Mirror/Unity-Technologies-networking/Runtime/NetworkScene.cs

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#if ENABLE_UNET
using System;
using System.Collections.Generic;
namespace UnityEngine.Networking
{
// This is an internal class to allow the client and server to share scene-related functionality.
// This code (mostly) used to be in ClientScene.
internal class NetworkScene
{
// localObjects is NOT static. For the Host, even though there is one scene and gameObjects are
// shared with the localClient, the set of active objects for each must be separate to prevent
// out-of-order object initialization problems.
Dictionary<NetworkInstanceId, NetworkIdentity> m_LocalObjects = new Dictionary<NetworkInstanceId, NetworkIdentity>();
static Dictionary<NetworkHash128, GameObject> s_GuidToPrefab = new Dictionary<NetworkHash128, GameObject>();
static Dictionary<NetworkHash128, SpawnDelegate> s_SpawnHandlers = new Dictionary<NetworkHash128, SpawnDelegate>();
static Dictionary<NetworkHash128, UnSpawnDelegate> s_UnspawnHandlers = new Dictionary<NetworkHash128, UnSpawnDelegate>();
internal Dictionary<NetworkInstanceId, NetworkIdentity> localObjects { get { return m_LocalObjects; }}
static internal Dictionary<NetworkHash128, GameObject> guidToPrefab { get { return s_GuidToPrefab; }}
static internal Dictionary<NetworkHash128, SpawnDelegate> spawnHandlers { get { return s_SpawnHandlers; }}
static internal Dictionary<NetworkHash128, UnSpawnDelegate> unspawnHandlers { get { return s_UnspawnHandlers; }}
internal void Shutdown()
{
ClearLocalObjects();
ClearSpawners();
}
internal void SetLocalObject(NetworkInstanceId netId, GameObject obj, bool isClient, bool isServer)
{
if (LogFilter.logDev) { Debug.Log("SetLocalObject " + netId + " " + obj); }
if (obj == null)
{
m_LocalObjects[netId] = null;
return;
}
NetworkIdentity foundNetworkIdentity = null;
if (m_LocalObjects.ContainsKey(netId))
{
foundNetworkIdentity = m_LocalObjects[netId];
}
if (foundNetworkIdentity == null)
{
foundNetworkIdentity = obj.GetComponent<NetworkIdentity>();
m_LocalObjects[netId] = foundNetworkIdentity;
}
foundNetworkIdentity.UpdateClientServer(isClient, isServer);
}
// this lets the client take an instance ID from the server and find
// the local object that it corresponds too. This is temporary until
// object references can be serialized transparently.
internal GameObject FindLocalObject(NetworkInstanceId netId)
{
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NetworkIdentity identity;
if (GetNetworkIdentity(netId, out identity))
{
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return identity.gameObject;
}
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return null;
}
internal bool GetNetworkIdentity(NetworkInstanceId netId, out NetworkIdentity uv)
{
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return m_LocalObjects.TryGetValue(netId, out uv) && uv != null;
}
internal bool RemoveLocalObject(NetworkInstanceId netId)
{
return m_LocalObjects.Remove(netId);
}
internal bool RemoveLocalObjectAndDestroy(NetworkInstanceId netId)
{
if (m_LocalObjects.ContainsKey(netId))
{
NetworkIdentity localObject = m_LocalObjects[netId];
Object.Destroy(localObject.gameObject);
return m_LocalObjects.Remove(netId);
}
return false;
}
internal void ClearLocalObjects()
{
m_LocalObjects.Clear();
}
static internal void RegisterPrefab(GameObject prefab, NetworkHash128 newAssetId)
{
NetworkIdentity view = prefab.GetComponent<NetworkIdentity>();
if (view)
{
view.SetDynamicAssetId(newAssetId);
if (LogFilter.logDebug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); }
s_GuidToPrefab[view.assetId] = prefab;
}
else
{
if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); }
}
}
