mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
Persistent sceneid (#563)
* add empty line * persistent scene ids * never assign scene ids at runtime * fix warning * fix 'sceneid is never assigned to' warning in play mode * simplify bitwise operation * set dirty even if only scene index byte changed * improve log message * assign build index byte in OnPostProcessScene to also work with unopened scenes and build index changes * add comment * improve log * Add sceneid not set check * Only PostProcess the objects from this scene. * Interrupt build if there is an unopened scene that still needs sceneId assignments. This makes it 100% fail safe. * improve comment and error message * clear build index byte before or-ing into it
This commit is contained in:
parent
557dee8234
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98a0e23413
@ -215,7 +215,7 @@ void GetNetworkInformation(GameObject gameObject)
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m_Info = new List<NetworkIdentityInfo>
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{
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GetAssetId(),
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GetString("Scene ID", m_Identity.sceneId.ToString())
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GetString("Scene ID", m_Identity.sceneId.ToString("X"))
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};
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if (!Application.isPlaying)
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@ -1,4 +1,3 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Callbacks;
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@ -9,168 +8,20 @@ namespace Mirror
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{
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public class NetworkScenePostProcess : MonoBehaviour
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{
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// persistent sceneId assignment to fix readstring bug that occurs when restarting the editor and
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// connecting to a build again. sceneids were then different because FindObjectsOfType's order
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// is not guranteed to be the same.
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// -> we need something unique and persistent, aka always the same when pressing play/building the first time
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// -> Unity has no built in unique id for GameObjects in the scene
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// helper function to figure out a unique, persistent scene id for a GameObject in the hierarchy
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// -> Unity's instanceId is unique but not persistent
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// -> hashing the whole GameObject is not enough either since a duplicate would have the same hash
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// -> we definitely need the transform sibling index in the hierarchy
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// -> so we might as well use just that
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// -> transforms have children too so we need a list of sibling indices like 0->3->5
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public static List<int> SiblingPathFor(Transform t)
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{
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List<int> result = new List<int>();
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while (t != null)
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{
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result.Add(t.GetSiblingIndex());
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t = t.parent;
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}
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result.Reverse(); // parent to child instead of child to parent order
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return result;
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}
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// we need to compare by using the whole sibling list
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// comparing the string won't work work because:
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// "1->2"
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// "20->2"
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// would compare '1' vs '2', then '-' vs '0'
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//
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// tests:
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// CompareSiblingPaths(new List<int>(){0}, new List<int>(){0}) => 0
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// CompareSiblingPaths(new List<int>(){0}, new List<int>(){1}) => -1
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// CompareSiblingPaths(new List<int>(){1}, new List<int>(){0}) => 1
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// CompareSiblingPaths(new List<int>(){0,1}, new List<int>(){0,2}) => -1
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// CompareSiblingPaths(new List<int>(){0,2}, new List<int>(){0,1}) => 1
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// CompareSiblingPaths(new List<int>(){1}, new List<int>(){0,1}) => 1
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// CompareSiblingPaths(new List<int>(){1}, new List<int>(){2,1}) => -1
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public static int CompareSiblingPaths(List<int> left, List<int> right)
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{
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// compare [0], remove it, compare next, etc.
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while (left.Count > 0 && right.Count > 0)
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{
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if (left[0] < right[0])
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{
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return -1;
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}
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else if (left[0] > right[0])
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{
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return 1;
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}
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else
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{
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// equal, so they are both children of the same transform
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// -> which also means that they both must have one more
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// entry, so we can remove both without checking size
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left.RemoveAt(0);
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right.RemoveAt(0);
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}
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}
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// equal if both were empty or both had the same entry without any
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// more children (should never happen in practice)
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return 0;
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}
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public static int CompareNetworkIdentitySiblingPaths(NetworkIdentity left, NetworkIdentity right)
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{
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return CompareSiblingPaths(SiblingPathFor(left.transform), SiblingPathFor(right.transform));
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}
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// we might have inactive scenes in the Editor's build settings, which
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// aren't actually included in builds.
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// so we have to only count the active ones when in Editor, otherwise
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// editor and build sceneIds might get out of sync.
