2018-06-07 13:41:08 +00:00
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Networking
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{
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// This is an internal class to allow the client and server to share scene-related functionality.
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// This code (mostly) used to be in ClientScene.
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internal class NetworkScene
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{
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// localObjects is NOT static. For the Host, even though there is one scene and gameObjects are
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// shared with the localClient, the set of active objects for each must be separate to prevent
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// out-of-order object initialization problems.
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Dictionary<NetworkInstanceId, NetworkIdentity> m_LocalObjects = new Dictionary<NetworkInstanceId, NetworkIdentity>();
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static Dictionary<NetworkHash128, GameObject> s_GuidToPrefab = new Dictionary<NetworkHash128, GameObject>();
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static Dictionary<NetworkHash128, SpawnDelegate> s_SpawnHandlers = new Dictionary<NetworkHash128, SpawnDelegate>();
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static Dictionary<NetworkHash128, UnSpawnDelegate> s_UnspawnHandlers = new Dictionary<NetworkHash128, UnSpawnDelegate>();
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internal Dictionary<NetworkInstanceId, NetworkIdentity> localObjects { get { return m_LocalObjects; }}
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static internal Dictionary<NetworkHash128, GameObject> guidToPrefab { get { return s_GuidToPrefab; }}
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static internal Dictionary<NetworkHash128, SpawnDelegate> spawnHandlers { get { return s_SpawnHandlers; }}
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static internal Dictionary<NetworkHash128, UnSpawnDelegate> unspawnHandlers { get { return s_UnspawnHandlers; }}
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internal void Shutdown()
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{
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ClearLocalObjects();
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ClearSpawners();
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}
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internal void SetLocalObject(NetworkInstanceId netId, GameObject obj, bool isClient, bool isServer)
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{
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if (LogFilter.logDev) { Debug.Log("SetLocalObject " + netId + " " + obj); }
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if (obj == null)
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{
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m_LocalObjects[netId] = null;
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return;
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}
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NetworkIdentity foundNetworkIdentity = null;
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if (m_LocalObjects.ContainsKey(netId))
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{
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foundNetworkIdentity = m_LocalObjects[netId];
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}
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if (foundNetworkIdentity == null)
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{
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foundNetworkIdentity = obj.GetComponent<NetworkIdentity>();
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m_LocalObjects[netId] = foundNetworkIdentity;
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}
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foundNetworkIdentity.UpdateClientServer(isClient, isServer);
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}
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// this lets the client take an instance ID from the server and find
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// the local object that it corresponds too. This is temporary until
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// object references can be serialized transparently.
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internal GameObject FindLocalObject(NetworkInstanceId netId)
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{
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if (m_LocalObjects.ContainsKey(netId))
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{
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var uv = m_LocalObjects[netId];
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if (uv != null)
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{
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return uv.gameObject;
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}
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}
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return null;
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}
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internal bool GetNetworkIdentity(NetworkInstanceId netId, out NetworkIdentity uv)
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{
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if (m_LocalObjects.ContainsKey(netId) && m_LocalObjects[netId] != null)
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{
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uv = m_LocalObjects[netId];
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return true;
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}
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uv = null;
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return false;
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}
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internal bool RemoveLocalObject(NetworkInstanceId netId)
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{
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return m_LocalObjects.Remove(netId);
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}
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internal bool RemoveLocalObjectAndDestroy(NetworkInstanceId netId)
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{
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if (m_LocalObjects.ContainsKey(netId))
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{
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NetworkIdentity localObject = m_LocalObjects[netId];
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Object.Destroy(localObject.gameObject);
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return m_LocalObjects.Remove(netId);
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}
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return false;
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}
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internal void ClearLocalObjects()
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{
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m_LocalObjects.Clear();
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}
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static internal void RegisterPrefab(GameObject prefab, NetworkHash128 newAssetId)
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{
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NetworkIdentity view = prefab.GetComponent<NetworkIdentity>();
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if (view)
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{
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view.SetDynamicAssetId(newAssetId);
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if (LogFilter.logDebug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); }
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s_GuidToPrefab[view.assetId] = prefab;
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}
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else
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{
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if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); }
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}
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}
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static internal void RegisterPrefab(GameObject prefab)
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{
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NetworkIdentity view = prefab.GetComponent<NetworkIdentity>();
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if (view)
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{
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if (LogFilter.logDebug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); }
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s_GuidToPrefab[view.assetId] = prefab;
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var uvs = prefab.GetComponentsInChildren<NetworkIdentity>();
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if (uvs.Length > 1)
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{
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if (LogFilter.logWarn)
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{
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Debug.LogWarning("The prefab '" + prefab.name +
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"' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.");
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}
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}
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}
