public World( IGameInstance gameInstance, Streaming sharedStreaming, WorldChunkComponent chunkComponent, Transform sceneGroup, GameObject defaultActorPrefab, GetObjectPoolRootDelegate getStaticPoolRoot, GetObjectPoolRootDelegate getTransientPoolRoot, SerializableObjectFactory objectFactory, INetDriver netDriver, NetMsgFactory netMsgFactory ) { this.gameInstance = gameInstance; _sceneGroup = sceneGroup; _netDriver = netDriver; _rpcReferenceCollector = new RPCObjectReferenceCollector(this); _objectFactory = objectFactory; _netMsgFactory = netMsgFactory; _getStaticPoolRoot = getStaticPoolRoot; _getTransientPoolRoot = getTransientPoolRoot; _defaultActorPrefab = defaultActorPrefab; CacheNetworkDispatchMethods(); _netArchiveBytes = new byte[MAX_RELIABLE_MESSAGE_SIZE]; _netArchive = new NetMsgArchive(_netArchiveBytes); _nextNetID = 0; _worldStreaming = sharedStreaming ?? new Streaming(chunkComponent, CreateGenVoxelsJob, MMapChunkData, WriteChunkData); _sharedWorldStreaming = sharedStreaming != null; }
public ServerWorld( IGameInstance gameInstance, WorldChunkComponent chunkComponent, Transform sceneGroup, string serverName, string serverMessage, System.Reflection.Assembly[] assemblies, INetDriver driver ) : base(gameInstance, null, chunkComponent, sceneGroup, GameManager.instance.staticData.defaultActorPrefab, () => GameManager.instance.staticObjectPoolRoot, () => GameManager.instance.transientObjectPoolRoot, serverName, serverMessage, assemblies, driver) { }
public ClientWorld( IGameInstance gameInstance, Streaming sharedStreaming, WorldChunkComponent chunkComponent, Transform sceneGroup, GameObject defaultActorPrefab, GetObjectPoolRootDelegate getStaticPoolRoot, GetObjectPoolRootDelegate getTransientPoolRoot, System.Reflection.Assembly[] assemblies, INetDriver driver ) : base(gameInstance, sharedStreaming, chunkComponent, sceneGroup, defaultActorPrefab, getStaticPoolRoot, getTransientPoolRoot, new ClientSerializableObjectFactory(assemblies), driver, new ClientNetMsgFactory(assemblies)) { }
public ClientWorld( IGameInstance gameInstance, Streaming sharedStreaming, WorldChunkComponent chunkComponent, Transform sceneGroup, System.Reflection.Assembly[] assemblies, INetDriver driver ) : base(gameInstance, sharedStreaming, chunkComponent, sceneGroup, GameManager.instance.staticData.defaultActorPrefab, () => GameManager.instance.staticObjectPoolRoot, () => GameManager.instance.transientObjectPoolRoot, assemblies, driver) { #if UNITY_EDITOR #if DEV_STREAMING worldStreaming.shaderQualityLevel = Streaming.EShaderQualityLevel.LOW; #else worldStreaming.shaderQualityLevel = Streaming.debugHQShaderLevel; #endif #endif }
public ServerWorld( IGameInstance gameInstance, Streaming sharedStreaming, WorldChunkComponent chunkComponent, Transform sceneGroup, GameObject defaultActorPrefab, GetObjectPoolRootDelegate getStaticPoolRoot, GetObjectPoolRootDelegate getTransientPoolRoot, string serverName, string serverMessage, System.Reflection.Assembly[] assemblies, INetDriver driver ) : base(gameInstance, sharedStreaming, chunkComponent, sceneGroup, defaultActorPrefab, getStaticPoolRoot, getTransientPoolRoot, new ServerSerializableObjectFactory(assemblies), driver, new ServerNetMsgFactory(assemblies)) { this.serverName = serverName; this.serverMessage = serverMessage; _clientConnections = new ReadOnlyCollection <ActorReplicationChannel>(connectionList); }