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NetworkScene.cs
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// Decompiled with JetBrains decompiler
// Type: UnityEngine.Networking.NetworkScene
// Assembly: UnityEngine.Networking, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: 8B34E19C-EF53-416E-AE36-35C45BAFD2DE
// Assembly location: C:\Users\Blake\sandbox\unity\test-project\Library\UnityAssemblies\UnityEngine.Networking.dll
using System.Collections.Generic;
namespace UnityEngine.Networking
{
internal class NetworkScene
{
private static Dictionary<NetworkHash128, GameObject> s_GuidToPrefab = new Dictionary<NetworkHash128, GameObject>();
private static Dictionary<NetworkHash128, SpawnDelegate> s_SpawnHandlers = new Dictionary<NetworkHash128, SpawnDelegate>();
private static Dictionary<NetworkHash128, UnSpawnDelegate> s_UnspawnHandlers = new Dictionary<NetworkHash128, UnSpawnDelegate>();
private Dictionary<NetworkInstanceId, NetworkIdentity> m_LocalObjects = new Dictionary<NetworkInstanceId, NetworkIdentity>();
internal Dictionary<NetworkInstanceId, NetworkIdentity> localObjects
{
get
{
return this.m_LocalObjects;
}
}
internal static Dictionary<NetworkHash128, GameObject> guidToPrefab
{
get
{
return NetworkScene.s_GuidToPrefab;
}
}
internal static Dictionary<NetworkHash128, SpawnDelegate> spawnHandlers
{
get
{
return NetworkScene.s_SpawnHandlers;
}
}
internal static Dictionary<NetworkHash128, UnSpawnDelegate> unspawnHandlers
{
get
{
return NetworkScene.s_UnspawnHandlers;
}
}
internal void Shutdown()
{
this.ClearLocalObjects();
NetworkScene.ClearSpawners();
}
internal void SetLocalObject(NetworkInstanceId netId, GameObject obj, bool isClient, bool isServer)
{
if (LogFilter.logDev)
Debug.Log((object) ("SetLocalObject " + (object) netId + " " + (object) obj));
if ((Object) obj == (Object) null)
{
this.m_LocalObjects[netId] = (NetworkIdentity) null;
}
else
{
NetworkIdentity networkIdentity = (NetworkIdentity) null;
if (this.m_LocalObjects.ContainsKey(netId))
networkIdentity = this.m_LocalObjects[netId];
if ((Object) networkIdentity == (Object) 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))
{
NetworkIdentity localObject = this.m_LocalObjects[netId];
if ((Object) localObject != (Object) null)
return localObject.gameObject;
}
return (GameObject) null;
}
internal bool GetNetworkIdentity(NetworkInstanceId netId, out NetworkIdentity uv)
{
if (this.m_LocalObjects.ContainsKey(netId) && (Object) this.m_LocalObjects[netId] != (Object) null)
{
uv = this.m_LocalObjects[netId];
return true;
}
uv = (NetworkIdentity) 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))
return false;
Object.Destroy((Object) this.m_LocalObjects[netId].gameObject);
return this.m_LocalObjects.Remove(netId);
}
internal void ClearLocalObjects()
{
this.m_LocalObjects.Clear();
}
internal static void RegisterPrefab(GameObject prefab, NetworkHash128 newAssetId)
{
NetworkIdentity component = prefab.GetComponent<NetworkIdentity>();
if ((bool) ((Object) component))
{
component.SetDynamicAssetId(newAssetId);
if (LogFilter.logDebug)
Debug.Log((object) ("Registering prefab '" + prefab.name + "' as asset:" + (object) component.assetId));
NetworkScene.s_GuidToPrefab[component.assetId] = prefab;
}
else
{
if (!LogFilter.logError)
return;
Debug.LogError((object) ("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"));
}
}
internal static void RegisterPrefab(GameObject prefab)
{
NetworkIdentity component = prefab.GetComponent<NetworkIdentity>();
if ((bool) ((Object) component))
{
if (LogFilter.logDebug)
