Unity-WebSocket/Assets/FishNet/Runtime/Object/NetworkBehaviour/Attributes.cs
2025-06-28 11:28:54 +03:30

203 lines
7.8 KiB
C#

using FishNet.Managing.Logging;
using FishNet.Transporting;
using System;
using UnityEngine;
namespace FishNet.Object
{
public enum DataOrderType
{
/// <summary>
/// Data will buffer in the order originally intended.
/// EG: SyncTypes will always send last, and RPCs will always send in the order they were called.
/// </summary>
Default = 0,
/// <summary>
/// Data will be attached to the end of the packet.
/// RPCs can be sent after all SyncTypes by using this value. Multiple RPCs with this order type will send last, in the order they were called.
/// </summary>
Last = 1,
}
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class RpcAttribute : Attribute
{
/// <summary>
/// True to also run the RPC logic locally.
/// </summary>
public bool RunLocally = false;
/// <summary>
/// Estimated length of data being sent.
/// When a value other than -1 the minimum length of the used serializer will be this value.
/// This is useful for writing large packets which otherwise resize the serializer.
/// </summary>
public int DataLength = -1;
/// <summary>
/// Order in which to send data for this RPC.
/// </summary>
public DataOrderType OrderType = DataOrderType.Default;
}
/// <summary>
/// ServerRpc methods will send messages to the server.
/// </summary>
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ServerRpcAttribute : RpcAttribute
{
/// <summary>
/// True to only allow the owning client to call this RPC.
/// </summary>
public bool RequireOwnership = true;
/// <summary>
/// Type of logging to use when the IsServer check fails.
/// </summary>
public LoggingType Logging = LoggingType.Warning;
}
/// <summary>
/// ObserversRpc methods will send messages to all observers.
/// </summary>
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ObserversRpcAttribute : RpcAttribute
{
/// <summary>
/// True to exclude the owner from receiving this RPC.
/// </summary>
public bool ExcludeOwner = false;
/// <summary>
/// True to prevent the connection from receiving this Rpc if they are also server.
/// </summary>
public bool ExcludeServer = false;
/// <summary>
/// True to buffer the last value and send it to new players when the object is spawned for them.
/// RPC will be sent on the same channel as the original RPC, and immediately before the OnSpawnServer override.
/// </summary>
public bool BufferLast = false;
/// <summary>
/// Type of logging to use when the IsServer check fails.
/// </summary>
public LoggingType Logging = LoggingType.Warning;
}
/// <summary>
/// TargetRpc methods will send messages to a single client.
/// </summary>
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class TargetRpcAttribute : RpcAttribute
{
/// <summary>
/// True to prevent the connection from receiving this Rpc if they are also server.
/// </summary>
public bool ExcludeServer = false;
/// <summary>
/// True to validate the target is possible and output debug when not.
/// Use this field with caution as it may create undesired results when set to false.
/// </summary>
public bool ValidateTarget = true;
/// <summary>
/// Type of logging to use when the IsServer check fails.
/// </summary>
public LoggingType Logging = LoggingType.Warning;
}
/// <summary>
/// Prevents a method from running if server is not active.
/// <para>Can only be used inside a NetworkBehaviour</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ServerAttribute : Attribute
{
/// <summary>
/// Type of logging to use when the IsServer check fails.
/// </summary>
public LoggingType Logging = LoggingType.Warning;
/// <summary>
/// False to prefer using networkObject.IsServer/ClientInitialized. True to use InstanceFinder.IsServer/ClientStarted.
/// </summary>
public bool UseIsStarted = false;
}
/// <summary>
/// Prevents this method from running if client is not active.
/// </summary>
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ClientAttribute : Attribute
{
/// <summary>
/// Type of logging to use when the IsClient check fails.
/// </summary>
public LoggingType Logging = LoggingType.Warning;
/// <summary>
/// True to only allow a client to run the method if they are owner of the object.
/// </summary>
public bool RequireOwnership = false;
/// <summary>
/// False to prefer using networkObject.IsServer/ClientInitialized. True to use InstanceFinder.IsServer/ClientStarted.
/// </summary>
public bool UseIsStarted = false;
}
}
namespace FishNet.Object.Synchronizing
{
/// <summary>
/// Synchronizes collections or objects from the server to clients. Can be used with custom SyncObjects.
/// Value must be changed on server.
/// </summary>
[Obsolete("This no longer functions. See console errors and Break Solutions in the documentation for resolution.")]
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class SyncObjectAttribute : PropertyAttribute
{
/// <summary>
/// How often values may update over the network.
/// </summary>
public float SendRate = 0.1f;
/// <summary>
/// Clients which may receive value updates.
/// </summary>
public ReadPermission ReadPermissions = ReadPermission.Observers;
/// <summary>
/// Network roles which may update values.
/// </summary>
public WritePermission WritePermissions = WritePermission.ServerOnly;
/// <summary>
/// True if to require the readonly attribute.
/// Setting to false will allow inspector serialization of this object. When false you must still initialize this object on it's field declaration, but never anywhere else.
/// </summary>
public bool RequireReadOnly = true;
}
/// <summary>
/// Synchronizes a variable from server to clients automatically.
/// Value must be changed on server.
/// </summary>
[Obsolete("This no longer functions. Use SyncVar<Type> instead. See console errors and Break Solutions in the documentation for resolution.")]
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class SyncVarAttribute : PropertyAttribute
{
/// <summary>
/// How often values may update over the network.
/// </summary>
public float SendRate = 0.1f;
/// <summary>
/// Clients which may receive value updates.
/// </summary>
public ReadPermission ReadPermissions = ReadPermission.Observers;
/// <summary>
/// Network roles which may update values.
/// </summary>
public WritePermission WritePermissions = WritePermission.ServerOnly;
/// <summary>
/// Channel to use. Unreliable SyncVars will use eventual consistency.
/// </summary>
public Channel Channel;
///<summary>
/// Method which will be called on the server and clients when the value changes.
///</summary>
public string OnChange;
}
}