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breaking(NetworkIdentity): Rename visible to visibility
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@ -54,7 +54,7 @@ public override void Rebuild(NetworkIdentity identity, bool initialize)
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newObservers.Clear();
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// not force hidden?
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if (identity.visible != Visibility.ForceHidden)
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if (identity.visibility != Visibility.ForceHidden)
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{
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OnRebuildObservers(identity, newObservers);
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}
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@ -200,7 +200,17 @@ internal set
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//
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// TODO rename to 'visibility' after removing .visibility some day!
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[Tooltip("Visibility can overwrite interest management. ForceHidden can be useful to hide monsters while they respawn. ForceShown can be useful for score NetworkIdentities that should always broadcast to everyone in the world.")]
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public Visibility visible = Visibility.Default;
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[FormerlySerializedAs("visible")]
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public Visibility visibility = Visibility.Default;
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// Deprecated 2024-01-21
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[HideInInspector]
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[Obsolete("Deprecated - Use .visibility instead. This will be removed soon.")]
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public Visibility visible
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{
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get => visibility;
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set => visibility = value;
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}
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// broadcasting serializes all entities around a player for each player.
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// we don't want to serialize one entity twice in the same tick.
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@ -1198,17 +1198,17 @@ static void SpawnObserversForConnection(NetworkConnectionToClient conn)
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// first!
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// ForceShown: add no matter what
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if (identity.visible == Visibility.ForceShown)
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if (identity.visibility == Visibility.ForceShown)
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{
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identity.AddObserver(conn);
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}
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// ForceHidden: don't show no matter what
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else if (identity.visible == Visibility.ForceHidden)
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else if (identity.visibility == Visibility.ForceHidden)
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{
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// do nothing
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}
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// default: legacy system / new system / no system support
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else if (identity.visible == Visibility.Default)
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else if (identity.visibility == Visibility.Default)
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{
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// aoi system
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if (aoi != null)
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@ -1674,7 +1674,7 @@ static void RebuildObserversDefault(NetworkIdentity identity, bool initialize)
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if (initialize)
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{
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// not force hidden?
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if (identity.visible != Visibility.ForceHidden)
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if (identity.visibility != Visibility.ForceHidden)
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{
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AddAllReadyServerConnectionsToObservers(identity);
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}
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@ -1717,7 +1717,7 @@ public static void RebuildObservers(NetworkIdentity identity, bool initialize)
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{
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// if there is no interest management system,
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// or if 'force shown' then add all connections
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if (aoi == null || identity.visible == Visibility.ForceShown)
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if (aoi == null || identity.visibility == Visibility.ForceShown)
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{
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RebuildObserversDefault(identity, initialize);
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}
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@ -11,7 +11,7 @@ public class InterestManagementTests_Default : InterestManagementTests_Common
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public override void ForceHidden_Initial()
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{
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// force hide A
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identityA.visible = Visibility.ForceHidden;
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identityA.visibility = Visibility.ForceHidden;
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// rebuild for both
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// initial rebuild adds all connections if no interest management available
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@ -30,7 +30,7 @@ public override void ForceHidden_Initial()
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public override void ForceShown_Initial()
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{
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// force show A
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identityA.visible = Visibility.ForceShown;
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identityA.visibility = Visibility.ForceShown;
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// rebuild for both
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// initial rebuild adds all connections if no interest management available
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@ -36,7 +36,7 @@ public override void ForceHidden_Initial()
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// A and B are at (0,0,0) so within range!
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// force hide A
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identityA.visible = Visibility.ForceHidden;
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identityA.visibility = Visibility.ForceHidden;
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// rebuild for both
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// initial rebuild while both are within range
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@ -58,7 +58,7 @@ public override void ForceShown_Initial()
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identityB.transform.position = Vector3.right * (aoi.visRange + 1);
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// force show A
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identityA.visible = Visibility.ForceShown;
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identityA.visibility = Visibility.ForceShown;
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// rebuild for both
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// initial rebuild while both are within range
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@ -39,7 +39,7 @@ public override void ForceHidden_Initial()
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// A and B are at (0,0,0) so within range!
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// force hide A
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identityA.visible = Visibility.ForceHidden;
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identityA.visibility = Visibility.ForceHidden;
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// rebuild for both
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// initial rebuild while both are within range
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@ -61,7 +61,7 @@ public override void ForceShown_Initial()
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identityB.transform.position = Vector3.right * (aoi.visRange + 1);
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// force show A
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identityA.visible = Visibility.ForceShown;
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identityA.visibility = Visibility.ForceShown;
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// update grid now that positions were changed
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aoi.Update();
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