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

182 lines
7.0 KiB
C#

using FishNet.Connection;
using System.Runtime.CompilerServices;
using FishNet.Serializing;
using UnityEngine;
namespace FishNet.Object
{
public partial class NetworkObject : MonoBehaviour
{
#region Private.
/// <summary>
/// True if OnStartServer was called.
/// </summary>
private bool _onStartServerCalled;
/// <summary>
/// True if OnStartClient was called.
/// </summary>
private bool _onStartClientCalled;
#endregion
// ReSharper disable Unity.PerformanceAnalysis
/// <summary>
/// Called after all data is synchronized with this NetworkObject.
/// </summary>
private void InvokeStartCallbacks(bool asServer, bool invokeSyncTypeCallbacks)
{
/* Note: When invoking OnOwnership here previous owner will
* always be an empty connection, since the object is just
* now initializing. */
//Invoke OnStartNetwork.
bool invokeOnNetwork = (asServer || IsServerOnlyStarted || IsClientOnlyInitialized);
if (invokeOnNetwork)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].InvokeOnNetwork_Internal(start: true);
}
//As server.
if (asServer)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnStartServer_Internal();
_onStartServerCalled = true;
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnOwnershipServer_Internal(FishNet.Managing.NetworkManager.EmptyConnection);
}
//As client.
else
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnStartClient_Internal();
_onStartClientCalled = true;
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnOwnershipClient_Internal(FishNet.Managing.NetworkManager.EmptyConnection);
}
if (invokeSyncTypeCallbacks)
InvokeOnStartSyncTypeCallbacks(true);
InvokeStartCallbacks_Prediction(asServer);
}
/// <summary>
/// Invokes OnStartXXXX for synctypes, letting them know the NetworkBehaviour start cycle has been completed.
/// </summary>
internal void InvokeOnStartSyncTypeCallbacks(bool asServer)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].InvokeSyncTypeOnStartCallbacks(asServer);
}
/// <summary>
/// Invokes OnStopXXXX for synctypes, letting them know the NetworkBehaviour stop cycle is about to start.
/// </summary>
internal void InvokeOnStopSyncTypeCallbacks(bool asServer)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].InvokeSyncTypeOnStopCallbacks(asServer);
}
/// <summary>
/// Invokes events to be called after OnServerStart.
/// This is made one method to save instruction calls.
/// </summary>
/// <param name=""></param>
internal void OnSpawnServer(NetworkConnection conn)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].SendBufferedRpcs(conn);
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnSpawnServer(conn);
}
/// <summary>
/// Called on the server before it sends a despawn message to a client.
/// </summary>
/// <param name="conn">Connection spawn was sent to.</param>
internal void InvokeOnServerDespawn(NetworkConnection conn)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnDespawnServer(conn);
}
// ReSharper disable Unity.PerformanceAnalysis
/// <summary>
/// Invokes OnStop callbacks.
/// </summary>
internal void InvokeStopCallbacks(bool asServer, bool invokeSyncTypeCallbacks)
{
InvokeStopCallbacks_Prediction(asServer);
if (invokeSyncTypeCallbacks)
InvokeOnStopSyncTypeCallbacks(asServer);
if (asServer && _onStartServerCalled)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnStopServer_Internal();
if (!_onStartClientCalled)
InvokeOnNetwork();
_onStartServerCalled = false;
}
else if (!asServer && _onStartClientCalled)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnStopClient_Internal();
/* Only invoke OnNetwork if server start isn't called, otherwise
* that means this is still intialized on the server. This would
* happen if the object despawned for the clientHost but not on the
* server. */
if (!_onStartServerCalled)
InvokeOnNetwork();
_onStartClientCalled = false;
}
void InvokeOnNetwork()
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].InvokeOnNetwork_Internal(start: false);
}
}
/// <summary>
/// Invokes OnOwnership callbacks when ownership changes.
/// This is not to be called when assigning ownership during a spawn message.
/// </summary>
private void InvokeManualOwnershipChange(NetworkConnection prevOwner, bool asServer)
{
if (asServer)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnOwnershipServer_Internal(prevOwner);
WriteSyncTypesForManualOwnershipChange(prevOwner);
}
else
{
/* If local client is owner and not server then only
* invoke if the prevOwner is different. This prevents
* the owner change callback from happening twice when
* using TakeOwnership.
*
* Further explained, the TakeOwnership sets local client
* as owner client-side, which invokes the OnOwnership method.
* Then when the server approves the owner change it would invoke
* again, which is not needed. */
bool blockInvoke = ((IsOwner && !IsServerStarted) && (prevOwner == Owner));
if (!blockInvoke)
{
for (int i = 0; i < NetworkBehaviours.Count; i++)
NetworkBehaviours[i].OnOwnershipClient_Internal(prevOwner);
}
}
}
}
}