119 lines
5.1 KiB
C#
119 lines
5.1 KiB
C#
// persistent NetworkIdentity SyncField which stores .netId internally.
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// this is necessary for cases like a player's target.
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// the target might run in and out of visibility range and become 'null'.
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// but the 'netId' remains and will always point to the monster if around.
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//
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// original Weaver code with netId workaround:
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/*
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// USER:
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[SyncVar(hook = "OnTargetChanged")]
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public NetworkIdentity target;
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// WEAVER GENERATED:
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private uint ___targetNetId;
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public NetworkIdentity Networktarget
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{
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get
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{
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return GetSyncVarNetworkIdentity(___targetNetId, ref target);
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}
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[param: In]
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set
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{
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if (!SyncVarNetworkIdentityEqual(value, ___targetNetId))
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{
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NetworkIdentity networktarget = Networktarget;
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SetSyncVarNetworkIdentity(value, ref target, 1uL, ref ___targetNetId);
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if (NetworkServer.localClientActive && !GetSyncVarHookGuard(1uL))
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{
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SetSyncVarHookGuard(1uL, value: true);
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OnTargetChanged(networktarget, value);
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SetSyncVarHookGuard(1uL, value: false);
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}
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}
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}
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}
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*/
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using System;
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using System.Runtime.CompilerServices;
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namespace Mirror
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{
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// SyncField<NetworkIdentity> only stores an uint netId.
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// while providing .spawned lookup for convenience.
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// NOTE: server always knows all spawned. consider caching the field again.
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public class SyncVarNetworkIdentity : SyncVar<uint>
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{
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// .spawned lookup from netId overwrites base uint .Value
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public new NetworkIdentity Value
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => Utils.GetSpawnedInServerOrClient(base.Value);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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set => base.Value = value != null ? value.netId : 0;
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}
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// OnChanged Callback is for <uint, uint>.
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// Let's also have one for <NetworkIdentity, NetworkIdentity>
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public new event Action<NetworkIdentity, NetworkIdentity> Callback;
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// overwrite CallCallback to use the NetworkIdentity version instead
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override void InvokeCallback(uint oldValue, uint newValue) =>
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Callback?.Invoke(Utils.GetSpawnedInServerOrClient(oldValue), Utils.GetSpawnedInServerOrClient(newValue));
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// ctor
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// 'value = null' so we can do:
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// SyncVarNetworkIdentity = new SyncVarNetworkIdentity()
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// instead of
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// SyncVarNetworkIdentity = new SyncVarNetworkIdentity(null);
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public SyncVarNetworkIdentity(NetworkIdentity value = null)
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: base(value != null ? value.netId : 0) {}
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// implicit conversion: NetworkIdentity value = SyncFieldNetworkIdentity
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator NetworkIdentity(SyncVarNetworkIdentity field) => field.Value;
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// implicit conversion: SyncFieldNetworkIdentity = value
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// even if SyncField is readonly, it's still useful: SyncFieldNetworkIdentity = target;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator SyncVarNetworkIdentity(NetworkIdentity value) => new SyncVarNetworkIdentity(value);
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// NOTE: overloading all == operators blocks '== null' checks with an
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// "ambiguous invocation" error. that's good. this way user code like
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// "player.target == null" won't compile instead of silently failing!
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// == operator for comparisons like Player.target==monster
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator ==(SyncVarNetworkIdentity a, SyncVarNetworkIdentity b) =>
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a.Value == b.Value;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator !=(SyncVarNetworkIdentity a, SyncVarNetworkIdentity b) => !(a == b);
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// == operator for comparisons like Player.target==monster
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator ==(SyncVarNetworkIdentity a, NetworkIdentity b) =>
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a.Value == b;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator !=(SyncVarNetworkIdentity a, NetworkIdentity b) => !(a == b);
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// == operator for comparisons like Player.target==monster
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator ==(NetworkIdentity a, SyncVarNetworkIdentity b) =>
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a == b.Value;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator !=(NetworkIdentity a, SyncVarNetworkIdentity b) => !(a == b);
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// if we overwrite == operators, we also need to overwrite .Equals.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override bool Equals(object obj) => obj is SyncVarNetworkIdentity value && this == value;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override int GetHashCode() => Value.GetHashCode();
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}
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}
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