mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
move all the things
This commit is contained in:
parent
0bc2a5573f
commit
92c9522388
@ -127,7 +127,7 @@ void CheckSpeed()
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{
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animatorSpeed = newSpeed;
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}
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else if (ClientScene.readyConnection != null)
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else if (NetworkClient.readyConnection != null)
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{
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CmdSetAnimatorSpeed(newSpeed);
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}
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@ -215,7 +215,7 @@ void SendAnimationMessage(int stateHash, float normalizedTime, int layerId, floa
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{
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RpcOnAnimationClientMessage(stateHash, normalizedTime, layerId, weight, parameters);
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}
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else if (ClientScene.readyConnection != null)
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else if (NetworkClient.readyConnection != null)
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{
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CmdOnAnimationServerMessage(stateHash, normalizedTime, layerId, weight, parameters);
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}
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@ -227,7 +227,7 @@ void SendAnimationParametersMessage(byte[] parameters)
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{
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RpcOnAnimationParametersClientMessage(parameters);
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}
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else if (ClientScene.readyConnection != null)
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else if (NetworkClient.readyConnection != null)
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{
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CmdOnAnimationParametersServerMessage(parameters);
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}
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@ -455,7 +455,7 @@ public void SetTrigger(int hash)
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return;
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}
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if (ClientScene.readyConnection != null)
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if (NetworkClient.readyConnection != null)
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CmdOnAnimationTriggerServerMessage(hash);
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// call on client right away
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@ -504,7 +504,7 @@ public void ResetTrigger(int hash)
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return;
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}
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if (ClientScene.readyConnection != null)
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if (NetworkClient.readyConnection != null)
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CmdOnAnimationResetTriggerServerMessage(hash);
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// call on client right away
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@ -303,7 +303,7 @@ public override void OnServerDisconnect(NetworkConnection conn)
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public int clientIndex;
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/// <summary>
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/// Called on the server when a client adds a new player with ClientScene.AddPlayer.
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/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
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/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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@ -23,7 +23,7 @@ public class BasicNetManager : NetworkManager
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public RectTransform playersPanel;
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/// <summary>
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/// Called on the server when a client adds a new player with ClientScene.AddPlayer.
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/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
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/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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@ -27,7 +27,7 @@ public class MultiSceneNetManager : NetworkManager
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int clientIndex;
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/// <summary>
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/// Called on the server when a client adds a new player with ClientScene.AddPlayer.
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/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
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/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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@ -65,7 +65,7 @@ public struct SpawnMessage : NetworkMessage
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/// </summary>
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public uint netId;
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/// <summary>
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/// Is the spawning object the local player. Sets ClientScene.localPlayer
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/// Is the spawning object the local player. Sets NetworkClient.localPlayer
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/// </summary>
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public bool isLocalPlayer;
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/// <summary>
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@ -186,7 +186,7 @@ protected void SendCommandInternal(Type invokeClass, string cmdName, NetworkWrit
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return;
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}
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if (ClientScene.readyConnection == null)
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if (NetworkClient.readyConnection == null)
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{
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Debug.LogError("Send command attempted with no client running [client=" + connectionToServer + "].");
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return;
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@ -203,7 +203,7 @@ protected void SendCommandInternal(Type invokeClass, string cmdName, NetworkWrit
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payload = writer.ToArraySegment()
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};
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ClientScene.readyConnection.Send(message, channelId);
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NetworkClient.readyConnection.Send(message, channelId);
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}
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#endregion
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@ -643,7 +643,7 @@ public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnH
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unspawnHandlers[assetId] = unspawnHandler;
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}
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/// <summary>Removes a registered spawn prefab that was setup with ClientScene.RegisterPrefab.</summary>
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/// <summary>Removes a registered spawn prefab that was setup with NetworkClient.RegisterPrefab.</summary>
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public static void UnregisterPrefab(GameObject prefab)
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{
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if (prefab == null)
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@ -728,7 +728,7 @@ public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawn
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unspawnHandlers[assetId] = unspawnHandler;
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}
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/// <summary> Removes a registered spawn handler function that was registered with ClientScene.RegisterHandler().</summary>
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/// <summary> Removes a registered spawn handler function that was registered with NetworkClient.RegisterHandler().</summary>
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public static void UnregisterSpawnHandler(Guid assetId)
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{
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spawnHandlers.Remove(assetId);
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@ -767,7 +767,7 @@ public static bool Ready(NetworkConnection conn)
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return false;
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}
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// Debug.Log("ClientScene.Ready() called with connection [" + conn + "]");
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// Debug.Log("NetworkClient.Ready() called with connection [" + conn + "]");
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if (conn != null)
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{
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@ -798,7 +798,7 @@ internal static void HandleClientDisconnect(NetworkConnection conn)
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// called from message handler for Owner message
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internal static void InternalAddPlayer(NetworkIdentity identity)
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{
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//Debug.Log("ClientScene.InternalAddPlayer");
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//Debug.Log("NetworkClient.InternalAddPlayer");
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// NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated.
