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 // 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"); } if (LogFilter.Debug) { Debug.LogWarning("ClientScene::InternalAddPlayer"); }
// NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated. // 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 // 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) if (s_ReadyConnection == null)
{ {
Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer"); Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
} }
else 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.? // not spawned yet, not hidden, etc.?
return !networkIdentity.gameObject.activeSelf && return !identity.gameObject.activeSelf &&
networkIdentity.gameObject.hideFlags != HideFlags.NotEditable && identity.gameObject.hideFlags != HideFlags.NotEditable &&
networkIdentity.gameObject.hideFlags != HideFlags.HideAndDontSave && identity.gameObject.hideFlags != HideFlags.HideAndDontSave &&
networkIdentity.sceneId != 0; identity.sceneId != 0;
} }
internal static void PrepareToSpawnSceneObjects() internal static void PrepareToSpawnSceneObjects()
@ -189,11 +189,11 @@ internal static void PrepareToSpawnSceneObjects()
internal static NetworkIdentity SpawnSceneObject(uint sceneId) internal static NetworkIdentity SpawnSceneObject(uint sceneId)
{ {
NetworkIdentity foundId; NetworkIdentity identity;
if (spawnableObjects.TryGetValue(sceneId, out foundId)) if (spawnableObjects.TryGetValue(sceneId, out identity))
{ {
spawnableObjects.Remove(sceneId); spawnableObjects.Remove(sceneId);
return foundId; return identity;
} }
else 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. // 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) public static void RegisterPrefab(GameObject prefab, Guid newAssetId)
{ {
NetworkIdentity view = prefab.GetComponent<NetworkIdentity>(); NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
if (view) if (identity)
{ {
view.SetDynamicAssetId(newAssetId); identity.SetDynamicAssetId(newAssetId);
if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); } if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + identity.assetId); }
prefabs[view.assetId] = prefab; prefabs[identity.assetId] = prefab;
} }
else else
{ {
@ -260,14 +260,14 @@ public static void RegisterPrefab(GameObject prefab, Guid newAssetId)
public static void RegisterPrefab(GameObject prefab) public static void RegisterPrefab(GameObject prefab)
{ {
NetworkIdentity view = prefab.GetComponent<NetworkIdentity>(); NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
if (view) if (identity)
{ {
if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); } if (LogFilter.Debug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + identity.assetId); }
prefabs[view.assetId] = prefab; prefabs[identity.assetId] = prefab;
var uvs = prefab.GetComponentsInChildren<NetworkIdentity>(); NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
if (uvs.Length > 1) if (identities.Length > 1)
{ {
Debug.LogWarning("The prefab '" + prefab.name + 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."); "' 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) foreach (uint netId in NetworkIdentity.spawned.Keys)
{ {
NetworkIdentity uv = NetworkIdentity.spawned[netId]; NetworkIdentity identity = NetworkIdentity.spawned[netId];
if (identity != null && identity.gameObject != null)
if (uv != null && uv.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 else
{ {
uv.MarkForReset(); identity.MarkForReset();
uv.gameObject.SetActive(false); identity.gameObject.SetActive(false);
} }
} }
} }
@ -383,36 +382,36 @@ public static void DestroyAllClientObjects()
public static GameObject FindLocalObject(uint netId) public static GameObject FindLocalObject(uint netId)
{ {
NetworkIdentity ni; NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(netId, out ni) && ni != null) if (NetworkIdentity.spawned.TryGetValue(netId, out identity) && identity != null)
{ {
return ni.gameObject; return identity.gameObject;
} }
return null; 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) if (payload != null && payload.Length > 0)
{ {
var payloadReader = new NetworkReader(payload); var payloadReader = new NetworkReader(payload);
uv.OnUpdateVars(payloadReader, true); identity.OnUpdateVars(payloadReader, true);
} }
uv.SetNetworkInstanceId(netId); identity.SetNetworkInstanceId(netId);
uv.EnableIsClient(); identity.EnableIsClient();
NetworkIdentity.spawned[netId] = uv; NetworkIdentity.spawned[netId] = identity;
// objects spawned as part of initial state are started on a second pass // objects spawned as part of initial state are started on a second pass
if (s_IsSpawnFinished) if (s_IsSpawnFinished)
{ {
uv.OnStartClient(); identity.OnStartClient();
CheckForOwner(uv); CheckForOwner(identity);
} }
} }
@ -525,12 +524,12 @@ static void OnObjectSpawnFinished(NetworkMessage netMsg)
// paul: Initialize the objects in the same order as they were initialized // paul: Initialize the objects in the same order as they were initialized
// in the server. This is important if spawned objects // in the server. This is important if spawned objects
// use data from scene 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(); identity.OnStartClient();
CheckForOwner(uv); CheckForOwner(identity);
} }
} }
s_IsSpawnFinished = true; 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); } if (LogFilter.Debug) { Debug.Log("ClientScene::OnRPCMessage hash:" + msg.rpcHash + " netId:" + msg.netId); }
NetworkIdentity uv; NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null) 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 else
{ {
@ -652,10 +651,10 @@ static void OnSyncEventMessage(NetworkMessage netMsg)
if (LogFilter.Debug) { Debug.Log("ClientScene::OnSyncEventMessage " + msg.netId); } if (LogFilter.Debug) { Debug.Log("ClientScene::OnSyncEventMessage " + msg.netId); }
NetworkIdentity uv; NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null) 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 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); } if (LogFilter.Debug) { Debug.Log("ClientScene::OnClientAuthority for connectionId=" + netMsg.conn.connectionId + " netId: " + msg.netId); }
NetworkIdentity uv; NetworkIdentity identity;
if (NetworkIdentity.spawned.TryGetValue(msg.netId, out uv) && uv != null) 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++) for (int i = 0; i < s_PendingOwnerNetIds.Count; i++)
{ {
uint pendingOwnerNetId = s_PendingOwnerNetIds[i]; uint pendingOwnerNetId = s_PendingOwnerNetIds[i];
if (pendingOwnerNetId == identity.netId)
if (pendingOwnerNetId == uv.netId)
{ {
// found owner, turn into a local player // found owner, turn into a local player
// Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO // Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO
uv.SetConnectionToServer(s_ReadyConnection); identity.SetConnectionToServer(s_ReadyConnection);
uv.SetLocalPlayer(); 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) if (s_ReadyConnection.connectionId < 0)
{ {
Debug.LogError("Owner message received on a local client."); Debug.LogError("Owner message received on a local client.");
return; return;
} }
InternalAddPlayer(uv); InternalAddPlayer(identity);
s_PendingOwnerNetIds.RemoveAt(i); s_PendingOwnerNetIds.RemoveAt(i);
break; break;