Example #1
0
        public void CallRPC(Packet.sendType sendType = Packet.sendType.culledbuffered, params object[] list)
        {
            RPCPacketData rpcData = GenerateRPCData(sendType, list);

            Packet p = new Packet(Packet.pType.rpc, sendType, ENSSerialization.SerializeRPCPacketData(rpcData));

            p.sendToAll         = true;
            p.relatesToNetObjID = net.networkID;


            if (NetTools.IsMultiplayerGame() == false)
            {
                InvokeRPC(rpcData.ReturnArgs());
                return;
            }


            if (net == null || !net.initialized)
            {
                queued.Add(sendType, list);
                //Debug.Log("Rpc called before initialization. Adding to queue");
                return;
            }


            NetClient.instanceClient.SendPacket(p);
        }
Example #2
0
        //void Start()
        //{
        //    foreach(NetworkField f in fields)
        //    {
        //        f.InitializeSpecialFields();
        //    }
        //}



        public void Initialize()
        {
            if (networkID == -1)
            {
                networkID = NetTools.GenerateNetworkObjectID();
                sessionNetIDHistory.Add(networkID);
            }


            NetworkData.AddUsedNetID(networkID);
            lock (allNetObjs)
            {
                allNetObjs.Add(this);
            }
            allNetObjsDictionary[networkID] = this;

            initialized = true;


            if (detectNetworkStarts)
            {
                foreach (MonoBehaviour c in gameObject.GetComponents(typeof(MonoBehaviour)))
                {
                    if (c.GetType().GetMethod("NetworkStart") == null)
                    {
                        continue;
                    }
                    c.SendMessage("NetworkStart");
                }
            }


            DoRpcFieldInitialization();

            foreach (RPC r in rpcs)
            {
                //Debug.Log(r.queued.Count);
                foreach (KeyValuePair <Packet.sendType, object[]> call in r.queued)
                {
                    NetClient.instanceClient.SendPacket(r.GenerateRPCPacket(call.Key, call.Value)); //Send any RPCs requested before the netObj was initialized.
                }
                r.queued = new Dictionary <Packet.sendType, object[]>();                            //Clear it afterwards.
            }

            //If you want automatic Animator networking, a little buggy.
            if (!blockNetworkAnimator && NetTools.IsMultiplayerGame() && GetComponent <Animator>() != null && GetComponent <AnimationNetworker>() == null)
            {
                //If it is singleplayer game it doesn't need this so it doesn't add one automatically.
                AnimationNetworker aN = gameObject.AddComponent <AnimationNetworker>();
                aN.Initialize();
            }

            //StartCoroutine(NetworkFieldPacketHandler());
        }
        public static GameObject NetInstantiate(int prefabDomain, int prefabID, Vector3 position, Quaternion rotation, Packet.sendType sT = Packet.sendType.buffered, bool isSharedObject = false, List <NetworkFieldPacket> fieldDefaults = null)

        {
            int netObjID = GenerateNetworkObjectID();

            if (NetTools.IsMultiplayerGame())
            {
                if (!NetTools.isServer && NetworkData.instance.networkPrefabList[prefabDomain].prefabList[prefabID].serverInstantiateOnly)
                {
#if UNITY_EDITOR
                    Debug.LogWarning("Tried to make server authority only object: domain: " + prefabDomain + ", id: " + prefabID);
#endif
                    return(null); //If it is server only, and you aren't the server, don't do it.
                }

                SerializableVector     finalVector = new SerializableVector(position);
                SerializableQuaternion finalQuat   = new SerializableQuaternion(rotation);

                GameObjectInstantiateData gOID = new GameObjectInstantiateData();
                gOID.position       = finalVector;
                gOID.rotation       = finalQuat;
                gOID.prefabDomainID = prefabDomain;
                gOID.prefabID       = prefabID;
                gOID.isShared       = isSharedObject;
                gOID.netObjID       = netObjID;
                gOID.fieldDefaults  = fieldDefaults;

                Packet p = new Packet(Packet.pType.gOInstantiate, Packet.sendType.buffered, ENSSerialization.SerializeGOID(gOID));
                p.tag = NetworkData.instance.TagIDToTagName(NetworkData.instance.networkPrefabList[prefabDomain].defaultPacketTagID);


                //if(sT == Packet.sendType.buffered && isServer)
                //{
                //    NetServer.serverInstance.bufferedPackets.Add(p);
                //}
                NetClient.instanceClient.SendPacket(p);
            }

            //Try to get a pooled one first.
            GameObject g = NetworkData.instance.RequestPooledObject(prefabDomain, prefabID);

            if (g == null) //If there is no pooled remaining make a new one.
            {
                g = Instantiate(NetworkData.instance.networkPrefabList[prefabDomain].prefabList[prefabID].prefab, position, rotation);
            }
            else
            {
                //If pooled apply required position/rotation
                g.transform.position = position;
                g.transform.rotation = rotation;
            }
            NetworkObject nObj = g.GetComponent <NetworkObject>();
            if (nObj == null)
            {
                nObj = g.AddComponent <NetworkObject>();
            }


            nObj.ownerID             = NetTools.clientID;
            nObj.prefabDomainID      = prefabDomain;
            nObj.prefabID            = prefabID;
            nObj.networkID           = netObjID;
            nObj.sharedObject        = isSharedObject;
            nObj.detectNetworkStarts = NetworkData.instance.networkPrefabList[prefabDomain].detectNetworkStarts;

            nObj.Initialize();
            //nObj.DoRpcFieldInitialization();
            if (nObj.onNetworkStart != null)
            {
                nObj.onNetworkStart.Invoke();
            }
            //nObj.initialized = true;

            if (fieldDefaults != null)
            {
                foreach (NetworkFieldPacket nFP in fieldDefaults)
                {
                    nFP.networkObjID = netObjID;
                    nObj.SetFieldLocal(nFP.fieldName, nFP.data.ToObject());
                    //Instead just update it in UnityPacketHandler for everyone else, preventing extra packets and data from being send and lagging.
                    //nObj.UpdateField(nFP.fieldName, nFP.data.ToObject(), nFP.immediateOnSelf);
                }
            }

            return(g);
        }