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Diffstat (limited to 'Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs')
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs new file mode 100644 index 0000000..5fb7459 --- /dev/null +++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs @@ -0,0 +1,974 @@ +// ---------------------------------------------------------------------------- +// <copyright file="PunClasses.cs" company="Exit Games GmbH"> +// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH +// </copyright> +// <summary> +// Wraps up smaller classes that don't need their own file. +// </summary> +// <author>developer@exitgames.com</author> +// ---------------------------------------------------------------------------- + + +#pragma warning disable 1587 +/// \defgroup publicApi Public API +/// \brief Groups the most important classes that you need to understand early on. +/// +/// \defgroup optionalGui Optional Gui Elements +/// \brief Useful GUI elements for PUN. +/// +/// \defgroup callbacks Callbacks +/// \brief Callback Interfaces +#pragma warning restore 1587 + + +namespace Photon.Pun +{ + using System; + using System.Collections.Generic; + using System.Reflection; + using ExitGames.Client.Photon; + using UnityEngine; + using UnityEngine.SceneManagement; + using Photon.Realtime; + using SupportClassPun = ExitGames.Client.Photon.SupportClass; + + + /// <summary>Replacement for RPC attribute with different name. Used to flag methods as remote-callable.</summary> + public class PunRPC : Attribute + { + } + + /// <summary> + /// This class adds the property photonView, while logging a warning when your game still uses the networkView. + /// </summary> + public class MonoBehaviourPun : MonoBehaviour + { + /// <summary>Cache field for the PhotonView on this GameObject.</summary> + private PhotonView pvCache; + + /// <summary>A cached reference to a PhotonView on this GameObject.</summary> + /// <remarks> + /// If you intend to work with a PhotonView in a script, it's usually easier to write this.photonView. + /// + /// If you intend to remove the PhotonView component from the GameObject but keep this Photon.MonoBehaviour, + /// avoid this reference or modify this code to use PhotonView.Get(obj) instead. + /// </remarks> + public PhotonView photonView + { + get + { + #if UNITY_EDITOR + // In the editor we want to avoid caching this at design time, so changes in PV structure appear immediately. + if (!Application.isPlaying || this.pvCache == null) + { + this.pvCache = PhotonView.Get(this); + } + #else + if (this.pvCache == null) + { + this.pvCache = PhotonView.Get(this); + } + #endif + return this.pvCache; + } + } + + //#if UNITY_EDITOR + //protected virtual void Reset() + //{ + // this.pvCache = this.transform.GetParentComponent<PhotonView>(); + + // if (this.pvCache == null) + // { + // Debug.LogWarning(this.GetType().Name + " requires a PhotonView. No PhotonView was found, so one is being added to GameObject '" + this.transform.root.name + "'"); + // this.pvCache = this.transform.root.gameObject.AddComponent<PhotonView>(); + // } + //} + //#endif + } + + + /// <summary> + /// This class provides a .photonView and all callbacks/events that PUN can call. Override the events/methods you want to use. + /// </summary> + /// <remarks> + /// By extending this class, you can implement individual methods as override. + /// + /// Do not add <b>new</b> <code>MonoBehaviour.OnEnable</code> or <code>MonoBehaviour.OnDisable</code> + /// Instead, you should override those and call <code>base.OnEnable</code> and <code>base.OnDisable</code>. + /// + /// Visual Studio and MonoDevelop should provide the list of methods when you begin typing "override". + /// <b>Your implementation does not have to call "base.method()".</b> + /// + /// This class implements all callback interfaces and extends <see cref="Photon.Pun.MonoBehaviourPun"/>. + /// </remarks> + /// \ingroup callbacks + // the documentation for the interface methods becomes inherited when Doxygen builds it. + public class MonoBehaviourPunCallbacks : MonoBehaviourPun, IConnectionCallbacks , IMatchmakingCallbacks , IInRoomCallbacks, ILobbyCallbacks, IWebRpcCallback, IErrorInfoCallback + { + public virtual void OnEnable() + { + PhotonNetwork.AddCallbackTarget(this); + } + + public virtual void OnDisable() + { + PhotonNetwork.RemoveCallbackTarget(this); + } + + /// <summary> + /// Called to signal that the raw connection got established but before the client can call operation on the server. + /// </summary> + /// <remarks> + /// After the (low level transport) connection is established, the client will automatically send + /// the Authentication operation, which needs to get a response before the client can call other operations. + /// + /// Your logic should wait for either: OnRegionListReceived or OnConnectedToMaster. + /// + /// This callback is