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934 行
41 KiB
934 行
41 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Class that handles object spawning
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/// </summary>
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public class NetworkSpawnManager
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{
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/// <summary>
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/// The currently spawned objects
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/// </summary>
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public readonly Dictionary<ulong, NetworkObject> SpawnedObjects = new Dictionary<ulong, NetworkObject>();
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/// <summary>
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/// A list of the spawned objects
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/// </summary>
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public readonly HashSet<NetworkObject> SpawnedObjectsList = new HashSet<NetworkObject>();
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/// <summary>
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/// Use to get all NetworkObjects owned by a client
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/// Ownership to Objects Table Format:
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/// [ClientId][NetworkObjectId][NetworkObject]
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/// Server: Keeps track of all clients' ownership
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/// Client: Keeps track of only its ownership
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/// </summary>
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public readonly Dictionary<ulong, Dictionary<ulong, NetworkObject>> OwnershipToObjectsTable = new Dictionary<ulong, Dictionary<ulong, NetworkObject>>();
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/// <summary>
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/// Object to Ownership Table:
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/// [NetworkObjectId][ClientId]
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/// Used internally to find the client Id that currently owns
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/// the NetworkObject
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/// </summary>
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private Dictionary<ulong, ulong> m_ObjectToOwnershipTable = new Dictionary<ulong, ulong>();
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/// <summary>
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/// Used to update a NetworkObject's ownership
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/// </summary>
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internal void UpdateOwnershipTable(NetworkObject networkObject, ulong newOwner, bool isRemoving = false)
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{
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var previousOwner = newOwner;
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// Use internal lookup table to see if the NetworkObject has a previous owner
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if (m_ObjectToOwnershipTable.ContainsKey(networkObject.NetworkObjectId))
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{
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// Keep track of the previous owner's ClientId
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previousOwner = m_ObjectToOwnershipTable[networkObject.NetworkObjectId];
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// We are either despawning (remove) or changing ownership (assign)
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if (isRemoving)
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{
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m_ObjectToOwnershipTable.Remove(networkObject.NetworkObjectId);
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}
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else
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{
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m_ObjectToOwnershipTable[networkObject.NetworkObjectId] = newOwner;
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}
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}
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else
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{
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// Otherwise, just add a new lookup entry
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m_ObjectToOwnershipTable.Add(networkObject.NetworkObjectId, newOwner);
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}
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// Check to see if we had a previous owner
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if (previousOwner != newOwner && OwnershipToObjectsTable.ContainsKey(previousOwner))
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{
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// Before updating the previous owner, assure this entry exists
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if (OwnershipToObjectsTable[previousOwner].ContainsKey(networkObject.NetworkObjectId))
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{
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// Remove the previous owner's entry
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OwnershipToObjectsTable[previousOwner].Remove(networkObject.NetworkObjectId);
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// Server or Host alway invokes the lost ownership notification locally
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if (NetworkManager.IsServer)
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{
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networkObject.InvokeBehaviourOnLostOwnership();
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}
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// If we are removing the entry (i.e. despawning or client lost ownership)
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if (isRemoving)
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{
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return;
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}
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}
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else
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{
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// Really, as long as UpdateOwnershipTable is invoked when ownership is gained or lost this should never happen
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throw new Exception($"Client-ID {previousOwner} had a partial {nameof(m_ObjectToOwnershipTable)} entry! Potentially corrupted {nameof(OwnershipToObjectsTable)}?");
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}
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}
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// If the owner doesn't have an entry then create one
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if (!OwnershipToObjectsTable.ContainsKey(newOwner))
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{
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OwnershipToObjectsTable.Add(newOwner, new Dictionary<ulong, NetworkObject>());
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}
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// Sanity check to make sure we don't already have this entry (we shouldn't)
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if (!OwnershipToObjectsTable[newOwner].ContainsKey(networkObject.NetworkObjectId))
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{
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// Add the new ownership entry
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OwnershipToObjectsTable[newOwner].Add(networkObject.NetworkObjectId, networkObject);
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// Server or Host always invokes the gained ownership notification locally
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if (NetworkManager.IsServer)
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{
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networkObject.InvokeBehaviourOnGainedOwnership();
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}
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}
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else if (isRemoving)
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{
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OwnershipToObjectsTable[previousOwner].Remove(networkObject.NetworkObjectId);
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}
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else if (NetworkManager.LogLevel == LogLevel.Developer)
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{
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NetworkLog.LogWarning($"Setting ownership twice? Client-ID {previousOwner} already owns NetworkObject ID {networkObject.NetworkObjectId}!");
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}
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}
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/// <summary>
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/// Returns a list of all NetworkObjects that belong to a client.
