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refactor: renaming Start to Setup for public methods to start ServerO…
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…bjectManager late

BREAKING CHANGE: ServerObjectManager.Start renamed to Setup
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James-Frowen committed Apr 10, 2023
1 parent e47d4a3 commit d5f0647
Showing 1 changed file with 24 additions and 11 deletions.
35 changes: 24 additions & 11 deletions Assets/Mirage/Runtime/ServerObjectManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,8 @@ public class ServerObjectManager : MonoBehaviour
[FormerlySerializedAs("networkSceneManager")]
public NetworkSceneManager NetworkSceneManager;

private bool _hasSetup;

[Header("Authentication")]
[Tooltip("Will only send spawn message to Players who are Authenticated. Checks the Player.IsAuthenticated property")]
public bool OnlySpawnOnAuthenticated;
Expand All @@ -64,22 +66,33 @@ public class ServerObjectManager : MonoBehaviour

public INetworkVisibility DefaultVisibility { get; private set; }

public void Start()
public void Setup()
{
if (Server != null)
{
Server.Started.AddListener(OnServerStarted);
Server.OnStartHost.AddListener(StartedHost);
Server.Stopped.AddListener(OnServerStopped);
if (_hasSetup)
return;

if (NetworkSceneManager != null)
{
NetworkSceneManager.OnServerFinishedSceneChange.AddListener(OnFinishedSceneChange);
NetworkSceneManager.OnPlayerSceneReady.AddListener(SpawnVisibleObjects);
}
if (Server == null)
throw new InvalidOperationException("Server reference is null");

_hasSetup = true;

Server.Started.AddListener(OnServerStarted);
Server.OnStartHost.AddListener(StartedHost);
Server.Stopped.AddListener(OnServerStopped);

if (NetworkSceneManager != null)
{
NetworkSceneManager.OnServerFinishedSceneChange.AddListener(OnFinishedSceneChange);
NetworkSceneManager.OnPlayerSceneReady.AddListener(SpawnVisibleObjects);
}
}

private void Start()
{
if (Server != null)
Setup();
}

internal void RegisterMessageHandlers()
{
Server.MessageHandler.RegisterHandler<ServerRpcMessage>(OnServerRpcMessage);
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