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style: Use PascalCase for public fields
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Follow C# guidelines: public Client and Server fields
should use pascal PascalCase

BREAKING CHANGE: PlayerSpawner.* renamed to follow PascalCase
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paulpach committed Feb 2, 2021
1 parent 2717957 commit 8366e80
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Showing 4 changed files with 51 additions and 44 deletions.
10 changes: 5 additions & 5 deletions Assets/Mirror/Editor/NetworkMenu.cs
Original file line number Diff line number Diff line change
Expand Up @@ -38,11 +38,11 @@ public static GameObject CreateNetworkManager()
networkManager.SceneManager = nsm;

PlayerSpawner playerSpawner = go.GetComponent<PlayerSpawner>();
playerSpawner.client = networkClient;
playerSpawner.server = networkServer;
playerSpawner.sceneManager = nsm;
playerSpawner.serverObjectManager = serverObjectManager;
playerSpawner.clientObjectManager = clientObjectManager;
playerSpawner.Client = networkClient;
playerSpawner.Server = networkServer;
playerSpawner.SceneManager = nsm;
playerSpawner.ServerObjectManager = serverObjectManager;
playerSpawner.ClientObjectManager = clientObjectManager;

nsm.Client = networkClient;
nsm.Server = networkServer;
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51 changes: 29 additions & 22 deletions Assets/Mirror/Runtime/PlayerSpawner.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;

namespace Mirror
{
Expand All @@ -12,36 +13,42 @@ public class PlayerSpawner : MonoBehaviour
{
static readonly ILogger logger = LogFactory.GetLogger(typeof(PlayerSpawner));

public NetworkClient client;
public NetworkServer server;
public NetworkSceneManager sceneManager;
public ClientObjectManager clientObjectManager;
public ServerObjectManager serverObjectManager;
public NetworkIdentity playerPrefab;
[FormerlySerializedAs("client")]
public NetworkClient Client;
[FormerlySerializedAs("server")]
public NetworkServer Server;
[FormerlySerializedAs("sceneManager")]
public NetworkSceneManager SceneManager;
[FormerlySerializedAs("clientObjectManager")]
public ClientObjectManager ClientObjectManager;
[FormerlySerializedAs("serverObjectManager")]
public ServerObjectManager ServerObjectManager;
[FormerlySerializedAs("playerPrefab")]
public NetworkIdentity PlayerPrefab;

// Start is called before the first frame update
public virtual void Start()
{
if (playerPrefab == null)
if (PlayerPrefab == null)
{
throw new InvalidOperationException("Assign a player in the PlayerSpawner");
}
if (client != null)
if (Client != null)
{
sceneManager.ClientSceneChanged.AddListener(OnClientSceneChanged);
if(clientObjectManager != null)
SceneManager.ClientSceneChanged.AddListener(OnClientSceneChanged);
if(ClientObjectManager != null)
{
clientObjectManager.RegisterPrefab(playerPrefab);
ClientObjectManager.RegisterPrefab(PlayerPrefab);
}
else
{
throw new InvalidOperationException("Assign a ClientObjectManager");
}
}
if (server != null)
if (Server != null)
{
server.Authenticated.AddListener(OnServerAuthenticated);
if (serverObjectManager == null)
Server.Authenticated.AddListener(OnServerAuthenticated);
if (ServerObjectManager == null)
{
throw new InvalidOperationException("Assign a ServerObjectManager");
}
Expand All @@ -50,13 +57,13 @@ public virtual void Start()

void OnDestroy()
{
if (client != null)
if (Client != null)
{
sceneManager.ClientSceneChanged.RemoveListener(OnClientSceneChanged);
SceneManager.ClientSceneChanged.RemoveListener(OnClientSceneChanged);
}
if (server != null)
if (Server != null)
{
server.Authenticated.RemoveListener(OnServerAuthenticated);
Server.Authenticated.RemoveListener(OnServerAuthenticated);
}
}

Expand All @@ -74,7 +81,7 @@ private void OnServerAuthenticated(INetworkConnection connection)
private void OnClientSceneChanged(string sceneName, SceneOperation sceneOperation)
{
if(sceneOperation == SceneOperation.Normal)
client.Send(new AddPlayerMessage());
Client.Send(new AddPlayerMessage());
}

void OnServerAddPlayerInternal(INetworkConnection conn, AddPlayerMessage msg)
Expand All @@ -98,10 +105,10 @@ public virtual void OnServerAddPlayer(INetworkConnection conn)
{
Transform startPos = GetStartPosition();
NetworkIdentity player = startPos != null
? Instantiate(playerPrefab, startPos.position, startPos.rotation)
: Instantiate(playerPrefab);
? Instantiate(PlayerPrefab, startPos.position, startPos.rotation)
: Instantiate(PlayerPrefab);

serverObjectManager.AddPlayerForConnection(conn, player.gameObject);
ServerObjectManager.AddPlayerForConnection(conn, player.gameObject);
}

