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breaking: NetworkMatch component to hold matchId. Prepares for AOI2 match checker. (#2831)
* NetworkMatch component * NetworkMatchChecker currentMatch points to NetworkMatch.matchId * NetworkMatchChecker.Update just like scene checker * remove NetworkMatchChecker.matchId * adjust tests * fixed comments, simplified null check Co-authored-by: MrGadget1024 <github@clevertech.net>
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11
Assets/Mirror/Components/NetworkMatch.cs
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11
Assets/Mirror/Components/NetworkMatch.cs
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// simple component that holds match information
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using System;
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namespace Mirror
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{
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public class NetworkMatch : NetworkBehaviour
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{
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///<summary>Set this to the same value on all networked objects that belong to a given match</summary>
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public Guid matchId;
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}
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}
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11
Assets/Mirror/Components/NetworkMatch.cs.meta
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11
Assets/Mirror/Components/NetworkMatch.cs.meta
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fileFormatVersion: 2
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guid: 5d17e718851449a6879986e45c458fb7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -14,6 +14,7 @@ namespace Mirror
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkMatchChecker")]
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[RequireComponent(typeof(NetworkIdentity))]
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[RequireComponent(typeof(NetworkMatch))]
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[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-match-checker")]
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public class NetworkMatchChecker : NetworkVisibility
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{
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@ -22,58 +23,13 @@ public class NetworkMatchChecker : NetworkVisibility
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new Dictionary<Guid, HashSet<NetworkIdentity>>();
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// internal for tests
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internal Guid currentMatch = Guid.Empty;
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[Header("Diagnostics")]
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[SyncVar]
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public string currentMatchDebug;
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/// <summary>
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/// Set this to the same value on all networked objects that belong to a given match
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/// </summary>
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public Guid matchId
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internal Guid currentMatch
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{
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get { return currentMatch; }
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set
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{
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if (currentMatch == value) return;
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// cache previous match so observers in that match can be rebuilt
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Guid previousMatch = currentMatch;
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// Set this to the new match this object just entered ...
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currentMatch = value;
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// ... and copy the string for the inspector because Unity can't show Guid directly
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currentMatchDebug = currentMatch.ToString();
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if (previousMatch != Guid.Empty)
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{
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// Remove this object from the hashset of the match it just left
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matchPlayers[previousMatch].Remove(netIdentity);
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// RebuildObservers of all NetworkIdentity's in the match this object just left
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RebuildMatchObservers(previousMatch);
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get => GetComponent<NetworkMatch>().matchId;
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set => GetComponent<NetworkMatch>().matchId = value;
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}
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if (currentMatch != Guid.Empty)
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{
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// Make sure this new match is in the dictionary
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if (!matchPlayers.ContainsKey(currentMatch))
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matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
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// Add this object to the hashset of the new match
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matchPlayers[currentMatch].Add(netIdentity);
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// RebuildObservers of all NetworkIdentity's in the match this object just entered
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RebuildMatchObservers(currentMatch);
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}
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else
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{
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// Not in any match now...RebuildObservers will clear and add self
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netIdentity.RebuildObservers(false);
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}
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}
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}
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internal Guid lastMatch;
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public override void OnStartServer()
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{
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@ -99,8 +55,7 @@ public override void OnStopServer()
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void RebuildMatchObservers(Guid specificMatch)
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{
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foreach (NetworkIdentity networkIdentity in matchPlayers[specificMatch])
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if (networkIdentity != null)
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networkIdentity.RebuildObservers(false);
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networkIdentity?.RebuildObservers(false);
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}
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#region Observers
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@ -114,7 +69,7 @@ void RebuildMatchObservers(Guid specificMatch)
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public override bool OnCheckObserver(NetworkConnection conn)
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{
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// Not Visible if not in a match
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if (matchId == Guid.Empty)
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if (currentMatch == Guid.Empty)
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return false;
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NetworkMatchChecker networkMatchChecker = conn.identity.GetComponent<NetworkMatchChecker>();
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@ -122,7 +77,7 @@ public override bool OnCheckObserver(NetworkConnection conn)
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if (networkMatchChecker == null)
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return false;
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return networkMatchChecker.matchId == matchId;
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return networkMatchChecker.currentMatch == currentMatch;
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}
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/// <summary>
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@ -141,5 +96,47 @@ public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bo
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}
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#endregion
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[ServerCallback]
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void Update()
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{
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// only if changed
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if (currentMatch == lastMatch)
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return;
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// This object is in a new match so observers in the prior match
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// and the new match need to rebuild their respective observers lists.
