn message. The parent must have a NetworkObject or NetworkBehaviour component for this to work.</param>
[Obsolete("SynchronizeParent is now automatic, and no longer optional. Use Spawn(NetworkObject, NetworkConnection) instead.")] //Remove 2023/01/01.
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection, bool synchronizeParent)
{
if (!CanSpawnOrDespawn(true))
return;
if (nob == null)
{
if (NetworkManager.CanLog(LoggingType.Warning))
Debug.LogWarning($"NetworkObject cannot be spawned because it is null.");
return;
}
Objects.Spawn(nob, ownerConnection);
}
/// <summary>
/// Returns if Spawn can be called.
/// </summary>
/// <param name="warn">True to warn if not able to execute spawn or despawn.</param>
/// <returns></returns>
private bool CanSpawnOrDespawn(bool warn)
{
bool canLog = (warn && NetworkManager.CanLog(LoggingType.Warning));
if (!Started)
{
if (canLog)
Debug.Log($"The server must be active to spawn or despawn networked objects.");
return false;
}
return true;
}
/// <summary>
/// Despawns an object over the network. Can only be called on the server.
/// </summary>
/// <param name="go">GameObject instance to despawn.</param>
/// <param name="disableOnDespawnOverride">Overrides the default DisableOnDespawn value for this single despawn. Scene objects will never be destroyed.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Despawn(GameObject go, bool? disableOnDespawnOverride = null)
{
if (!CanSpawnOrDespawn(true))
return;
if (go == null)
{
if (NetworkManager.CanLog(LoggingType.Warning))
Debug.LogWarning($"GameObject cannot be despawned because it is null.");
return;
}
NetworkObject nob = go.GetComponent<NetworkObject>();
Despawn(nob, disableOnDespawnOverride);
}
/// <summary>
/// Despawns an object over the network. Can only be called on the server.
/// </summary>
/// <param name="networkObject">NetworkObject instance to despawn.</param>
/// <param name="disableOnDespawnOverride">Overrides the default DisableOnDespawn value for this single despawn. Scene objects will never be destroyed.</param>
public void Despawn(NetworkObject networkObject, bool? disableOnDespawnOverride = null)
{
if (!CanSpawnOrDespawn(true))
return;
if (networkObject == null)
{
if (NetworkManager.CanLog(LoggingType.Warning))
Debug.LogWarning($"NetworkObject cannot be despawned because it is null.");
return;
}
bool disableOnDespawn = (disableOnDespawnOverride == null) ? networkObject.DisableOnDespawn : disableOnDespawnOverride.Value;
Objects.Despawn(networkObject, disableOnDespawn, true);
}
}
}