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// But, the player structures are not cleaned up, we'll just replace the old player
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@ -819,7 +819,7 @@ internal static void InternalAddPlayer(NetworkIdentity identity)
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// object is destroyed.
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internal static void ClearLocalPlayer()
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{
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//Debug.Log("ClientScene.ClearLocalPlayer");
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//Debug.Log("NetworkClient.ClearLocalPlayer");
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localPlayer = null;
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}
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@ -841,11 +841,11 @@ public static bool AddPlayer(NetworkConnection readyConn)
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if (readyConnection.identity != null)
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{
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Debug.LogError("ClientScene.AddPlayer: a PlayerController was already added. Did you call AddPlayer twice?");
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Debug.LogError("NetworkClient.AddPlayer: a PlayerController was already added. Did you call AddPlayer twice?");
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return false;
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}
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// Debug.Log("ClientScene.AddPlayer() called with connection [" + readyConnection + "]");
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// Debug.Log("NetworkClient.AddPlayer() called with connection [" + readyConnection + "]");
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readyConnection.Send(new AddPlayerMessage());
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return true;
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}
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@ -1059,7 +1059,7 @@ static void ClearNullFromSpawned()
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// host mode callbacks /////////////////////////////////////////////////
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static void OnHostClientObjectDestroy(ObjectDestroyMessage msg)
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{
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// Debug.Log("ClientScene.OnLocalObjectObjDestroy netId:" + msg.netId);
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// Debug.Log("NetworkClient.OnLocalObjectObjDestroy netId:" + msg.netId);
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NetworkIdentity.spawned.Remove(msg.netId);
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}
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@ -1092,7 +1092,7 @@ internal static void OnHostClientSpawn(SpawnMessage msg)
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// client-only mode callbacks //////////////////////////////////////////
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static void OnUpdateVarsMessage(UpdateVarsMessage msg)
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{
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// Debug.Log("ClientScene.OnUpdateVarsMessage " + msg.netId);
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// Debug.Log("NetworkClient.OnUpdateVarsMessage " + msg.netId);
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if (NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity localObject) && localObject != null)
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{
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using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(msg.payload))
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@ -1103,7 +1103,7 @@ static void OnUpdateVarsMessage(UpdateVarsMessage msg)
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static void OnRPCMessage(RpcMessage msg)
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{
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// Debug.Log("ClientScene.OnRPCMessage hash:" + msg.functionHash + " netId:" + msg.netId);
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// Debug.Log("NetworkClient.OnRPCMessage hash:" + msg.functionHash + " netId:" + msg.netId);
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if (NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity identity))
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{
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using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(msg.payload))
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@ -1126,20 +1126,20 @@ internal static void OnSpawn(SpawnMessage msg)
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internal static void CheckForLocalPlayer(NetworkIdentity identity)
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{
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if (identity == ClientScene.localPlayer)
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if (identity == localPlayer)
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{
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// Set isLocalPlayer to true on this NetworkIdentity and trigger
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// OnStartLocalPlayer in all scripts on the same GO
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identity.connectionToServer = ClientScene.readyConnection;
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identity.connectionToServer = readyConnection;
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identity.OnStartLocalPlayer();
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// Debug.Log("ClientScene.OnOwnerMessage - player=" + identity.name);
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// Debug.Log("NetworkClient.OnOwnerMessage - player=" + identity.name);
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}
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}
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// destroy /////////////////////////////////////////////////////////////
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static void DestroyObject(uint netId)
