mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
872 lines
36 KiB
C#
872 lines
36 KiB
C#
#if ENABLE_UNET
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine.Networking.NetworkSystem;
|
|
|
|
namespace UnityEngine.Networking
|
|
{
|
|
public class ClientScene
|
|
{
|
|
static List<PlayerController> s_LocalPlayers = new List<PlayerController>();
|
|
static NetworkConnection s_ReadyConnection;
|
|
static Dictionary<NetworkSceneId, NetworkIdentity> s_SpawnableObjects;
|
|
|
|
static bool s_IsReady;
|
|
static bool s_IsSpawnFinished;
|
|
static NetworkScene s_NetworkScene = new NetworkScene();
|
|
|
|
// static message objects to avoid runtime-allocations
|
|
static ObjectSpawnSceneMessage s_ObjectSpawnSceneMessage = new ObjectSpawnSceneMessage();
|
|
static ObjectSpawnFinishedMessage s_ObjectSpawnFinishedMessage = new ObjectSpawnFinishedMessage();
|
|
static ObjectDestroyMessage s_ObjectDestroyMessage = new ObjectDestroyMessage();
|
|
static ObjectSpawnMessage s_ObjectSpawnMessage = new ObjectSpawnMessage();
|
|
static OwnerMessage s_OwnerMessage = new OwnerMessage();
|
|
static ClientAuthorityMessage s_ClientAuthorityMessage = new ClientAuthorityMessage();
|
|
|
|
#if ENABLE_UNET_HOST_MIGRATION
|
|
|
|
public const int ReconnectIdInvalid = -1;
|
|
public const int ReconnectIdHost = 0;
|
|
static int s_ReconnectId = ReconnectIdInvalid;
|
|
static PeerInfoMessage[] s_Peers;
|
|
static bool hasMigrationPending() { return s_ReconnectId != ReconnectIdInvalid; }
|
|
|
|
static public void SetReconnectId(int newReconnectId, PeerInfoMessage[] peers)
|
|
{
|
|
s_ReconnectId = newReconnectId;
|
|
s_Peers = peers;
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::SetReconnectId: " + newReconnectId); }
|
|
}
|
|
|
|
#endif
|
|
|
|
static internal void SetNotReady()
|
|
{
|
|
s_IsReady = false;
|
|
}
|
|
|
|
struct PendingOwner
|
|
{
|
|
public NetworkInstanceId netId;
|
|
public short playerControllerId;
|
|
}
|
|
static List<PendingOwner> s_PendingOwnerIds = new List<PendingOwner>();
|
|
|
|
public static List<PlayerController> localPlayers { get { return s_LocalPlayers; } }
|
|
public static bool ready { get { return s_IsReady; } }
|
|
public static NetworkConnection readyConnection { get { return s_ReadyConnection; }}
|
|
|
|
#if ENABLE_UNET_HOST_MIGRATION
|
|
public static int reconnectId { get { return s_ReconnectId; }}
|
|
#endif
|
|
|
|
//NOTE: spawn handlers, prefabs and local objects now live in NetworkScene
|
|
public static Dictionary<NetworkInstanceId, NetworkIdentity> objects { get { return s_NetworkScene.localObjects; } }
|
|
public static Dictionary<NetworkHash128, GameObject> prefabs { get { return NetworkScene.guidToPrefab; } }
|
|
public static Dictionary<NetworkSceneId, NetworkIdentity> spawnableObjects { get { return s_SpawnableObjects; } }
|
|
|
|
internal static void Shutdown()
|
|
{
|
|
s_NetworkScene.Shutdown();
|
|
s_LocalPlayers = new List<PlayerController>();
|
|
s_PendingOwnerIds = new List<PendingOwner>();
|
|
s_SpawnableObjects = null;
|
|
s_ReadyConnection = null;
|
|
s_IsReady = false;
|
|
s_IsSpawnFinished = false;
|
|
#if ENABLE_UNET_HOST_MIGRATION
|
|
s_ReconnectId = ReconnectIdInvalid;
|
|
#endif
|
|
NetworkTransport.Shutdown();
|
|
NetworkTransport.Init();
|
|
}
|
|
|
|
internal static bool GetPlayerController(short playerControllerId, out PlayerController player)
|
|
{
|
|
player = null;
|
|
if (playerControllerId >= localPlayers.Count)
|
|
{
|
|
if (LogFilter.logWarn) { Debug.Log("ClientScene::GetPlayer: no local player found for: " + playerControllerId); }
|
|
return false;
|
|
}
|
|
|
|
if (localPlayers[playerControllerId] == null)
|
|
{
|
|
if (LogFilter.logWarn) { Debug.LogWarning("ClientScene::GetPlayer: local player is null for: " + playerControllerId); }
|
|
return false;
|
|
}
|
|
player = localPlayers[playerControllerId];
|
|
return player.gameObject != null;
|
|
}
|
|
|
|
// this is called from message handler for Owner message
|
|
internal static void InternalAddPlayer(NetworkIdentity view, short playerControllerId)
|
|
{
|
|
if (LogFilter.logDebug) { Debug.LogWarning("ClientScene::InternalAddPlayer: playerControllerId : " + playerControllerId); }
|
|
|
|
if (playerControllerId >= s_LocalPlayers.Count)
|
|
{
|
|
if (LogFilter.logWarn) { Debug.LogWarning("ClientScene::InternalAddPlayer: playerControllerId higher than expected: " + playerControllerId); }
|
|
while (playerControllerId >= s_LocalPlayers.Count)
|
|
{
|
|
s_LocalPlayers.Add(new PlayerController());
|
|
}
|
|
}
|
|
|
|
// NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated.
