wip: INetworkEntity & INetworkManager
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namespace Syntriax.Engine.Network.Abstract;
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internal interface INetworkEntity
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{
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int NetworkId { get; set; }
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void SetNetworkId(int id);
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}
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using System;
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using System.Threading.Tasks;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Network.Abstract;
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public interface INetworkManager
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{
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Action<IGameObject>? OnNetworkGameObjectInstantiated { get; set; }
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INetworkCommunicator Communicator { get; }
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Task<T> Instantiate<T>(params object?[]? args) where T : class, IGameObject;
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}
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@ -3,7 +3,7 @@ using Syntriax.Engine.Network.Abstract;
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namespace Syntriax.Engine.Network;
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public class NetworkBehaviour : BehaviourOverride, INetworkBehaviour
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public class NetworkBehaviour : BehaviourOverride, INetworkBehaviour, INetworkEntity
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{
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public int NetworkId { get; private set; } = 0;
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@ -16,18 +16,22 @@ public class NetworkBehaviour : BehaviourOverride, INetworkBehaviour
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protected override void OnInitialize()
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{
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if ((BehaviourController.GetBehaviourInParent<INetworkCommunicator>() ?? GameObject.GameManager.FindBehaviour<INetworkCommunicator>()) is not NetworkCommunicator)
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throw new System.Exception($"Could not find an {nameof(INetworkCommunicator)}.");
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NetworkCommunicator = BehaviourController.GetBehaviourInParent<INetworkCommunicator>()
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?? GameObject.GameManager.FindBehaviour<INetworkCommunicator>()
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?? throw new System.Exception($"Could not find an {nameof(INetworkCommunicator)}.");
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if (NetworkCommunicator is INetworkServer server)
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if (NetworkCommunicator is INetworkClient client)
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{
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IsClient = true;
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return;
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}
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IsServer = true;
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LocalAssigned = true;
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// TODO Set and send Network Id
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}
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else
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IsClient = true;
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}
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int INetworkEntity.NetworkId { get => NetworkId; set => NetworkId = value; }
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void INetworkEntity.SetNetworkId(int id) => NetworkId = id;
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}
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@ -0,0 +1,34 @@
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using System;
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using System.Threading.Tasks;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Network.Abstract;
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namespace Syntriax.Engine.Network;
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public class NetworkManager : NetworkBehaviour, INetworkManager
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{
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public Action<IGameObject>? OnNetworkGameObjectInstantiated { get; set; } = null;
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public INetworkCommunicator Communicator { get; private set; } = null!;
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private BehaviourCollector<INetworkEntity> entities = null!;
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protected override void OnInitialize()
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{
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base.OnInitialize();
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entities = new(GameObject.GameManager);
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}
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public Task<T> Instantiate<T>(params object?[]? args) where T : class, IGameObject
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{
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return Task.Run(() =>
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{
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if (IsServer)
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return GameObject.GameManager.InstantiateGameObject<T>(args);
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// Request Instantiation From Server
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int id = 0;
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return GameObject.GameManager.InstantiateGameObject<T>(args);
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});
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}
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}
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