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{
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// Debug.Log("ClientScene.OnObjDestroy netId:" + netId);
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// Debug.Log("NetworkClient.OnObjDestroy netId:" + netId);
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if (NetworkIdentity.spawned.TryGetValue(netId, out NetworkIdentity localObject) && localObject != null)
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{
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localObject.OnStopClient();
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@ -1257,8 +1257,8 @@ public static void Shutdown()
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Debug.Log("Shutting down client.");
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ClearSpawners();
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spawnableObjects.Clear();
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ClientScene.readyConnection = null;
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ClientScene.ready = false;
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readyConnection = null;
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ready = false;
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isSpawnFinished = false;
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DestroyAllClientObjects();
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connectState = ConnectState.None;
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@ -45,8 +45,8 @@ public abstract class NetworkConnection
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public object authenticationData;
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/// <summary>
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/// Flag that tells if the connection has been marked as "ready" by a client calling ClientScene.Ready().
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/// <para>This property is read-only. It is set by the system on the client when ClientScene.Ready() is called, and set by the system on the server when a ready message is received from a client.</para>
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/// Flag that tells if the connection has been marked as "ready" by a client calling NetworkClient.Ready().
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/// <para>This property is read-only. It is set by the system on the client when NetworkClient.Ready() is called, and set by the system on the server when a ready message is received from a client.</para>
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/// <para>A client that is ready is sent spawned objects by the server and updates to the state of spawned objects. A client that is not ready is not sent spawned objects.</para>
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/// </summary>
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public bool isReady;
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@ -151,7 +151,7 @@ public sealed class NetworkIdentity : MonoBehaviour
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// for saving, etc. since isLocalPlayer may have been reset before
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// OnDestroy was called.
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//
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// we also DO NOT make it dependent on ClientScene.localPlayer or similar.
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// we also DO NOT make it dependent on NetworkClient.localPlayer or similar.
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// we set it, then never change it. that's the user's expectation too.
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//
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// => fixes https://github.com/vis2k/Mirror/issues/2615
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@ -706,8 +706,8 @@ internal void OnStartServer()
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// set isLocalPlayer earlier, in case OnStartLocalplayer is called
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// AFTER OnStartClient, in which case it would still be falsse here.
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// many projects will check isLocalPlayer in OnStartClient though.
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// TODO ideally set isLocalPlayer when ClientScene.localPlayer is set?
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if (ClientScene.localPlayer == this)
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// TODO ideally set isLocalPlayer when NetworkClient.localPlayer is set?
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if (NetworkClient.localPlayer == this)
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{
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isLocalPlayer = true;
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}
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@ -791,8 +791,8 @@ internal void OnStartClient()
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// set isLocalPlayer earlier, in case OnStartLocalplayer is called
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// AFTER OnStartClient, in which case it would still be falsse here.
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// many projects will check isLocalPlayer in OnStartClient though.
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// TODO ideally set isLocalPlayer when ClientScene.localPlayer is set?
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if (ClientScene.localPlayer == this)
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// TODO ideally set isLocalPlayer when NetworkClient.localPlayer is set?
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if (NetworkClient.localPlayer == this)
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{
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isLocalPlayer = true;
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}
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@ -169,7 +169,7 @@ public class NetworkManager : MonoBehaviour
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/// <summary>
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/// List of prefabs that will be registered with the spawning system.