|
|
// But, the player structures are not cleaned up, we'll just replace the old player
|
|
var newPlayer = new PlayerController {gameObject = view.gameObject, playerControllerId = playerControllerId, unetView = view};
|
|
s_LocalPlayers[playerControllerId] = newPlayer;
|
|
s_ReadyConnection.SetPlayerController(newPlayer);
|
|
}
|
|
|
|
// use this if already ready
|
|
public static bool AddPlayer(short playerControllerId)
|
|
{
|
|
return AddPlayer(null, playerControllerId);
|
|
}
|
|
|
|
// use this to implicitly become ready
|
|
public static bool AddPlayer(NetworkConnection readyConn, short playerControllerId)
|
|
{
|
|
return AddPlayer(readyConn, playerControllerId, null);
|
|
}
|
|
|
|
// use this to implicitly become ready
|
|
public static bool AddPlayer(NetworkConnection readyConn, short playerControllerId, MessageBase extraMessage)
|
|
{
|
|
if (playerControllerId < 0)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is negative"); }
|
|
return false;
|
|
}
|
|
if (playerControllerId > PlayerController.MaxPlayersPerClient)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is too high, max is " + PlayerController.MaxPlayersPerClient); }
|
|
return false;
|
|
}
|
|
if (playerControllerId > PlayerController.MaxPlayersPerClient / 2)
|
|
{
|
|
if (LogFilter.logWarn) { Debug.LogWarning("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is unusually high"); }
|
|
}
|
|
|
|
// fill out local players array
|
|
while (playerControllerId >= s_LocalPlayers.Count)
|
|
{
|
|
s_LocalPlayers.Add(new PlayerController());
|
|
}
|
|
|
|
// ensure valid ready connection
|
|
if (readyConn == null)
|
|
{
|
|
if (!s_IsReady)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("Must call AddPlayer() with a connection the first time to become ready."); }
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
s_IsReady = true;
|
|
s_ReadyConnection = readyConn;
|
|
}
|
|
|
|
PlayerController existingPlayerController;
|
|
if (s_ReadyConnection.GetPlayerController(playerControllerId, out existingPlayerController))
|
|
{
|
|
if (existingPlayerController.IsValid && existingPlayerController.gameObject != null)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " already in use."); }
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::AddPlayer() for ID " + playerControllerId + " called with connection [" + s_ReadyConnection + "]"); }
|
|
|
|
#if ENABLE_UNET_HOST_MIGRATION
|
|
if (!hasMigrationPending())
|
|
{
|
|
#endif
|
|
var msg = new AddPlayerMessage();
|
|
msg.playerControllerId = playerControllerId;
|
|
if (extraMessage != null)
|
|
{
|
|
var writer = new NetworkWriter();
|
|
extraMessage.Serialize(writer);
|
|
msg.msgData = writer.ToArray();
|
|
msg.msgSize = writer.Position;
|
|
}
|
|
s_ReadyConnection.Send(MsgType.AddPlayer, msg);
|
|
#if ENABLE_UNET_HOST_MIGRATION
|
|
}
|
|
|
|
else
|
|
{
|
|
return SendReconnectMessage(extraMessage);
|
|
}
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
#if ENABLE_UNET_HOST_MIGRATION
|
|
public static bool SendReconnectMessage(MessageBase extraMessage)
|
|
{
|
|
if (!hasMigrationPending())
|
|
return false;
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::AddPlayer reconnect " + s_ReconnectId); }
|
|
|
|
if (s_Peers == null)
|
|
{
|
|
SetReconnectId(ReconnectIdInvalid, null);
|
|
if (LogFilter.logError)
|
|
{
|
|
Debug.LogError("ClientScene::AddPlayer: reconnecting, but no peers.");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// reconnect all the players
