MythicalWar/Assets/FishNet/Runtime/Managing/Scened/SceneLookupData.cs

435 lines
15 KiB
C#

using FishNet.Utility.Extension;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine.SceneManagement;
#if UNITY_6000_5_OR_NEWER
using SceneHandle = System.UInt64;
#else
using SceneHandle = System.Int32;
#endif
namespace FishNet.Managing.Scened
{
/// <summary>
/// Extensions for SceneLookupData.
/// </summary>
internal static class SceneLookupDataExtensions
{
[Obsolete("Use GetFullNames instead.")]
public static string[] GetNames(this SceneLookupData[] datas) => GetFullNames(datas);
/// <summary>
/// Returns Names from SceneLookupData.
/// </summary>
/// <param name = "datas"></param>
/// <returns></returns>
public static string[] GetFullNames(this SceneLookupData[] datas)
{
string[] names = new string[datas.Length];
for (int i = 0; i < datas.Length; i++)
names[i] = datas[i].FullName;
return names;
}
[Obsolete("Use GetFullNamesOnly instead.")]
public static string[] GetNamesOnly(this SceneLookupData[] datas) => GetFulLNamesOnly(datas);
/// <summary>
/// Returns Names from SceneLookupData.
/// </summary>
/// <param name = "datas"></param>
/// <returns></returns>
public static string[] GetFulLNamesOnly(this SceneLookupData[] datas)
{
string[] names = new string[datas.Length];
for (int i = 0; i < datas.Length; i++)
names[i] = datas[i].FullNameOnly;
return names;
}
}
/// <summary>
/// Data container for looking up, loading, or unloading a scene.
/// </summary>
public class SceneLookupData : IEquatable<SceneLookupData>
{
/// <summary>
/// Handle of the scene. If value is 0, then handle is not used.
/// </summary>
public SceneHandle Handle;
[Obsolete("Use FullName instead.")]
public string Name
{
get => FullName;
set => FullName = value;
}
/// <summary>
/// Full name of the scene.
/// </summary>
public string FullName = string.Empty;
[Obsolete("Use FullNameOnly instead.")]
public string NameOnly => FullNameOnly;
/// <summary>
/// Full name of the scene without extensions.
/// </summary>
/// <summary>
/// Returns the scene name without a directory path should one exist.
/// </summary>
public string FullNameOnly
{
get
{
if (string.IsNullOrEmpty(FullName))
return string.Empty;
string name = System.IO.Path.GetFileName(FullName);
return RemoveUnityExtension(name);
}
}
/// <summary>
/// Returns if this data is valid for use.
/// Being valid does not mean that the scene exist, rather that there is enough data to try and lookup a scene.
/// </summary>
public bool IsValid => FullName != string.Empty || Handle != 0;
#region Const
/// <summary>
/// String to display when scene data is invalid.
/// </summary>
private const string INVALID_SCENE = "One or more scene information entries contain invalid data and have been skipped.";
#endregion
/// <summary>
/// </summary>
public SceneLookupData() { }
/// <summary>
/// </summary>
/// <param name = "scene">Scene to generate from.</param>
public SceneLookupData(Scene scene)
{
Handle = scene.GetRawHandle();
string fullPath = SceneUtility.GetScenePathByBuildIndex(scene.buildIndex);
FullName = Path.GetFileNameWithoutExtension(fullPath);
}
/// <summary>
/// </summary>
/// <param name = "fullName">Scene name to generate from.</param>
public SceneLookupData(string fullName)
{
FullName = fullName;
}
/// <summary>
/// </summary>
/// <param name = "handle">Scene handle to generate from.</param>
public SceneLookupData(int handle)
{
Handle = Scenes.ToRawHandle(handle);
}
/// <summary>
/// </summary>
/// <param name = "handle">Scene handle to generate from.</param>
/// <param name = "fullName">Name to generate from if handle is 0.</param>
public SceneLookupData(int handle, string fullName)
{
Handle = Scenes.ToRawHandle(handle);
FullName = fullName;
}
#region Comparers.
public static bool operator ==(SceneLookupData sldA, SceneLookupData sldB)
{
// One is null while the other is not.
if (sldA is null != sldB is null)
return false;
/*If here both are either null or have value. */
if (!(sldA is null))
return sldA.Equals(sldB);
// Fall through indicates both are null.
return true;
}
public static bool operator !=(SceneLookupData sldA, SceneLookupData sldB)
{
// One is null while the other is not.
if (sldA is null != sldB is null)
return true;
/*If here both are either null or have value. */
if (!(sldA is null))
return !sldA.Equals(sldB);
// Fall through indicates both are null.
return true;
}
public bool Equals(SceneLookupData sld)
{
// Comparing instanced against null.
if (sld is null)
return false;
// True if both handles are empty.
bool bothHandlesEmpty = Handle == 0 && sld.Handle == 0;
// If both have handles and they match.
if (!bothHandlesEmpty && sld.Handle == Handle)
return true;
// If neither have handles and name matches.
if (bothHandlesEmpty && sld.FullName == FullName)
return true;
// Fall through.
return false;
}
public override int GetHashCode()
{
int hashCode = 2053068273;
hashCode = hashCode * -1521134295 + Handle.GetHashCode();
hashCode = hashCode * -1521134295 + EqualityComparer<string>.Default.GetHashCode(FullName);
return hashCode;
}
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public override string ToString()
{
return $"Name {FullName}, Handle {Handle}";
// return base.ToString();
}
#endregion
#region CreateData.
