ProjectZ/Assets/Mirror/Runtime/SyncVarGameObject.cs

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2024-02-19 21:00:36 +03:00
// persistent GameObject SyncField which stores .netId internally.
// this is necessary for cases like a player's target.
// the target might run in and out of visibility range and become 'null'.
// but the 'netId' remains and will always point to the monster if around.
//
// NOTE that SyncFieldNetworkIdentity is faster (no .gameObject/GetComponent<>)!
//
// original Weaver code with netId workaround:
/*
// USER:
[SyncVar(hook = "OnTargetChanged")]
public GameObject target;
// WEAVER:
private uint ___targetNetId;
public GameObject Networktarget
{
get
{
return GetSyncVarGameObject(___targetNetId, ref target);
}
[param: In]
set
{
if (!NetworkBehaviour.SyncVarGameObjectEqual(value, ___targetNetId))
{
GameObject networktarget = Networktarget;
SetSyncVarGameObject(value, ref target, 1uL, ref ___targetNetId);
if (NetworkServer.localClientActive && !GetSyncVarHookGuard(1uL))
{
SetSyncVarHookGuard(1uL, value: true);
OnTargetChanged(networktarget, value);
SetSyncVarHookGuard(1uL, value: false);
}
}
}
}
private void OnTargetChanged(GameObject old, GameObject value)
{
}
*/
using System;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace Mirror
{
// SyncField<GameObject> only stores an uint netId.
// while providing .spawned lookup for convenience.
// NOTE: server always knows all spawned. consider caching the field again.
public class SyncVarGameObject : SyncVar<uint>
{
// .spawned lookup from netId overwrites base uint .Value
public new GameObject Value
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => GetGameObject(base.Value);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set => base.Value = GetNetId(value);
}
// OnChanged Callback is for <uint, uint>.
// Let's also have one for <GameObject, GameObject>
public new event Action<GameObject, GameObject> Callback;
// overwrite CallCallback to use the GameObject version instead
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override void InvokeCallback(uint oldValue, uint newValue) =>
Callback?.Invoke(GetGameObject(oldValue), GetGameObject(newValue));
// ctor
// 'value = null' so we can do:
// SyncVarGameObject = new SyncVarGameObject()
// instead of
// SyncVarGameObject = new SyncVarGameObject(null);
public SyncVarGameObject(GameObject value = null)
: base(GetNetId(value)) {}
// helper function to get netId from GameObject (if any)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static uint GetNetId(GameObject go)
{
if (go != null)
{
NetworkIdentity identity = go.GetComponent<NetworkIdentity>();
return identity != null ? identity.netId : 0;
}
return 0;
}
// helper function to get GameObject from netId (if spawned)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static GameObject GetGameObject(uint netId)
{
NetworkIdentity spawned = Utils.GetSpawnedInServerOrClient(netId);
return spawned != null ? spawned.gameObject : null;
}
// implicit conversion: GameObject value = SyncFieldGameObject
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator GameObject(SyncVarGameObject field) => field.Value;
// implicit conversion: SyncFieldGameObject = value
// even if SyncField is readonly, it's still useful: SyncFieldGameObject = target;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator SyncVarGameObject(GameObject value) => new SyncVarGameObject(value);
// == operator for comparisons like Player.target==monster
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(SyncVarGameObject a, SyncVarGameObject b) =>
a.Value == b.Value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(SyncVarGameObject a, SyncVarGameObject b) => !(a == b);
// NOTE: overloading all == operators blocks '== null' checks with an
// "ambiguous invocation" error. that's good. this way user code like
// "player.target == null" won't compile instead of silently failing!
// == operator for comparisons like Player.target==monster
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(SyncVarGameObject a, GameObject b) =>
a.Value == b;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(SyncVarGameObject a, GameObject b) => !(a == b);
// == operator for comparisons like Player.target==monster
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(GameObject a, SyncVarGameObject b) =>
a == b.Value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(GameObject a, SyncVarGameObject b) => !(a == b);
// if we overwrite == operators, we also need to overwrite .Equals.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override bool Equals(object obj) => obj is SyncVarGameObject value && this == value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override int GetHashCode() => Value.GetHashCode();
}
}