|
|
for (int i = 0; i < s_Peers.Length; i++)
|
|
{
|
|
var peer = s_Peers[i];
|
|
if (peer.playerIds == null)
|
|
{
|
|
// this could be empty if this peer had no players
|
|
continue;
|
|
}
|
|
if (peer.connectionId == s_ReconnectId)
|
|
{
|
|
for (int pid = 0; pid < peer.playerIds.Length; pid++)
|
|
{
|
|
var msg = new ReconnectMessage();
|
|
msg.oldConnectionId = s_ReconnectId;
|
|
msg.netId = peer.playerIds[pid].netId;
|
|
msg.playerControllerId = peer.playerIds[pid].playerControllerId;
|
|
if (extraMessage != null)
|
|
{
|
|
var writer = new NetworkWriter();
|
|
extraMessage.Serialize(writer);
|
|
msg.msgData = writer.ToArray();
|
|
msg.msgSize = writer.Position;
|
|
}
|
|
|
|
s_ReadyConnection.Send(MsgType.ReconnectPlayer, msg);
|
|
}
|
|
}
|
|
}
|
|
// this should only be done once.
|
|
SetReconnectId(ReconnectIdInvalid, null);
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
public static bool RemovePlayer(short playerControllerId)
|
|
{
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::RemovePlayer() for ID " + playerControllerId + " called with connection [" + s_ReadyConnection + "]"); }
|
|
|
|
PlayerController playerController;
|
|
if (s_ReadyConnection.GetPlayerController(playerControllerId, out playerController))
|
|
{
|
|
var msg = new RemovePlayerMessage();
|
|
msg.playerControllerId = playerControllerId;
|
|
s_ReadyConnection.Send(MsgType.RemovePlayer, msg);
|
|
|
|
s_ReadyConnection.RemovePlayerController(playerControllerId);
|
|
s_LocalPlayers[playerControllerId] = new PlayerController();
|
|
|
|
Object.Destroy(playerController.gameObject);
|
|
return true;
|
|
}
|
|
if (LogFilter.logError) { Debug.LogError("Failed to find player ID " + playerControllerId); }
|
|
return false;
|
|
}
|
|
|
|
public static bool Ready(NetworkConnection conn)
|
|
{
|
|
if (s_IsReady)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("A connection has already been set as ready. There can only be one."); }
|
|
return false;
|
|
}
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::Ready() called with connection [" + conn + "]"); }
|
|
|
|
if (conn != null)
|
|
{
|
|
var msg = new ReadyMessage();
|
|
conn.Send(MsgType.Ready, msg);
|
|
s_IsReady = true;
|
|
s_ReadyConnection = conn;
|
|
s_ReadyConnection.isReady = true;
|
|
return true;
|
|
}
|
|
if (LogFilter.logError) { Debug.LogError("Ready() called with invalid connection object: conn=null"); }
|
|
return false;
|
|
}
|
|
|
|
static public NetworkClient ConnectLocalServer()
|
|
{
|
|
var newClient = new LocalClient();
|
|
NetworkServer.instance.ActivateLocalClientScene();
|
|
newClient.InternalConnectLocalServer(true);
|
|
return newClient;
|
|
}
|
|
|
|
#if ENABLE_UNET_HOST_MIGRATION
|
|
static internal NetworkClient ReconnectLocalServer()
|
|
{
|
|
LocalClient newClient = new LocalClient();
|
|
NetworkServer.instance.ActivateLocalClientScene();
|
|
newClient.InternalConnectLocalServer(false);
|
|
return newClient;
|
|
}
|
|
|
|
static internal void ClearLocalPlayers()
|
|
{
|
|
s_LocalPlayers.Clear();
|
|
}
|
|
|
|
#endif
|
|
static internal void HandleClientDisconnect(NetworkConnection conn)
|
|
{
|
|
if (s_ReadyConnection == conn && s_IsReady)
|
|
{
|
|
s_IsReady = false;
|
|
s_ReadyConnection = null;
|
|
}
|
|
}
|
|
|
|
internal static void PrepareToSpawnSceneObjects()
|
|
{
|
|
//NOTE: what is there are already objects in this dict?! should we merge with them?
