Example #1
0
        /// <summary>
        /// Initial Identity, will be called when spawned. If object id == 0, it will generate new object id
        /// </summary>
        /// <param name="manager"></param>
        /// <param name="isSceneObject"></param>
        /// <param name="objectId"></param>
        /// <param name="connectionId"></param>
        internal void Initial(LiteNetLibGameManager manager, bool isSceneObject, uint objectId = 0, long connectionId = -1)
        {
            Manager      = manager;
            ObjectId     = objectId;
            ConnectionId = connectionId;
            UpdateHighestObjectId(objectId);
            IsDestroyed   = false;
            IsSpawned     = true;
            IsSceneObject = isSceneObject;
            if (!IsSceneObject)
            {
                AssignSceneObjectId();
            }

            if (!IsSetupBehaviours)
            {
                // Setup behaviours index, we will use this as reference for network functions
                // NOTE: Maximum network behaviour for a identity is 255 (included children)
                Behaviours = GetComponentsInChildren <LiteNetLibBehaviour>();
                SyncBehaviours.Clear();
                byte loopCounter;
                for (loopCounter = 0; loopCounter < Behaviours.Length; ++loopCounter)
                {
                    Behaviours[loopCounter].Setup(loopCounter);
                    if (Behaviours[loopCounter].CanSyncBehaviour())
                    {
                        SyncBehaviours.Add(Behaviours[loopCounter]);
                    }
                }
                IsSetupBehaviours = true;
            }

            // If this is host, hide it then will be showned when initialize subscribings
            if (IsServer && IsClient)
            {
                OnServerSubscribingRemoved();
            }

            Manager.Assets.SpawnedObjects.Add(ObjectId, this);
            if (IsServer && ConnectionId >= 0)
            {
                Player.SpawnedObjects.Add(ObjectId, this);
                Player.Subscribe(ObjectId);
            }

            Manager.InterestManager.NotifyNewObject(this);
        }
Example #2
0
        public void UpdateSubscribings(HashSet <uint> newSubscribings)
        {
            if (!IsServer || ConnectionId < 0 || !Player.IsReady)
            {
                // This is not player's networked object
                return;
            }
            // Always add controlled network object to subscribe it
            LiteNetLibIdentity tempIdentity;

            newSubscribings.Add(ObjectId);
            foreach (uint oldSubscribing in Subscribings)
            {
                if (oldSubscribing == ObjectId)
                {
                    continue;
                }
                if (!newSubscribings.Contains(oldSubscribing))
                {
                    Player.Unsubscribe(oldSubscribing);
                    if (Manager.LogDebug)
                    {
                        Logging.Log(LogTag, $"Player: {ConnectionId} unsubscribe object ID: {oldSubscribing}.");
                    }
                }
            }
            Subscribings.Clear();
            foreach (uint newSubscribing in newSubscribings)
            {
                if (!Manager.Assets.TryGetSpawnedObject(newSubscribing, out tempIdentity) ||
                    tempIdentity.IsDestroyed)
                {
                    continue;
                }
                Subscribings.Add(newSubscribing);
                Player.Subscribe(newSubscribing);
                if (Manager.LogDebug)
                {
                    Logging.Log(LogTag, $"Player: {ConnectionId} subscribe object ID: {newSubscribing}.");
                }
            }
        }
Example #3
0
 public void AddSubscribing(uint subscribing)
 {
     Subscribings.Add(subscribing);
     Player.Subscribe(subscribing);
 }