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Copy pathNetworkObjectExtensions.cs
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965 lines (925 loc) · 43.7 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Security;
using SocketNetworking.Client;
using SocketNetworking.Server;
using SocketNetworking.Shared;
using SocketNetworking.Shared.Attributes;
using SocketNetworking.Shared.NetworkObjects;
using SocketNetworking.Shared.PacketSystem.Packets;
using SocketNetworking.Shared.SyncVars;
namespace SocketNetworking
{
public static class NetworkObjectExtensions
{
/// <summary>
/// Requires all <see cref="INetworkObject"/>s specified by <see cref="INetworkObject.RequiredObjects"/> to be spawned.
/// </summary>
/// <param name="obj"></param>
public static void NetworkRequireObjectsSpawned(this INetworkObject obj)
{
obj.ThrowIfNotServer();
List<INetworkObject> clone = new List<INetworkObject>(obj.RequiredObjects);
clone.Sort((x, y) =>
{
return x.SpawnPriority - y.SpawnPriority;
});
foreach (INetworkObject obj2 in clone)
{
obj2.NetworkSpawn();
}
}
/// <summary>
/// Fakes a <see cref="ObjectManagePacket"/> with the <see cref="ObjectManagePacket.Action"/> being <see cref="ObjectManagePacket.ObjectManageAction.ConfirmCreate"/>. This can be used to help trigger <see cref="INetworkObject.OnNetworkSpawned(NetworkClient)"/> when you use a different approach rather than <see cref="NetworkSpawn(INetworkObject)"/>. <b>This method can only ba ran on the client.</b>
/// </summary>
/// <param name="obj"></param>
public static void ClientSendFakeCreatedMessage(this INetworkObject obj)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.ConfirmCreate,
};
NetworkClient.LocalClient.Send(packet);
}
/// <summary>
/// Fakes a <see cref="ObjectManagePacket"/> with the <see cref="ObjectManagePacket.Action"/> being <see cref="ObjectManagePacket.ObjectManageAction.AlreadyExists"/>. <b>This method can only ba ran on the client.</b>
/// </summary>
/// <param name="obj"></param>
public static void ClientSendFakeAlreadyExistsMessage(this INetworkObject obj)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.AlreadyExists,
};
NetworkClient.LocalClient.Send(packet);
}
/// <summary>
/// Returns <see langword="true"/> if <see cref="NetworkManager.WhereAmI"/> is <see cref="ClientLocation.Remote"/>. Otherwise, checks <see cref="NetworkClient.LocalClient"/> against <see cref="INetworkObject.OwnerClientID"/> and <see cref="INetworkObject.PrivilegedIDs"/>. <b>This method should not be used on the server as a security measure as this method does not have context to check the permissions of a client.</b>
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public static bool CheckOwnershipAndPrivilege(this INetworkObject obj)
{
if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
return true;
}
else if (NetworkManager.WhereAmI == ClientLocation.Local)
{
if (obj.OwnerClientID == NetworkClient.LocalClient.ClientID || obj.HasPrivilege(NetworkClient.LocalClient.ClientID))
{
return true;
}
}
return false;
}
/// <summary>
/// Throws an <see cref="InvalidOperationException"/> if the current location is not the server.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void ThrowIfNotServer(this INetworkObject obj)
{
if (NetworkManager.WhereAmI != ClientLocation.Remote)
{
throw new InvalidOperationException("This method can only be ran on the server.");
}
}
/// <summary>
/// Throws an <see cref="InvalidOperationException"/> if the current location is not the client.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void ThrowIfNotClient(this INetworkObject obj)
{
if (NetworkManager.WhereAmI != ClientLocation.Local)
{
throw new InvalidOperationException("This method can only be ran on the client.");
}
}
/// <summary>
/// Tries to get the <see cref="INetworkObject.OwnerClientID"/> as a <see cref="NetworkClient"/>. Note that this method should only be called on the server.
