153 lines
4.8 KiB
C#
153 lines
4.8 KiB
C#
using System.Collections.Generic;
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using FishNet.Connection;
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using FishNet.Object;
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using FishNet.Object.Synchronizing;
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using UnityEngine;
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using Ashwild.Inventory;
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namespace Ashwild.Network
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{
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/// <summary>
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/// Base registry that makes many local WorldObjects multiplayer-safe without any of them being a
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/// NetworkObject. It owns the shared plumbing: the synced set of "inactive" ids (claimed pickups,
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/// depleted harvestables), the local id → object lookup, the catch-up on join, and hide/show.
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/// Concrete registries (PickableRegistry, HarvestableRegistry) inherit this and add their own
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/// interaction RPCs and state. One instance per type per scene.
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/// </summary>
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[RequireComponent(typeof(NetworkObject))]
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public abstract class WorldObjectRegistry : NetworkBehaviour
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{
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#region State
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/// <summary>
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/// Ids of objects currently removed from the world (claimed / depleted), synced to all clients.
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/// </summary>
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private readonly SyncHashSet<int> inactiveIds = new SyncHashSet<int>();
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/// <summary>
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/// Local lookup of registered objects by id.
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/// </summary>
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private readonly Dictionary<int, WorldObject> registered = new Dictionary<int, WorldObject>();
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#endregion
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#region Unity Lifecycle
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/// <summary>
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/// Hook for subclasses to set their typed singleton; base does nothing.
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/// </summary>
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protected virtual void Awake() { }
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/// <summary>
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/// Hook for subclasses to clear their typed singleton; base does nothing.
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/// </summary>
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protected virtual void OnDestroy() { }
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#endregion
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#region Network Lifecycle
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public override void OnStartNetwork()
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{
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base.OnStartNetwork();
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inactiveIds.OnChange += OnInactiveChanged;
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}
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public override void OnStartClient()
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{
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base.OnStartClient();
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// Catch up on objects already inactive before we joined (silent — no effects).
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foreach (int id in inactiveIds.Collection)
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HideById(id, false);
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}
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public override void OnStopNetwork()
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{
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base.OnStopNetwork();
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inactiveIds.OnChange -= OnInactiveChanged;
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}
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#endregion
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#region Public API
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/// <summary>
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/// Registers a world object, hiding it immediately if it is already inactive.
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/// </summary>
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public void RegisterObject(WorldObject obj)
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{
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if (obj == null) return;
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registered[obj.Id] = obj;
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if (inactiveIds.Contains(obj.Id))
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obj.HideAsInactive(false);
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}
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/// <summary>
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/// Returns whether the object with this id has been removed from the world.
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/// </summary>
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public bool IsInactive(int id) => inactiveIds.Contains(id);
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#endregion
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#region Protected Helpers
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/// <summary>
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/// Looks up a registered object by id.
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/// </summary>
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protected bool TryGetObject(int id, out WorldObject obj) => registered.TryGetValue(id, out obj);
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/// <summary>
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/// Server-side: marks an object inactive (replicates → all clients hide it).
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/// </summary>
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protected void MarkInactive(int id)
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{
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if (!inactiveIds.Contains(id)) inactiveIds.Add(id);
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}
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/// <summary>
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/// Server-side: marks an object active again (replicates → all clients show it).
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/// </summary>
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protected void MarkActive(int id)
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{
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if (inactiveIds.Contains(id)) inactiveIds.Remove(id);
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}
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/// <summary>
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/// Returns the PlayerInventory on the player object owned by the given connection.
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/// </summary>
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protected PlayerInventory ResolveInventory(NetworkConnection conn)
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{
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NetworkObject playerObject = conn != null ? conn.FirstObject : null;
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return playerObject != null ? playerObject.GetComponent<PlayerInventory>() : null;
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}
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#endregion
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#region Internal Helpers
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/// <summary>
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/// Hides or shows an object when its id enters or leaves the inactive set.
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/// </summary>
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private void OnInactiveChanged(SyncHashSetOperation op, int id, bool asServer)
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{
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if (op == SyncHashSetOperation.Add) HideById(id, true);
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else if (op == SyncHashSetOperation.Remove) ShowById(id);
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}
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private void HideById(int id, bool fresh)
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{
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if (registered.TryGetValue(id, out WorldObject obj) && obj != null)
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obj.HideAsInactive(fresh);
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}
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private void ShowById(int id)
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{
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if (registered.TryGetValue(id, out WorldObject obj) && obj != null)
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obj.ShowActive();
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}
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#endregion
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}
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}
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