167 lines
No EOL
6.6 KiB
C#
167 lines
No EOL
6.6 KiB
C#
using FishNet.Connection; //remove on 2023/01/01 move to correct folder.
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using FishNet.Object;
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using FishNet.Observing;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace FishNet.Managing.Observing
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{
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/// <summary>
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/// Additional options for managing the observer system.
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("FishNet/Manager/ObserverManager")]
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public sealed class ObserverManager : MonoBehaviour
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{
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#region Serialized.
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/// <summary>
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///
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/// </summary>
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[Tooltip("True to update visibility for clientHost based on if they are an observer or not.")]
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[FormerlySerializedAs("_setHostVisibility")]
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[SerializeField]
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private bool _updateHostVisibility = true;
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/// <summary>
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/// True to update visibility for clientHost based on if they are an observer or not.
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/// </summary>
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public bool UpdateHostVisibility
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{
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get => _updateHostVisibility;
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private set => _updateHostVisibility = value;
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}
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/// <summary>
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///
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/// </summary>
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[Tooltip("Default observer conditions for networked objects.")]
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[SerializeField]
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private List<ObserverCondition> _defaultConditions = new List<ObserverCondition>();
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/// <summary>
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/// NetworkManager on object.
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/// </summary>
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private NetworkManager _networkManager;
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#endregion
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/// <summary>
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/// Initializes this script for use.
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/// </summary>
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/// <param name="manager"></param>
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internal void InitializeOnceInternal(NetworkManager manager)
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{
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_networkManager = manager;
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}
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/// <summary>
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/// Sets a new value for UpdateHostVisibility.
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/// </summary>
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/// <param name="value">New value.</param>
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/// <param name="updateType">Which objects to update.</param>
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public void SetUpdateHostVisibility(bool value, HostVisibilityUpdateTypes updateType)
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{
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//Unchanged.
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if (value == UpdateHostVisibility)
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return;
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/* Update even if server state is not known.
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* The setting should be updated so when the server
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* does start spawned objects have latest setting. */
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if (HostVisibilityUpdateContains(updateType, HostVisibilityUpdateTypes.Manager))
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UpdateHostVisibility = value;
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/* If to update spawned as well then update all networkobservers
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* with the setting and also update renderers. */
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if (_networkManager.IsServer && HostVisibilityUpdateContains(updateType, HostVisibilityUpdateTypes.Spawned))
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{
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NetworkConnection clientConn = _networkManager.ClientManager.Connection;
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foreach (NetworkObject n in _networkManager.ServerManager.Objects.Spawned.Values)
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{
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if (n.NetworkObserver != null)
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n.NetworkObserver.SetUpdateHostVisibility(value);
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//Only check to update renderers if clientHost. If not client then clientConn won't be active.
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if (clientConn.IsActive)
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n.SetRenderersVisible(n.Observers.Contains(clientConn), true);
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}
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}
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bool HostVisibilityUpdateContains(HostVisibilityUpdateTypes whole, HostVisibilityUpdateTypes part)
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{
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return (whole & part) == part;
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}
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}
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/// <summary>
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/// Adds default observer conditions to nob and returns the NetworkObserver used.
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/// </summary>
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internal NetworkObserver AddDefaultConditions(NetworkObject nob, ref NetworkObserver obs)
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{
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bool isGlobal = (nob.IsGlobal && !nob.IsSceneObject);
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bool nullObs = (obs == null);
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/* NetworkObserver is null and there are no
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* conditions to add. Nothing will change by adding
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* the NetworkObserver component so exit early. */
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if (nullObs && _defaultConditions.Count == 0)
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return obs;
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//If NetworkObject does not have a NetworkObserver component.
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if (nullObs)
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{
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/* Global nobs do not need a NetworkObserver.
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* Ultimately, a global NetworkObject is one without
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* any conditions. */
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if (isGlobal)
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return null;
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//If there are no conditions then there's nothing to add.
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if (_defaultConditions.Count == 0)
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return null;
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/* If here then there not a global networkobject and there are conditions to use.
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* Since the NetworkObserver is being added fresh, set OverrideType to UseManager
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* so that the NetworkObserver is populated with the manager conditions. */
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obs = nob.gameObject.AddComponent<NetworkObserver>();
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obs.OverrideType = NetworkObserver.ConditionOverrideType.UseManager;
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}
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//NetworkObject has a NetworkObserver already on it.
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else
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{
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//If global the NetworkObserver has to be cleared and set to ignore manager.
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if (isGlobal)
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{
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obs.ObserverConditionsInternal.Clear();
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obs.OverrideType = NetworkObserver.ConditionOverrideType.IgnoreManager;
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}
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}
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//If ignoring manager then use whatever is already configured.
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if (obs.OverrideType == NetworkObserver.ConditionOverrideType.IgnoreManager)
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{
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//Do nothing.
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}
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//If using manager then replace all with conditions.
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else if (obs.OverrideType == NetworkObserver.ConditionOverrideType.UseManager)
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{
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obs.ObserverConditionsInternal.Clear();
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AddMissing(obs);
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}
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//Adding only new.
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else if (obs.OverrideType == NetworkObserver.ConditionOverrideType.AddMissing)
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{
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AddMissing(obs);
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}
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void AddMissing(NetworkObserver networkObserver)
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{
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int count = _defaultConditions.Count;
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for (int i = 0; i < count; i++)
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{
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ObserverCondition oc = _defaultConditions[i];
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if (!networkObserver.ObserverConditionsInternal.Contains(oc))
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networkObserver.ObserverConditionsInternal.Add(oc);
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}
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}
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return obs;
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}
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}
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} |