useful to detect if the server can be reached at all (technically). + /// Most often, it's enough to implement OnDisconnected(). + /// + /// This is not called for transitions from the masterserver to game servers. + /// </remarks> + public virtual void OnConnected() + { + } + + /// <summary> + /// Called when the local user/client left a room, so the game's logic can clean up it's internal state. + /// </summary> + /// <remarks> + /// When leaving a room, the LoadBalancingClient will disconnect the Game Server and connect to the Master Server. + /// This wraps up multiple internal actions. + /// + /// Wait for the callback OnConnectedToMaster, before you use lobbies and join or create rooms. + /// </remarks> + public virtual void OnLeftRoom() + { + } + + /// <summary> + /// Called after switching to a new MasterClient when the current one leaves. + /// </summary> + /// <remarks> + /// This is not called when this client enters a room. + /// The former MasterClient is still in the player list when this method get called. + /// </remarks> + public virtual void OnMasterClientSwitched(Player newMasterClient) + { + } + + /// <summary> + /// Called when the server couldn't create a room (OpCreateRoom failed). + /// </summary> + /// <remarks> + /// The most common cause to fail creating a room, is when a title relies on fixed room-names and the room already exists. + /// </remarks> + /// <param name="returnCode">Operation ReturnCode from the server.</param> + /// <param name="message">Debug message for the error.</param> + public virtual void OnCreateRoomFailed(short returnCode, string message) + { + } + + /// <summary> + /// Called when a previous OpJoinRoom call failed on the server. + /// </summary> + /// <remarks> + /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room). + /// </remarks> + /// <param name="returnCode">Operation ReturnCode from the server.</param> + /// <param name="message">Debug message for the error.</param> + public virtual void OnJoinRoomFailed(short returnCode, string message) + { + } + + /// <summary> + /// Called when this client created a room and entered it. OnJoinedRoom() will be called as well. + /// </summary> + /// <remarks> + /// This callback is only called on the client which created a room (see OpCreateRoom). + /// + /// As any client might close (or drop connection) anytime, there is a chance that the + /// creator of a room does not execute OnCreatedRoom. + /// + /// If you need specific room properties or a "start signal", implement OnMasterClientSwitched() + /// and make each new MasterClient check the room's state. + /// </remarks> + public virtual void OnCreatedRoom() + { + } + + /// <summary> + /// Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate. + /// </summary> + /// <remarks> + /// While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify in the public cloud). + /// The room list gets available via OnRoomListUpdate. + /// </remarks> + public virtual void OnJoinedLobby() + { + } + + /// <summary> + /// Called after leaving a lobby. + /// </summary> + /// <remarks> + /// When you leave a lobby, [OpCreateRoom](@ref OpCreateRoom) and [OpJoinRandomRoom](@ref OpJoinRandomRoom) + /// automatically refer to the default lobby. + /// </remarks> + public virtual void OnLeftLobby() + { + } + + /// <summary> + /// Called after disconnecting from the Photon server. It could be a failure or intentional + /// </summary> + /// <remarks> + /// The reason for this disconnect is provided as DisconnectCause. + /// </remarks> + public virtual void OnDisconnected(DisconnectCause cause) + { + } + + /// <summary> + /// Called when the Name Server provided a list of regions for your title. + /// </summary> + /// <remarks>Check the RegionHandler class description, to make use of the provided values.</remarks> + /// <param name="regionHandler">The currently used RegionHandler.</param> + public virtual void OnRegionListReceived(RegionHandler regionHandler) + { + } + + /// <summary> + /// Called for any update of the room-listing while in a lobby (InLobby) on the Master Server. + /// </summary> + /// <remarks> + /// Each item is a RoomInfo which might include custom properties (provided you defined those as lobby-listed when creating a room). + /// Not all types of lobbies provide a listing of rooms to the client. Some are silent and specialized for server-side matchmaking. + /// </remarks> + public virtual void OnRoomListUpdate(List<RoomInfo> roomList) + { + } + + /// <summary> + /// Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined. + /// </summary> + /// <remarks> + /// When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties. + /// + /// In this callback, you could create player objects. For example in Unity, instantiate a prefab for the player. + /// + /// If you want a match to be started "actively", enable the user to signal "ready" (using OpRaiseEvent or a Custom