From da12015acabe05bbf29d99c72f038b84f7333056 Mon Sep 17 00:00:00 2001 From: mischa Date: Sat, 27 Jul 2024 10:10:38 +0200 Subject: [PATCH] NetworkServer/Client Broadcast: consistent syntax --- Assets/Mirror/Core/NetworkClient.cs | 37 ++++++++++++++++------------- Assets/Mirror/Core/NetworkServer.cs | 24 ------------------- 2 files changed, 20 insertions(+), 41 deletions(-) diff --git a/Assets/Mirror/Core/NetworkClient.cs b/Assets/Mirror/Core/NetworkClient.cs index f9597ed1b..74e6981a5 100644 --- a/Assets/Mirror/Core/NetworkClient.cs +++ b/Assets/Mirror/Core/NetworkClient.cs @@ -1512,24 +1512,10 @@ static void BootstrapIdentity(NetworkIdentity identity) } // broadcast /////////////////////////////////////////////////////////// - static void BroadcastTimeSnapshot() + // NetworkServer has BroadcastToConnection. + // NetworkClient has BroadcastToServer. + static void BroadcastToServer() { - Send(new TimeSnapshotMessage(), Channels.Unreliable); - } - - // make sure Broadcast() is only called every sendInterval. - // calling it every update() would require too much bandwidth. - static void Broadcast() - { - // joined the world yet? - if (!connection.isReady) return; - - // nothing to do in host mode. server already knows the state. - if (NetworkServer.active) return; - - // send time snapshot every sendInterval. - BroadcastTimeSnapshot(); - // for each entity that the client owns foreach (NetworkIdentity identity in connection.owned) { @@ -1563,6 +1549,23 @@ static void Broadcast() } } + // make sure Broadcast() is only called every sendInterval. + // calling it every update() would require too much bandwidth. + static void Broadcast() + { + // joined the world yet? + if (!connection.isReady) return; + + // nothing to do in host mode. server already knows the state. + if (NetworkServer.active) return; + + // send time snapshot every sendInterval. + Send(new TimeSnapshotMessage(), Channels.Unreliable); + + // broadcast client state to server + BroadcastToServer(); + } + // update ////////////////////////////////////////////////////////////// // NetworkEarlyUpdate called before any Update/FixedUpdate // (we add this to the UnityEngine in NetworkLoop) diff --git a/Assets/Mirror/Core/NetworkServer.cs b/Assets/Mirror/Core/NetworkServer.cs index 845542285..6f75def79 100644 --- a/Assets/Mirror/Core/NetworkServer.cs +++ b/Assets/Mirror/Core/NetworkServer.cs @@ -1963,30 +1963,6 @@ static void Broadcast() // update connection to flush out batched messages connection.Update(); } - - // TODO this is way too slow because we iterate ALL spawned :/ - // TODO this is way too complicated :/ - // to understand what this tries to prevent, consider this example: - // monster has health=100 - // we change health=200, dirty bit is set - // player comes in range, gets full serialization spawn packet. - // next Broadcast(), player gets the health=200 change because dirty bit was set. - // - // this code clears all dirty bits if no players are around to prevent it. - // BUT there are two issues: - // 1. what if a playerB was around the whole time? - // 2. why don't we handle broadcast and spawn packets both HERE? - // handling spawn separately is why we need this complex magic - // - // see test: DirtyBitsAreClearedForSpawnedWithoutObservers() - // see test: SyncObjectChanges_DontGrowWithoutObservers() - // - // PAUL: we also do this to avoid ever growing SyncList .changes - //ClearSpawnedDirtyBits(); - // - // this was moved to NetworkIdentity.AddObserver! - // same result, but no more O(N) loop in here! - // TODO remove this comment after moving spawning into Broadcast()! } // update //////////////////////////////////////////////////////////////