reformat code + level load events
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@@ -1,22 +1,15 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using FlaxEditor;
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using FlaxEngine;
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using FlaxEngine.Networking;
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using Console = Cabrito.Console;
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using Debug = FlaxEngine.Debug;
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namespace Game
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class NetworkPredictedAttribute : Attribute
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{
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public NetworkPredictedAttribute()
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{
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}
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}
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// TODO: insert code to update variables with this attribute?
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@@ -24,9 +17,6 @@ namespace Game
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[AttributeUsage(AttributeTargets.Class)]
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public class NetworkedAttribute : Attribute
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{
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public NetworkedAttribute()
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{
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}
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}
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// NetworkMulticastAttribute: calls methods marked with this in all clients
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@@ -34,24 +24,23 @@ namespace Game
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public enum NetworkMessageType : byte
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{
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Handshake = 1,
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Message,
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Message
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}
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public static partial class NetworkManager
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{
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private static bool initialized = false;
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public delegate bool OnMessageDecl(NetworkMessage message);
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private static bool initialized;
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private static NetworkPeer server;
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private static NetworkPeer client;
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private static ushort ServerPort = 59183;
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private static string ServerAddress = null;
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private static ushort MTU = 1500;
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private static ushort MaximumClients = 32;
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public delegate bool OnMessageDecl(NetworkMessage message);
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private static readonly ushort ServerPort = 59183;
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private static string ServerAddress;
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private static readonly ushort MTU = 1500;
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private static readonly ushort MaximumClients = 32;
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public static OnMessageDecl OnMessage;
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public static void Init()
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@@ -79,14 +68,18 @@ namespace Game
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initialized = true;
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GameModeManager.Init(); // FIXME
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#if FLAX_EDITOR
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Editor.Instance.PlayModeEnd += Cleanup;
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#endif
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}
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public static void Deinitialize()
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public static void Cleanup()
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{
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if (server != null)
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{
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Scripting.FixedUpdate -= OnServerUpdate;
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Scripting.Exit -= Deinitialize;
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Scripting.Exit -= Cleanup;
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Level.ActorSpawned -= OnServerActorSpawned;
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NetworkPeer.ShutdownPeer(server);
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server = null;
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@@ -95,11 +88,16 @@ namespace Game
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if (client != null)
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{
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Scripting.FixedUpdate -= OnClientUpdate;
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Scripting.Exit -= Deinitialize;
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Scripting.Exit -= Cleanup;
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Level.ActorSpawned -= OnClientActorSpawned;
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NetworkPeer.ShutdownPeer(client);
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client = null;
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}
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#if FLAX_EDITOR
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Editor.Instance.PlayModeEnd -= Cleanup;
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GameModeManager.Cleanup();
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#endif
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}
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private static void OnNetworkMessage(NetworkEvent networkEvent)
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@@ -117,14 +115,13 @@ namespace Game
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{
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case NetworkMessageType.Handshake:
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{
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var message = networkEvent.Message.ReadString();
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string message = networkEvent.Message.ReadString();
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Console.Print($"Received handshake from {networkEvent.Sender.ConnectionId}, msg: " + message);
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break;
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}
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case NetworkMessageType.Message:
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{
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if (OnMessage != null)
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{
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foreach (OnMessageDecl func in OnMessage.GetInvocationList()
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.Cast<OnMessageDecl>().ToArray())
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{
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@@ -132,7 +129,7 @@ namespace Game
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if (ret)
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break;
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}
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}
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break;
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}
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default:
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