Property). + /// </remarks> + public virtual void OnJoinedRoom() + { + } + + /// <summary> + /// Called when a remote player entered the room. This Player is already added to the playerlist. + /// </summary> + /// <remarks> + /// If your game starts with a certain number of players, this callback can be useful to check the + /// Room.playerCount and find out if you can start. + /// </remarks> + public virtual void OnPlayerEnteredRoom(Player newPlayer) + { + } + + /// <summary> + /// Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive. + /// </summary> + /// <remarks> + /// If another player leaves the room or if the server detects a lost connection, this callback will + /// be used to notify your game logic. + /// + /// Depending on the room's setup, players may become inactive, which means they may return and retake + /// their spot in the room. In such cases, the Player stays in the Room.Players dictionary. + /// + /// If the player is not just inactive, it gets removed from the Room.Players dictionary, before + /// the callback is called. + /// </remarks> + public virtual void OnPlayerLeftRoom(Player otherPlayer) + { + } + + /// <summary> + /// Called when a previous OpJoinRandom call failed on the server. + /// </summary> + /// <remarks> + /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room). + /// + /// When using multiple lobbies (via OpJoinLobby or a TypedLobby parameter), another lobby might have more/fitting rooms.<br/> + /// </remarks> + /// <param name="returnCode">Operation ReturnCode from the server.</param> + /// <param name="message">Debug message for the error.</param> + public virtual void OnJoinRandomFailed(short returnCode, string message) + { + } + + /// <summary> + /// Called when the client is connected to the Master Server and ready for matchmaking and other tasks. + /// </summary> + /// <remarks> + /// The list of available rooms won't become available unless you join a lobby via LoadBalancingClient.OpJoinLobby. + /// You can join rooms and create them even without being in a lobby. The default lobby is used in that case. + /// </remarks> + public virtual void OnConnectedToMaster() + { + } + + /// <summary> + /// Called when a room's custom properties changed. The propertiesThatChanged contains all that was set via Room.SetCustomProperties. + /// </summary> + /// <remarks> + /// Since v1.25 this method has one parameter: Hashtable propertiesThatChanged.<br/> + /// Changing properties must be done by Room.SetCustomProperties, which causes this callback locally, too. + /// </remarks> + /// <param name="propertiesThatChanged"></param> + public virtual void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged) + { + } + + /// <summary> + /// Called when custom player-properties are changed. Player and the changed properties are passed as object[]. + /// </summary> + /// <remarks> + /// Changing properties must be done by Player.SetCustomProperties, which causes this callback locally, too. + /// </remarks> + /// + /// <param name="targetPlayer">Contains Player that changed.</param> + /// <param name="changedProps">Contains the properties that changed.</param> + public virtual void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps) + { + } + + /// <summary> + /// Called when the server sent the response to a FindFriends request. + /// </summary> + /// <remarks> + /// After calling OpFindFriends, the Master Server will cache the friend list and send updates to the friend + /// list. The friends includes the name, userId, online state and the room (if any) for each requested user/friend. + /// + /// Use the friendList to update your UI and store it, if the UI should highlight changes. + /// </remarks> + public virtual void OnFriendListUpdate(List<FriendInfo> friendList) + { + } + + /// <summary> + /// Called when your Custom Authentication service responds with additional data. + /// </summary> + /// <remarks> + /// Custom Authentication services can include some custom data in their response. + /// When present, that data is made available in this callback as Dictionary. + /// While the keys of your data have to be strings, the values can be either string or a number (in Json). + /// You need to make extra sure, that the value type is the one you expect. Numbers become (currently) int64. + /// + /// Example: void OnCustomAuthenticationResponse(Dictionary<string, object> data) { ... } + /// </remarks> + /// <see cref="https://doc.photonengine.com/en-us/realtime/current/reference/custom-authentication"/> + public virtual void OnCustomAuthenticationResponse(Dictionary<string, object> data) + { + } + + /// <summary> + /// Called when the custom authentication failed. Followed by disconnect! + /// </summary> + /// <remarks> + /// Custom Authentication can fail due to user-input, bad tokens/secrets. + /// If authentication is successful, this method is not called. Implement OnJoinedLobby() or OnConnectedToMaster() (as usual). + /// + /// During development of a game, it might also fail due to wrong configuration on the server side. + /// In those cases, logging the debugMessage is very important. + /// + /// Unless you setup a custom authentication service for your app (in the [Dashboard](https://dashboard.photonengine.com)), + /// this won't be called! + /// </remarks> + /// <param name="debugMessage">Contains a debug message why authentication failed. This has to be fixed during development.