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NetworkClient: Organize methods
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@ -1381,6 +1381,47 @@ internal static void OnHostClientSpawn(SpawnMessage message)
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}
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}
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// configure flags & invoke callbacks
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static void BootstrapIdentity(NetworkIdentity identity)
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{
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InitializeIdentityFlags(identity);
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InvokeIdentityCallbacks(identity);
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}
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// set up NetworkIdentity flags on the client.
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// needs to be separate from invoking callbacks.
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// cleaner, and some places need to set flags first.
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static void InitializeIdentityFlags(NetworkIdentity identity)
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{
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// initialize flags before invoking callbacks.
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// this way isClient/isLocalPlayer is correct during callbacks.
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// fixes: https://github.com/MirrorNetworking/Mirror/issues/3362
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identity.isClient = true;
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identity.isLocalPlayer = localPlayer == identity;
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// .connectionToServer is only available for local players.
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// set it here, before invoking any callbacks.
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// this way it's available in _all_ callbacks.
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if (identity.isLocalPlayer)
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identity.connectionToServer = connection;
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}
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// invoke NetworkIdentity callbacks on the client.
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// needs to be separate from configuring flags.
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// cleaner, and some places need to set flags first.
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static void InvokeIdentityCallbacks(NetworkIdentity identity)
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{
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// invoke OnStartClient
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identity.OnStartClient();
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// invoke OnStartAuthority
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identity.NotifyAuthority();
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// invoke OnStartLocalPlayer
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if (identity.isLocalPlayer)
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identity.OnStartLocalPlayer();
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}
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// client-only mode callbacks //////////////////////////////////////////
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static void OnEntityStateMessage(EntityStateMessage message)
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{
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@ -1470,102 +1511,6 @@ internal static void ChangeOwner(NetworkIdentity identity, ChangeOwnerMessage me
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}
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}
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// set up NetworkIdentity flags on the client.
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// needs to be separate from invoking callbacks.
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// cleaner, and some places need to set flags first.
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static void InitializeIdentityFlags(NetworkIdentity identity)
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{
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// initialize flags before invoking callbacks.
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// this way isClient/isLocalPlayer is correct during callbacks.
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// fixes: https://github.com/MirrorNetworking/Mirror/issues/3362
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identity.isClient = true;
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identity.isLocalPlayer = localPlayer == identity;
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// .connectionToServer is only available for local players.
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// set it here, before invoking any callbacks.
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// this way it's available in _all_ callbacks.
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if (identity.isLocalPlayer)
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identity.connectionToServer = connection;
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}
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// invoke NetworkIdentity callbacks on the client.
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// needs to be separate from configuring flags.
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// cleaner, and some places need to set flags first.
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static void InvokeIdentityCallbacks(NetworkIdentity identity)
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{
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// invoke OnStartClient
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identity.OnStartClient();
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// invoke OnStartAuthority
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identity.NotifyAuthority();
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// invoke OnStartLocalPlayer
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if (identity.isLocalPlayer)
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identity.OnStartLocalPlayer();
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}
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// configure flags & invoke callbacks
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static void BootstrapIdentity(NetworkIdentity identity)
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{
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InitializeIdentityFlags(identity);
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InvokeIdentityCallbacks(identity);
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}
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// broadcast ///////////////////////////////////////////////////////////
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// NetworkServer has BroadcastToConnection.
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// NetworkClient has BroadcastToServer.
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static void BroadcastToServer()
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{
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// for each entity that the client owns
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foreach (NetworkIdentity identity in connection.owned)
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{
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// make sure it's not null or destroyed.
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// (which can happen if someone uses
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// GameObject.Destroy instead of
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// NetworkServer.Destroy)
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if (identity != null)
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{
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using (NetworkWriterPooled writer = NetworkWriterPool.Get())
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{
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// get serialization for this entity viewed by this connection
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// (if anything was serialized this time)
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identity.SerializeClient(writer);
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if (writer.Position > 0)
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{
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// send state update message
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EntityStateMessage message = new EntityStateMessage
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{
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netId = identity.netId,
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payload = writer.ToArraySegment()
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};
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Send(message);
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}
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}
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}
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// spawned list should have no null entries because we
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// always call Remove in OnObjectDestroy everywhere.
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// if it does have null then we missed something.
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else Debug.LogWarning($"Found 'null' entry in owned list for client. This is unexpected behaviour.");
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}
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}
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// make sure Broadcast() is only called every sendInterval.
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// calling it every update() would require too much bandwidth.
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static void Broadcast()
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{
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// joined the world yet?
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if (!connection.isReady) return;
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// nothing to do in host mode. server already knows the state.
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if (NetworkServer.active) return;
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// send time snapshot every sendInterval.
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Send(new TimeSnapshotMessage(), Channels.Unreliable);
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// broadcast client state to server
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BroadcastToServer();
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}
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// update //////////////////////////////////////////////////////////////
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// NetworkEarlyUpdate called before any Update/FixedUpdate
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// (we add this to the UnityEngine in NetworkLoop)
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@ -1665,6 +1610,61 @@ void UpdateConnectionQuality()
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Transport.active.ClientLateUpdate();
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}
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// broadcast ///////////////////////////////////////////////////////////
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// make sure Broadcast() is only called every sendInterval.
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// calling it every update() would require too much bandwidth.
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static void Broadcast()
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{
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// joined the world yet?
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if (!connection.isReady) return;
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// nothing to do in host mode. server already knows the state.
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if (NetworkServer.active) return;
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// send time snapshot every sendInterval.
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Send(new TimeSnapshotMessage(), Channels.Unreliable);
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// broadcast client state to server
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BroadcastToServer();
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}
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// NetworkServer has BroadcastToConnection.
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// NetworkClient has BroadcastToServer.
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static void BroadcastToServer()
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{
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// for each entity that the client owns
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foreach (NetworkIdentity identity in connection.owned)
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{
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// make sure it's not null or destroyed.
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// (which can happen if someone uses
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// GameObject.Destroy instead of
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// NetworkServer.Destroy)
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if (identity != null)
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{
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using (NetworkWriterPooled writer = NetworkWriterPool.Get())
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{
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// get serialization for this entity viewed by this connection
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// (if anything was serialized this time)
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identity.SerializeClient(writer);
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if (writer.Position > 0)
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{
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// send state update message
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EntityStateMessage message = new EntityStateMessage
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{
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netId = identity.netId,
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payload = writer.ToArraySegment()
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};
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Send(message);
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}
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}
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}
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// spawned list should have no null entries because we
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// always call Remove in OnObjectDestroy everywhere.
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// if it does have null then we missed something.
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else Debug.LogWarning($"Found 'null' entry in owned list for client. This is unexpected behaviour.");
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}
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}
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// destroy /////////////////////////////////////////////////////////////
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/// <summary>Destroys all networked objects on the client.</summary>
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// Note: NetworkServer.CleanupNetworkIdentities does the same on server.
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