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public static NetworkClient GetOwner(this INetworkObject obj)
{
if (NetworkManager.WhereAmI != ClientLocation.Remote)
{
return null;
}
return NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID);
}
/// <summary>
/// Will attempt to find the <see cref="INetworkAvatar"/> of the <see cref="INetworkObject.OwnerClientID"/> of the <see cref="INetworkObject"/>. Can be called on both the client and server, although the client may be slower depending on the amount of <see cref="INetworkObject"/>s. Returns <see langword="null"/> if it cannot find the owner or the owners <see cref="INetworkAvatar"/>.
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public static INetworkAvatar GetOwnerAvatar(this INetworkObject obj)
{
if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
NetworkClient client = GetOwner(obj);
if (client == null)
{
return null;
}
return client.Avatar;
}
foreach (INetworkAvatar o in NetworkManager.GetNetworkObjects().Where(x => x is INetworkAvatar))
{
if (o.OwnerClientID == obj.OwnerClientID)
{
return o;
}
}
return null;
}
/// <summary>
/// Checks if the given <see cref="NetworkClient"/> cam modify the <see cref="INetworkObject"/>. Does not account for <see cref="INetworkObject.PrivilegedIDs"/>, Use <see cref="INetworkObject.HasPrivilege(int)"/> for that.
/// </summary>
/// <param name="obj"></param>
/// <param name="client"></param>
/// <returns></returns>
public static bool HasPermission(this INetworkObject obj, NetworkClient client)
{
if (obj.OwnershipMode == OwnershipMode.Public)
{
return true;
}
if (obj.OwnershipMode == OwnershipMode.Server)
{
return false;
}
if (obj.HasPrivilege(client.ClientID))
{
return true;
}
return obj.OwnerClientID == client.ClientID;
}
/// <summary>
/// Invokes a network method on the current <see cref="INetworkObject"></see>, provide a <see cref="NetworkClient"/> which will get the network invoke.
/// </summary>
/// <param name="object"></param>
/// <param name="sender"></param>
/// <param name="methodName"></param>
/// <param name="args"></param>
[Obsolete]
public static void NetworkInvoke(this INetworkObject @object, NetworkClient sender, string methodName, object[] args)
{
NetworkManager.NetworkInvoke(@object, sender, methodName, args);
}
public static void NetworkInvoke(this INetworkObject obj, NetworkClient sender, Delegate del, params object[] args)
{
if (!ReferenceEquals(obj, del.Target))
{
return;
}
NetworkManager.NetworkInvoke(sender, del, true, args);
}
/// <summary>
/// Invokes a method by name and awaits for a return. This is a blocking operation.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="obj"></param>
/// <param name="sender"></param>
/// <param name="methodName"></param>
/// <param name="args"></param>
/// <param name="timeOutMs">
/// How long before the system should time out and fail?
/// </param>
/// <returns></returns>
[Obsolete]
public static T NetworkInvoke<T>(this INetworkObject obj, NetworkClient sender, string methodName, object[] args, float timeOutMs = 5000f)
{
return NetworkManager.NetworkInvokeBlocking<T>(obj, sender, methodName, args, timeOutMs);
}
public static T NetworkInvoke<T>(this INetworkObject obj, NetworkClient sender, Delegate del, float timeOutMs = 5000f, params object[] args)
{
if (!ReferenceEquals(obj, del.Target))
{
return default;
}
return NetworkManager.NetworkInvokeBlocking<T>(sender, del, args, timeOutMs);
}
/// <summary>
/// Invokes a method. Note that this can only be run on the server, as no <see cref="NetworkClient"/> is provided. Also note that this will work as all client RPC, meaning every client will get the invocation.
