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			52 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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namespace Mirror
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{
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    /// <summary>SyncObjects sync state between server and client. E.g. SyncLists.</summary>
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    // SyncObject should be a class (instead of an interface) for a few reasons:
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    // * NetworkBehaviour stores SyncObjects in a list. structs would be a copy
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    //   and OnSerialize would use the copy instead of the original struct.
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    // * Obsolete functions like Flush() don't need to be defined by each type
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    // * OnDirty/IsRecording etc. default functions can be defined once here
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    //   for example, handling 'OnDirty wasn't initialized' with a default
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    //   function that throws an exception will be useful for SyncVar<T>
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    public abstract class SyncObject
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    {
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        /// <summary>Used internally to set owner NetworkBehaviour's dirty mask bit when changed.</summary>
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        public Action OnDirty;
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        /// <summary>Used internally to check if we are currently tracking changes.</summary>
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        // prevents ever growing .changes lists:
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        // if a monster has no observers but we keep modifing a SyncObject,
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        // then the changes would never be flushed and keep growing,
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        // because OnSerialize isn't called without observers.
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        // => Func so we can set it to () => observers.Count > 0
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        //    without depending on NetworkComponent/NetworkIdentity here.
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        // => virtual so it sipmly always records by default
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        public Func<bool> IsRecording = () => true;
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        /// <summary>Discard all the queued changes</summary>
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        // Consider the object fully synchronized with clients
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        public abstract void ClearChanges();
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        // Deprecated 2021-09-17
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        [Obsolete("Deprecated: Use ClearChanges instead.")]
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        public void Flush() => ClearChanges();
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        /// <summary>Write a full copy of the object</summary>
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        public abstract void OnSerializeAll(NetworkWriter writer);
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        /// <summary>Write the changes made to the object since last sync</summary>
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        public abstract void OnSerializeDelta(NetworkWriter writer);
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        /// <summary>Reads a full copy of the object</summary>
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        public abstract void OnDeserializeAll(NetworkReader reader);
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        /// <summary>Reads the changes made to the object since last sync</summary>
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        public abstract void OnDeserializeDelta(NetworkReader reader);
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        /// <summary>Resets the SyncObject so that it can be re-used</summary>
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        public abstract void Reset();
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    }
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}
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