Space-Smash-Out/Assets/FishNet/Runtime/Object/Synchronizing/SyncVar.cs

345 lines
12 KiB
C#

using FishNet.CodeGenerating;
using FishNet.Documenting;
using FishNet.Object.Helping;
using FishNet.Object.Synchronizing.Internal;
using FishNet.Serializing;
using FishNet.Serializing.Helping;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngine;
namespace FishNet.Object.Synchronizing
{
[APIExclude]
[System.Serializable]
[StructLayout(LayoutKind.Auto, CharSet = CharSet.Auto)]
public class SyncVar<T> : SyncBase
{
#region Types.
/// <summary>
/// Information needed to invoke a callback.
/// </summary>
private struct CachedOnChange
{
internal readonly T Previous;
internal readonly T Next;
public CachedOnChange(T previous, T next)
{
Previous = previous;
Next = next;
}
}
#endregion
#region Public.
/// <summary>
/// Gets and sets the current value for this SyncVar.
/// </summary>
public T Value
{
get => _value;
set => SetValue(value, true);
}
///// <summary>
///// Sets the current value for this SyncVar while sending it immediately.
///// </summary>
//public T ValueRpc
//{
// set => SetValue(value, true, true);
//}
///// <summary>
///// Gets the current value for this SyncVar while marking it dirty. This could be useful to change properties or fields on a reference type SyncVar and have the SyncVar be dirtied after.
///// </summary>
//public T ValueDirty
//{
// get
// {
// base.Dirty();
// return _value;
// }
//}
///// <summary>
///// Gets the current value for this SyncVar while sending it imediately. This could be useful to change properties or fields on a reference type SyncVar and have the SyncVar send after.
///// </summary>
//public T ValueDirtyRpc
//{
// get
// {
// base.Dirty(true);
// return _value;
// }
//}
/// <summary>
/// Called when the SyncDictionary changes.
/// </summary>
public event OnChanged OnChange;
public delegate void OnChanged(T prev, T next, bool asServer);
#endregion
#region Private.
/// <summary>
/// Server OnChange event waiting for start callbacks.
/// </summary>
private CachedOnChange? _serverOnChange;
/// <summary>
/// Client OnChange event waiting for start callbacks.
/// </summary>
private CachedOnChange? _clientOnChange;
/// <summary>
/// Value before the network is initialized on the containing object.
/// </summary>
private T _initialValue;
/// <summary>
/// Previous value on the client.
/// </summary>
private T _previousClientValue;
/// <summary>
/// Current value on the server, or client.
/// </summary>
[SerializeField]
private T _value;
/// <summary>
/// True if T IsValueType.
/// </summary>
private bool _isValueType;
#endregion
#region Constructors.
public SyncVar(SyncTypeSettings settings = new SyncTypeSettings()) : this(default(T), settings) { }
public SyncVar(T initialValue, SyncTypeSettings settings = new SyncTypeSettings()) : base(settings) => SetInitialValues(initialValue);
#endregion
/// <summary>
/// Called when the SyncType has been registered, but not yet initialized over the network.
/// </summary>
protected override void Initialized()
{
base.Initialized();
_isValueType = typeof(T).IsValueType;
_initialValue = _value;
}
/// <summary>
/// Sets initial values.
/// Initial values are not automatically synchronized, as it is assumed clients and server already have them set to the specified value.
/// When a SyncVar is reset, such as when the object despawns, current values are set to initial values.
/// </summary>
public void SetInitialValues(T value)
{
_initialValue = value;
UpdateValues(value);
}
/// <summary>
/// Sets current and previous values.
/// </summary>
/// <param name="next"></param>
private void UpdateValues(T next)
{
_previousClientValue = next;
_value = next;
}
/// <summary>
/// Sets current value and marks the SyncVar dirty when able to. Returns if able to set value.
/// </summary>
/// <param name="calledByUser">True if SetValue was called in response to user code. False if from automated code.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void SetValue(T nextValue, bool calledByUser, bool sendRpc = false)
{
/* If not registered then that means Awake
* has not completed on the owning class. This would be true
* when setting values within awake on the owning class. Registered
* is called at the end of awake, so it would be unset until awake completed.