Debug.Log((object) ("Registering prefab '" + prefab.name + "' as asset:" + (object) component.assetId));
NetworkScene.s_GuidToPrefab[component.assetId] = prefab;
if (prefab.GetComponentsInChildren<NetworkIdentity>().Length <= 1 || !LogFilter.logWarn)
return;
Debug.LogWarning((object) ("The prefab '" + prefab.name + "' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object."));
}
else
{
if (!LogFilter.logError)
return;
Debug.LogError((object) ("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"));
}
}
internal static bool GetPrefab(NetworkHash128 assetId, out GameObject prefab)
{
if (!assetId.IsValid())
{
prefab = (GameObject) null;
return false;
}
if (NetworkScene.s_GuidToPrefab.ContainsKey(assetId) && (Object) NetworkScene.s_GuidToPrefab[assetId] != (Object) null)
{
prefab = NetworkScene.s_GuidToPrefab[assetId];
return true;
}
prefab = (GameObject) 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)
return;
Debug.LogError((object) ("RegisterSpawnHandler custom spawn function null for " + (object) assetId));
}
else
{
if (LogFilter.logDebug)
Debug.Log((object) ("RegisterSpawnHandler asset '" + (object) 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 ((Object) component == (Object) null)
{
if (!LogFilter.logError)
return;
Debug.LogError((object) ("Could not unregister '" + prefab.name + "' since it contains no NetworkIdentity component"));
}
else
{
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 ((Object) component == (Object) null)
{
if (!LogFilter.logError)
return;
Debug.LogError((object) ("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"));
}
else if (spawnHandler == null || unspawnHandler == null)
{
if (!LogFilter.logError)
return;
Debug.LogError((object) ("RegisterPrefab custom spawn function null for " + (object) component.assetId));
}
else if (!component.assetId.IsValid())
{
if (!LogFilter.logError)
return;
Debug.LogError((object) ("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?"));
}
else
{
if (LogFilter.logDebug)
Debug.Log((object) ("Registering custom prefab '" + prefab.name + "' as asset:" + (object) 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 = (SpawnDelegate) null;
return false;
}
internal static bool InvokeUnSpawnHandler(NetworkHash128 assetId, GameObject obj)
{
if (!NetworkScene.s_UnspawnHandlers.ContainsKey(assetId) || NetworkScene.s_UnspawnHandlers[assetId] == null)
return false;
NetworkScene.s_UnspawnHandlers[assetId](obj);
return true;
}
internal void DestroyAllClientObjects()
{
using (Dictionary<NetworkInstanceId, NetworkIdentity>.KeyCollection.Enumerator enumerator = this.m_LocalObjects.Keys.GetEnumerator())
{
while (enumerator.MoveNext())
{
NetworkIdentity localObject = this.m_LocalObjects[enumerator.Current];
if ((Object) localObject != (Object) null && (Object) localObject.gameObject != (Object) null)
{
if (localObject.sceneId.IsEmpty())
Object.Destroy((Object) localObject.gameObject);
else
localObject.gameObject.SetActive(false);
}
}
}
this.ClearLocalObjects();
}
internal void DumpAllClientObjects()
{
using (Dictionary<NetworkInstanceId, NetworkIdentity>.KeyCollection.Enumerator enumerator = this.m_LocalObjects.Keys.GetEnumerator())
{
while (enumerator.MoveNext())
{
NetworkInstanceId current = enumerator.Current;
NetworkIdentity localObject = this.m_LocalObjects[current];
if ((Object) localObject != (Object) null)
Debug.Log((object) ("ID:" + (object) current + " OBJ:" + (object) localObject.gameObject + " AS:" + (object) localObject.assetId));
else
Debug.Log((object) ("ID:" + (object) current + " OBJ: null"));
}
}
}
}
}