/// </summary>
/// <param name="obj"></param>
/// <param name="methodName"></param>
/// <param name="args"></param>
[Obsolete]
public static void NetworkInvokeOnAll(this INetworkObject obj, string methodName, object[] args)
{
NetworkServer.NetworkInvokeOnAll(obj, methodName, args);
}
public static void NetworkInvokeOnAll(this INetworkObject obj, Delegate @delegate, params object[] args)
{
if (!ReferenceEquals(obj, @delegate.Target))
{
return;
}
NetworkServer.NetworkInvokeOnAll(@delegate, args);
}
/// <summary>
/// Spawns the <see cref="INetworkSpawnable"/> on all clients.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSpawn(this INetworkSpawnable obj)
{
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
throw new InvalidOperationException("Only servers can spawn objects this way.");
}
ObjectManagePacket packet = new ObjectManagePacket()
{
Action = ObjectManagePacket.ObjectManageAction.Create,
ObjectType = obj.GetType(),
ExtraData = obj.SendExtraData().Data,
};
NetworkServer.SendToAll(packet);
obj.OnLocalSpawned(packet);
}
/// <summary>
/// Spawns the <see cref="INetworkSpawnable"/> on a specific <see cref="NetworkClient"/>/
/// </summary>
/// <param name="obj"></param>
/// <param name="target"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSpawn(this INetworkSpawnable obj, NetworkClient target)
{
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
throw new InvalidOperationException("Only servers can spawn objects this way.");
}
ObjectManagePacket packet = new ObjectManagePacket()
{
Action = ObjectManagePacket.ObjectManageAction.Create,
ObjectType = obj.GetType(),
ExtraData = obj.SendExtraData().Data,
};
target.Send(packet);
obj.OnLocalSpawned(packet);
}
/// <summary>
/// Locally destroys the <see cref="INetworkObject"/>, this isn't synced to the network, so desync can occur. Do not use this on the server or for <see cref="INetworkObject"/>s which are not registered. (See <see cref="NetworkManager.IsRegistered(INetworkObject)"/>).
/// </summary>
/// <param name="obj"></param>
public static void LocalDestroy(this INetworkObject obj)
{
obj.Destroy();
NetworkManager.RemoveNetworkObject(obj);
}
/// <summary>
/// Destroys the <see cref="INetworkObject"/> on the network. This method will call the <see cref="INetworkObject.OnServerDestroy"/> method followed by <see cref="INetworkObject.Destroy"/>.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkDestroy(this INetworkObject obj)
{
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
if (NetworkClient.LocalClient != null && !NetworkClient.LocalClient.IsConnected)
{
Log.GlobalInfo($"Destroying object ID {obj.NetworkID} as the connection has been stopped.");
obj.Destroy();
return;
}
else
{
throw new InvalidOperationException("Only servers can destroy objects this way.");
}
}
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Destroy,
};
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
obj.OnServerDestroy();
obj.Destroy();
NetworkManager.RemoveNetworkObject(obj);
}
/// <summary>
/// Forces all <see cref="INetworkSyncVar"/>s to sync by calling <see cref="INetworkSyncVar.Sync"/>
/// </summary>
/// <param name="obj"></param>
public static void SyncVars(this INetworkObject obj)
{
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
NetworkObjectData dataArray = NetworkManager.GetNetworkObjectData(obj);
foreach (FieldInfo data in dataArray.SyncVars)
{
try
{
INetworkSyncVar var = (INetworkSyncVar)data.GetValue(obj);
if (var.ValueRaw != null && var.ValueRaw.GetType().GetInterfaces().Contains(typeof(INetworkObject)) && data.GetCustomAttribute<NoAutoSpawnAttribute>() == null)
{
INetworkObject innerObj = var.ValueRaw as INetworkObject;
innerObj.NetworkSpawn();
}
var.Sync();
}
catch (SecurityException)
{
//blah blah whatever
//Since these can happen, we ignore them. yes its slower. Cope harder.
//See how its unused? means whoever is reading this wont be getting any ever.
}
catch (Exception ex)
{
Log.GlobalError($"SyncVar general error: {ex}");
}
}
}
/// <summary>
/// Forces all <see cref="INetworkSyncVar"/>s to sync by calling <see cref="INetworkSyncVar.Sync"/>
/// </summary>
/// <param name="obj"></param>
public static void SyncVars(this INetworkObject obj, NetworkClient spawner)
{
NetworkObjectData dataArray = NetworkManager.GetNetworkObjectData(obj);
foreach (FieldInfo data in dataArray.SyncVars)
{
try
{
INetworkSyncVar var = (INetworkSyncVar)data.GetValue(obj);
if (var.ValueRaw != null && var.ValueRaw.GetType().GetInterfaces().Contains(typeof(INetworkObject)) && data.GetCustomAttribute<NoAutoSpawnAttribute>() == null)
{
INetworkObject innerObj = var.ValueRaw as INetworkObject;
innerObj.NetworkSpawn(spawner);
}
var.SyncTo(spawner);
}
catch (SecurityException)
{
//blah blah whatever
//Since these can happen, we ignore them. yes its slower. Cope harder.
