#if ENABLE_UNET using System; using System.Collections.Generic; namespace UnityEngine.Networking { // This is an internal class to allow the client and server to share scene-related functionality. // This code (mostly) used to be in ClientScene. internal class NetworkScene { // localObjects is NOT static. For the Host, even though there is one scene and gameObjects are // shared with the localClient, the set of active objects for each must be separate to prevent // out-of-order object initialization problems. Dictionary m_LocalObjects = new Dictionary(); static Dictionary s_GuidToPrefab = new Dictionary(); static Dictionary s_SpawnHandlers = new Dictionary(); static Dictionary s_UnspawnHandlers = new Dictionary(); internal Dictionary localObjects { get { return m_LocalObjects; }} static internal Dictionary guidToPrefab { get { return s_GuidToPrefab; }} static internal Dictionary spawnHandlers { get { return s_SpawnHandlers; }} static internal Dictionary unspawnHandlers { get { return s_UnspawnHandlers; }} internal void Shutdown() { ClearLocalObjects(); ClearSpawners(); } internal void SetLocalObject(NetworkInstanceId netId, GameObject obj, bool isClient, bool isServer) { if (LogFilter.logDev) { Debug.Log("SetLocalObject " + netId + " " + obj); } if (obj == null) { m_LocalObjects[netId] = null; return; } NetworkIdentity foundNetworkIdentity = null; if (m_LocalObjects.ContainsKey(netId)) { foundNetworkIdentity = m_LocalObjects[netId]; } if (foundNetworkIdentity == null) { foundNetworkIdentity = obj.GetComponent(); m_LocalObjects[netId] = foundNetworkIdentity; } foundNetworkIdentity.UpdateClientServer(isClient, isServer); } // this lets the client take an instance ID from the server and find // the local object that it corresponds too. This is temporary until // object references can be serialized transparently. internal GameObject FindLocalObject(NetworkInstanceId netId) { if (m_LocalObjects.ContainsKey(netId)) { var uv = m_LocalObjects[netId]; if (uv != null) { return uv.gameObject; } } return null; } internal bool GetNetworkIdentity(NetworkInstanceId netId, out NetworkIdentity uv) { if (m_LocalObjects.ContainsKey(netId) && m_LocalObjects[netId] != null) { uv = m_LocalObjects[netId]; return true; } uv = null; return false; } internal bool RemoveLocalObject(NetworkInstanceId netId) { return m_LocalObjects.Remove(netId); } internal bool RemoveLocalObjectAndDestroy(NetworkInstanceId netId) { if (m_LocalObjects.ContainsKey(netId)) { NetworkIdentity localObject = m_LocalObjects[netId]; Object.Destroy(localObject.gameObject); return m_LocalObjects.Remove(netId); } return false; } internal void ClearLocalObjects() { m_LocalObjects.Clear(); } static internal void RegisterPrefab(GameObject prefab, NetworkHash128 newAssetId) { NetworkIdentity view = prefab.GetComponent(); if (view) { view.SetDynamicAssetId(newAssetId); if (LogFilter.logDebug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); } s_GuidToPrefab[view.assetId] = prefab; } else { if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); } } } static internal void RegisterPrefab(GameObject prefab) { NetworkIdentity view = prefab.GetComponent(); if (view) { if (LogFilter.logDebug) { Debug.Log("Registering prefab '" + prefab.name + "' as asset:" + view.assetId); } s_GuidToPrefab[view.assetId] = prefab; var uvs = prefab.GetComponentsInChildren(); if (uvs.Length > 1) { if (LogFilter.logWarn) { Debug.LogWarning("The prefab '" + prefab.name + "' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object."); } } } else { if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); } } } static internal bool GetPrefab(NetworkHash128 assetId, out GameObject prefab) { prefab = null; if (assetId.IsValid() && guidToPrefab.ContainsKey(assetId) && guidToPrefab[assetId] != null) { prefab = guidToPrefab[assetId]; return true; } return false; } static internal void ClearSpawners() { s_GuidToPrefab.Clear(); s_SpawnHandlers.Clear(); s_UnspawnHandlers.Clear(); } static public void UnregisterSpawnHandler(NetworkHash128 assetId) { s_SpawnHandlers.Remove(assetId); s_UnspawnHandlers.Remove(assetId); } static internal void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { if (LogFilter.logError) { Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId); } return; } if (LogFilter.logDebug) { Debug.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } s_SpawnHandlers[assetId] = spawnHandler; s_UnspawnHandlers[assetId] = unspawnHandler; } static internal void UnregisterPrefab(GameObject prefab) { NetworkIdentity identity = prefab.GetComponent(); if (identity == null) { if (LogFilter.logError) { Debug.LogError("Could not unregister '" + prefab.name + "' since it contains no NetworkIdentity component"); } return; } s_SpawnHandlers.Remove(identity.assetId); s_UnspawnHandlers.Remove(identity.assetId); } static internal void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkIdentity identity = prefab.GetComponent(); if (identity == null) { if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); } return; } if (spawnHandler == null || unspawnHandler == null) { if (LogFilter.logError) { Debug.LogError("RegisterPrefab custom spawn function null for " + identity.assetId); } return; } if (!identity.assetId.IsValid()) { if (LogFilter.logError) { Debug.LogError("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?"); } return; } if (LogFilter.logDebug) { Debug.Log("Registering custom prefab '" + prefab.name + "' as asset:" + identity.assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } s_SpawnHandlers[identity.assetId] = spawnHandler; s_UnspawnHandlers[identity.assetId] = unspawnHandler; } static internal bool GetSpawnHandler(NetworkHash128 assetId, out SpawnDelegate handler) { if (s_SpawnHandlers.ContainsKey(assetId)) { handler = s_SpawnHandlers[assetId]; return true; } handler = null; return false; } static internal bool InvokeUnSpawnHandler(NetworkHash128 assetId, GameObject obj) { if (s_UnspawnHandlers.ContainsKey(assetId) && s_UnspawnHandlers[assetId] != null) { UnSpawnDelegate handler = s_UnspawnHandlers[assetId]; handler(obj); return true; } return false; } internal void DestroyAllClientObjects() { foreach (var netId in m_LocalObjects.Keys) { NetworkIdentity uv = m_LocalObjects[netId]; if (uv != null && uv.gameObject != null) { if (!InvokeUnSpawnHandler(uv.assetId, uv.gameObject)) { if (uv.sceneId.IsEmpty()) { Object.Destroy(uv.gameObject); } else { uv.MarkForReset(); uv.gameObject.SetActive(false); } } } } ClearLocalObjects(); } internal void DumpAllClientObjects() { foreach (var netId in m_LocalObjects.Keys) { NetworkIdentity uv = m_LocalObjects[netId]; if (uv != null) Debug.Log("ID:" + netId + " OBJ:" + uv.gameObject + " AS:" + uv.assetId); else Debug.Log("ID:" + netId + " OBJ: null"); } } } } #endif //ENABLE_UNET