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/// </summary>
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/// <param name="clientId">the client's id <see cref="NetworkManager.LocalClientId"/></param>
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/// <returns>returns the list of <see cref="NetworkObject"/>s owned by the client</returns>
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public List<NetworkObject> GetClientOwnedObjects(ulong clientId)
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{
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if (!OwnershipToObjectsTable.ContainsKey(clientId))
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{
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OwnershipToObjectsTable.Add(clientId, new Dictionary<ulong, NetworkObject>());
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}
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return OwnershipToObjectsTable[clientId].Values.ToList();
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}
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/// <summary>
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/// Gets the NetworkManager associated with this SpawnManager.
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/// </summary>
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public NetworkManager NetworkManager { get; }
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internal NetworkSpawnManager(NetworkManager networkManager)
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{
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NetworkManager = networkManager;
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}
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internal readonly Queue<ReleasedNetworkId> ReleasedNetworkObjectIds = new Queue<ReleasedNetworkId>();
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private ulong m_NetworkObjectIdCounter;
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// A list of target ClientId, use when sending despawn commands. Kept as a member to reduce memory allocations
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private List<ulong> m_TargetClientIds = new List<ulong>();
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internal ulong GetNetworkObjectId()
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{
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if (ReleasedNetworkObjectIds.Count > 0 && NetworkManager.NetworkConfig.RecycleNetworkIds && (Time.unscaledTime - ReleasedNetworkObjectIds.Peek().ReleaseTime) >= NetworkManager.NetworkConfig.NetworkIdRecycleDelay)
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{
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return ReleasedNetworkObjectIds.Dequeue().NetworkId;
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}
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m_NetworkObjectIdCounter++;
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return m_NetworkObjectIdCounter;
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}
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/// <summary>
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/// Returns the local player object or null if one does not exist
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/// </summary>
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/// <returns>The local player object or null if one does not exist</returns>
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public NetworkObject GetLocalPlayerObject()
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{
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return GetPlayerNetworkObject(NetworkManager.LocalClientId);
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}
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/// <summary>
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/// Returns the player object with a given clientId or null if one does not exist. This is only valid server side.
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/// </summary>
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/// <param name="clientId">the client identifier of the player</param>
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/// <returns>The player object with a given clientId or null if one does not exist</returns>
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public NetworkObject GetPlayerNetworkObject(ulong clientId)
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{
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if (!NetworkManager.IsServer && NetworkManager.LocalClientId != clientId)
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{
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throw new NotServerException("Only the server can find player objects from other clients.");
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}
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if (TryGetNetworkClient(clientId, out NetworkClient networkClient))
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{
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return networkClient.PlayerObject;
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}
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return null;
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}
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internal void RemoveOwnership(NetworkObject networkObject)
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{
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if (!NetworkManager.IsServer)
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{
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throw new NotServerException("Only the server can change ownership");
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}
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if (!networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is not spawned");
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}
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// If we made it here then we are the server and if the server is determined to already be the owner
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// then ignore the RemoveOwnership invocation.
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if (networkObject.OwnerClientId == NetworkManager.ServerClientId)
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{
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return;
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}
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networkObject.OwnerClientId = NetworkManager.ServerClientId;
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// Server removes the entry and takes over ownership before notifying
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UpdateOwnershipTable(networkObject, NetworkManager.ServerClientId, true);
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var message = new ChangeOwnershipMessage
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{
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NetworkObjectId = networkObject.NetworkObjectId,
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OwnerClientId = networkObject.OwnerClientId
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};
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
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foreach (var client in NetworkManager.ConnectedClients)
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{
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NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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}
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/// <summary>
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/// Helper function to get a network client for a clientId from the NetworkManager.