|
|
s_SpawnableObjects = new Dictionary<NetworkSceneId, NetworkIdentity>();
|
|
var uvs = Resources.FindObjectsOfTypeAll<NetworkIdentity>();
|
|
for (int i = 0; i < uvs.Length; i++)
|
|
{
|
|
var uv = uvs[i];
|
|
if (uv.gameObject.activeSelf)
|
|
{
|
|
// already active, cannot spawn it
|
|
continue;
|
|
}
|
|
|
|
if (uv.gameObject.hideFlags == HideFlags.NotEditable || uv.gameObject.hideFlags == HideFlags.HideAndDontSave)
|
|
continue;
|
|
|
|
if (uv.sceneId.IsEmpty())
|
|
continue;
|
|
|
|
s_SpawnableObjects[uv.sceneId] = uv;
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::PrepareSpawnObjects sceneId:" + uv.sceneId); }
|
|
}
|
|
}
|
|
|
|
internal static NetworkIdentity SpawnSceneObject(NetworkSceneId sceneId)
|
|
{
|
|
if (s_SpawnableObjects.ContainsKey(sceneId))
|
|
{
|
|
NetworkIdentity foundId = s_SpawnableObjects[sceneId];
|
|
s_SpawnableObjects.Remove(sceneId);
|
|
return foundId;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
static internal void RegisterSystemHandlers(NetworkClient client, bool localClient)
|
|
{
|
|
if (localClient)
|
|
{
|
|
client.RegisterHandlerSafe(MsgType.ObjectDestroy, OnLocalClientObjectDestroy);
|
|
client.RegisterHandlerSafe(MsgType.ObjectHide, OnLocalClientObjectHide);
|
|
client.RegisterHandlerSafe(MsgType.ObjectSpawn, OnLocalClientObjectSpawn);
|
|
client.RegisterHandlerSafe(MsgType.ObjectSpawnScene, OnLocalClientObjectSpawnScene);
|
|
client.RegisterHandlerSafe(MsgType.LocalClientAuthority, OnClientAuthority);
|
|
}
|
|
else
|
|
{
|
|
// LocalClient shares the sim/scene with the server, no need for these events
|
|
client.RegisterHandlerSafe(MsgType.ObjectSpawn, OnObjectSpawn);
|
|
client.RegisterHandlerSafe(MsgType.ObjectSpawnScene, OnObjectSpawnScene);
|
|
client.RegisterHandlerSafe(MsgType.SpawnFinished, OnObjectSpawnFinished);
|
|
client.RegisterHandlerSafe(MsgType.ObjectDestroy, OnObjectDestroy);
|
|
client.RegisterHandlerSafe(MsgType.ObjectHide, OnObjectDestroy);
|
|
client.RegisterHandlerSafe(MsgType.UpdateVars, OnUpdateVarsMessage);
|
|
client.RegisterHandlerSafe(MsgType.Owner, OnOwnerMessage);
|
|
client.RegisterHandlerSafe(MsgType.SyncList, OnSyncListMessage);
|
|
client.RegisterHandlerSafe(MsgType.Animation, NetworkAnimator.OnAnimationClientMessage);
|
|
client.RegisterHandlerSafe(MsgType.AnimationParameters, NetworkAnimator.OnAnimationParametersClientMessage);
|
|
client.RegisterHandlerSafe(MsgType.LocalClientAuthority, OnClientAuthority);
|
|
}
|
|
|
|
client.RegisterHandlerSafe(MsgType.Rpc, OnRPCMessage);
|
|
client.RegisterHandlerSafe(MsgType.SyncEvent, OnSyncEventMessage);
|
|
client.RegisterHandlerSafe(MsgType.AnimationTrigger, NetworkAnimator.OnAnimationTriggerClientMessage);
|
|
}
|
|
|
|
// ------------------------ NetworkScene pass-throughs ---------------------
|
|
|
|
static internal string GetStringForAssetId(NetworkHash128 assetId)
|
|
{
|
|
GameObject prefab;
|
|
if (NetworkScene.GetPrefab(assetId, out prefab))
|
|
{
|
|
return prefab.name;
|
|
}
|
|
|
|
SpawnDelegate handler;
|
|
if (NetworkScene.GetSpawnHandler(assetId, out handler))
|
|
{
|
|
return handler.GetMethodName();
|
|
}
|
|
|
|
return "unknown";
|
|
}
|
|
|
|
// this assigns the newAssetId to the prefab. This is for registering dynamically created game objects for already know assetIds.
