NetworkClient: Organize methods

This commit is contained in:
MrGadget 2024-08-10 08:04:21 -04:00
parent d80049faca
commit 8bdf29983a

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