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/// On the server this will check the <see cref="NetworkManager.ConnectedClients"/> list.
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/// On a non-server this will check the <see cref="NetworkManager.LocalClient"/> only.
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/// </summary>
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/// <param name="clientId">The clientId for which to try getting the NetworkClient for.</param>
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/// <param name="networkClient">The found NetworkClient. Null if no client was found.</param>
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/// <returns>True if a NetworkClient with a matching id was found else false.</returns>
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private bool TryGetNetworkClient(ulong clientId, out NetworkClient networkClient)
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{
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if (NetworkManager.IsServer)
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{
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return NetworkManager.ConnectedClients.TryGetValue(clientId, out networkClient);
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}
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if (NetworkManager.LocalClient != null && clientId == NetworkManager.LocalClient.ClientId)
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{
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networkClient = NetworkManager.LocalClient;
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return true;
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}
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networkClient = null;
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return false;
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}
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internal void ChangeOwnership(NetworkObject networkObject, ulong clientId)
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{
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if (!NetworkManager.IsServer)
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{
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throw new NotServerException("Only the server can change ownership");
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}
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if (!networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is not spawned");
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}
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networkObject.OwnerClientId = clientId;
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networkObject.MarkVariablesDirty(true);
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NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
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// Server adds entries for all client ownership
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UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
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var message = new ChangeOwnershipMessage
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{
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NetworkObjectId = networkObject.NetworkObjectId,
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OwnerClientId = networkObject.OwnerClientId
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};
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foreach (var client in NetworkManager.ConnectedClients)
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{
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if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
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{
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
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NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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}
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}
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internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
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{
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if (!NetworkManager.NetworkConfig.EnableSceneManagement || !sceneObject.IsSceneObject)
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{
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if (NetworkManager.PrefabHandler.ContainsHandler(sceneObject.Hash))
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{
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return true;
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}
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if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(sceneObject.Hash, out var networkPrefab))
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{
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switch (networkPrefab.Override)
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{
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default:
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case NetworkPrefabOverride.None:
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return networkPrefab.Prefab != null;
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case NetworkPrefabOverride.Hash:
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case NetworkPrefabOverride.Prefab:
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return networkPrefab.OverridingTargetPrefab != null;
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}
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}
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return false;
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}
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var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(sceneObject.Hash, sceneObject.NetworkSceneHandle);
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return networkObject != null;
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}
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/// <summary>
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/// Creates a local NetowrkObject to be spawned.
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/// </summary>
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/// <remarks>
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/// For most cases this is client-side only, with the exception of when the server
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/// is spawning a player.
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/// </remarks>
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internal NetworkObject CreateLocalNetworkObject(NetworkObject.SceneObject sceneObject)
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{
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NetworkObject networkObject = null;
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var globalObjectIdHash = sceneObject.Hash;
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var position = sceneObject.HasTransform ? sceneObject.Transform.Position : default;
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var rotation = sceneObject.HasTransform ? sceneObject.Transform.Rotation : default;
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var scale = sceneObject.HasTransform ? sceneObject.Transform.Scale : default;
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var parentNetworkId = sceneObject.HasParent ? sceneObject.ParentObjectId : default;
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var worldPositionStays = (!sceneObject.HasParent) || sceneObject.WorldPositionStays;
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var isSpawnedByPrefabHandler = false;
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// If scene management is disabled or the NetworkObject was dynamically spawned
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if (!NetworkManager.NetworkConfig.EnableSceneManagement || !sceneObject.IsSceneObject)
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{
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// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
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if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
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{
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// Let the handler spawn the NetworkObject
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networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, sceneObject.OwnerClientId, position, rotation);
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networkObject.NetworkManagerOwner = NetworkManager;
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isSpawnedByPrefabHandler = true;
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}
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else
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{
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// See if there is a valid registered NetworkPrefabOverrideLink associated with the provided prefabHash
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GameObject networkPrefabReference = null;
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if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash))
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{
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switch (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Override)
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{
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default:
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case NetworkPrefabOverride.None:
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networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Prefab;
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break;
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case NetworkPrefabOverride.Hash:
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case NetworkPrefabOverride.Prefab:
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networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].OverridingTargetPrefab;
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break;
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}
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}
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// If not, then there is an issue (user possibly didn't register the prefab properly?)