|
|
static public void RegisterPrefab(GameObject prefab, NetworkHash128 newAssetId)
|
|
{
|
|
NetworkScene.RegisterPrefab(prefab, newAssetId);
|
|
}
|
|
|
|
static public void RegisterPrefab(GameObject prefab)
|
|
{
|
|
NetworkScene.RegisterPrefab(prefab);
|
|
}
|
|
|
|
static public void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
NetworkScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
|
|
}
|
|
|
|
static public void UnregisterPrefab(GameObject prefab)
|
|
{
|
|
NetworkScene.UnregisterPrefab(prefab);
|
|
}
|
|
|
|
static public void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
NetworkScene.RegisterSpawnHandler(assetId, spawnHandler, unspawnHandler);
|
|
}
|
|
|
|
static public void UnregisterSpawnHandler(NetworkHash128 assetId)
|
|
{
|
|
NetworkScene.UnregisterSpawnHandler(assetId);
|
|
}
|
|
|
|
static public void ClearSpawners()
|
|
{
|
|
NetworkScene.ClearSpawners();
|
|
}
|
|
|
|
static public void DestroyAllClientObjects()
|
|
{
|
|
s_NetworkScene.DestroyAllClientObjects();
|
|
}
|
|
|
|
static public void SetLocalObject(NetworkInstanceId netId, GameObject obj)
|
|
{
|
|
// if still receiving initial state, dont set isClient
|
|
s_NetworkScene.SetLocalObject(netId, obj, s_IsSpawnFinished, false);
|
|
}
|
|
|
|
static public GameObject FindLocalObject(NetworkInstanceId netId)
|
|
{
|
|
return s_NetworkScene.FindLocalObject(netId);
|
|
}
|
|
|
|
static void ApplySpawnPayload(NetworkIdentity uv, Vector3 position, byte[] payload, NetworkInstanceId netId, GameObject newGameObject)
|
|
{
|
|
if (!uv.gameObject.activeSelf)
|
|
{
|
|
uv.gameObject.SetActive(true);
|
|
}
|
|
uv.transform.position = position;
|
|
if (payload != null && payload.Length > 0)
|
|
{
|
|
var payloadReader = new NetworkReader(payload);
|
|
uv.OnUpdateVars(payloadReader, true);
|
|
}
|
|
if (newGameObject == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
newGameObject.SetActive(true);
|
|
uv.SetNetworkInstanceId(netId);
|
|
SetLocalObject(netId, newGameObject);
|
|
|
|
// objects spawned as part of initial state are started on a second pass
|
|
if (s_IsSpawnFinished)
|
|
{
|
|
uv.OnStartClient();
|
|
CheckForOwner(uv);
|
|
}
|
|
}
|
|
|
|
static void OnObjectSpawn(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectSpawnMessage);
|
|
|
|
if (!s_ObjectSpawnMessage.assetId.IsValid())
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("OnObjSpawn netId: " + s_ObjectSpawnMessage.netId + " has invalid asset Id"); }
|
|
return;
|
|
}
|
|
if (LogFilter.logDebug) { Debug.Log("Client spawn handler instantiating [netId:" + s_ObjectSpawnMessage.netId + " asset ID:" + s_ObjectSpawnMessage.assetId + " pos:" + s_ObjectSpawnMessage.position + "]"); }
|
|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.NetworkDetailStats.IncrementStat(
|
|
UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
|
|
MsgType.ObjectSpawn, GetStringForAssetId(s_ObjectSpawnMessage.assetId), 1);
|
|
#endif
|
|
|
|
NetworkIdentity localNetworkIdentity;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_ObjectSpawnMessage.netId, out localNetworkIdentity))
|
|
{
|
|
// this object already exists (was in the scene), just apply the update to existing object
|
|
ApplySpawnPayload(localNetworkIdentity, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, null);
|
|
return;
|
|
}
|
|
|
|
GameObject prefab;
|
|
SpawnDelegate handler;
|
|
if (NetworkScene.GetPrefab(s_ObjectSpawnMessage.assetId, out prefab))
|
|
{
|
|
var obj = (GameObject)Object.Instantiate(prefab, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.rotation);
|
|
if (LogFilter.logDebug)
|
|
{
|
|
Debug.Log("Client spawn handler instantiating [netId:" + s_ObjectSpawnMessage.netId + " asset ID:" + s_ObjectSpawnMessage.assetId + " pos:" + s_ObjectSpawnMessage.position + " rotation: " + s_ObjectSpawnMessage.rotation + "]");
|
|
}
|
|
|
|