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/// <para>For each of these prefabs, ClientScene.RegisterPrefab() will be automatically invoked.</para>
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/// <para>For each of these prefabs, NetworkClient.RegisterPrefab() will be automatically invoked.</para>
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/// </summary>
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[FormerlySerializedAs("m_SpawnPrefabs"), HideInInspector]
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public List<GameObject> spawnPrefabs = new List<GameObject>();
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@ -967,7 +967,7 @@ internal void ClientChangeScene(string newSceneName, SceneOperation sceneOperati
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// NetworkScenePostProcess disables all scene objects on load, and
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// * NetworkServer.SpawnObjects enables them again on the server when
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// calling OnStartServer
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// * ClientScene.PrepareToSpawnSceneObjects enables them again on the
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// * NetworkClient.PrepareToSpawnSceneObjects enables them again on the
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// client after the server sends ObjectSpawnStartedMessage to client
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// in SpawnObserversForConnection. this is only called when the
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// client joins, so we need to rebuild scene objects manually again
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@ -984,7 +984,7 @@ void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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}
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if (NetworkClient.active)
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{
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ClientScene.PrepareToSpawnSceneObjects();
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NetworkClient.PrepareToSpawnSceneObjects();
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// Debug.Log("Rebuild Client spawnableObjects after additive scene load: " + scene.name);
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}
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}
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@ -1351,7 +1351,7 @@ public virtual void OnServerReady(NetworkConnection conn)
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}
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/// <summary>
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/// Called on the server when a client adds a new player with ClientScene.AddPlayer.
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/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
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/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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@ -1403,10 +1403,10 @@ public virtual void OnClientConnect(NetworkConnection conn)
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if (!clientLoadedScene)
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{
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// Ready/AddPlayer is usually triggered by a scene load completing. if no scene was loaded, then Ready/AddPlayer it here instead.
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if (!ClientScene.ready) ClientScene.Ready(conn);
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if (!NetworkClient.ready) NetworkClient.Ready(conn);
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if (autoCreatePlayer)
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{
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ClientScene.AddPlayer(conn);
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NetworkClient.AddPlayer(conn);
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}
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}
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}
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@ -1453,13 +1453,13 @@ public virtual void OnClientChangeScene(string newSceneName, SceneOperation scen
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public virtual void OnClientSceneChanged(NetworkConnection conn)
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{
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// always become ready.
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if (!ClientScene.ready) ClientScene.Ready(conn);
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if (!NetworkClient.ready) NetworkClient.Ready(conn);
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// Only call AddPlayer for normal scene changes, not additive load/unload
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if (clientSceneOperation == SceneOperation.Normal && autoCreatePlayer && ClientScene.localPlayer == null)
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if (clientSceneOperation == SceneOperation.Normal && autoCreatePlayer && NetworkClient.localPlayer == null)
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{
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// add player if existing one is null
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ClientScene.AddPlayer(conn);
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NetworkClient.AddPlayer(conn);
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}
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}
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@ -56,15 +56,15 @@ void OnGUI()
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}
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// client ready
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if (NetworkClient.isConnected && !ClientScene.ready)
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if (NetworkClient.isConnected && !NetworkClient.ready)
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{
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if (GUILayout.Button("Client Ready"))
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{
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ClientScene.Ready(NetworkClient.connection);
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NetworkClient.Ready(NetworkClient.connection);
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if (ClientScene.localPlayer == null)
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if (NetworkClient.localPlayer == null)
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{
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ClientScene.AddPlayer(NetworkClient.connection);
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NetworkClient.AddPlayer(NetworkClient.connection);
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}
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}
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}
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@ -125,7 +125,7 @@ public static void Listen(int maxConns)
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RegisterMessageHandlers();
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}
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// Note: ClientScene.DestroyAllClientObjects does the same on client.
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// Note: NetworkClient.DestroyAllClientObjects does the same on client.
