Mirror/Assets/Scenery/Bootstrap.cs

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// Bootstrap ServerWorld, ClientWorld just like in ECS.
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class Bootstrap : MonoBehaviour
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{
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// Server/Client worlds for easy access
public const string ClientWorldName = "ClientWorld";
public const string ServerWorldName = "ServerWorld";
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public static Scene ClientWorld;
public static Scene ServerWorld;
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// original scene is not public. it will become the server scene after merge.
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static Scene originalScene;
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// this will always be the original scene's path.
public static string originalScenePath;
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static bool initialized;
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void Awake()
{
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// we only do world initialization ONCE
// duplicating a scene would call Awake here again.
if (initialized) return;
initialized = true;
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// remember the original scene
originalScene = SceneManager.GetActiveScene();
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originalScenePath = originalScene.path;
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// let's create a ServerWorld and ClientWorld like in DOTSNET
// so that even if we connect client 1 hour after starting server,
// the client still starts with a fresh client scene like everyone else.
SceneManager.CreateScene(ClientWorldName);
SceneManager.CreateScene(ServerWorldName);
ClientWorld = SceneManager.GetSceneByName(ClientWorldName);
ServerWorld = SceneManager.GetSceneByName(ServerWorldName);
// can't merge any scenes yet because not loaded in Awake() yet.
// setup OnSceneLoaded callback and continue there.
SceneManager.sceneLoaded += OnSceneLoaded;
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// duplicate original scene. we'll move it into ClientWorld
// -> additive, otherwise we would just reload it
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//SceneManager.LoadScene(originalScene.path, LoadSceneMode.Additive);
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}
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// remove audio listener and main camera from server world
static void StripServerWorld()
{
// backup active scene
Scene backup = SceneManager.GetActiveScene();
// load server scene
if (SceneManager.SetActiveScene(ServerWorld))
{
Debug.Log($"Bootstrap: stripping {ServerWorldName}");
// remove all audio listeners
foreach (AudioListener audio in FindObjectsOfType<AudioListener>())
Destroy(audio);
// remove all cameras
foreach (Camera cam in FindObjectsOfType<Camera>())
Destroy(cam);
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// remove all lights, otherwise we have double intensity
//foreach (Light light in FindObjectsOfType<Light>())
// Destroy(light);
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// restore active scene
if (!SceneManager.SetActiveScene(backup))
Debug.LogError($"Bootstrap: failed to restore active scene {backup.path}");
}
else Debug.LogError($"Bootstrap: failed to activate {ServerWorldName}");
}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
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Debug.Log($"OnSceneLoaded: {scene.name} {scene.path}");
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// is this for the original scene?
if (scene == originalScene)
{
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//Debug.Log($"duplicated scene loaded");
SceneManager.MergeScenes(scene, ClientWorld);
Debug.Log($"Bootstrap: original scene merged into {ClientWorldName}!");
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}
// not the same scene, but same path. so it's the duplicate.
else if (scene.path == originalScenePath)
{
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//Debug.Log($"original scene loaded");
SceneManager.MergeScenes(scene, ServerWorld);
Debug.Log($"Bootstrap: original scene merged into {ServerWorldName}!");
StripServerWorld();
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}
}
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}