using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using Unity.Netcode; using UnityEngine; using UnityEngine.Assertions; namespace BossRoom.Scripts.Shared.Net.NetworkObjectPool { /// /// Object Pool for networked objects, used for controlling how objects are spawned by Netcode. Netcode by default will allocate new memory when spawning new /// objects. With this Networked Pool, we're using custom spawning to reuse objects. /// Boss Room uses this for projectiles. In theory it should use this for imps too, but we wanted to show vanilla spawning vs pooled spawning. /// Hooks to NetworkManager's prefab handler to intercept object spawning and do custom actions /// public class NetworkObjectPool : NetworkBehaviour { private static NetworkObjectPool _instance; public static NetworkObjectPool Singleton { get { return _instance; } } [SerializeField] List PooledPrefabsList; HashSet prefabs = new HashSet(); Dictionary> pooledObjects = new Dictionary>(); private bool m_HasInitialized = false; public void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } } public override void OnNetworkSpawn() { InitializePool(); } public override void OnNetworkDespawn() { ClearPool(); } public void OnValidate() { for (var i = 0; i < PooledPrefabsList.Count; i++) { var prefab = PooledPrefabsList[i].Prefab; if (prefab != null) { Assert.IsNotNull(prefab.GetComponent(), $"{nameof(NetworkObjectPool)}: Pooled prefab \"{prefab.name}\" at index {i.ToString()} has no {nameof(NetworkObject)} component."); } } } /// /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool. /// /// /// public NetworkObject GetNetworkObject(GameObject prefab) { return GetNetworkObjectInternal(prefab, Vector3.zero, Quaternion.identity); } /// /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool. /// /// /// The position to spawn the object at. /// The rotation to spawn the object with. /// public NetworkObject GetNetworkObject(GameObject prefab, Vector3 position, Quaternion rotation) { return GetNetworkObjectInternal(prefab, position, rotation); } /// /// Return an object to the pool (reset objects before returning). /// public void ReturnNetworkObject(NetworkObject networkObject, GameObject prefab) { var go = networkObject.gameObject; go.SetActive(false); pooledObjects[prefab].Enqueue(networkObject); } /// /// Adds a prefab to the list of spawnable prefabs. /// /// The prefab to add. /// public void AddPrefab(GameObject prefab, int prewarmCount = 0) { var networkObject = prefab.GetComponent(); Assert.IsNotNull(networkObject, $"{nameof(prefab)} must have {nameof(networkObject)} component."); Assert.IsFalse(prefabs.Contains(prefab), $"Prefab {prefab.name} is already registered in the pool."); RegisterPrefabInternal(prefab, prewarmCount); } /// /// Builds up the cache for a prefab. /// private void RegisterPrefabInternal(GameObject prefab, int prewarmCount) { prefabs.Add(prefab); var prefabQueue = new Queue(); pooledObjects[prefab] = prefabQueue; for (int i = 0; i < prewarmCount; i++) { var go = CreateInstance(prefab); ReturnNetworkObject(go.GetComponent(), prefab); } // Register Netcode Spawn handlers NetworkManager.Singleton.PrefabHandler.AddHandler(prefab, new PooledPrefabInstanceHandler(prefab, this)); } [MethodImpl(MethodImplOptions.AggressiveInlining)] private GameObject CreateInstance(GameObject prefab) { return Instantiate(prefab); } /// /// This matches the signature of /// /// /// /// /// private NetworkObject GetNetworkObjectInternal(GameObject prefab, Vector3 position, Quaternion rotation) { var queue = pooledObjects[prefab]; NetworkObject networkObject; if (queue.Count > 0) { networkObject = queue.Dequeue(); } else { networkObject = CreateInstance(prefab).GetComponent(); } // Here we must reverse the logic in ReturnNetworkObject. var go = networkObject.gameObject; go.SetActive(true); go.transform.position = position; go.transform.rotation = rotation; return networkObject; } /// /// Registers all objects in to the cache. /// public void InitializePool() { if (m_HasInitialized) return; foreach (var configObject in PooledPrefabsList) { RegisterPrefabInternal(configObject.Prefab, configObject.PrewarmCount); } m_HasInitialized = true; } /// /// Unregisters all objects in from the cache. /// public void ClearPool() { foreach (var prefab in prefabs) { // Unregister Netcode Spawn handlers NetworkManager.Singleton.PrefabHandler.RemoveHandler(prefab); } pooledObjects.Clear(); } } [Serializable] struct PoolConfigObject { public GameObject Prefab; public int PrewarmCount; } class PooledPrefabInstanceHandler : INetworkPrefabInstanceHandler { GameObject m_Prefab; NetworkObjectPool m_Pool; public PooledPrefabInstanceHandler(GameObject prefab, NetworkObjectPool pool) { m_Prefab = prefab; m_Pool = pool; } NetworkObject INetworkPrefabInstanceHandler.Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation) { var netObject = m_Pool.GetNetworkObject(m_Prefab, position, rotation); return netObject; } void INetworkPrefabInstanceHandler.Destroy(NetworkObject networkObject) { m_Pool.ReturnNetworkObject(networkObject, m_Prefab); } } }