quantum-space-buddies/Mirror/Runtime/Utils.cs
2021-12-27 22:31:23 -08:00

104 lines
3.4 KiB
C#

using System;
using System.Security.Cryptography;
using UnityEngine;
namespace Mirror
{
// Handles network messages on client and server
public delegate void NetworkMessageDelegate(NetworkConnection conn, NetworkReader reader, int channelId);
// Handles requests to spawn objects on the client
public delegate GameObject SpawnDelegate(Vector3 position, Guid assetId);
public delegate GameObject SpawnHandlerDelegate(SpawnMessage msg);
// Handles requests to unspawn objects on the client
public delegate void UnSpawnDelegate(GameObject spawned);
// invoke type for Cmd/Rpc
public enum MirrorInvokeType { Command, ClientRpc }
// channels are const ints instead of an enum so people can add their own
// channels (can't extend an enum otherwise).
//
// note that Mirror is slowly moving towards quake style networking which
// will only require reliable for handshake, and unreliable for the rest.
// so eventually we can change this to an Enum and transports shouldn't
// add custom channels anymore.
public static class Channels
{
public const int Reliable = 0; // ordered
public const int Unreliable = 1; // unordered
}
public static class Utils
{
public static uint GetTrueRandomUInt()
{
// use Crypto RNG to avoid having time based duplicates
using (RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider())
{
byte[] bytes = new byte[4];
rng.GetBytes(bytes);
return BitConverter.ToUInt32(bytes, 0);
}
}
public static bool IsPrefab(GameObject obj)
{
#if UNITY_EDITOR
return UnityEditor.PrefabUtility.IsPartOfPrefabAsset(obj);
#else
return false;
#endif
}
public static bool IsSceneObjectWithPrefabParent(GameObject gameObject, out GameObject prefab)
{
prefab = null;
#if UNITY_EDITOR
if (!UnityEditor.PrefabUtility.IsPartOfPrefabInstance(gameObject))
{
return false;
}
prefab = UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject);
#endif
if (prefab == null)
{
Debug.LogError($"Failed to find prefab parent for scene object [name:{gameObject.name}]");
return false;
}
return true;
}
// is a 2D point in screen? (from ummorpg)
// (if width = 1024, then indices from 0..1023 are valid (=1024 indices)
public static bool IsPointInScreen(Vector2 point) =>
0 <= point.x && point.x < Screen.width &&
0 <= point.y && point.y < Screen.height;
// universal .spawned function
public static NetworkIdentity GetSpawnedInServerOrClient(uint netId)
{
// server / host mode: use the one from server.
// host mode has access to all spawned.
if (NetworkServer.active)
{
NetworkServer.spawned.TryGetValue(netId, out NetworkIdentity entry);
return entry;
}
// client
if (NetworkClient.active)
{
NetworkClient.spawned.TryGetValue(netId, out NetworkIdentity entry);
return entry;
}
return null;
}
}
}