// Token: 0x06005A57 RID: 23127 RVA: 0x001F7830 File Offset: 0x001F5C30 private static void AssignObjectParameter(VRC_EventLog.EventLogEntry entry, VRC_EventDispatcherRFC Dispatcher) { if (entry != null && entry.Event != null && entry.Event.ParameterObject == null && !string.IsNullOrEmpty(entry.ObjectPath)) { GameObject gameObject = VRC.Network.FindGameObject(entry.ObjectPath, true); if (gameObject != null) { entry.Event.ParameterObject = gameObject; } } }
// Token: 0x060058F8 RID: 22776 RVA: 0x001ED1C4 File Offset: 0x001EB5C4 public GameObject InstantiateObject(VRC_EventHandler.VrcBroadcastType broadcast, string prefabName, Vector3 position, Quaternion rotation) { if (VRC.Network.SceneEventHandler == null) { Debug.LogError("Could not instantiate " + prefabName + ": Instantiator is not initialized", base.gameObject); return(null); } if (!VRC_EventDispatcherRFC.IsValidExecutor(VRC.Network.LocalPlayer, broadcast, base.gameObject)) { Debug.LogError("Could not instantiate " + prefabName + ": Client is not a valid remote for " + broadcast.ToString(), base.gameObject); return(null); } VRC_EventHandler.VrcTargetType vrcTargetType; switch (broadcast) { case VRC_EventHandler.VrcBroadcastType.Always: case VRC_EventHandler.VrcBroadcastType.Master: case VRC_EventHandler.VrcBroadcastType.Owner: vrcTargetType = VRC_EventHandler.VrcTargetType.AllBuffered; break; case VRC_EventHandler.VrcBroadcastType.Local: vrcTargetType = VRC_EventHandler.VrcTargetType.Local; break; default: Debug.LogError("Could not instantiate " + prefabName + ": Instantiation cannot be unbuffered.", base.gameObject); return(null); } if (broadcast > VRC_EventHandler.VrcBroadcastType.Owner) { Debug.LogError("Could not instantiate " + prefabName + ": Instantiation cannot be unbuffered.", base.gameObject); return(null); } ObjectInstantiator.PrefabInfo prefabInfo = this._FetchPrefab(prefabName); if (prefabInfo == null) { Debug.LogError("Could not instantiate " + prefabName + ": Could not locate prefab", base.gameObject); return(null); } int num = Math.Max(1, prefabInfo.viewCount); int[] array = VRC.Network.AllocateSubIDs(num); if (array == null) { Debug.LogError("Could not instantiate " + prefabName + ": could not allocate IDs.", base.gameObject); return(null); } byte[] array2 = new byte[2 + 4 * num + 28]; int num2 = 0; Protocol.Serialize(position.x, array2, ref num2); Protocol.Serialize(position.y, array2, ref num2); Protocol.Serialize(position.z, array2, ref num2); Protocol.Serialize(rotation.x, array2, ref num2); Protocol.Serialize(rotation.y, array2, ref num2); Protocol.Serialize(rotation.z, array2, ref num2); Protocol.Serialize(rotation.w, array2, ref num2); Protocol.Serialize((short)num, array2, ref num2); foreach (int value in array) { Protocol.Serialize(value, array2, ref num2); } int?num3 = this.MakeID(); if (num3 == null) { Debug.LogError("Could not instantiate " + prefabName + ": Ran out of IDs", base.gameObject); VRC.Network.UnAllocateSubIDs(array); return(null); } this.spawnedObjects.Add(num3.Value, new ObjectInstantiator.ObjectInfo { data = array2, gameObject = null, prefabName = prefabName, localId = num3.Value }); this.DebugPrint("Instantiating " + prefabName, new object[] { base.gameObject }); VRC.Network.RPC(vrcTargetType, base.gameObject, "_InstantiateObject", new object[] { prefabName, array2, num3.Value }); VRC.Network.RPC((vrcTargetType != VRC_EventHandler.VrcTargetType.Local) ? VRC_EventHandler.VrcTargetType.All : VRC_EventHandler.VrcTargetType.Local, base.gameObject, "_SendOnSpawn", new object[] { num3.Value }); return(this.spawnedObjects[num3.Value].gameObject); }