static internal void RegisterPrefab(GameObject prefab)
{
NetworkIdentity view = prefab.GetComponent<NetworkIdentity>();
if (view)
{
if (LogFilter.logDebug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); }
s_GuidToPrefab[view.assetId] = prefab;
var uvs = prefab.GetComponentsInChildren<NetworkIdentity>();
if (uvs.Length > 1)
{
if (LogFilter.logWarn)
{
Debug.LogWarning("The prefab '" + prefab.name +
"' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.");
}
}
}
else
{
if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); }
}
}
static internal bool GetPrefab(NetworkHash128 assetId, out GameObject prefab)
{
prefab = null;
if (assetId.IsValid() && guidToPrefab.ContainsKey(assetId) && guidToPrefab[assetId] != null)
{
prefab = guidToPrefab[assetId];
return true;
}
return false;
}
static internal void ClearSpawners()
{
s_GuidToPrefab.Clear();
s_SpawnHandlers.Clear();
s_UnspawnHandlers.Clear();
}
static public void UnregisterSpawnHandler(NetworkHash128 assetId)
{
s_SpawnHandlers.Remove(assetId);
s_UnspawnHandlers.Remove(assetId);
}
static internal void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
if (spawnHandler == null || unspawnHandler == null)
{
if (LogFilter.logError) { Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId); }
return;
}
if (LogFilter.logDebug) { Debug.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); }
s_SpawnHandlers[assetId] = spawnHandler;
s_UnspawnHandlers[assetId] = unspawnHandler;
}
static internal void UnregisterPrefab(GameObject prefab)
{
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
if (identity == null)
{
if (LogFilter.logError) { Debug.LogError("Could not unregister '" + prefab.name + "' since it contains no NetworkIdentity component"); }
return;
}
s_SpawnHandlers.Remove(identity.assetId);
s_UnspawnHandlers.Remove(identity.assetId);
}
static internal void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
if (identity == null)
{
if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); }
return;
}
if (spawnHandler == null || unspawnHandler == null)
{
if (LogFilter.logError) { Debug.LogError("RegisterPrefab custom spawn function null for " + identity.assetId); }
return;
}
if (!identity.assetId.IsValid())
{
if (LogFilter.logError) { Debug.LogError("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?"); }
return;
}
if (LogFilter.logDebug) { Debug.Log("Registering custom prefab '" + prefab.name + "' as asset:" + identity.assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); }
s_SpawnHandlers[identity.assetId] = spawnHandler;
s_UnspawnHandlers[identity.assetId] = unspawnHandler;
}
static internal bool GetSpawnHandler(NetworkHash128 assetId, out SpawnDelegate handler)
{
if (s_SpawnHandlers.ContainsKey(assetId))
{
handler = s_SpawnHandlers[assetId];
return true;
}
handler = null;
return false;
}
static internal bool InvokeUnSpawnHandler(NetworkHash128 assetId, GameObject obj)
{
if (s_UnspawnHandlers.ContainsKey(assetId) && s_UnspawnHandlers[assetId] != null)
{
UnSpawnDelegate handler = s_UnspawnHandlers[assetId];
handler(obj);
return true;
}
return false;
}
internal void DestroyAllClientObjects()
{
foreach (var netId in m_LocalObjects.Keys)
{
NetworkIdentity uv = m_LocalObjects[netId];
if (uv != null && uv.gameObject != null)
{
if (!InvokeUnSpawnHandler(uv.assetId, uv.gameObject))
{
if (uv.sceneId.IsEmpty())
{
Object.Destroy(uv.gameObject);
}
else
{
uv.MarkForReset();
uv.gameObject.SetActive(false);
}
}
}
}
ClearLocalObjects();
}
internal void DumpAllClientObjects()
{
foreach (var netId in m_LocalObjects.Keys)
{
NetworkIdentity uv = m_LocalObjects[netId];
if (uv != null)
Debug.Log("ID:" + netId + " OBJ:" + uv.gameObject + " AS:" + uv.assetId);
else
Debug.Log("ID:" + netId + " OBJ: null");
}
}
}
}
#endif //ENABLE_UNET