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else
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{
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if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); }
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}
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}
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static internal bool GetPrefab(NetworkHash128 assetId, out GameObject prefab)
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{
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2018-06-11 09:25:01 +00:00
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prefab = null;
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if (assetId.IsValid() && guidToPrefab.ContainsKey(assetId) && guidToPrefab[assetId] != null)
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2018-06-07 13:41:08 +00:00
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{
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2018-06-11 09:25:01 +00:00
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prefab = guidToPrefab[assetId];
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2018-06-07 13:41:08 +00:00
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return true;
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}
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return false;
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}
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static internal void ClearSpawners()
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{
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s_GuidToPrefab.Clear();
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s_SpawnHandlers.Clear();
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s_UnspawnHandlers.Clear();
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}
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static public void UnregisterSpawnHandler(NetworkHash128 assetId)
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{
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s_SpawnHandlers.Remove(assetId);
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s_UnspawnHandlers.Remove(assetId);
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}
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static internal void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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{
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if (spawnHandler == null || unspawnHandler == null)
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{
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if (LogFilter.logError) { Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId); }
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return;
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}
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if (LogFilter.logDebug) { Debug.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); }
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s_SpawnHandlers[assetId] = spawnHandler;
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s_UnspawnHandlers[assetId] = unspawnHandler;
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}
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static internal void UnregisterPrefab(GameObject prefab)
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{
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NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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if (LogFilter.logError) { Debug.LogError("Could not unregister '" + prefab.name + "' since it contains no NetworkIdentity component"); }
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return;
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}
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s_SpawnHandlers.Remove(identity.assetId);
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s_UnspawnHandlers.Remove(identity.assetId);
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}
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static internal void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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{
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NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); }
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return;
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}
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if (spawnHandler == null || unspawnHandler == null)
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{
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if (LogFilter.logError) { Debug.LogError("RegisterPrefab custom spawn function null for " + identity.assetId); }
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return;
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}
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if (!identity.assetId.IsValid())
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{
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if (LogFilter.logError) { Debug.LogError("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?"); }
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return;
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}
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if (LogFilter.logDebug) { Debug.Log("Registering custom prefab '" + prefab.name + "' as asset:" + identity.assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); }
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s_SpawnHandlers[identity.assetId] = spawnHandler;
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s_UnspawnHandlers[identity.assetId] = unspawnHandler;
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}
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static internal bool GetSpawnHandler(NetworkHash128 assetId, out SpawnDelegate handler)
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{
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if (s_SpawnHandlers.ContainsKey(assetId))
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{
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handler = s_SpawnHandlers[assetId];
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return true;
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}
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handler = null;
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return false;
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}
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static internal bool InvokeUnSpawnHandler(NetworkHash128 assetId, GameObject obj)
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{
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if (s_UnspawnHandlers.ContainsKey(assetId) && s_UnspawnHandlers[assetId] != null)
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{
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UnSpawnDelegate handler = s_UnspawnHandlers[assetId];
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handler(obj);
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return true;
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}
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return false;
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}
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internal void DestroyAllClientObjects()
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{
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foreach (var netId in m_LocalObjects.Keys)
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{
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NetworkIdentity uv = m_LocalObjects[netId];
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if (uv != null && uv.gameObject != null)
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{
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if (!InvokeUnSpawnHandler(uv.assetId, uv.gameObject))
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{
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if (uv.sceneId.IsEmpty())
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{
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Object.Destroy(uv.gameObject);
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}
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else
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{
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uv.MarkForReset();
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uv.gameObject.SetActive(false);
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}
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}
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}
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}
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ClearLocalObjects();
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}
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internal void DumpAllClientObjects()
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{
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foreach (var netId in m_LocalObjects.Keys)
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{
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NetworkIdentity uv = m_LocalObjects[netId];
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if (uv != null)
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Debug.Log("ID:" + netId + " OBJ:" + uv.gameObject + " AS:" + uv.assetId);
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else
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Debug.Log("ID:" + netId + " OBJ: null");
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}
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}
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}
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}
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#endif //ENABLE_UNET
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