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if (networkPrefabReference == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogError($"Failed to create object locally. [{nameof(globalObjectIdHash)}={globalObjectIdHash}]. {nameof(NetworkPrefab)} could not be found. Is the prefab registered with {nameof(NetworkManager)}?");
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}
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}
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else
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{
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// Create prefab instance
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networkObject = UnityEngine.Object.Instantiate(networkPrefabReference).GetComponent<NetworkObject>();
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networkObject.NetworkManagerOwner = NetworkManager;
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}
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}
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}
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else // Get the in-scene placed NetworkObject
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{
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networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash, sceneObject.NetworkSceneHandle);
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if (networkObject == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogError($"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure for Hash: {globalObjectIdHash}!");
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}
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}
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// Since this NetworkObject is an in-scene placed NetworkObject, if it is disabled then enable it so
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// NetworkBehaviours will have their OnNetworkSpawn method invoked
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if (networkObject != null && !networkObject.gameObject.activeInHierarchy)
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{
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networkObject.gameObject.SetActive(true);
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}
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}
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if (networkObject != null)
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{
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// SPECIAL CASE FOR IN-SCENE PLACED: (only when the parent has a NetworkObject)
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// This is a special case scenario where a late joining client has joined and loaded one or
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// more scenes that contain nested in-scene placed NetworkObject children yet the server's
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// synchronization information does not indicate the NetworkObject in question has a parent.
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// Under this scenario, we want to remove the parent before spawning and setting the transform values.
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if (sceneObject.IsSceneObject && !sceneObject.HasParent && networkObject.transform.parent != null)
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{
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// if the in-scene placed NetworkObject has a parent NetworkObject but the synchronization information does not
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// include parenting, then we need to force the removal of that parent
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if (networkObject.transform.parent.GetComponent<NetworkObject>() != null)
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{
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// remove the parent
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networkObject.ApplyNetworkParenting(true, true);
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}
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}
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// Set the transform unless we were spawned by a prefab handler
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// Note: prefab handlers are provided the position and rotation
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// but it is up to the user to set those values
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if (sceneObject.HasTransform && !isSpawnedByPrefabHandler)
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{
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// If world position stays is true or we have auto object parent synchronization disabled
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// then we want to apply the position and rotation values world space relative
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if (worldPositionStays || !networkObject.AutoObjectParentSync)
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{
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networkObject.transform.position = position;
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networkObject.transform.rotation = rotation;
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}
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else
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{
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networkObject.transform.localPosition = position;
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networkObject.transform.localRotation = rotation;
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}
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// SPECIAL CASE:
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// Since players are created uniquely we don't apply scale because
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// the ConnectionApprovalResponse does not currently provide the
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// ability to specify scale. So, we just use the default scale of
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// the network prefab used to represent the player.
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// Note: not doing this would set the player's scale to zero since
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// that is the default value of Vector3.
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if (!sceneObject.IsPlayerObject)
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{
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// Since scale is always applied to local space scale, we do the transform
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// space logic during serialization such that it works out whether AutoObjectParentSync
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// is enabled or not (see NetworkObject.SceneObject)
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networkObject.transform.localScale = scale;
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}
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}
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if (sceneObject.HasParent)
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{
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// Go ahead and set network parenting properties, if the latest parent is not set then pass in null
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// (we always want to set worldPositionStays)
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ulong? parentId = null;
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if (sceneObject.IsLatestParentSet)
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{
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parentId = parentNetworkId;
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}
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networkObject.SetNetworkParenting(parentId, worldPositionStays);
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}
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// Dynamically spawned NetworkObjects that occur during a LoadSceneMode.Single load scene event are migrated into the DDOL
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// until the scene is loaded. They are then migrated back into the newly loaded and currently active scene.