localNetworkIdentity = obj.GetComponent<NetworkIdentity>();
|
|
if (localNetworkIdentity == null)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("Client object spawned for " + s_ObjectSpawnMessage.assetId + " does not have a NetworkIdentity"); }
|
|
return;
|
|
}
|
|
localNetworkIdentity.Reset();
|
|
ApplySpawnPayload(localNetworkIdentity, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, obj);
|
|
}
|
|
// lookup registered factory for type:
|
|
else if (NetworkScene.GetSpawnHandler(s_ObjectSpawnMessage.assetId, out handler))
|
|
{
|
|
GameObject obj = handler(s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.assetId);
|
|
if (obj == null)
|
|
{
|
|
if (LogFilter.logWarn) { Debug.LogWarning("Client spawn handler for " + s_ObjectSpawnMessage.assetId + " returned null"); }
|
|
return;
|
|
}
|
|
localNetworkIdentity = obj.GetComponent<NetworkIdentity>();
|
|
if (localNetworkIdentity == null)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("Client object spawned for " + s_ObjectSpawnMessage.assetId + " does not have a network identity"); }
|
|
return;
|
|
}
|
|
localNetworkIdentity.Reset();
|
|
localNetworkIdentity.SetDynamicAssetId(s_ObjectSpawnMessage.assetId);
|
|
ApplySpawnPayload(localNetworkIdentity, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, obj);
|
|
}
|
|
else
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("Failed to spawn server object, did you forget to add it to the NetworkManager? assetId=" + s_ObjectSpawnMessage.assetId + " netId=" + s_ObjectSpawnMessage.netId); }
|
|
}
|
|
}
|
|
|
|
static void OnObjectSpawnScene(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectSpawnSceneMessage);
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("Client spawn scene handler instantiating [netId:" + s_ObjectSpawnSceneMessage.netId + " sceneId:" + s_ObjectSpawnSceneMessage.sceneId + " pos:" + s_ObjectSpawnSceneMessage.position); }
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.NetworkDetailStats.IncrementStat(
|
|
UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
|
|
MsgType.ObjectSpawnScene, "sceneId", 1);
|
|
#endif
|
|
|
|
NetworkIdentity localNetworkIdentity;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_ObjectSpawnSceneMessage.netId, out localNetworkIdentity))
|
|
{
|
|
// this object already exists (was in the scene)
|
|
ApplySpawnPayload(localNetworkIdentity, s_ObjectSpawnSceneMessage.position, s_ObjectSpawnSceneMessage.payload, s_ObjectSpawnSceneMessage.netId, localNetworkIdentity.gameObject);
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity spawnedId = SpawnSceneObject(s_ObjectSpawnSceneMessage.sceneId);
|
|
if (spawnedId == null)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("Spawn scene object not found for " + s_ObjectSpawnSceneMessage.sceneId); }
|
|
return;
|
|
}
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("Client spawn for [netId:" + s_ObjectSpawnSceneMessage.netId + "] [sceneId:" + s_ObjectSpawnSceneMessage.sceneId + "] obj:" + spawnedId.gameObject.name); }
|
|
ApplySpawnPayload(spawnedId, s_ObjectSpawnSceneMessage.position, s_ObjectSpawnSceneMessage.payload, s_ObjectSpawnSceneMessage.netId, spawnedId.gameObject);
|
|
}
|
|
|
|
static void OnObjectSpawnFinished(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectSpawnFinishedMessage);
|
|
if (LogFilter.logDebug) { Debug.Log("SpawnFinished:" + s_ObjectSpawnFinishedMessage.state); }
|
|
|
|
if (s_ObjectSpawnFinishedMessage.state == 0)
|
|
{
|
|
PrepareToSpawnSceneObjects();
|
|
s_IsSpawnFinished = false;
|
|
return;
|
|
}
|
|
|
|
foreach (var uv in objects.Values)
|
|
{
|
|
if (!uv.isClient)
|
|
{
|
|
uv.OnStartClient();
|
|
CheckForOwner(uv);
|
|
}
|
|
}
|
|
s_IsSpawnFinished = true;
|
|
}
|
|
|
|
static void OnObjectDestroy(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectDestroyMessage);
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnObjDestroy netId:" + s_ObjectDestroyMessage.netId); }