</param> + public virtual void OnCustomAuthenticationFailed (string debugMessage) + { + } + + //TODO: Check if this needs to be implemented + // in: IOptionalInfoCallbacks + public virtual void OnWebRpcResponse(OperationResponse response) + { + } + + //TODO: Check if this needs to be implemented + // in: IOptionalInfoCallbacks + public virtual void OnLobbyStatisticsUpdate(List<TypedLobbyInfo> lobbyStatistics) + { + } + + /// <summary> + /// Called when the client receives an event from the server indicating that an error happened there. + /// </summary> + /// <remarks> + /// In most cases this could be either: + /// 1. an error from webhooks plugin (if HasErrorInfo is enabled), read more here: + /// https://doc.photonengine.com/en-us/realtime/current/gameplay/web-extensions/webhooks#options + /// 2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see example here: + /// https://doc.photonengine.com/en-us/server/current/plugins/manual#handling_http_response + /// 3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room + /// (all clients will be disconnected and the room will be closed in this case) + /// read more here: https://doc.photonengine.com/en-us/realtime/current/gameplay/cached-events#special_considerations + /// </remarks> + /// <param name="errorInfo">object containing information about the error</param> + public virtual void OnErrorInfo(ErrorInfo errorInfo) + { + } + } + + + /// <summary> + /// Container class for info about a particular message, RPC or update. + /// </summary> + /// \ingroup publicApi + public struct PhotonMessageInfo + { + private readonly int timeInt; + /// <summary>The sender of a message / event. May be null.</summary> + public readonly Player Sender; + public readonly PhotonView photonView; + + public PhotonMessageInfo(Player player, int timestamp, PhotonView view) + { + this.Sender = player; + this.timeInt = timestamp; + this.photonView = view; + } + + [Obsolete("Use SentServerTime instead.")] + public double timestamp + { + get + { + uint u = (uint) this.timeInt; + double t = u; + return t / 1000.0d; + } + } + + public double SentServerTime + { + get + { + uint u = (uint)this.timeInt; + double t = u; + return t / 1000.0d; + } + } + + public int SentServerTimestamp + { + get { return this.timeInt; } + } + + public override string ToString() + { + return string.Format("[PhotonMessageInfo: Sender='{1}' Senttime={0}]", this.SentServerTime, this.Sender); + } + } + + + + /// <summary>Defines Photon event-codes as used by PUN.</summary> + internal class PunEvent + { + public const byte RPC = 200; + public const byte SendSerialize = 201; + public const byte Instantiation = 202; + public const byte CloseConnection = 203; + public const byte Destroy = 204; + public const byte RemoveCachedRPCs = 205; + public const byte SendSerializeReliable = 206; // TS: added this but it's not really needed anymore + public const byte DestroyPlayer = 207; // TS: added to make others remove all GOs of a player + public const byte OwnershipRequest = 209; + public const byte OwnershipTransfer = 210; + public const byte VacantViewIds = 211; + public const byte OwnershipUpdate = 212; + } + + + /// <summary> + /// This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it. + /// </summary> + /// <remarks> + /// The IsWriting property will be true if this client is the "owner" of the PhotonView (and thus the GameObject). + /// Add data to the stream and it's sent via the server to the other players in a room. + /// On the receiving side, IsWriting is false and the data should be read. + /// + /// Send as few data as possible to keep connection quality up. An empty PhotonStream will not be sent. + /// + /// Use either Serialize() for reading and writing or SendNext() and ReceiveNext(). The latter two are just explicit read and + /// write methods but do about the same work as Serialize(). It's a matter of preference which methods you use. + /// </remarks> + /// \ingroup publicApi + public class PhotonStream + { + private List<object> writeData; + private object[] readData; + private int currentItem; //Used to track the next item to receive. + + /// <summary>If true, this client should add data to the stream to send it.</summary> + public bool IsWriting { get; private set; } + + /// <summary>If true, this client should read data send by another client.