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if (!sceneObject.IsSceneObject && NetworkSceneManager.IsSpawnedObjectsPendingInDontDestroyOnLoad)
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{
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UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
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}
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}
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return networkObject;
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}
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// Ran on both server and client
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internal void SpawnNetworkObjectLocally(NetworkObject networkObject, ulong networkId, bool sceneObject, bool playerObject, ulong ownerClientId, bool destroyWithScene)
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{
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if (networkObject == null)
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{
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throw new ArgumentNullException(nameof(networkObject), "Cannot spawn null object");
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}
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if (networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is already spawned");
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}
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if (!sceneObject)
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{
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var networkObjectChildren = networkObject.GetComponentsInChildren<NetworkObject>();
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if (networkObjectChildren.Length > 1)
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{
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Debug.LogError("Spawning NetworkObjects with nested NetworkObjects is only supported for scene objects. Child NetworkObjects will not be spawned over the network!");
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}
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}
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SpawnNetworkObjectLocallyCommon(networkObject, networkId, sceneObject, playerObject, ownerClientId, destroyWithScene);
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}
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// Ran on both server and client
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internal void SpawnNetworkObjectLocally(NetworkObject networkObject, in NetworkObject.SceneObject sceneObject, bool destroyWithScene)
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{
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if (networkObject == null)
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{
|
|
throw new ArgumentNullException(nameof(networkObject), "Cannot spawn null object");
|
|
}
|
|
|
|
if (networkObject.IsSpawned)
|
|
{
|
|
throw new SpawnStateException("Object is already spawned");
|
|
}
|
|
|
|
SpawnNetworkObjectLocallyCommon(networkObject, sceneObject.NetworkObjectId, sceneObject.IsSceneObject, sceneObject.IsPlayerObject, sceneObject.OwnerClientId, destroyWithScene);
|
|
}
|
|
|
|
private void SpawnNetworkObjectLocallyCommon(NetworkObject networkObject, ulong networkId, bool sceneObject, bool playerObject, ulong ownerClientId, bool destroyWithScene)
|
|
{
|
|
if (SpawnedObjects.ContainsKey(networkId))
|
|
{
|
|
Debug.LogWarning($"Trying to spawn {nameof(NetworkObject.NetworkObjectId)} {networkId} that already exists!");
|
|
return;
|
|
}
|
|
|
|
networkObject.IsSpawned = true;
|
|
networkObject.IsSceneObject = sceneObject;
|
|
|
|
// Always check to make sure our scene of origin is properly set for in-scene placed NetworkObjects
|
|
// Note: Always check SceneOriginHandle directly at this specific location.
|
|
if (networkObject.IsSceneObject != false && networkObject.SceneOriginHandle == 0)
|
|
{
|
|
networkObject.SceneOrigin = networkObject.gameObject.scene;
|
|
}
|
|
|
|
// For integration testing, this makes sure that the appropriate NetworkManager is assigned to
|
|
// the NetworkObject since it uses the NetworkManager.Singleton when not set
|
|
if (networkObject.NetworkManagerOwner != NetworkManager)
|
|
{
|
|
networkObject.NetworkManagerOwner = NetworkManager;
|
|
}
|
|
|
|
networkObject.NetworkObjectId = networkId;
|
|
|
|
networkObject.DestroyWithScene = sceneObject || destroyWithScene;
|
|
|
|
networkObject.OwnerClientId = ownerClientId;
|
|
|
|
networkObject.IsPlayerObject = playerObject;
|
|
|
|
SpawnedObjects.Add(networkObject.NetworkObjectId, networkObject);
|
|
SpawnedObjectsList.Add(networkObject);
|
|
|
|
if (NetworkManager.IsServer)
|
|
{
|
|
if (playerObject)
|
|
{
|
|
// If there was an already existing player object for this player, then mark it as no longer
|
|
// a player object.
|
|
if (NetworkManager.ConnectedClients[ownerClientId].PlayerObject != null)
|
|
{
|
|
NetworkManager.ConnectedClients[ownerClientId].PlayerObject.IsPlayerObject = false;
|
|
}
|
|
NetworkManager.ConnectedClients[ownerClientId].PlayerObject = networkObject;
|
|
}
|
|
}
|
|
else if (ownerClientId == NetworkManager.LocalClientId)
|
|
{
|
|
if (playerObject)
|
|
{
|
|
// If there was an already existing player object for this player, then mark it as no longer a player object.