|
|
|
|
NetworkIdentity localObject;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_ObjectDestroyMessage.netId, out localObject))
|
|
{
|
|
#if UNITY_EDITOR
|
|
UnityEditor.NetworkDetailStats.IncrementStat(
|
|
UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
|
|
MsgType.ObjectDestroy, GetStringForAssetId(localObject.assetId), 1);
|
|
#endif
|
|
localObject.OnNetworkDestroy();
|
|
|
|
if (!NetworkScene.InvokeUnSpawnHandler(localObject.assetId, localObject.gameObject))
|
|
{
|
|
// default handling
|
|
if (localObject.sceneId.IsEmpty())
|
|
{
|
|
Object.Destroy(localObject.gameObject);
|
|
}
|
|
else
|
|
{
|
|
// scene object.. disable it in scene instead of destroying
|
|
localObject.gameObject.SetActive(false);
|
|
s_SpawnableObjects[localObject.sceneId] = localObject;
|
|
}
|
|
}
|
|
s_NetworkScene.RemoveLocalObject(s_ObjectDestroyMessage.netId);
|
|
localObject.MarkForReset();
|
|
}
|
|
else
|
|
{
|
|
if (LogFilter.logDebug) { Debug.LogWarning("Did not find target for destroy message for " + s_ObjectDestroyMessage.netId); }
|
|
}
|
|
}
|
|
|
|
static void OnLocalClientObjectDestroy(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectDestroyMessage);
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnLocalObjectObjDestroy netId:" + s_ObjectDestroyMessage.netId); }
|
|
|
|
s_NetworkScene.RemoveLocalObject(s_ObjectDestroyMessage.netId);
|
|
}
|
|
|
|
static void OnLocalClientObjectHide(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectDestroyMessage);
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnLocalObjectObjHide netId:" + s_ObjectDestroyMessage.netId); }
|
|
|
|
NetworkIdentity localObject;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_ObjectDestroyMessage.netId, out localObject))
|
|
{
|
|
localObject.OnSetLocalVisibility(false);
|
|
}
|
|
}
|
|
|
|
static void OnLocalClientObjectSpawn(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectSpawnMessage);
|
|
NetworkIdentity localObject;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_ObjectSpawnMessage.netId, out localObject))
|
|
{
|
|
localObject.OnSetLocalVisibility(true);
|
|
}
|
|
}
|
|
|
|
static void OnLocalClientObjectSpawnScene(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ObjectSpawnSceneMessage);
|
|
NetworkIdentity localObject;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_ObjectSpawnSceneMessage.netId, out localObject))
|
|
{
|
|
localObject.OnSetLocalVisibility(true);
|
|
}
|
|
}
|
|
|
|
static void OnUpdateVarsMessage(NetworkMessage netMsg)
|
|
{
|
|
NetworkInstanceId netId = netMsg.reader.ReadNetworkId();
|
|
if (LogFilter.logDev) { Debug.Log("ClientScene::OnUpdateVarsMessage " + netId + " channel:" + netMsg.channelId); }
|
|
|
|
|
|
NetworkIdentity localObject;
|
|
if (s_NetworkScene.GetNetworkIdentity(netId, out localObject))
|
|
{
|
|
localObject.OnUpdateVars(netMsg.reader, false);
|
|
}
|
|
else
|
|
{
|
|
if (LogFilter.logWarn) { Debug.LogWarning("Did not find target for sync message for " + netId); }
|
|
}
|
|
}
|
|
|
|
static void OnRPCMessage(NetworkMessage netMsg)
|
|
{
|
|
var cmdHash = (int)netMsg.reader.ReadPackedUInt32();
|
|
var netId = netMsg.reader.ReadNetworkId();
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnRPCMessage hash:" + cmdHash + " netId:" + netId); }
|
|
|
|
NetworkIdentity uv;
|
|
if (s_NetworkScene.GetNetworkIdentity(netId, out uv))
|
|
{
|
|
uv.HandleRPC(cmdHash, netMsg.reader);
|
|
}
|
|
else
|
|
{
|
|
if (LogFilter.logWarn)
|
|
{
|
|
string errorCmdName = NetworkBehaviour.GetCmdHashHandlerName(cmdHash);
|
|
Debug.LogWarningFormat("Could not find target object with netId:{0} for RPC call {1}", netId, errorCmdName);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void OnSyncEventMessage(NetworkMessage netMsg)
|
|
{
|
|
var cmdHash = (int)netMsg.reader.ReadPackedUInt32();
|
|
