fix light, strip properly

This commit is contained in:
vis2k 2021-05-16 18:04:09 +08:00
parent ea22cd2ddf
commit 3d7deb1678

View File

@ -1,24 +1,13 @@
// Bootstrap ServerWorld, ClientWorld just like in ECS.
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Bootstrap : MonoBehaviour
{
// Server/Client worlds for easy access
public const string ClientWorldName = "ClientWorld";
public const string ServerWorldName = "ServerWorld";
public static Scene ClientWorld;
public static Scene ServerWorld;
// original scene is not public. it will become the server scene after merge.
static Scene originalScene;
// this will always be the original scene's path.
public static string originalScenePath;
static bool initialized;
void Awake()
@ -28,17 +17,16 @@ void Awake()
if (initialized) return;
initialized = true;
// remember the original scene
originalScene = SceneManager.GetActiveScene();
originalScenePath = originalScene.path;
// original scene has to become the ClientWorld and it has to keep the
// same name. renaming it to ClientWorld would not load lighting data,
// and everything look pretty dark:
// https://forum.unity.com/threads/scenemanager-mergescenes-leaves-lighting-data.949203/
ClientWorld = SceneManager.GetActiveScene();
// 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);
// create a scene with [ServerWorld] suffix
string serverWorldName = ClientWorld.name + " [ServerWorld]";
SceneManager.CreateScene(serverWorldName);
ServerWorld = SceneManager.GetSceneByName(serverWorldName);
// can't merge any scenes yet because not loaded in Awake() yet.
// setup OnSceneLoaded callback and continue there.
@ -46,57 +34,48 @@ void Awake()
// duplicate original scene. we'll move it into ClientWorld
// -> additive, otherwise we would just reload it
//SceneManager.LoadScene(originalScene.path, LoadSceneMode.Additive);
SceneManager.LoadScene(ClientWorld.path, LoadSceneMode.Additive);
}
// helper function to remove all components in a scene
static void RemoveAll<T>(Scene scene) where T : Component
{
foreach (T component in FindObjectsOfType<T>())
if (component.gameObject.scene == scene)
Destroy(component);
}
// remove audio listener and main camera from server world
static void StripServerWorld()
static void Strip(Scene scene)
{
// backup active scene
Scene backup = SceneManager.GetActiveScene();
Debug.Log($"Bootstrap: stripping {scene.name}");
// load server scene
if (SceneManager.SetActiveScene(ServerWorld))
{
Debug.Log($"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);
// remove all lights, otherwise we have double intensity
//foreach (Light light in FindObjectsOfType<Light>())
// Destroy(light);
// 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}");
// remove all audio listeners in that scene
RemoveAll<AudioListener>(scene);
RemoveAll<Camera>(scene);
RemoveAll<Light>(scene);
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Debug.Log($"OnSceneLoaded: {scene.name} {scene.path}");
// is this for the original scene?
if (scene == originalScene)
// is this the original scene?
if (scene == ClientWorld)
{
//Debug.Log($"duplicated scene loaded");
SceneManager.MergeScenes(scene, ClientWorld);
Debug.Log($"Bootstrap: original scene merged into {ClientWorldName}!");
Debug.Log($"original scene loaded");
}
// not the same scene, but same path. so it's the duplicate.
else if (scene.path == originalScenePath)
else if (scene.path == ClientWorld.path)
{
//Debug.Log($"original scene loaded");
Debug.Log($"duplicated scene loaded");
// merge the duplicate into it
SceneManager.MergeScenes(scene, ServerWorld);
Debug.Log($"Bootstrap: original scene merged into {ServerWorldName}!");
StripServerWorld();
Debug.Log($"Bootstrap: duplicate scene merged into {ServerWorld.name}!");
// strip it
Strip(ServerWorld);
}
}
}