|
|
if (NetworkManager.LocalClient.PlayerObject != null)
|
|
{
|
|
NetworkManager.LocalClient.PlayerObject.IsPlayerObject = false;
|
|
}
|
|
NetworkManager.LocalClient.PlayerObject = networkObject;
|
|
}
|
|
}
|
|
|
|
if (NetworkManager.IsServer)
|
|
{
|
|
for (int i = 0; i < NetworkManager.ConnectedClientsList.Count; i++)
|
|
{
|
|
if (networkObject.CheckObjectVisibility == null || networkObject.CheckObjectVisibility(NetworkManager.ConnectedClientsList[i].ClientId))
|
|
{
|
|
networkObject.Observers.Add(NetworkManager.ConnectedClientsList[i].ClientId);
|
|
}
|
|
}
|
|
}
|
|
|
|
networkObject.ApplyNetworkParenting();
|
|
NetworkObject.CheckOrphanChildren();
|
|
|
|
networkObject.InvokeBehaviourNetworkSpawn();
|
|
|
|
NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredMessageManager.TriggerType.OnSpawn, networkId);
|
|
|
|
// propagate the IsSceneObject setting to child NetworkObjects
|
|
var children = networkObject.GetComponentsInChildren<NetworkObject>();
|
|
foreach (var childObject in children)
|
|
{
|
|
childObject.IsSceneObject = sceneObject;
|
|
}
|
|
}
|
|
|
|
internal void SendSpawnCallForObject(ulong clientId, NetworkObject networkObject)
|
|
{
|
|
// If we are a host and sending to the host's client id, then we can skip sending ourselves the spawn message.
|
|
if (clientId == NetworkManager.ServerClientId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var message = new CreateObjectMessage
|
|
{
|
|
ObjectInfo = networkObject.GetMessageSceneObject(clientId)
|
|
};
|
|
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientId);
|
|
NetworkManager.NetworkMetrics.TrackObjectSpawnSent(clientId, networkObject, size);
|
|
}
|
|
|
|
internal ulong? GetSpawnParentId(NetworkObject networkObject)
|
|
{
|
|
NetworkObject parentNetworkObject = null;
|
|
|
|
if (!networkObject.AlwaysReplicateAsRoot && networkObject.transform.parent != null)
|
|
{
|
|
parentNetworkObject = networkObject.transform.parent.GetComponent<NetworkObject>();
|
|
}
|
|
|
|
if (parentNetworkObject == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
return parentNetworkObject.NetworkObjectId;
|
|
}
|
|
|
|
internal void DespawnObject(NetworkObject networkObject, bool destroyObject = false)
|
|
{
|
|
if (!networkObject.IsSpawned)
|
|
{
|
|
throw new SpawnStateException("Object is not spawned");
|
|
}
|
|
|
|
if (!NetworkManager.IsServer)
|
|
{
|
|
throw new NotServerException("Only server can despawn objects");
|
|
}
|
|
|
|
OnDespawnObject(networkObject, destroyObject);
|
|
}
|
|
|
|
// Makes scene objects ready to be reused
|
|
internal void ServerResetShudownStateForSceneObjects()
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((c) => c.IsSceneObject != null && c.IsSceneObject == true);
|
|
#else
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSceneObject != null && c.IsSceneObject == true);
|
|
#endif
|
|
foreach (var sobj in networkObjects)
|
|
{
|
|
sobj.IsSpawned = false;
|
|
sobj.DestroyWithScene = false;
|
|
sobj.IsSceneObject = null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets called only by NetworkSceneManager.SwitchScene
|
|
/// </summary>
|
|
internal void ServerDestroySpawnedSceneObjects()
|
|
{
|
|
// This Allocation is "OK" for now because this code only executes when a new scene is switched to
|
|
// We need to create a new copy the HashSet of NetworkObjects (SpawnedObjectsList) so we can remove
|
|
// objects from the HashSet (SpawnedObjectsList) without causing a list has been modified exception to occur.