//See how its unused? means whoever is reading this wont be getting any ever.
}
catch (Exception ex)
{
Log.GlobalError($"SyncVar general error: {ex}");
}
}
}
/// <summary>
/// Spawns the <see cref="INetworkObject"/>. Note that the <see cref="INetworkObject.ObjectVisibilityMode"/> will be changed from <see cref="ObjectVisibilityMode.ServerOnly"/> to <see cref="ObjectVisibilityMode.Everyone"/> if applicable. <see cref="INetworkObject.Active"/> is set to <paramref name="enabled"/>.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSpawn(this INetworkObject obj, bool enabled)
{
obj.Active = enabled;
NetworkSpawn(obj);
}
/// <summary>
/// Spawns the <see cref="INetworkObject"/> for a specific <see cref="NetworkClient"/>. Note that the <see cref="INetworkObject.ObjectVisibilityMode"/> will be changed from <see cref="ObjectVisibilityMode.ServerOnly"/> to <see cref="ObjectVisibilityMode.Everyone"/> if applicable. <see cref="INetworkObject.Active"/> is set to <paramref name="enabled"/>.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSpawn(this INetworkObject obj, NetworkClient client, bool enabled)
{
obj.Active = enabled;
NetworkSpawn(obj, client);
}
/// <summary>
/// Spawns the <see cref="INetworkObject"/>. Note that the <see cref="INetworkObject.ObjectVisibilityMode"/> will be changed from <see cref="ObjectVisibilityMode.ServerOnly"/> to <see cref="ObjectVisibilityMode.Everyone"/> if applicable.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSpawn(this INetworkObject obj)
{
if (!obj.Spawnable)
{
throw new InvalidOperationException("This object is not spawnable.");
}
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
throw new InvalidOperationException("Only servers can spawn objects this way.");
}
List<(INetworkObject, NetworkObjectData)> result = NetworkManager.GetNetworkObjectsByID(obj.NetworkID);
foreach ((INetworkObject, NetworkObjectData) obData in result)
{
INetworkObject netObj = obData.Item1;
if (netObj.GetType() == obj.GetType())
{
Log.GlobalWarning($"Object is duplicated by type with NetID {obj.NetworkID}. This will lead to unexplained behavior. It is recommended that you only keep one type of object per NetID. Original: {netObj}, Duplicate: {obj}");
}
}
NetworkManager.AddNetworkObject(obj);
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Create,
};
if (obj.ObjectVisibilityMode == ObjectVisibilityMode.ServerOnly)
{
packet.ObjectVisibilityMode = ObjectVisibilityMode.Everyone;
obj.ObjectVisibilityMode = ObjectVisibilityMode.Everyone;
}
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
Log.GlobalWarning("Trying to NetworkSpawn a server only object. (Probably not the smartest plan.)");
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet);
break;
}
obj.OnLocalSpawned(packet);
NetworkClient owner = obj.GetOwner();
if (owner != null)
{
obj.OnOwnerLocalSpawned(owner);
}
}
/// <summary>
/// Spawns the <see cref="INetworkObject"/> for a specific <see cref="NetworkClient"/>. Note that the <see cref="INetworkObject.ObjectVisibilityMode"/> will be changed from <see cref="ObjectVisibilityMode.ServerOnly"/> to <see cref="ObjectVisibilityMode.Everyone"/> if applicable.