/// <summary>
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12 changes: 6 additions & 6 deletions Assets/Mirror/Samples~/Pong/Scripts/PaddleSpawner.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,15 +13,15 @@ public class PaddleSpawner : PlayerSpawner
public override void OnServerAddPlayer(INetworkConnection conn)
{
// add player at correct spawn position
Transform start = server.NumPlayers == 0 ? leftRacketSpawn : rightRacketSpawn;
NetworkIdentity player = Instantiate(playerPrefab, start.position, start.rotation);
serverObjectManager.AddPlayerForConnection(conn, player.gameObject);
Transform start = Server.NumPlayers == 0 ? leftRacketSpawn : rightRacketSpawn;
NetworkIdentity player = Instantiate(PlayerPrefab, start.position, start.rotation);
ServerObjectManager.AddPlayerForConnection(conn, player.gameObject);

// spawn ball if two players
if (server.NumPlayers == 2)
if (Server.NumPlayers == 2)
{
ball = Instantiate(ballPrefab);
serverObjectManager.Spawn(ball);
ServerObjectManager.Spawn(ball);
}
}

Expand All @@ -30,7 +30,7 @@ public void OnServerDisconnect(INetworkConnection conn)
{
// destroy ball
if (ball != null)
serverObjectManager.Destroy(ball);
ServerObjectManager.Destroy(ball);
}
}
}
22 changes: 11 additions & 11 deletions Assets/Tests/Editor/PlayerSpawnerTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -30,21 +30,21 @@ public void Setup()
sceneManager = go.AddComponent<NetworkSceneManager>();
serverObjectManager = go.AddComponent<ServerObjectManager>();
clientObjectManager = go.AddComponent<ClientObjectManager>();
spawner.sceneManager = sceneManager;
spawner.SceneManager = sceneManager;
sceneManager.Client = client;
sceneManager.Server = server;
serverObjectManager.Server = server;
clientObjectManager.Client = client;
clientObjectManager.NetworkSceneManager = sceneManager;
spawner.client = client;
spawner.server = server;
spawner.serverObjectManager = serverObjectManager;
spawner.clientObjectManager = clientObjectManager;
spawner.Client = client;
spawner.Server = server;
spawner.ServerObjectManager = serverObjectManager;
spawner.ClientObjectManager = clientObjectManager;

playerPrefab = new GameObject();
NetworkIdentity playerId = playerPrefab.AddComponent<NetworkIdentity>();

spawner.playerPrefab = playerId;
spawner.PlayerPrefab = playerId;

pos1 = new GameObject().transform;
pos2 = new GameObject().transform;
Expand All @@ -65,7 +65,7 @@ public void TearDown()
[Test]
public void StartExceptionTest()
{
spawner.playerPrefab = null;
spawner.PlayerPrefab = null;
Assert.Throws<InvalidOperationException>(() =>
{
spawner.Start();
Expand All @@ -75,7 +75,7 @@ public void StartExceptionTest()
[Test]
public void StartExceptionMissingServerObjectManagerTest()
{
spawner.serverObjectManager = null;
spawner.ServerObjectManager = null;
Assert.Throws<InvalidOperationException>(() =>
{
spawner.Start();
Expand All @@ -86,14 +86,14 @@ public void StartExceptionMissingServerObjectManagerTest()
public void AutoConfigureClient()
{
spawner.Start();
Assert.That(spawner.client, Is.SameAs(client));
Assert.That(spawner.Client, Is.SameAs(client));
}

[Test]
public void AutoConfigureServer()
{
spawner.Start();
Assert.That(spawner.server, Is.SameAs(server));
Assert.That(spawner.Server, Is.SameAs(server));
}

[Test]
Expand Down Expand Up @@ -129,7 +129,7 @@ public void GetStartPositionNullTest()
[Test]
public void MissingClientObjectSpawnerExceptionTest()
{
spawner.clientObjectManager = null;
spawner.ClientObjectManager = null;
Assert.Throws<InvalidOperationException>(() =>
{
spawner.Start();
Expand Down

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