*
* Registered however will be true when setting from another script,
* even if the owning class of this was just spawned. This is because
* the unity cycle will fire awake on the object soon as it's spawned,
* completing awake, and the user would set the value after. */
if (!base.IsInitialized)
return;
/* If not client or server then set skipChecks
* as true. When neither is true it's likely user is changing
* value before object is initialized. This is allowed
* but checks cannot be processed because they would otherwise
* stop setting the value. */
bool isNetworkInitialized = base.IsNetworkInitialized;
//Object is deinitializing.
if (isNetworkInitialized && CodegenHelper.NetworkObject_Deinitializing(this.NetworkBehaviour))
return;
//If being set by user code.
if (calledByUser)
{
if (!base.CanNetworkSetValues(true))
return;
/* We will only be this far if the network is not active yet,
* server is active, or client has setting permissions.
* We only need to set asServerInvoke to false if the network
* is initialized and the server is not active. */
bool asServerInvoke = (!isNetworkInitialized || base.NetworkBehaviour.IsServerStarted);
/* If the network has not been network initialized then
* Value is expected to be set on server and client since
* it's being set before the object is initialized. */
if (!isNetworkInitialized)
{
T prev = _value;
UpdateValues(nextValue);
//Still call invoke because change will be cached for when the network initializes.
InvokeOnChange(prev, _value, calledByUser);
}
else
{
if (Comparers.EqualityCompare<T>(_value, nextValue))
return;
T prev = _value;
_value = nextValue;
InvokeOnChange(prev, _value, asServerInvoke);
}
TryDirty(asServerInvoke);
}
//Not called by user.
else
{
/* Previously clients were not allowed to set values
* but this has been changed because clients may want
* to update values locally while occasionally
* letting the syncvar adjust their side. */
T prev = _previousClientValue;
if (Comparers.EqualityCompare<T>(prev, nextValue))
return;
/* If also server do not update value.
* Server side has say of the current value. */
if (!base.NetworkManager.IsServerStarted)
UpdateValues(nextValue);
else
_previousClientValue = nextValue;
InvokeOnChange(prev, nextValue, calledByUser);
}
/* Tries to dirty so update
* is sent over network. This needs to be called
* anytime the data changes because there is no way
* to know if the user set the value on both server
* and client or just one side. */
void TryDirty(bool asServer)
{
//Cannot dirty when network is not initialized.
if (!isNetworkInitialized)
return;
if (asServer)
base.Dirty();
//base.Dirty(sendRpc);
}
}
/// <summary>
/// Invokes OnChanged callback.
/// </summary>
private void InvokeOnChange(T prev, T next, bool asServer)
{
if (asServer)
{
if (base.NetworkBehaviour.OnStartServerCalled)
OnChange?.Invoke(prev, next, asServer);
else
_serverOnChange = new CachedOnChange(prev, next);
}
else
{
if (base.NetworkBehaviour.OnStartClientCalled)
OnChange?.Invoke(prev, next, asServer);
else
_clientOnChange = new CachedOnChange(prev, next);
}
}
/// <summary>
/// Called after OnStartXXXX has occurred.
/// </summary>
/// <param name="asServer">True if OnStartServer was called, false if OnStartClient.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
[MakePublic]
internal protected override void OnStartCallback(bool asServer)
{
base.OnStartCallback(asServer);
if (OnChange != null)
{
CachedOnChange? change = (asServer) ? _serverOnChange : _clientOnChange;
if (change != null)
InvokeOnChange(change.Value.Previous, change.Value.Next, asServer);
}
if (asServer)
_serverOnChange = null;
else
_clientOnChange = null;
}
/// <summary>
/// Writes current value.
/// </summary>
/// <param name="resetSyncTick">True to set the next time data may sync.</param>
[MakePublic]
internal protected override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
{
base.WriteDelta(writer, resetSyncTick);
writer.Write<T>(_value);
}
/// <summary>
/// Writes current value if not initialized value.
/// </summary>m>
[MakePublic]
internal protected override void WriteFull(PooledWriter obj0)
{
/* If a class then skip comparer check.
* InitialValue and Value will be the same reference.
*
* If a struct then compare field changes, since the references
* will not be the same. Otherwise comparer normally. */
//Compare if a value type.
if (_isValueType)
{
if (Comparers.EqualityCompare<T>(_initialValue, _value))
return;
}
/* SyncVars only hold latest value, so just
* write current delta. */
WriteDelta(obj0, false);
}
/// <summary>
/// Reads a SyncVar value.
/// </summary>
protected internal override void Read(PooledReader reader, bool asServer)
{
T value = reader.Read<T>();
SetValue(value, false);
}
/// <summary>
/// Resets to initialized values.
/// </summary>
[MakePublic]
internal protected override void ResetState(bool asServer)
{
base.ResetState(asServer);
_value = _initialValue;
_previousClientValue = _initialValue;
}
}
}