/// <summary>
/// Returns a new SceneLookupData.
/// </summary>
/// <param name = "scene">Scene to create from.</param>
/// <returns></returns>
public static SceneLookupData CreateData(Scene scene) => new(scene);
/// <summary>
/// Returns a new SceneLookupData.
/// </summary>
/// <param name = "scene">Scene name to create from.</param>
/// <returns></returns>
public static SceneLookupData CreateData(string name) => new(name);
/// <summary>
/// Returns a new SceneLookupData.
/// </summary>
/// <param name = "scene">Scene handle to create from.</param>
/// <returns></returns>
public static SceneLookupData CreateData(int handle) => new(handle);
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name = "scenes">Scenes to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(List<Scene> scenes) => CreateData(scenes.ToArray());
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name = "names">Scene names to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(List<string> names) => CreateData(names.ToArray());
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name = "handles">Scene handles to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(List<int> handles) => CreateData(handles.ToArray());
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name = "scenes">Scenes to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(Scene[] scenes)
{
bool invalidFound = false;
List<SceneLookupData> result = new();
foreach (Scene item in scenes)
{
if (!item.IsValid())
{
invalidFound = true;
continue;
}
result.Add(CreateData(item));
}
if (invalidFound)
NetworkManagerExtensions.LogWarning(INVALID_SCENE);
return result.ToArray();
}
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name = "names">Scene names to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(string[] names)
{
SceneLookupData[] result = new SceneLookupData[names.Length];
for (int i = 0; i < result.Length; i++)
result[i] = new(names[i]);
return ValidateData(result);
}
/// <summary>
/// Validates SceneLookupdatas and returns only valid entries.
/// </summary>
public static SceneLookupData[] ValidateData(SceneLookupData data) => ValidateData(new SceneLookupData[] { data });
/// <summary>
/// Validates SceneLookupdatas and returns only valid entries.
/// </summary>
/// <param name = "datas">Datas to validate.</param>
public static SceneLookupData[] ValidateData(SceneLookupData[] datas)
{
bool invalidFound = false;
List<SceneLookupData> result = CollectionCaches<SceneLookupData>.RetrieveList();
foreach (SceneLookupData item in datas)
{
if (item.IsValid)
{
int failingIndex = -1;
// Scene name or handle is set, make sure it's not duplicated in datas.
for (int i = 0; i < result.Count; i++)
{
bool nameMatches = result[i].FullName == item.FullName;
bool handleMatches = result[i].Handle == item.Handle;
// Handle is the same (could be 0 handle).
if (handleMatches)
{
// If handle matches and not default then the same scene was added multiple times.
if (item.Handle != 0)
failingIndex = i;
}
// Name is the same.
else if (nameMatches)
{
// If handle and name matches then also fail.
if (handleMatches)
failingIndex = i;
}
}
if (failingIndex != -1)
NetworkManagerExtensions.LogWarning($"Data {item.ToString()} matches {result[failingIndex].ToString()} and has been removed from datas.");
else
result.Add(item);
}
else
{
invalidFound = true;
}
}
SceneLookupData[] returnedValue;
if (invalidFound)
{
NetworkManagerExtensions.LogWarning(INVALID_SCENE);
returnedValue = result.ToArray();
}
else
{
returnedValue = datas;
}
CollectionCaches<SceneLookupData>.Store(result);
return returnedValue;
}
/// <summary>
/// Returns a SceneLookupData collection.
/// </summary>
/// <param name = "handles">Scene handles to create from.</param>
/// <returns></returns>
public static SceneLookupData[] CreateData(int[] handles)
{
bool invalidFound = false;
List<SceneLookupData> result = new();
foreach (int item in handles)
{
if (item == 0)
{
invalidFound = true;
continue;
}
result.Add(CreateData(item));
}
if (invalidFound)
NetworkManagerExtensions.LogWarning(INVALID_SCENE);
return result.ToArray();
}
#endregion
/// <summary>
/// Removes .Unity from text.
/// </summary>
private static string RemoveUnityExtension(string text)
{
string extension = ".unity";
int extIndex = text.ToLower().IndexOf(extension);
if (extIndex != -1 && text.Length - extIndex == extension.Length)
text = text.Substring(0, extIndex);
return text;
}
/// <summary>
/// Returns the first scene found using Handle or Name, preferring Handle.
/// </summary>
/// <returns></returns>
/// <param name = "foundByHandle">True if scene was found by handle. Handle is always checked first.</param>
/// <param name = "warn">True to warn if duplicates are found.</param>
public Scene GetScene(out bool foundByHandle, bool warnIfDuplicates = true)
{
foundByHandle = false;
if (Handle == 0 && string.IsNullOrEmpty(FullNameOnly))
{
NetworkManagerExtensions.LogWarning("Scene handle and name is unset; scene cannot be returned.");
return default;
}
Scene result = default;
// Lookup my handle.
if (Handle != 0)
{
result = SceneManager.GetScene(Handle);
if (result.GetRawHandle() != 0)
foundByHandle = true;
}
// If couldnt find handle try by string.
if (!foundByHandle)
result = SceneManager.GetScene(FullNameOnly, null, warnIfDuplicates);
return result;
}
}
}