</summary> + public bool IsReading + { + get { return !this.IsWriting; } + } + + /// <summary>Count of items in the stream.</summary> + public int Count + { + get { return this.IsWriting ? this.writeData.Count : this.readData.Length; } + } + + /// <summary> + /// Creates a stream and initializes it. Used by PUN internally. + /// </summary> + public PhotonStream(bool write, object[] incomingData) + { + this.IsWriting = write; + + if (!write && incomingData != null) + { + this.readData = incomingData; + } + } + + public void SetReadStream(object[] incomingData, int pos = 0) + { + this.readData = incomingData; + this.currentItem = pos; + this.IsWriting = false; + } + + internal void SetWriteStream(List<object> newWriteData, int pos = 0) + { + if (pos != newWriteData.Count) + { + throw new Exception("SetWriteStream failed, because count does not match position value. pos: "+ pos + " newWriteData.Count:" + newWriteData.Count); + } + this.writeData = newWriteData; + this.currentItem = pos; + this.IsWriting = true; + } + + internal List<object> GetWriteStream() + { + return this.writeData; + } + + + [Obsolete("Either SET the writeData with an empty List or use Clear().")] + internal void ResetWriteStream() + { + this.writeData.Clear(); + } + + /// <summary>Read next piece of data from the stream when IsReading is true.</summary> + public object ReceiveNext() + { + if (this.IsWriting) + { + Debug.LogError("Error: you cannot read this stream that you are writing!"); + return null; + } + + object obj = this.readData[this.currentItem]; + this.currentItem++; + return obj; + } + + /// <summary>Read next piece of data from the stream without advancing the "current" item.</summary> + public object PeekNext() + { + if (this.IsWriting) + { + Debug.LogError("Error: you cannot read this stream that you are writing!"); + return null; + } + + object obj = this.readData[this.currentItem]; + //this.currentItem++; + return obj; + } + + /// <summary>Add another piece of data to send it when IsWriting is true.</summary> + public void SendNext(object obj) + { + if (!this.IsWriting) + { + Debug.LogError("Error: you cannot write/send to this stream that you are reading!"); + return; + } + + this.writeData.Add(obj); + } + + [Obsolete("writeData is a list now. Use and re-use it directly.")] + public bool CopyToListAndClear(List<object> target) + { + if (!this.IsWriting) return false; + + target.AddRange(this.writeData); + this.writeData.Clear(); + + return true; + } + + /// <summary>Turns the stream into a new object[].</summary> + public object[] ToArray() + { + return this.IsWriting ? this.writeData.ToArray() : this.readData; + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref bool myBool) + { + if (this.IsWriting) + { + this.writeData.Add(myBool); + } + else + { + if (this.readData.Length > this.currentItem) + { + myBool = (bool) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref int myInt) + { + if (this.IsWriting) + { + this.writeData.Add(myInt); + } + else + { + if (this.readData.Length > this.currentItem) + { + myInt = (int) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref string value) + { + if (this.IsWriting) + { + this.writeData.Add(value); + } + else + { + if (this.readData.Length > this.currentItem) + { + value = (string) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref char value) + { + if (this.IsWriting) + { + this.writeData.Add(value); + } + else + { + if (this.readData.Length > this.currentItem) + { + value = (char) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref short value) + { + if (this.IsWriting) + { + this.writeData.Add(value); + } + else + { + if (this.readData.Length > this.currentItem) + { + value = (short) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref float obj) + { + if (this.IsWriting) + { + this.writeData.Add(obj); + } + else + { + if (this.readData.Length > this.currentItem) + { + obj = (float) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref Player obj) + { + if (this.IsWriting) + { + this.writeData.Add(obj); + } + else + { + if (this.readData.Length > this.currentItem) + { + obj = (Player) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref Vector3 obj) + { + if (this.IsWriting) + { + this.writeData.Add(obj); + } + else + { + if (this.readData.Length > this.currentItem) + { + obj = (Vector3) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref Vector2 obj) + { + if (this.IsWriting) + { + this.writeData.Add(obj); + } + else + { + if (this.readData.Length > this.currentItem) + { + obj = (Vector2) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + + /// <summary> + /// Will read or write the value, depending on the stream's IsWriting value. + /// </summary> + public void Serialize(ref Quaternion obj) + { + if (this.IsWriting) + { + this.writeData.Add(obj); + } + else + { + if (this.readData.Length > this.currentItem) + { + obj = (Quaternion) this.readData[this.currentItem]; + this.currentItem++; + } + } + } + } + + + public class SceneManagerHelper + { + public static string ActiveSceneName + { + get + { + Scene s = SceneManager.GetActiveScene(); + return s.name; + } + } + + public static int ActiveSceneBuildIndex + { + get { return SceneManager.GetActiveScene().buildIndex; } + } + + + #if UNITY_EDITOR + /// <summary>In Editor, we can access the active scene's name.