mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
NetworkClient: Organize methods
This commit is contained in:
parent
d80049faca
commit
8bdf29983a
@ -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 //////////////////////////////////////////
|
// client-only mode callbacks //////////////////////////////////////////
|
||||||
static void OnEntityStateMessage(EntityStateMessage message)
|
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 //////////////////////////////////////////////////////////////
|
// update //////////////////////////////////////////////////////////////
|
||||||
// NetworkEarlyUpdate called before any Update/FixedUpdate
|
// NetworkEarlyUpdate called before any Update/FixedUpdate
|
||||||
// (we add this to the UnityEngine in NetworkLoop)
|
// (we add this to the UnityEngine in NetworkLoop)
|
||||||
@ -1665,6 +1610,61 @@ void UpdateConnectionQuality()
|
|||||||
Transport.active.ClientLateUpdate();
|
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 /////////////////////////////////////////////////////////////
|
// destroy /////////////////////////////////////////////////////////////
|
||||||
/// <summary>Destroys all networked objects on the client.</summary>
|
/// <summary>Destroys all networked objects on the client.</summary>
|
||||||
// Note: NetworkServer.CleanupNetworkIdentities does the same on server.
|
// Note: NetworkServer.CleanupNetworkIdentities does the same on server.
|
||||||
|
Loading…
Reference in New Issue
Block a user