|
|
var spawnedObjects = SpawnedObjectsList.ToList();
|
|
|
|
foreach (var sobj in spawnedObjects)
|
|
{
|
|
if (sobj.IsSceneObject != null && sobj.IsSceneObject.Value && sobj.DestroyWithScene && sobj.gameObject.scene != NetworkManager.SceneManager.DontDestroyOnLoadScene)
|
|
{
|
|
SpawnedObjectsList.Remove(sobj);
|
|
UnityEngine.Object.Destroy(sobj.gameObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void DespawnAndDestroyNetworkObjects()
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
|
|
#else
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
|
|
#endif
|
|
|
|
for (int i = 0; i < networkObjects.Length; i++)
|
|
{
|
|
if (networkObjects[i].NetworkManager == NetworkManager)
|
|
{
|
|
if (NetworkManager.PrefabHandler.ContainsHandler(networkObjects[i]))
|
|
{
|
|
OnDespawnObject(networkObjects[i], false);
|
|
// Leave destruction up to the handler
|
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObjects[i]);
|
|
}
|
|
else if (networkObjects[i].IsSpawned)
|
|
{
|
|
// If it is an in-scene placed NetworkObject then just despawn
|
|
// and let it be destroyed when the scene is unloaded. Otherwise, despawn and destroy it.
|
|
var shouldDestroy = !(networkObjects[i].IsSceneObject != null && networkObjects[i].IsSceneObject.Value);
|
|
|
|
OnDespawnObject(networkObjects[i], shouldDestroy);
|
|
}
|
|
else if (networkObjects[i].IsSceneObject != null && !networkObjects[i].IsSceneObject.Value)
|
|
{
|
|
UnityEngine.Object.Destroy(networkObjects[i].gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void DestroySceneObjects()
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
|
|
#else
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
|
|
#endif
|
|
|
|
for (int i = 0; i < networkObjects.Length; i++)
|
|
{
|
|
if (networkObjects[i].NetworkManager == NetworkManager)
|
|
{
|
|
if (networkObjects[i].IsSceneObject == null || networkObjects[i].IsSceneObject.Value == true)
|
|
{
|
|
if (NetworkManager.PrefabHandler.ContainsHandler(networkObjects[i]))
|
|
{
|
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObjects[i]);
|
|
if (SpawnedObjects.ContainsKey(networkObjects[i].NetworkObjectId))
|
|
{
|
|
OnDespawnObject(networkObjects[i], false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UnityEngine.Object.Destroy(networkObjects[i].gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void ServerSpawnSceneObjectsOnStartSweep()
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
|
|
#else
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
|
|
#endif
|
|
var networkObjectsToSpawn = new List<NetworkObject>();
|
|
|
|
for (int i = 0; i < networkObjects.Length; i++)
|
|
{
|
|
if (networkObjects[i].NetworkManager == NetworkManager)
|
|
{
|
|
if (networkObjects[i].IsSceneObject == null)
|
|
{
|
|
networkObjectsToSpawn.Add(networkObjects[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
foreach (var networkObject in networkObjectsToSpawn)
|
|
{
|
|
SpawnNetworkObjectLocally(networkObject, GetNetworkObjectId(), true, false, networkObject.OwnerClientId, true);
|
|
}
|
|
}
|
|
|
|
internal void OnDespawnObject(NetworkObject networkObject, bool destroyGameObject)
|
|
{
|
|
if (NetworkManager == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// We have to do this check first as subsequent checks assume we can access NetworkObjectId.
|
|
if (networkObject == null)
|
|
{
|
|
Debug.LogWarning($"Trying to destroy network object but it is null");
|
|
return;
|
|
}
|
|
|
|
// Removal of spawned object
|
|
if (!SpawnedObjects.ContainsKey(networkObject.NetworkObjectId))
|
|
{
|
|
Debug.LogWarning($"Trying to destroy object {networkObject.NetworkObjectId} but it doesn't seem to exist anymore!");
|
|
return;
|
|
}
|
|
|
|
// If we are shutting down the NetworkManager, then ignore resetting the parent
|
|
// and only attempt to remove the child's parent on the server-side
|
|
if (!NetworkManager.ShutdownInProgress && NetworkManager.IsServer)
|
|
{
|
|
// Move child NetworkObjects to the root when parent NetworkObject is destroyed
|
|
foreach (var spawnedNetObj in SpawnedObjectsList)
|
|
{
|
|
var latestParent = spawnedNetObj.GetNetworkParenting();
|
|
if (latestParent.HasValue && latestParent.Value == networkObject.NetworkObjectId)
|
|
{
|
|
// Try to remove the parent using the cached WorldPositioNStays value
|
|
// Note: WorldPositionStays will still default to true if this was an
|
|
// in-scene placed NetworkObject and parenting was predefined in the
|
|
// scene via the editor.