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static void CleanupNetworkIdentities()
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{
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foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values)
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@ -73,22 +73,22 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab:
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ClientScene.RegisterPrefab(prefab);
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NetworkClient.RegisterPrefab(prefab);
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break;
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case RegisterPrefabOverload.Prefab_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid);
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NetworkClient.RegisterPrefab(prefab, anotherGuid);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
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break;
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default:
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@ -106,13 +106,13 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid);
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NetworkClient.RegisterPrefab(prefab, guid);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid, spawnHandler, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, guid, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, guid, spawnHandlerDelegate, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, guid, spawnHandlerDelegate, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab:
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@ -133,10 +133,10 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
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switch (overload)
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{
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case RegisterPrefabOverload.Prefab_SpawnDelegate:
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ClientScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
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ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
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NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
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break;
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case RegisterPrefabOverload.Prefab:
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@ -158,10 +158,10 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
|
||||
switch (overload)
|
||||
{
|
||||
case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
|
||||
ClientScene.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
|
||||
NetworkClient.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
|
||||
break;
|
||||
case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
|
||||
ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
|
||||
NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
|
||||
break;
|
||||
|
||||
case RegisterPrefabOverload.Prefab:
|
||||
@ -185,16 +185,16 @@ protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload over
|
||||
{
|
||||
|
||||
case RegisterPrefabOverload.Prefab_SpawnDelegate:
|
||||
ClientScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
|
||||
NetworkClient.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
|
||||
break;
|
||||
case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId:
|
||||
ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
|
||||
NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler);
|
||||
break;
|
||||
case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate:
|
||||
ClientScene.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
|
||||
NetworkClient.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler);
|
||||
break;
|
||||
case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId:
|
||||
ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
|
||||
NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler);
|
||||
break;
|
||||
|
||||
case RegisterPrefabOverload.Prefab:
|
||||
|
@ -93,7 +93,7 @@ public IEnumerator DestroysAllNetworkPrefabsInScene()
|
||||
listener2.onDestroyCalled += () => destroyCalled2++;
|
||||
listener3.onDestroyCalled += () => destroyCalled3++;
|
||||
|
||||
ClientScene.DestroyAllClientObjects();
|
||||
NetworkClient.DestroyAllClientObjects();
|
||||
|
||||
// wait for frame to make sure unity events are called
|
||||
yield return null;
|
||||
@ -127,7 +127,7 @@ public IEnumerator DisablesAllNetworkSceneObjectsInScene()
|
||||
listener2.onDestroyCalled += () => destroyCalled2++;