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSpawn(this INetworkObject obj, NetworkClient target)
{
if (!obj.Spawnable)
{
throw new InvalidOperationException("This object is not spawnable.");
}
List<(INetworkObject, NetworkObjectData)> result = NetworkManager.GetNetworkObjectsByID(obj.NetworkID);
foreach ((INetworkObject, NetworkObjectData) obData in result)
{
INetworkObject netObj = obData.Item1;
if (netObj.GetType() == obj.GetType())
{
Log.GlobalWarning($"Object is duplicated by type with NetID {obj.NetworkID}. This will lead to unexplained behavior. It is recommended that you only keep one type of object per NetID. Original: {netObj}, Duplicate: {obj}");
}
}
NetworkManager.AddNetworkObject(obj);
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
throw new InvalidOperationException("Only servers can spawn objects this way.");
}
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Create,
};
if (obj.ObjectVisibilityMode == ObjectVisibilityMode.ServerOnly)
{
packet.ObjectVisibilityMode = ObjectVisibilityMode.Everyone;
obj.ObjectVisibilityMode = ObjectVisibilityMode.Everyone;
}
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
Log.GlobalWarning("Trying to NetworkSpawn a server only object. (Probably not the smartest plan.)");
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
if (client.ClientID != target.ClientID)
{
throw new InvalidOperationException($"Can't spawn an object with a targeted client while the object is hidden to non-owner client and the targeted client is not the owner client.");
}
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
target.Send(packet);
break;
}
obj.OnLocalSpawned(packet);
if (obj.OwnerClientID == target.ClientID)
{
obj.OnOwnerLocalSpawned(target);
}
}
/// <summary>
/// Sets the <see cref="INetworkObject.Active"/> state to <paramref name="state"/> as well as synchronizing across the network.
/// </summary>
/// <param name="obj"></param>
/// <param name="state"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSetActive(this INetworkObject obj, bool state)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
Active = state,
};
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
obj.Active = state;
}
/// <summary>
/// Sets the <see cref="INetworkObject.OwnerClientID"/> network wide.
/// </summary>
/// <param name="obj"></param>
/// <param name="ownerId"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSetOwner(this INetworkObject obj, int ownerId)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
OwnerID = ownerId,
};
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
obj.OwnerClientID = ownerId;
}
/// <summary>
/// Sets the <see cref="INetworkObject.OwnershipMode"/> network wide.
/// </summary>
/// <param name="obj"></param>
/// <param name="mode"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSetOwnershipMode(this INetworkObject obj, OwnershipMode mode)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
OwnershipMode = mode,
};
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
obj.OwnershipMode = mode;
}
/// <summary>
/// Adds a Privilege to a <see cref="NetworkClient"/> network wide. It is possible to desync yourself from the current authority because this method will modify the object before the packet is sent. For this reason, you should only use this method if you are sure you have authority to modify the object. Privilege allows the specified client(s) to call <see cref="NetworkInvokable"/> methods and change <see cref="INetworkSyncVar"/>s while not being the <see cref="INetworkObject.OwnerClientID"/>.
/// </summary>
/// <param name="obj"></param>
/// <param name="clientId"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkAddPrivilege(this INetworkObject obj, int clientId)
{
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
obj.GrantPrivilege(clientId);
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
};
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
}
/// <summary>
/// Syncs Privileges network wide. Privilege allows the specified client(s) to call <see cref="NetworkInvokable"/> methods and change <see cref="INetworkSyncVar"/>s while not being the <see cref="INetworkObject.OwnerClientID"/>.
/// </summary>
/// <param name="obj"></param>
/// <param name="clientId"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSetPrivilege(this INetworkObject obj, IEnumerable<int> privs)
{
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
PrivilegedIDs = privs.ToList()
};
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
}
/// <summary>
/// Removes a Privilege from a <see cref="NetworkClient"/> network wide. It is possible to desync yourself from the current authority because this method will modify the object before the packet is sent. For this reason, you should only use this method if you are sure you have authority to modify the object. Privilege allows the specified client(s) to call <see cref="NetworkInvokable"/> methods and change <see cref="INetworkSyncVar"/>s while not being the <see cref="INetworkObject.OwnerClientID"/>.
/// </summary>
/// <param name="obj"></param>
/// <param name="clientId"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkRemovePrivilege(this INetworkObject obj, int clientId)
{
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
obj.RemovePrivilege(clientId);
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
};
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
}
/// <summary>
/// Changes the <see cref="INetworkObject.NetworkID"/> network wide. This is a dangerous operation, as if you change this and refer to the old ID, the peer will fail to find the <see cref="INetworkObject"/>.
