ClientScene: consistent 'NetworkIdentity identity' variable naming

This commit is contained in:
vis2k 2018-12-17 22:37:33 +01:00
parent 99f2d956bb
commit 75bc1cee09

View File

@ -48,20 +48,20 @@ internal static void Shutdown()
}
// this is called from message handler for Owner message
internal static void InternalAddPlayer(NetworkIdentity view)
internal static void InternalAddPlayer(NetworkIdentity identity)
{
if (LogFilter.Debug) { Debug.LogWarning("ClientScene::InternalAddPlayer"); }
// NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated.
// But, the player structures are not cleaned up, we'll just replace the old player
s_LocalPlayer = view;
s_LocalPlayer = identity;
if (s_ReadyConnection == null)
{
Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
}
else
{
s_ReadyConnection.SetPlayerController(view);
s_ReadyConnection.SetPlayerController(identity);
}
}
@ -170,13 +170,13 @@ internal static void HandleClientDisconnect(NetworkConnection conn)
}
}
internal static bool ConsiderForSpawning(NetworkIdentity networkIdentity)
internal static bool ConsiderForSpawning(NetworkIdentity identity)
{
// not spawned yet, not hidden, etc.?
return !networkIdentity.gameObject.activeSelf &&
networkIdentity.gameObject.hideFlags != HideFlags.NotEditable &&
networkIdentity.gameObject.hideFlags != HideFlags.HideAndDontSave &&
networkIdentity.sceneId != 0;
return !identity.gameObject.activeSelf &&
identity.gameObject.hideFlags != HideFlags.NotEditable &&
identity.gameObject.hideFlags != HideFlags.HideAndDontSave &&
identity.sceneId != 0;
}
internal static void PrepareToSpawnSceneObjects()
@ -189,11 +189,11 @@ internal static void PrepareToSpawnSceneObjects()
internal static NetworkIdentity SpawnSceneObject(uint sceneId)
{
NetworkIdentity foundId;
if (spawnableObjects.TryGetValue(sceneId, out foundId))
NetworkIdentity identity;
if (spawnableObjects.TryGetValue(sceneId, out identity))
{
spawnableObjects.Remove(sceneId);
return foundId;
return identity;
}
else
{
@ -244,13 +244,13 @@ internal static bool GetPrefab(Guid assetId, out GameObject prefab)
// this assigns the newAssetId to the prefab. This is for registering dynamically created game objects for already know assetIds.
public static void RegisterPrefab(GameObject prefab, Guid newAssetId)
{
NetworkIdentity view = prefab.GetComponent<NetworkIdentity>();
if (view)
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
if (identity)
{
view.SetDynamicAssetId(newAssetId);
identity.SetDynamicAssetId(newAssetId);
if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); }
prefabs[view.assetId] = prefab;
if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + identity.assetId); }
prefabs[identity.assetId] = prefab;
}
else
{
@ -260,14 +260,14 @@ public static void RegisterPrefab(GameObject prefab, Guid newAssetId)
public static void RegisterPrefab(GameObject prefab)
{
NetworkIdentity view = prefab.GetComponent<NetworkIdentity>();
if (view)
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
if (identity)
{
if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); }
prefabs[view.assetId] = prefab;
if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + identity.assetId); }
prefabs[identity.assetId] = prefab;
var uvs = prefab.GetComponentsInChildren<NetworkIdentity>();
if (uvs.Length > 1)
NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
if (identities.Length > 1)
{
Debug.LogWarning("The prefab '" + prefab.name +
"' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.");
@ -360,20 +360,19 @@ public static void DestroyAllClientObjects()
{
foreach (uint netId in NetworkIdentity.spawned.Keys)
{
NetworkIdentity uv = NetworkIdentity.spawned[netId];
if (uv != null && uv.gameObject != null)
NetworkIdentity identity = NetworkIdentity.spawned[netId];
if (identity != null && identity.gameObject != null)
{
if (!InvokeUnSpawnHandler(uv.assetId, uv.gameObject))
if (!InvokeUnSpawnHandler(identity.assetId, identity.gameObject))
{
if (uv.sceneId == 0)
if (identity.sceneId == 0)
{
Object.Destroy(uv.gameObject);
Object.Destroy(identity.gameObject);
}
else
{
uv.MarkForReset();
uv.gameObject.SetActive(false);
identity.MarkForReset();
identity.gameObject.SetActive(false);
}
}
}
@ -383,36 +382,36 @@ public static void DestroyAllClientObjects()
public static GameObject FindLocalObject(uint netId)
{
NetworkIdentity ni;
