/
NetworkScene.cs
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/
NetworkScene.cs
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using System;
using System.Collections.Generic;
namespace UnityEngine.Networking
{
internal class NetworkScene
{
internal Dictionary<NetworkInstanceId, NetworkIdentity> m_LocalObjects = new Dictionary<NetworkInstanceId, NetworkIdentity>();
internal static Dictionary<NetworkHash128, GameObject> s_GUIDToPrefab = new Dictionary<NetworkHash128, GameObject>();
internal static Dictionary<NetworkHash128, SpawnDelegate> s_SpawnHandlers = new Dictionary<NetworkHash128, SpawnDelegate>();
internal static Dictionary<NetworkHash128, UnSpawnDelegate> s_UnspawnHandlers = new Dictionary<NetworkHash128, UnSpawnDelegate>();
internal void Shutdown()
{
this.ClearLocalObjects();
NetworkScene.ClearSpawners();
}
internal void SetLocalObject(NetworkInstanceId netId, GameObject obj, bool isClient, bool isServer)
{
if (LogFilter.logDev)
{
Debug.Log(string.Concat(new object[]
{
"SetLocalObject ",
netId,
" ",
obj
}));
}
if (obj == null)
{
this.m_LocalObjects[netId] = null;
return;
}
NetworkIdentity networkIdentity = null;
if (this.m_LocalObjects.ContainsKey(netId))
{
networkIdentity = this.m_LocalObjects[netId];
}
if (networkIdentity == null)
{
networkIdentity = obj.GetComponent<NetworkIdentity>();
this.m_LocalObjects[netId] = networkIdentity;
}
networkIdentity.UpdateClientServer(isClient, isServer);
}
internal GameObject FindLocalObject(NetworkInstanceId netId)
{
if (this.m_LocalObjects.ContainsKey(netId))
{
return this.m_LocalObjects[netId].get_gameObject();
}
return null;
}
internal bool GetNetworkIdentity(NetworkInstanceId netId, out NetworkIdentity uv)
{
if (this.m_LocalObjects.ContainsKey(netId) && this.m_LocalObjects[netId] != null)
{
uv = this.m_LocalObjects[netId];
return true;
}
uv = null;
return false;
}
internal bool RemoveLocalObject(NetworkInstanceId netId)
{
return this.m_LocalObjects.Remove(netId);
}
internal bool RemoveLocalObjectAndDestroy(NetworkInstanceId netId)
{
if (this.m_LocalObjects.ContainsKey(netId))
{
NetworkIdentity networkIdentity = this.m_LocalObjects[netId];
Object.Destroy(networkIdentity.get_gameObject());
return this.m_LocalObjects.Remove(netId);
}
return false;
}
internal void ClearLocalObjects()
{
this.m_LocalObjects.Clear();
}
internal static void RegisterPrefab(GameObject prefab)
{
NetworkIdentity component = prefab.GetComponent<NetworkIdentity>();
if (component)
{
if (LogFilter.logDebug)
{
Debug.Log(string.Concat(new object[]
{
"Registering prefab '",
prefab.get_name(),
"' as asset:",
component.assetId
}));
}
NetworkScene.s_GUIDToPrefab[component.assetId] = prefab;
}
else if (LogFilter.logError)
{
Debug.LogError("Could not register '" + prefab.get_name() + "' since it contains no NetworkIdentity component");
}
}
internal static bool GetPrefab(NetworkHash128 assetId, out GameObject prefab)
{
if (!assetId.IsValid())
{
prefab = null;
return false;
}
if (NetworkScene.s_GUIDToPrefab.ContainsKey(assetId) && NetworkScene.s_GUIDToPrefab[assetId] != null)
{
prefab = NetworkScene.s_GUIDToPrefab[assetId];
return true;
}
prefab = null;
return false;
}
internal static void ClearSpawners()
{
NetworkScene.s_GUIDToPrefab.Clear();
NetworkScene.s_SpawnHandlers.Clear();
NetworkScene.s_UnspawnHandlers.Clear();
}
public static void UnregisterSpawnHandler(NetworkHash128 assetId)
{
NetworkScene.s_SpawnHandlers.Remove(assetId);