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public static int GetSceneCount()
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{
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#if UNITY_EDITOR
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return EditorBuildSettings.scenes.Count(scene => scene.enabled);
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#else
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return SceneManager.sceneCountInBuildSettings;
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#endif
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}
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// helper function to check if a NetworkIdentity is in the active scene
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static bool InActiveScene(NetworkIdentity identity) =>
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identity.gameObject.scene == SceneManager.GetActiveScene();
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[PostProcessScene]
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public static void OnPostProcessScene()
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{
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// vis2k: MISMATCHING SCENEID BUG FIX
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// problem:
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// * FindObjectsOfType order is not guaranteed. restarting the
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// editor results in a different order
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// * connecting to a build again would cause Mirror to deserialize
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// the wrong objects, causing all kinds of weird errors like
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// 'ReadString out of range'
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//
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// solution:
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// sort by sibling-index path, e.g. [0,1,2] vs [1]
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// this is the only deterministic way to sort a list of objects in
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// the scene.
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// -> it's the same result every single time, even after restarts
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//
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// note: there is a reason why we 'sort by' sibling path instead of
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// using it as sceneId directly. networkmanager etc. use Dont-
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// DestroyOnLoad, which changes the hierarchy:
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//
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// World:
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// NetworkManager
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// Player
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//
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// ..becomes..
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//
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// World:
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// Player
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// DontDestroyOnLoad:
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// NetworkManager
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//
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// so the player's siblingindex would be decreased by one.
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// -> this is a problem because when building, OnPostProcessScene
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// is called before any dontdestroyonload happens, but when
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// entering play mode, it's called after
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// -> hence sceneids would differ by one
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//
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// => but if we only SORT it, then it doesn't matter if one
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// inbetween disappeared. as long as no NetworkIdentity used
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// DontDestroyOnLoad.
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//
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// note: assigning a GUID in NetworkIdentity.OnValidate would be way
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// cooler, but OnValidate isn't called for other unopened scenes
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// when building or pressing play, so the bug would still happen
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// there.
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//
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// note: this can still fail if DontDestroyOnLoad is called for a
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// NetworkIdentity - but no one should ever do that anyway.
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List<NetworkIdentity> identities = FindObjectsOfType<NetworkIdentity>().ToList();
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identities.Sort(CompareNetworkIdentitySiblingPaths);
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// sceneId assignments need to work with additive scene loading, so
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// it can't always start at 1,2,3,4,..., otherwise there will be
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// sceneId duplicates.
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// -> we need an offset to start at 1000+1,+2,+3, etc.
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// -> the most robust way is to split uint value range by sceneCount
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// -> only if more than one scene. otherwise use offset 0 to avoid
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// DivisionByZero if no scene in build settings, and to avoid
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// different offsets in editor/build if scene wasn't added to
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// build settings.
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uint offsetPerScene = 0;
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if (SceneManager.sceneCountInBuildSettings > 1)
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{
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offsetPerScene = uint.MaxValue / (uint)GetSceneCount();
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// make sure that there aren't more sceneIds than offsetPerScene
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// -> only if we have multiple scenes. otherwise offset is 0, in
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// which case it doesn't matter.
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if (identities.Count >= offsetPerScene)
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{
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Debug.LogWarning(">=" + offsetPerScene + " NetworkIdentities in scene. Additive scene loading will cause duplicate ids.");
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}
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}
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uint nextSceneId = 1;
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foreach (NetworkIdentity identity in identities)
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// find all NetworkIdentities in this scene
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// => but really only from this scene. this avoids weird situations
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// like in NetworkZones when we destroy the local player and
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// load another scene afterwards, yet the local player is still
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// in the FindObjectsOfType result with scene=DontDestroyOnLoad
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// for some reason
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foreach (NetworkIdentity identity in FindObjectsOfType<NetworkIdentity>().Where(InActiveScene))
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{
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// if we had a [ConflictComponent] attribute that would be better than this check.
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// also there is no context about which scene this is in.