var netId = netMsg.reader.ReadNetworkId();
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnSyncEventMessage " + netId); }
|
|
|
|
NetworkIdentity uv;
|
|
if (s_NetworkScene.GetNetworkIdentity(netId, out uv))
|
|
{
|
|
uv.HandleSyncEvent(cmdHash, netMsg.reader);
|
|
}
|
|
else
|
|
{
|
|
if (LogFilter.logWarn) { Debug.LogWarning("Did not find target for SyncEvent message for " + netId); }
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.NetworkDetailStats.IncrementStat(
|
|
UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
|
|
MsgType.SyncEvent, NetworkBehaviour.GetCmdHashHandlerName(cmdHash), 1);
|
|
#endif
|
|
}
|
|
|
|
static void OnSyncListMessage(NetworkMessage netMsg)
|
|
{
|
|
var netId = netMsg.reader.ReadNetworkId();
|
|
var cmdHash = (int)netMsg.reader.ReadPackedUInt32();
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnSyncListMessage " + netId); }
|
|
|
|
NetworkIdentity uv;
|
|
if (s_NetworkScene.GetNetworkIdentity(netId, out uv))
|
|
{
|
|
uv.HandleSyncList(cmdHash, netMsg.reader);
|
|
}
|
|
else
|
|
{
|
|
if (LogFilter.logWarn) { Debug.LogWarning("Did not find target for SyncList message for " + netId); }
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.NetworkDetailStats.IncrementStat(
|
|
UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
|
|
MsgType.SyncList, NetworkBehaviour.GetCmdHashHandlerName(cmdHash), 1);
|
|
#endif
|
|
}
|
|
|
|
static void OnClientAuthority(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_ClientAuthorityMessage);
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnClientAuthority for connectionId=" + netMsg.conn.connectionId + " netId: " + s_ClientAuthorityMessage.netId); }
|
|
|
|
NetworkIdentity uv;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_ClientAuthorityMessage.netId, out uv))
|
|
{
|
|
uv.HandleClientAuthority(s_ClientAuthorityMessage.authority);
|
|
}
|
|
}
|
|
|
|
// OnClientAddedPlayer?
|
|
static void OnOwnerMessage(NetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_OwnerMessage);
|
|
|
|
if (LogFilter.logDebug) { Debug.Log("ClientScene::OnOwnerMessage - connectionId=" + netMsg.conn.connectionId + " netId: " + s_OwnerMessage.netId); }
|
|
|
|
|
|
// is there already an owner that is a different object??
|
|
PlayerController oldOwner;
|
|
if (netMsg.conn.GetPlayerController(s_OwnerMessage.playerControllerId, out oldOwner))
|
|
{
|
|
oldOwner.unetView.SetNotLocalPlayer();
|
|
}
|
|
|
|
NetworkIdentity localNetworkIdentity;
|
|
if (s_NetworkScene.GetNetworkIdentity(s_OwnerMessage.netId, out localNetworkIdentity))
|
|
{
|
|
// this object already exists
|
|
localNetworkIdentity.SetConnectionToServer(netMsg.conn);
|
|
localNetworkIdentity.SetLocalPlayer(s_OwnerMessage.playerControllerId);
|
|
InternalAddPlayer(localNetworkIdentity, s_OwnerMessage.playerControllerId);
|
|
}
|
|
else
|
|
{
|
|
var pendingOwner = new PendingOwner { netId = s_OwnerMessage.netId, playerControllerId = s_OwnerMessage.playerControllerId };
|
|
s_PendingOwnerIds.Add(pendingOwner);
|
|
}
|
|
}
|
|
|
|
static void CheckForOwner(NetworkIdentity uv)
|
|
{
|
|
for (int i = 0; i < s_PendingOwnerIds.Count; i++)
|
|
{
|
|
var pendingOwner = s_PendingOwnerIds[i];
|
|
|
|
if (pendingOwner.netId == uv.netId)
|
|
{
|
|
// found owner, turn into a local player
|
|
|
|
// Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO
|
|
uv.SetConnectionToServer(s_ReadyConnection);
|
|
uv.SetLocalPlayer(pendingOwner.playerControllerId);
|
|
|
|
if (LogFilter.logDev) { Debug.Log("ClientScene::OnOwnerMessage - player=" + uv.gameObject.name); }
|
|
if (s_ReadyConnection.connectionId < 0)
|
|
{
|
|
if (LogFilter.logError) { Debug.LogError("Owner message received on a local client."); }
|
|
return;
|
|
}
|
|
InternalAddPlayer(uv, pendingOwner.playerControllerId);
|
|
|
|
s_PendingOwnerIds.RemoveAt(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif //ENABLE_UNET
|