|
|
if (!spawnedNetObj.TryRemoveParentCachedWorldPositionStays())
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogError($"{nameof(NetworkObject)} #{spawnedNetObj.NetworkObjectId} could not be moved to the root when its parent {nameof(NetworkObject)} #{networkObject.NetworkObjectId} was being destroyed");
|
|
}
|
|
}
|
|
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"{nameof(NetworkObject)} #{spawnedNetObj.NetworkObjectId} moved to the root because its parent {nameof(NetworkObject)} #{networkObject.NetworkObjectId} is destroyed");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
networkObject.InvokeBehaviourNetworkDespawn();
|
|
|
|
if (NetworkManager != null && NetworkManager.IsServer)
|
|
{
|
|
if (NetworkManager.NetworkConfig.RecycleNetworkIds)
|
|
{
|
|
ReleasedNetworkObjectIds.Enqueue(new ReleasedNetworkId()
|
|
{
|
|
NetworkId = networkObject.NetworkObjectId,
|
|
ReleaseTime = Time.unscaledTime
|
|
});
|
|
}
|
|
|
|
if (networkObject != null)
|
|
{
|
|
// As long as we have any remaining clients, then notify of the object being destroy.
|
|
if (NetworkManager.ConnectedClientsList.Count > 0)
|
|
{
|
|
m_TargetClientIds.Clear();
|
|
|
|
// We keep only the client for which the object is visible
|
|
// as the other clients have them already despawned
|
|
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (networkObject.IsNetworkVisibleTo(clientId))
|
|
{
|
|
m_TargetClientIds.Add(clientId);
|
|
}
|
|
}
|
|
|
|
var message = new DestroyObjectMessage
|
|
{
|
|
NetworkObjectId = networkObject.NetworkObjectId,
|
|
DestroyGameObject = networkObject.IsSceneObject != false ? destroyGameObject : true
|
|
};
|
|
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, m_TargetClientIds);
|
|
foreach (var targetClientId in m_TargetClientIds)
|
|
{
|
|
NetworkManager.NetworkMetrics.TrackObjectDestroySent(targetClientId, networkObject, size);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
networkObject.IsSpawned = false;
|
|
|
|
if (SpawnedObjects.Remove(networkObject.NetworkObjectId))
|
|
{
|
|
SpawnedObjectsList.Remove(networkObject);
|
|
}
|
|
|
|
// Always clear out the observers list when despawned
|
|
networkObject.Observers.Clear();
|
|
|
|
var gobj = networkObject.gameObject;
|
|
if (destroyGameObject && gobj != null)
|
|
{
|
|
if (NetworkManager.PrefabHandler.ContainsHandler(networkObject))
|
|
{
|
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObject);
|
|
}
|
|
else
|
|
{
|
|
UnityEngine.Object.Destroy(gobj);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates all spawned <see cref="NetworkObject.Observers"/> for the specified client
|
|
/// Note: if the clientId is the server then it is observable to all spawned <see cref="NetworkObject"/>'s
|
|
/// </summary>
|
|
internal void UpdateObservedNetworkObjects(ulong clientId)
|
|
{
|
|
foreach (var sobj in SpawnedObjectsList)
|
|
{
|
|
if (sobj.CheckObjectVisibility == null)
|
|
{
|
|
if (!sobj.Observers.Contains(clientId))
|
|
{
|
|
sobj.Observers.Add(clientId);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (sobj.CheckObjectVisibility(clientId))
|
|
{
|
|
sobj.Observers.Add(clientId);
|
|
}
|
|
else if (sobj.Observers.Contains(clientId))
|
|
{
|
|
sobj.Observers.Remove(clientId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|