feat: SceneInterestManagement (#2762)

* feat: Add OnSpawned/OnDestroyed events to interest management

* feat: SceneInterestManagement
This commit is contained in:
Robin Rolf 2021-07-14 05:01:43 +02:00 committed by GitHub
parent 3bc7572154
commit 99db407990
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8 changed files with 147 additions and 54 deletions

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using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Mirror
{
public class SceneInterestManagement : InterestManagement
{
// Use Scene instead of string scene.name because when additively loading multiples of a subscene the name won't be unique
private readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
new Dictionary<Scene, HashSet<NetworkIdentity>>();
private readonly Dictionary<NetworkIdentity, Scene> lastObjectScene = new Dictionary<NetworkIdentity, Scene>();
private HashSet<Scene> dirtyScenes = new HashSet<Scene>();
public override void OnSpawned(NetworkIdentity identity)
{
Scene currentScene = gameObject.scene;
lastObjectScene[identity] = currentScene;
// Debug.Log($"SceneInterestManagement.OnSpawned({gameObject.name}) currentScene: {currentScene}");
if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
sceneObjects.Add(currentScene, objects);
}
objects.Add(identity);
}
public override void OnDestroyed(NetworkIdentity identity)
{
Scene currentScene = lastObjectScene[identity];
lastObjectScene.Remove(identity);
if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
RebuildSceneObservers(currentScene);
}
void Update()
{
// only on server
if (!NetworkServer.active) return;
foreach (var netIdentity in NetworkIdentity.spawned.Values)
{
Scene currentScene = lastObjectScene[netIdentity];
Scene newScene = netIdentity.gameObject.scene;
if (newScene == currentScene) continue;
// Mark new/old scenes as dirty so they get rebuilt
dirtyScenes.Add(currentScene);
dirtyScenes.Add(newScene);
// This object is in a new scene so observers in the prior scene
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the scene it just left
sceneObjects[currentScene].Remove(netIdentity);
// Set this to the new scene this object just entered
lastObjectScene[netIdentity] = newScene;
// Make sure this new scene is in the dictionary
if (!sceneObjects.ContainsKey(newScene))
sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new scene
sceneObjects[newScene].Add(netIdentity);
}
foreach (Scene dirtyScene in dirtyScenes)
{
RebuildSceneObservers(dirtyScene);
}
dirtyScenes.Clear();
}
void RebuildSceneObservers(Scene scene)
{
foreach (NetworkIdentity netIdentity in sceneObjects[scene])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
return identity.gameObject.scene == gameObject.scene;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers,
bool initialize)
{
if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
{
return;
}
// Add everything in the hashset for this object's current scene
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
newObservers.Add(networkIdentity.connectionToClient);
}
}
}

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