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// Remove this object from the hashset of the match it just left
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if (lastMatch != Guid.Empty)
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{
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matchPlayers[lastMatch].Remove(netIdentity);
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// RebuildObservers of all NetworkIdentity's in the match this
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// object just left
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RebuildMatchObservers(lastMatch);
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}
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if (currentMatch != Guid.Empty)
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{
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// Make sure this new match is in the dictionary
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if (!matchPlayers.ContainsKey(currentMatch))
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matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
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// Add this object to the hashset of the new match
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matchPlayers[currentMatch].Add(netIdentity);
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// RebuildObservers of all NetworkIdentity's in the match this object just entered
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RebuildMatchObservers(currentMatch);
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}
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else
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{
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// Not in any match now...RebuildObservers will clear and add self
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netIdentity.RebuildObservers(false);
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}
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// save last rebuild's match
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lastMatch = currentMatch;
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}
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}
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}
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File diff suppressed because it is too large
Load Diff
@ -10,6 +10,7 @@ GameObject:
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m_Component:
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- component: {fileID: 1204658229548937417}
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- component: {fileID: 7660209086417859164}
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- component: {fileID: -3992624706284245286}
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- component: {fileID: -3043620344775994659}
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m_Layer: 0
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m_Name: MatchPlayer
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@ -28,6 +29,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 0
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@ -46,8 +48,21 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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sceneId: 0
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serverOnly: 0
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m_AssetId:
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visible: 0
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m_AssetId: 11d2414f1e120a14c98cba6866e5348f
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hasSpawned: 0
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--- !u!114 &-3992624706284245286
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3559083313143303799}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 5d17e718851449a6879986e45c458fb7, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!114 &-3043620344775994659
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -486,7 +486,7 @@ void OnServerStartMatch(NetworkConnection conn)
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{
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GameObject matchControllerObject = Instantiate(matchControllerPrefab);
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#pragma warning disable 618
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matchControllerObject.GetComponent<NetworkMatchChecker>().matchId = matchId;
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matchControllerObject.GetComponent<NetworkMatch>().matchId = matchId;
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#pragma warning restore 618
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NetworkServer.Spawn(matchControllerObject);
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@ -498,7 +498,7 @@ void OnServerStartMatch(NetworkConnection conn)
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GameObject player = Instantiate(NetworkManager.singleton.playerPrefab);
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#pragma warning disable 618
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player.GetComponent<NetworkMatchChecker>().matchId = matchId;
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player.GetComponent<NetworkMatch>().matchId = matchId;
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#pragma warning restore 618
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NetworkServer.AddPlayerForConnection(playerConn, player);
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@ -11,6 +11,8 @@ public class NetworkMatchCheckerTest : MirrorEditModeTest
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GameObject player2;
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GameObject player3;
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#pragma warning disable 618
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NetworkMatch player1Match;
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NetworkMatch player2Match;
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NetworkMatchChecker player1MatchChecker;
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NetworkMatchChecker player2MatchChecker;
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#pragma warning restore 618
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@ -26,10 +28,10 @@ public override void SetUp()
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base.SetUp();
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#pragma warning disable 618
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CreateNetworked(out player1, out NetworkIdentity _, out player1MatchChecker);
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CreateNetworked(out player1, out NetworkIdentity _, out player1Match, out player1MatchChecker);
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player1.name = "TestPlayer1";
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CreateNetworked(out player2, out NetworkIdentity _, out player2MatchChecker);
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CreateNetworked(out player2, out NetworkIdentity _, out player2Match, out player2MatchChecker);
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player2.name = "TestPlayer2";
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player3 = new GameObject("TestPlayer3", typeof(NetworkIdentity));
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@ -126,14 +128,15 @@ public void OnCheckObserverShouldBeFalseForEmptyGuid()
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Assert.IsFalse(player2Visable);
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}
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/*
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[Test]
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public void SettingMatchIdShouldRebuildObservers()
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{
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string guidMatch1 = Guid.NewGuid().ToString();
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// make players join same match
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player1MatchChecker.matchId = new Guid(guidMatch1);
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player2MatchChecker.matchId = new Guid(guidMatch1);
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player1Match.matchId = new Guid(guidMatch1);
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player2Match.matchId = new Guid(guidMatch1);
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// check player1's observers contains player 2
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Assert.IsTrue(player1MatchChecker.netIdentity.observers.ContainsValue(player2MatchChecker.connectionToClient));
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@ -148,11 +151,11 @@ public void ChangingMatchIdShouldRebuildObservers()
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string guidMatch2 = Guid.NewGuid().ToString();
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// make players join same match
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player1MatchChecker.matchId = new Guid(guidMatch1);
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player2MatchChecker.matchId = new Guid(guidMatch1);
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player1Match.matchId = new Guid(guidMatch1);
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player2Match.matchId = new Guid(guidMatch1);
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// make player2 join different match
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player2MatchChecker.matchId = new Guid(guidMatch2);
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player2Match.matchId = new Guid(guidMatch2);
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// check player1's observers does NOT contain player 2
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Assert.IsFalse(player1MatchChecker.netIdentity.observers.ContainsValue(player2MatchChecker.connectionToClient));
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@ -166,16 +169,17 @@ public void ClearingMatchIdShouldRebuildObservers()
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string guidMatch1 = Guid.NewGuid().ToString();
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// make players join same match
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player1MatchChecker.matchId = new Guid(guidMatch1);
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player2MatchChecker.matchId = new Guid(guidMatch1);
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player1Match.matchId = new Guid(guidMatch1);
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player2Match.matchId = new Guid(guidMatch1);
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// make player 2 leave match
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player2MatchChecker.matchId = Guid.Empty;
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player2Match.matchId = Guid.Empty;
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// check player1's observers does NOT contain player 2
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Assert.IsFalse(player1MatchChecker.netIdentity.observers.ContainsValue(player2MatchChecker.connectionToClient));
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// check player2's observers does NOT contain player 1
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Assert.IsFalse(player2MatchChecker.netIdentity.observers.ContainsValue(player1MatchChecker.connectionToClient));
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}
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*/
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}
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}
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