NetworkScene.s_UnspawnHandlers.Remove(assetId);
}
internal static void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
if (spawnHandler == null || unspawnHandler == null)
{
if (LogFilter.logError)
{
Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId);
}
return;
}
if (LogFilter.logDebug)
{
Debug.Log(string.Concat(new object[]
{
"RegisterSpawnHandler asset '",
assetId,
"' ",
spawnHandler.Method.Name,
"/",
unspawnHandler.Method.Name
}));
}
NetworkScene.s_SpawnHandlers[assetId] = spawnHandler;
NetworkScene.s_UnspawnHandlers[assetId] = unspawnHandler;
}
internal static void UnregisterPrefab(GameObject prefab)
{
NetworkIdentity component = prefab.GetComponent<NetworkIdentity>();
if (component == null)
{
if (LogFilter.logError)
{
Debug.LogError("Could not unregister '" + prefab.get_name() + "' since it contains no NetworkIdentity component");
}
return;
}
NetworkScene.s_SpawnHandlers.Remove(component.assetId);
NetworkScene.s_UnspawnHandlers.Remove(component.assetId);
}
internal static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
NetworkIdentity component = prefab.GetComponent<NetworkIdentity>();
if (component == null)
{
if (LogFilter.logError)
{
Debug.LogError("Could not register '" + prefab.get_name() + "' since it contains no NetworkIdentity component");
}
return;
}
if (spawnHandler == null || unspawnHandler == null)
{
if (LogFilter.logError)
{
Debug.LogError("RegisterPrefab custom spawn function null for " + component.assetId);
}
return;
}
if (!component.assetId.IsValid())
{
if (LogFilter.logError)
{
Debug.LogError("RegisterPrefab game object " + prefab.get_name() + " has no prefab. Use RegisterSpawnHandler() instead?");
}
return;
}
if (LogFilter.logDebug)
{
Debug.Log(string.Concat(new object[]
{
"Registering custom prefab '",
prefab.get_name(),
"' as asset:",
component.assetId,
" ",
spawnHandler.Method.Name,
"/",
unspawnHandler.Method.Name
}));
}
NetworkScene.s_SpawnHandlers[component.assetId] = spawnHandler;
NetworkScene.s_UnspawnHandlers[component.assetId] = unspawnHandler;
}
internal static bool GetSpawnHandler(NetworkHash128 assetId, out SpawnDelegate handler)
{
if (NetworkScene.s_SpawnHandlers.ContainsKey(assetId))
{
handler = NetworkScene.s_SpawnHandlers[assetId];
return true;
}
handler = null;
return false;
}
internal static bool InvokeUnSpawnHandler(NetworkHash128 assetId, GameObject obj)
{
if (NetworkScene.s_UnspawnHandlers.ContainsKey(assetId) && NetworkScene.s_UnspawnHandlers[assetId] != null)
{
UnSpawnDelegate unSpawnDelegate = NetworkScene.s_UnspawnHandlers[assetId];
unSpawnDelegate(obj);
return true;
}
return false;
}
internal void DestroyAllClientObjects()
{
foreach (NetworkInstanceId current in this.m_LocalObjects.Keys)
{
NetworkIdentity networkIdentity = this.m_LocalObjects[current];
if (networkIdentity != null && networkIdentity.get_gameObject() != null)
{
if (networkIdentity.sceneId.IsEmpty())
{
Object.Destroy(networkIdentity.get_gameObject());
}
else
{
networkIdentity.get_gameObject().SetActive(false);
}
}
}
this.ClearLocalObjects();
}
internal void DumpAllClientObjects()
{
foreach (NetworkInstanceId current in this.m_LocalObjects.Keys)
{
NetworkIdentity networkIdentity = this.m_LocalObjects[current];
if (networkIdentity != null)
{
Debug.Log(string.Concat(new object[]
{
"ID:",
current,
" OBJ:",
networkIdentity.get_gameObject(),
" AS:",
networkIdentity.assetId
}));
}
else
{
Debug.Log("ID:" + current + " OBJ: null");
}
}
}
}
}