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@ -181,13 +32,22 @@ public static void OnPostProcessScene()
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if (identity.isClient || identity.isServer)
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continue;
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uint offset = (uint)identity.gameObject.scene.buildIndex * offsetPerScene;
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identity.ForceSceneId(offset + nextSceneId++);
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if (LogFilter.Debug) Debug.Log("PostProcess sceneid assigned: name=" + identity.name + " scene=" + identity.gameObject.scene.name + " sceneid=" + identity.sceneId);
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// valid scene id? then set build index byte
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// otherwise it might be an unopened scene that still has null
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// sceneIds. builds are interrupted if they contain 0 sceneIds,
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// but it's still possible that we call LoadScene in Editor
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// for a previously unopened scene.
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// => throwing an exception would only show it for one object
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// because this function would return afterwards.
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if (identity.sceneId != 0)
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{
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identity.SetSceneIdSceneIndexByteInternal();
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}
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else Debug.LogError("Scene " + identity.gameObject.scene.path + " needs to be opened and resaved, because the scene object " + identity.name + " has no valid sceneId yet.");
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// disable it AFTER assigning the sceneId.
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// -> this way NetworkIdentity.OnDisable adds itself to the
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// spawnableObjects dictionary (only if sceneId != 0)
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// disable it
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// note: NetworkIdentity.OnDisable adds itself to the
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// spawnableObjects dictionary (only if sceneId != 0)
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identity.gameObject.SetActive(false);
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// safety check for prefabs with more than one NetworkIdentity
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@ -2,7 +2,6 @@
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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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#if UNITY_EDITOR
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using UnityEditor;
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#if UNITY_2018_3_OR_NEWER
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@ -19,7 +18,6 @@ namespace Mirror
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public sealed class NetworkIdentity : MonoBehaviour
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{
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// configuration
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[SerializeField] uint m_SceneId;
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[SerializeField] bool m_ServerOnly;
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[SerializeField] bool m_LocalPlayerAuthority;
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bool m_IsServer;
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@ -90,6 +88,12 @@ internal set
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}
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}
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// persistent scene id
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[SerializeField] uint m_SceneId = 0;
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// keep track of all sceneIds to detect scene duplicates
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static Dictionary<uint, NetworkIdentity> sceneIds = new Dictionary<uint, NetworkIdentity>();
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// used when adding players
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internal void SetClientOwner(NetworkConnection conn)
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{
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@ -125,9 +129,6 @@ internal void ForceAuthority(bool authority)
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public delegate void ClientAuthorityCallback(NetworkConnection conn, NetworkIdentity identity, bool authorityState);
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public static ClientAuthorityCallback clientAuthorityCallback;
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// only used when fixing duplicate scene IDs during post-processing
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public void ForceSceneId(uint newSceneId) => m_SceneId = newSceneId;
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// used when the player object for a connection changes
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internal void SetNotLocalPlayer()
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{
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@ -184,30 +185,134 @@ bool ThisIsASceneObjectWithPrefabParent(out GameObject prefab)
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return true;
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}
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// persistent sceneId assignment
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// (because scene objects have no persistent unique ID in Unity)
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//
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// original UNET used OnPostProcessScene to assign an index based on
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// FindObjectOfType<NetworkIdentity> order.
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// -> this didn't work because FindObjectOfType order isn't deterministic.
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// -> one workaround is to sort them by sibling paths, but it can still
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// get out of sync when we open scene2 in editor and we have
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// DontDestroyOnLoad objects that messed with the sibling index.
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//
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// we absolutely need a persistent id. challenges:
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// * it needs to be 0 for prefabs
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// => we set it to 0 in SetupIDs() if prefab!
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// * it needs to be only assigned in edit time, not at runtime because
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// only the objects that were in the scene since beginning should have
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// a scene id.
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// => Application.isPlaying check solves that
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// * it needs to detect duplicated sceneIds after duplicating scene
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// objects
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// => sceneIds dict takes care of that
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// * duplicating the whole scene file shouldn't result in duplicate
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// scene objects
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// => buildIndex is shifted into sceneId for that.
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// => if we have no scenes in build index then it doesn't matter
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// because by definition a build can't switch to other scenes
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// => if we do have scenes in build index then it will be != -1
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// note: the duplicated scene still needs to be opened once for it to
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// be set properly
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// * scene objects need the correct scene index byte even if the scene's
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// build index was changed or a duplicated scene wasn't opened yet.
