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feat: client network transform move to samples [MTT-3406] #629
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e7dbd60
Moving ClientNetworkTransform to the Utilities package
SamuelBellomo 9e93718
fixing wrong names
SamuelBellomo bc30ecf
putting this to the latest latest version with NGO develop. This will…
SamuelBellomo 3ea8f21
using real names
SamuelBellomo 6a25401
rename to coop
SamuelBellomo f1fcc79
improving names
SamuelBellomo 5c72f1e
update for compile error - wip
SamuelBellomo 7ac5bd6
Update Packages/com.unity.multiplayer.samples.coop/Utilities/Net/Clie…
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8 changes: 8 additions & 0 deletions
8
Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority.meta
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48 changes: 48 additions & 0 deletions
48
...om.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs
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using Unity.Netcode.Components; | ||
using Unity.Netcode; | ||
using UnityEngine; | ||
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namespace Unity.Multiplayer.Samples.Utilities.ClientAuthority | ||
{ | ||
// TODO inherit from `NetworkBehaviour` instead of `NetworkTransform` to cut direct relationship between two | ||
// TODO change to owner netvar instead of RPC based | ||
/// <summary> | ||
/// Used for syncing a transform with client side changes. This includes host. Pure server as owner isn't supported by this. Please use NetworkTransform | ||
/// for transforms that'll always be owned by the server. | ||
/// </summary> | ||
[DisallowMultipleComponent] | ||
public class ClientNetworkTransform : NetworkTransform | ||
{ | ||
/// <summary> | ||
/// Used to determine who can write to this transform. Owner client only. | ||
/// Changing this value alone will not allow you to create a NetworkTransform which can be written to by clients. | ||
/// We're using RPCs to send updated values from client to server. Netcode doesn't support client side network variable writing. | ||
/// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features use this transform. | ||
/// </summary> | ||
// This is public to make sure that users don't depend on this IsClient && IsOwner check in their code. If this logic changes in the future, we can make it invisible here | ||
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public override void OnNetworkSpawn() | ||
{ | ||
base.OnNetworkSpawn(); | ||
CanCommitToTransform = IsOwner; | ||
} | ||
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protected override void Update() | ||
{ | ||
CanCommitToTransform = IsOwner; | ||
base.Update(); | ||
if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening)) | ||
{ | ||
if (CanCommitToTransform) | ||
{ | ||
TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time); | ||
} | ||
} | ||
} | ||
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protected override bool OnIsServerAuthoritatitive() | ||
{ | ||
return false; | ||
} | ||
} | ||
} |
11 changes: 11 additions & 0 deletions
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...ity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs.meta
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17 changes: 17 additions & 0 deletions
17
...lities/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef
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{ | ||
"name": "Unity.Multiplayer.Samples.Utilities.ClientAuthority", | ||
"rootNamespace": "", | ||
"references": [ | ||
"Unity.Netcode.Components", | ||
"Unity.Netcode.Runtime" | ||
], | ||
"includePlatforms": [], | ||
"excludePlatforms": [], | ||
"allowUnsafeCode": false, | ||
"overrideReferences": false, | ||
"precompiledReferences": [], | ||
"autoReferenced": true, | ||
"defineConstraints": [], | ||
"versionDefines": [], | ||
"noEngineReferences": false | ||
} |
7 changes: 7 additions & 0 deletions
7
...s/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef.meta
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