</summary> + public static string EditorActiveSceneName + { + get { return SceneManager.GetActiveScene().name; } + } + #endif + } + + + /// <summary> + /// The default implementation of a PrefabPool for PUN, which actually Instantiates and Destroys GameObjects but pools a resource. + /// </summary> + /// <remarks> + /// This pool is not actually storing GameObjects for later reuse. Instead, it's destroying used GameObjects. + /// However, prefabs will be loaded from a Resources folder and cached, which speeds up Instantiation a bit. + /// + /// The ResourceCache is public, so it can be filled without relying on the Resources folders. + /// </remarks> + public class DefaultPool : IPunPrefabPool + { + /// <summary>Contains a GameObject per prefabId, to speed up instantiation.</summary> + public readonly Dictionary<string, GameObject> ResourceCache = new Dictionary<string, GameObject>(); + + /// <summary>Returns an inactive instance of a networked GameObject, to be used by PUN.</summary> + /// <param name="prefabId">String identifier for the networked object.</param> + /// <param name="position">Location of the new object.</param> + /// <param name="rotation">Rotation of the new object.</param> + /// <returns></returns> + public GameObject Instantiate(string prefabId, Vector3 position, Quaternion rotation) + { + GameObject res = null; + bool cached = this.ResourceCache.TryGetValue(prefabId, out res); + if (!cached) + { + res = Resources.Load<GameObject>(prefabId); + if (res == null) + { + Debug.LogError("DefaultPool failed to load \"" + prefabId + "\". Make sure it's in a \"Resources\" folder. Or use a custom IPunPrefabPool."); + } + else + { + this.ResourceCache.Add(prefabId, res); + } + } + + bool wasActive = res.activeSelf; + if (wasActive) res.SetActive(false); + + GameObject instance =GameObject.Instantiate(res, position, rotation) as GameObject; + + if (wasActive) res.SetActive(true); + return instance; + } + + /// <summary>Simply destroys a GameObject.</summary> + /// <param name="gameObject">The GameObject to get rid of.</param> + public void Destroy(GameObject gameObject) + { + GameObject.Destroy(gameObject); + } + } + + + /// <summary>Small number of extension methods that make it easier for PUN to work cross-Unity-versions.</summary> + public static class PunExtensions + { + public static Dictionary<MethodInfo, ParameterInfo[]> ParametersOfMethods = new Dictionary<MethodInfo, ParameterInfo[]>(); + + public static ParameterInfo[] GetCachedParemeters(this MethodInfo mo) + { + ParameterInfo[] result; + bool cached = ParametersOfMethods.TryGetValue(mo, out result); + + if (!cached) + { + result = mo.GetParameters(); + ParametersOfMethods[mo] = result; + } + + return result; + } + + public static PhotonView[] GetPhotonViewsInChildren(this UnityEngine.GameObject go) + { + return go.GetComponentsInChildren<PhotonView>(true) as PhotonView[]; + } + + public static PhotonView GetPhotonView(this UnityEngine.GameObject go) + { + return go.GetComponent<PhotonView>() as PhotonView; + } + + /// <summary>compares the squared magnitude of target - second to given float value</summary> + public static bool AlmostEquals(this Vector3 target, Vector3 second, float sqrMagnitudePrecision) + { + return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize? + } + + /// <summary>compares the squared magnitude of target - second to given float value</summary> + public static bool AlmostEquals(this Vector2 target, Vector2 second, float sqrMagnitudePrecision) + { + return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize? + } + + /// <summary>compares the angle between target and second to given float value</summary> + public static bool AlmostEquals(this Quaternion target, Quaternion second, float maxAngle) + { + return Quaternion.Angle(target, second) < maxAngle; + } + + /// <summary>compares two floats and returns true of their difference is less than floatDiff</summary> + public static bool AlmostEquals(this float target, float second, float floatDiff) + { + return Mathf.Abs(target - second) < floatDiff; + } + + + public static bool CheckIsAssignableFrom(this Type to, Type from) + { + #if !NETFX_CORE + return to.IsAssignableFrom(from); + #else + return to.GetTypeInfo().IsAssignableFrom(from.GetTypeInfo()); + #endif + } + + public static bool CheckIsInterface(this Type to) + { + #if !NETFX_CORE + return to.IsInterface; + #else + return to.GetTypeInfo().IsInterface; + #endif + } + } +}
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