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// => OnPostProcessScene is the only function that gets called for
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// each scene before runtime, so this is where we set the scene
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// byte.
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// * disabled scenes in build settings should result in same scene index
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// in editor and in build
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// => .gameObject.scene.buildIndex filters out disabled scenes by
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// default
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// * generated sceneIds absolutely need to set scene dirty and force the
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// user to resave.
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// => Undo.RecordObject does that perfectly.
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// * sceneIds should never be generated temporarily for unopened scenes
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// when building, otherwise editor and build get out of sync
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// => BuildPipeline.isBuildingPlayer check solves that
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void AssignSceneID()
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{
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// we only ever assign sceneIds at edit time, never at runtime.
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// by definition, only the original scene objects should get one.
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// -> if we assign at runtime then server and client would generate
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// different random numbers!
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if (Application.isPlaying)
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return;
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// no valid sceneId yet, or duplicate?
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NetworkIdentity existing;
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bool duplicate = sceneIds.TryGetValue(m_SceneId, out existing) && existing != null && existing != this;
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if (m_SceneId == 0 || duplicate)
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{
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// if a scene was never opened and we are building it, then a
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// sceneId would be assigned to build but not saved in editor,
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// resulting in them getting out of sync.
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// => don't ever assign temporary ids. they always need to be
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// permanent
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// => throw an exception to cancel the build and let the user
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// know how to fix it!
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if (BuildPipeline.isBuildingPlayer)
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throw new Exception("Scene " + gameObject.scene.path + " needs to be opened and resaved before building, because the scene object " + name + " has no valid sceneId yet.");
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// if we generate the sceneId then we MUST be sure to set dirty
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// in order to save the scene object properly. otherwise it
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// would be regenerated every time we reopen the scene, and
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// upgrading would be very difficult.
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// -> Undo.RecordObject is the new EditorUtility.SetDirty!
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// -> we need to call it before changing.
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Undo.RecordObject(this, "Generated SceneId");
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// generate random sceneId
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// range: 3 bytes to fill 0x00FFFFFF
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m_SceneId = (uint)UnityEngine.Random.Range(0, 0xFFFFFF);
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Debug.Log(name + " in scene=" + gameObject.scene.name + " sceneId assigned to: " + m_SceneId.ToString("X") + (duplicate ? " because duplicated" : ""));
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}
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// add to sceneIds dict no matter what
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// -> even if we didn't generate anything new, because we still need
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// existing sceneIds in there to check duplicates
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sceneIds[m_SceneId] = this;
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}
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// copy scene build index into sceneId for scene objects.
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// this is the only way for scene file duplication to not contain
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// duplicate sceneIds as it seems.
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// -> sceneId before: 0x00AABBCCDD
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// -> then we clear the left most byte, so that our 'OR' uses 0x00
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// -> then we OR buildIndex into the 0x00 part
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// => ONLY USE THIS FROM POSTPROCESSSCENE!
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public void SetSceneIdSceneIndexByteInternal()
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{
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byte buildIndex = (byte)gameObject.scene.buildIndex;
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m_SceneId = (m_SceneId & 0x00FFFFFF) | (uint)(buildIndex << 24);
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Debug.Log(name + " in scene=" + gameObject.scene.name + " scene index byte(" + buildIndex.ToString("X") + ") copied into sceneId: " + m_SceneId.ToString("X"));
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}
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void SetupIDs()
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{
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if (ThisIsAPrefab())
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{
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ForceSceneId(0);
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m_SceneId = 0; // force 0 for prefabs
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AssignAssetID(gameObject);
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}
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else if (ThisIsASceneObjectWithPrefabParent(out GameObject prefab))
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{
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AssignSceneID();
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AssignAssetID(prefab);
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}
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else if (PrefabStageUtility.GetCurrentPrefabStage() != null)
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{
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ForceSceneId(0);
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m_SceneId = 0; // force 0 for prefabs
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string path = PrefabStageUtility.GetCurrentPrefabStage().prefabAssetPath;
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AssignAssetID(path);
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}
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else
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{
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AssignSceneID();
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m_AssetId = "";
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}
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}
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#endif
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void OnDestroy()
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{
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if (m_IsServer && NetworkServer.active)
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