fishbait/UnityProject/Assets/FishNet/Runtime/Object/NetworkBehaviour.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

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6.9 KiB
C#

#if UNITY_2020_3_OR_NEWER
using FishNet.CodeAnalysis.Annotations;
#endif
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 abstract partial class NetworkBehaviour : MonoBehaviour
{
/// <summary>
/// True if the NetworkObject for this NetworkBehaviour is deinitializing.
/// </summary>
public bool IsDeinitializing => _networkObjectCache.IsDeinitializing;
[Obsolete("Use IsDeinitializing instead.")]
public bool Deinitializing => IsDeinitializing; //Remove on 2023/01/01.
/// <summary>
/// NetworkManager for this object.
/// </summary>
public NetworkManager NetworkManager => _networkObjectCache.NetworkManager;
/// <summary>
/// ServerManager for this object.
/// </summary>
public ServerManager ServerManager => _networkObjectCache.ServerManager;
/// <summary>
/// ClientManager for this object.
/// </summary>
public ClientManager ClientManager => _networkObjectCache.ClientManager;
/// <summary>
/// ObserverManager for this object.
/// </summary>
public ObserverManager ObserverManager => _networkObjectCache.ObserverManager;
/// <summary>
/// TransportManager for this object.
/// </summary>
public TransportManager TransportManager => _networkObjectCache.TransportManager;
/// <summary>
/// TimeManager for this object.
/// </summary>
public TimeManager TimeManager => _networkObjectCache.TimeManager;
/// <summary>
/// SceneManager for this object.
/// </summary>
public SceneManager SceneManager => _networkObjectCache.SceneManager;
/// <summary>
/// RollbackManager for this object.
/// </summary>
public RollbackManager RollbackManager => _networkObjectCache.RollbackManager;
/// <summary>
/// True if the client is active and authenticated.
/// </summary>
public bool IsClient => _networkObjectCache.IsClient;
/// <summary>
/// True if only the client is active and authenticated.
/// </summary>
public bool IsClientOnly => _networkObjectCache.IsClientOnly;
/// <summary>
/// True if server is active.
/// </summary>
public bool IsServer => _networkObjectCache.IsServer;
/// <summary>
/// True if only the server is active.
/// </summary>
public bool IsServerOnly => _networkObjectCache.IsServerOnly;
/// <summary>
/// True if client and server are active.
/// </summary>
public bool IsHost => _networkObjectCache.IsHost;
/// <summary>
/// True if client nor server are active.
/// </summary>
public bool IsOffline => _networkObjectCache.IsOffline;
/// <summary>
/// True if the local client is the owner of this object.
/// </summary>
#if UNITY_2020_3_OR_NEWER
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start")]
#endif
public bool IsOwner => _networkObjectCache.IsOwner;
/// <summary>
/// Owner of this object.
/// </summary>
public NetworkConnection Owner
{
get
{
//Ensures a null Owner is never returned.
if (_networkObjectCache == null)
return FishNet.Managing.NetworkManager.EmptyConnection;
return _networkObjectCache.Owner;
}
}
/// <summary>
/// ClientId for this NetworkObject owner.
/// </summary>
public int OwnerId => _networkObjectCache.OwnerId;
/// <summary>
/// Unique Id for this _networkObjectCache. This does not represent the object owner.
/// </summary>
public int ObjectId => _networkObjectCache.ObjectId;
/// <summary>
/// The local connection of the client calling this method.
/// </summary>
public NetworkConnection LocalConnection => _networkObjectCache.LocalConnection;
/// <summary>
/// Returns if a connection is the owner of this object.
/// Internal use.
/// </summary>
/// <param name="connection"></param>
/// <returns></returns>
public bool CompareOwner(NetworkConnection connection)
{
return (_networkObjectCache.Owner == connection);
}
/// <summary>
/// Despawns this _networkObjectCache. Can only be called on the server.
/// </summary>
/// <param name="disableOnDespawnOverride">Overrides the default DisableOnDespawn value for this single despawn. Scene objects will never be destroyed.</param>
public void Despawn(bool? disableOnDespawnOverride = null)
{
if (!IsNetworkObjectNull(true))
_networkObjectCache.Despawn(disableOnDespawnOverride);
}
/// <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>
public void Spawn(GameObject go, NetworkConnection ownerConnection = null)
{
if (IsNetworkObjectNull(true))
return;
_networkObjectCache.Spawn(go, ownerConnection);
}
/// <summary>
/// Returns if NetworkObject is null.
/// </summary>
/// <param name="warn">True to throw a warning if null.</param>
/// <returns></returns>
private bool IsNetworkObjectNull(bool warn)
{
bool isNull = (_networkObjectCache == null);
if (isNull && warn)
{
if (NetworkManager.CanLog(LoggingType.Warning))
Debug.LogWarning($"NetworkObject is null. This can occur if this object is not spawned, or initialized yet.");
}
return isNull;
}
/// <summary>
/// Removes ownership from all clients.
/// </summary>
public void RemoveOwnership()
{
_networkObjectCache.GiveOwnership(null, true);
}
/// <summary>
/// Gives ownership to newOwner.
/// </summary>
/// <param name="newOwner"></param>
public void GiveOwnership(NetworkConnection newOwner)
{
_networkObjectCache.GiveOwnership(newOwner, true);
}
}
}