if (NetworkIdentity.spawned.TryGetValue(netId, out ni) && ni != null)
NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(netId, out identity) && identity != null)
{
return ni.gameObject;
return identity.gameObject;
}
return null;
}
static void ApplySpawnPayload(NetworkIdentity uv, Vector3 position, byte[] payload, uint netId)
static void ApplySpawnPayload(NetworkIdentity identity, Vector3 position, byte[] payload, uint netId)
{
if (!uv.gameObject.activeSelf)
if (!identity.gameObject.activeSelf)
{
uv.gameObject.SetActive(true);
identity.gameObject.SetActive(true);
}
uv.transform.position = position;
identity.transform.position = position;
if (payload != null && payload.Length > 0)
{
var payloadReader = new NetworkReader(payload);
uv.OnUpdateVars(payloadReader, true);
identity.OnUpdateVars(payloadReader, true);
}
uv.SetNetworkInstanceId(netId);
uv.EnableIsClient();
NetworkIdentity.spawned[netId] = uv;
identity.SetNetworkInstanceId(netId);
identity.EnableIsClient();
NetworkIdentity.spawned[netId] = identity;
// objects spawned as part of initial state are started on a second pass
if (s_IsSpawnFinished)
{
uv.OnStartClient();
CheckForOwner(uv);
identity.OnStartClient();
CheckForOwner(identity);
}
}
@ -525,12 +524,12 @@ static void OnObjectSpawnFinished(NetworkMessage netMsg)
// paul: Initialize the objects in the same order as they were initialized
// in the server. This is important if spawned objects
// use data from scene objects
foreach (var uv in NetworkIdentity.spawned.Values.OrderBy(uv => uv.netId))
foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values.OrderBy(uv => uv.netId))
{
if (!uv.isClient)
if (!identity.isClient)
{
uv.OnStartClient();
CheckForOwner(uv);
identity.OnStartClient();
CheckForOwner(identity);
}
}
s_IsSpawnFinished = true;
@ -634,10 +633,10 @@ static void OnRPCMessage(NetworkMessage netMsg)
if (LogFilter.Debug) { Debug.Log("ClientScene::OnRPCMessage hash:" + msg.rpcHash + " netId:" + msg.netId); }
NetworkIdentity uv;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null)
NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out identity) && identity != null)
{
uv.HandleRPC(msg.componentIndex, msg.rpcHash, new NetworkReader(msg.payload));
identity.HandleRPC(msg.componentIndex, msg.rpcHash, new NetworkReader(msg.payload));
}
else
{
@ -652,10 +651,10 @@ static void OnSyncEventMessage(NetworkMessage netMsg)
if (LogFilter.Debug) { Debug.Log("ClientScene::OnSyncEventMessage " + msg.netId); }
NetworkIdentity uv;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null)
NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out identity) && identity != null)
{
uv.HandleSyncEvent(msg.componentIndex, msg.eventHash, new NetworkReader(msg.payload));
identity.HandleSyncEvent(msg.componentIndex, msg.eventHash, new NetworkReader(msg.payload));
}
else
{
@ -669,10 +668,10 @@ static void OnClientAuthority(NetworkMessage netMsg)
if (LogFilter.Debug) { Debug.Log("ClientScene::OnClientAuthority for connectionId=" + netMsg.conn.connectionId + " netId: " + msg.netId); }
NetworkIdentity uv;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null)
NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out identity) && identity != null)
{
uv.HandleClientAuthority(msg.authority);
identity.HandleClientAuthority(msg.authority);
}
}
@ -703,27 +702,26 @@ static void OnOwnerMessage(NetworkMessage netMsg)
}
}
static void CheckForOwner(NetworkIdentity uv)
static void CheckForOwner(NetworkIdentity identity)
{
for (int i = 0; i < s_PendingOwnerNetIds.Count; i++)
{
uint pendingOwnerNetId = s_PendingOwnerNetIds[i];
if (pendingOwnerNetId == uv.netId)
if (pendingOwnerNetId == identity.netId)
{
// found owner, turn into a local player
// Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO
uv.SetConnectionToServer(s_ReadyConnection);
uv.SetLocalPlayer();
identity.SetConnectionToServer(s_ReadyConnection);
identity.SetLocalPlayer();
if (LogFilter.Debug) { Debug.Log("ClientScene::OnOwnerMessage - player=" + uv.gameObject.name); }
if (LogFilter.Debug) { Debug.Log("ClientScene::OnOwnerMessage - player=" + identity.gameObject.name); }
if (s_ReadyConnection.connectionId < 0)
{
Debug.LogError("Owner message received on a local client.");
return;
}
InternalAddPlayer(uv);
InternalAddPlayer(identity);
s_PendingOwnerNetIds.RemoveAt(i);
break;