Files
megakoop/Game/Scripts/Networking/NetworkIdentity.cs
2025-10-27 13:54:38 +01:00

90 lines
2.6 KiB
C#

using UnityEngine;
namespace MegaKoop.Game.Networking
{
[DisallowMultipleComponent]
public class NetworkIdentity : MonoBehaviour
{
[SerializeField] private int networkId;
[SerializeField] private bool assignOnAwake = false; // Changed default to false - IDs should be assigned deterministically
public int NetworkId => networkId;
private void Awake()
{
// Note: Auto-increment removed in favor of deterministic ID generation
// IDs should be assigned via SetNetworkId() before or during Awake
if (networkId != 0)
{
Register();
}
}
private void OnDestroy()
{
NetworkIdRegistry.Unregister(networkId);
}
private void Register()
{
if (networkId == 0)
{
return;
}
if (!NetworkIdRegistry.TryRegister(this))
{
Debug.LogError($"[NetworkIdentity] Failed to register {name} with ID {networkId}. " +
"This object will not be synchronized correctly!");
}
}
/// <summary>
/// Retrieves a NetworkIdentity by its ID using the centralized registry.
/// </summary>
public static bool TryGet(int id, out NetworkIdentity identity)
{
identity = NetworkIdRegistry.GetById(id);
return identity != null;
}
/// <summary>
/// Allows deterministic assignment so IDs match across clients.
/// This should be called before the object is used in network communication.
/// </summary>
public void SetNetworkId(int id)
{
if (id == 0)
{
Debug.LogError("[NetworkIdentity] Cannot assign network id 0.");
return;
}
if (networkId == id)
{
return;
}
// Unregister old ID if it was registered
if (networkId != 0)
{
NetworkIdRegistry.Unregister(networkId);
}
networkId = id;
// Register with new ID
if (!NetworkIdRegistry.TryRegister(this))
{
Debug.LogError($"[NetworkIdentity] Failed to set network ID {id} for {name}. " +
"ID may already be in use!");
}
}
/// <summary>
/// Gets the current network ID without triggering registration.
/// </summary>
public int GetNetworkId() => networkId;
}
}