|
||||
listener3.onDestroyCalled += () => destroyCalled3++;
|
||||
|
||||
ClientScene.DestroyAllClientObjects();
|
||||
NetworkClient.DestroyAllClientObjects();
|
||||
|
||||
// wait for frame to make sure unity events are called
|
||||
yield return null;
|
||||
@ -172,7 +172,7 @@ public void CallsUnspawnHandlerInsteadOfDestroy()
|
||||
listener2.onDisableCalled += () => disableCalled2++;
|
||||
listener3.onDisableCalled += () => disableCalled3++;
|
||||
|
||||
ClientScene.DestroyAllClientObjects();
|
||||
NetworkClient.DestroyAllClientObjects();
|
||||
|
||||
Assert.That(unspawnCalled1, Is.EqualTo(1));
|
||||
Assert.That(unspawnCalled2, Is.EqualTo(1));
|
||||
@ -191,7 +191,7 @@ public void ClearsSpawnedList()
|
||||
TestListenerBehaviour listener2 = CreateAndAddObject(30002, 0);
|
||||
TestListenerBehaviour listener3 = CreateAndAddObject(30003, 0);
|
||||
|
||||
ClientScene.DestroyAllClientObjects();
|
||||
NetworkClient.DestroyAllClientObjects();
|
||||
|
||||
Assert.That(spawned, Is.Empty);
|
||||
}
|
||||
@ -207,7 +207,7 @@ public void CatchesAndLogsExeptionWhenSpawnedListIsChanged()
|
||||
|
||||
LogAssert.Expect(LogType.Exception, new Regex("InvalidOperationException"));
|
||||
LogAssert.Expect(LogType.Error, "Could not DestroyAllClientObjects because spawned list was modified during loop, make sure you are not modifying NetworkIdentity.spawned by calling NetworkServer.Destroy or NetworkServer.Spawn in OnDestroy or OnDisable.");
|
||||
ClientScene.DestroyAllClientObjects();
|
||||
NetworkClient.DestroyAllClientObjects();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -11,9 +11,9 @@ public class ClientSceneTests_LocalPlayer : ClientSceneTestsBase
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
{
|
||||
Debug.Assert(ClientScene.localPlayer == null, "LocalPlayer should be null before this test");
|
||||
Debug.Assert(NetworkClient.localPlayer == null, "LocalPlayer should be null before this test");
|
||||
|
||||
PropertyInfo readyConnProperty = typeof(ClientScene).GetProperty(nameof(ClientScene.readyConnection));
|
||||
PropertyInfo readyConnProperty = typeof(ClientScene).GetProperty(nameof(NetworkClient.readyConnection));
|
||||
readyConnProperty.SetValue(null, new FakeNetworkConnection());
|
||||
}
|
||||
|
||||
@ -37,7 +37,7 @@ NetworkIdentity SpawnObject(bool localPlayer)
|
||||
|
||||
if (localPlayer)
|
||||
{
|
||||
Assert.That(ClientScene.localPlayer, Is.EqualTo(identity));
|
||||
Assert.That(NetworkClient.localPlayer, Is.EqualTo(identity));
|
||||
}
|
||||
|
||||
return identity;
|
||||
@ -54,7 +54,7 @@ public IEnumerator LocalPlayerIsSetToNullAfterDestroy()
|
||||
yield return null;
|
||||
|
||||
// use "is null" here to avoid unity == check
|
||||
Assert.IsTrue(ClientScene.localPlayer is null, "local player should be set to c# null");
|
||||
Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
@ -68,8 +68,8 @@ public IEnumerator DestroyingOtherObjectDoesntEffectLocalPlayer()
|
||||
// wait a frame for destroy to happen
|
||||
yield return null;
|
||||
|
||||
Assert.IsTrue(ClientScene.localPlayer != null, "local player should not be cleared");
|
||||
Assert.IsTrue(ClientScene.localPlayer == player, "local player should still be equal to player");
|
||||
Assert.IsTrue(NetworkClient.localPlayer != null, "local player should not be cleared");
|
||||
Assert.IsTrue(NetworkClient.localPlayer == player, "local player should still be equal to player");
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
@ -86,7 +86,7 @@ public IEnumerator LocalPlayerIsSetToNullAfterDestroyMessage()
|
||||
yield return null;
|
||||
|
||||
// use "is null" here to avoid unity == check
|
||||
Assert.IsTrue(ClientScene.localPlayer is null, "local player should be set to c# null");
|
||||
Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
|
||||
}
|
||||
}
|
||||
public class ClientSceneTest_LocalPlayer_asHost : HostSetup
|
||||
@ -117,7 +117,7 @@ public IEnumerator LocalPlayerIsSetToNullAfterNetworkDestroy()
|
||||
yield return null;
|
||||
|
||||
// use "is null" here to avoid unity == check
|
||||
Assert.IsTrue(ClientScene.localPlayer is null, "local player should be set to c# null");
|
||||
Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
@ -146,7 +146,7 @@ public IEnumerator LocalPlayerIsSetToNullAfterNetworkUnspawn()
|
||||
yield return null;
|
||||
|
||||
// use "is null" here to avoid unity == check
|
||||
Assert.IsTrue(ClientScene.localPlayer is null, "local player should be set to c# null");
|
||||
Assert.IsTrue(NetworkClient.localPlayer is null, "local player should be set to c# null");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user