/// </summary>
/// <param name="obj"></param>
/// <param name="newId"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSetID(this INetworkObject obj, int newId)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
NewNetworkID = newId,
};
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
obj.NetworkID = newId;
}
/// <summary>
/// Resends all data about the <see cref="INetworkObject"/>. Use this if you manually modify any properties.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSync(this INetworkObject obj)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
};
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
ObjectManagePacket destroyPacket = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Destroy
};
NetworkServer.SendToAll(destroyPacket);
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
}
/// <summary>
/// Resends all data about the <see cref="INetworkObject"/>. Use this if you manually modify any properties.
/// </summary>
/// <param name="obj"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSync(this INetworkObject obj, NetworkClient who)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
};
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
if (obj.CheckVisibility(who))
{
who.Send(packet);
}
}
else
{
throw new InvalidOperationException("Server code called on client.");
}
}
/// <summary>
/// Sets the <see cref="INetworkObject.ObjectVisibilityMode"/> network wide. If the <see cref="INetworkObject.ObjectVisibilityMode"/> is <see cref="ObjectVisibilityMode.ServerOnly"/>, this method will fail. Use <see cref="NetworkSpawn(INetworkObject)"/>.
/// </summary>
/// <param name="obj"></param>
/// <param name="mode"></param>
/// <exception cref="InvalidOperationException"></exception>
public static void NetworkSetVisibility(this INetworkObject obj, ObjectVisibilityMode mode)
{
ObjectManagePacket packet = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Modify,
ObjectVisibilityMode = mode,
};
if (!obj.Active)
{
throw new InvalidOperationException("Cannot modify inactive objects.");
}
if (mode == obj.ObjectVisibilityMode)
{
return;
}
if (mode == ObjectVisibilityMode.ServerOnly)
{
throw new InvalidOperationException("You must destroy the object, do not change its visibility to server only!");
}
if (NetworkManager.WhereAmI == ClientLocation.Local)
{
NetworkClient.LocalClient.Send(packet);
}
else if (NetworkManager.WhereAmI == ClientLocation.Remote)
{
switch (obj.ObjectVisibilityMode)
{
case ObjectVisibilityMode.ServerOnly:
ObjectManagePacket destroyPacket = new ObjectManagePacket(obj)
{
Action = ObjectManagePacket.ObjectManageAction.Destroy
};
NetworkServer.SendToAll(destroyPacket);
break;
case ObjectVisibilityMode.OwnerAndServer:
NetworkClient client = NetworkServer.Clients.FirstOrDefault(x => x.ClientID == obj.OwnerClientID) ?? throw new InvalidOperationException($"Can't find client with ID {obj.OwnerClientID}.");
client.Send(packet);
break;
case ObjectVisibilityMode.Everyone:
NetworkServer.SendToAll(packet, obj);
break;
}
}
obj.ObjectVisibilityMode = mode;
}
/// <summary>
/// Checks if a <see cref="NetworkClient"/> should be able to see (see <see cref="INetworkObject.ObjectVisibilityMode"/>) the <see cref="INetworkObject"/>.
/// </summary>
/// <param name="obj"></param>
/// <param name="viewer"></param>
/// <returns></returns>
public static bool CheckVisibility(this INetworkObject obj, NetworkClient viewer)
{
if (obj.ObjectVisibilityMode == ObjectVisibilityMode.ServerOnly)
{
return false;
}
if (obj.ObjectVisibilityMode == ObjectVisibilityMode.Everyone)
{
return true;
}
return obj.OwnerClientID == viewer.ClientID;
}
/// <summary>
/// This method should never be called on spawned objects, instead, call <see cref="NetworkSetID(INetworkObject, int)"/>.
/// </summary>
/// <param name="obj"></param>
public static void EnsureNetworkIDIsGiven(this INetworkObject obj)
{
if (obj.NetworkID != 0 && obj.NetworkID != -1)
{
return;
}
int id = NetworkManager.GetNextNetworkObjectID();
obj.NetworkID = id;
}
}
}