mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-19 03:20:33 +00:00
482 lines
16 KiB
C#
482 lines
16 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.Serialization;
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namespace Mirror
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{
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[AddComponentMenu("Network/NetworkLobbyManager")]
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[HelpURL("https://vis2k.github.io/Mirror/Components/NetworkLobbyManager")]
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public class NetworkLobbyManager : NetworkManager
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{
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public struct PendingPlayer
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{
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public NetworkConnection conn;
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public GameObject lobbyPlayer;
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}
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// configuration
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[Header("Lobby Settings")]
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[FormerlySerializedAs("m_ShowLobbyGUI")] [SerializeField] internal bool showLobbyGUI = true;
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[FormerlySerializedAs("m_MinPlayers")] [SerializeField] int minPlayers = 1;
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[FormerlySerializedAs("m_LobbyPlayerPrefab")] [SerializeField] NetworkLobbyPlayer lobbyPlayerPrefab;
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[Scene]
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public string LobbyScene;
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[Scene]
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public string GameplayScene;
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// runtime data
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[FormerlySerializedAs("m_PendingPlayers")] public List<PendingPlayer> pendingPlayers = new List<PendingPlayer>();
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public List<NetworkLobbyPlayer> lobbySlots = new List<NetworkLobbyPlayer>();
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public bool allPlayersReady;
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public override void OnValidate()
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{
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// always >= 0
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maxConnections = Mathf.Max(maxConnections, 0);
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// always <= maxConnections
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minPlayers = Mathf.Min(minPlayers, maxConnections);
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// always >= 0
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minPlayers = Mathf.Max(minPlayers, 0);
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if (lobbyPlayerPrefab != null)
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{
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NetworkIdentity identity = lobbyPlayerPrefab.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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lobbyPlayerPrefab = null;
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Debug.LogError("LobbyPlayer prefab must have a NetworkIdentity component.");
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}
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}
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base.OnValidate();
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}
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public void PlayerLoadedScene(NetworkConnection conn)
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{
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if (LogFilter.Debug) Debug.Log("NetworkLobbyManager OnSceneLoadedMessage");
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SceneLoadedForPlayer(conn, conn.playerController.gameObject);
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}
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internal void ReadyStatusChanged()
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{
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int CurrentPlayers = 0;
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int ReadyPlayers = 0;
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foreach (NetworkLobbyPlayer item in lobbySlots)
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{
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if (item != null)
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{
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CurrentPlayers++;
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if (item.ReadyToBegin)
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ReadyPlayers++;
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}
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}
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if (CurrentPlayers == ReadyPlayers)
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CheckReadyToBegin();
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else
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allPlayersReady = false;
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}
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void SceneLoadedForPlayer(NetworkConnection conn, GameObject lobbyPlayerGameObject)
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{
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// if not a lobby player.. dont replace it
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if (lobbyPlayerGameObject.GetComponent<NetworkLobbyPlayer>() == null) return;
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if (LogFilter.Debug) Debug.LogFormat("NetworkLobby SceneLoadedForPlayer scene: {0} {1}", SceneManager.GetActiveScene().name, conn);
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if (SceneManager.GetActiveScene().name == LobbyScene)
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{
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// cant be ready in lobby, add to ready list
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PendingPlayer pending;
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pending.conn = conn;
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pending.lobbyPlayer = lobbyPlayerGameObject;
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pendingPlayers.Add(pending);
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return;
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}
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GameObject gamePlayer = OnLobbyServerCreateGamePlayer(conn);
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if (gamePlayer == null)
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{
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// get start position from base class
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Transform startPos = GetStartPosition();
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gamePlayer = startPos != null
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? Instantiate(playerPrefab, startPos.position, startPos.rotation)
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: Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
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gamePlayer.name = playerPrefab.name;
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}
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if (!OnLobbyServerSceneLoadedForPlayer(lobbyPlayerGameObject, gamePlayer))
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return;
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// replace lobby player with game player
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NetworkServer.ReplacePlayerForConnection(conn, gamePlayer);
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}
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public void CheckReadyToBegin()
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{
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if (SceneManager.GetActiveScene().name != LobbyScene) return;
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if (minPlayers > 0 && NetworkServer.connections.Count(conn => conn.Value != null && conn.Value.playerController.gameObject.GetComponent<NetworkLobbyPlayer>().ReadyToBegin) < minPlayers)
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{
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allPlayersReady = false;
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return;
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}
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pendingPlayers.Clear();
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allPlayersReady = true;
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OnLobbyServerPlayersReady();
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}
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void CallOnClientEnterLobby()
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{
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OnLobbyClientEnter();
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foreach (NetworkLobbyPlayer player in lobbySlots)
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player?.OnClientEnterLobby();
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}
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void CallOnClientExitLobby()
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{
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OnLobbyClientExit();
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foreach (NetworkLobbyPlayer player in lobbySlots)
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player?.OnClientExitLobby();
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}
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#region server handlers
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public override void OnServerConnect(NetworkConnection conn)
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{
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if (numPlayers >= maxConnections)
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{
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conn.Disconnect();
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return;
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}
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// cannot join game in progress
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if (SceneManager.GetActiveScene().name != LobbyScene)
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{
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conn.Disconnect();
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return;
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}
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base.OnServerConnect(conn);
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OnLobbyServerConnect(conn);
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}
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public override void OnServerDisconnect(NetworkConnection conn)
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{
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if (conn.playerController != null)
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{
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NetworkLobbyPlayer player = conn.playerController.GetComponent<NetworkLobbyPlayer>();
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if (player != null)
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lobbySlots.Remove(player);
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}
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allPlayersReady = false;
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foreach (NetworkLobbyPlayer player in lobbySlots)
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{
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if (player != null)
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player.GetComponent<NetworkLobbyPlayer>().ReadyToBegin = false;
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}
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if (SceneManager.GetActiveScene().name == LobbyScene)
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RecalculateLobbyPlayerIndices();
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base.OnServerDisconnect(conn);
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OnLobbyServerDisconnect(conn);
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}
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[System.Obsolete("Use OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage) instead")]
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public override void OnServerAddPlayer(NetworkConnection conn)
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{
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OnServerAddPlayer(conn, null);
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}
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public override void OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
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{
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if (SceneManager.GetActiveScene().name != LobbyScene) return;
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if (lobbySlots.Count == maxConnections) return;
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allPlayersReady = false;
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if (LogFilter.Debug) Debug.LogFormat("NetworkLobbyManager.OnServerAddPlayer playerPrefab:{0}", lobbyPlayerPrefab.name);
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GameObject newLobbyGameObject = OnLobbyServerCreateLobbyPlayer(conn);
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if (newLobbyGameObject == null)
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newLobbyGameObject = (GameObject)Instantiate(lobbyPlayerPrefab.gameObject, Vector3.zero, Quaternion.identity);
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NetworkLobbyPlayer newLobbyPlayer = newLobbyGameObject.GetComponent<NetworkLobbyPlayer>();
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lobbySlots.Add(newLobbyPlayer);
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RecalculateLobbyPlayerIndices();
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NetworkServer.AddPlayerForConnection(conn, newLobbyGameObject);
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}
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void RecalculateLobbyPlayerIndices()
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{
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if (lobbySlots.Count > 0)
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{
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for (int i = 0; i < lobbySlots.Count; i++)
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{
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lobbySlots[i].Index = i;
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}
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}
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}
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public override void ServerChangeScene(string sceneName)
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{
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if (sceneName == LobbyScene)
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{
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foreach (NetworkLobbyPlayer lobbyPlayer in lobbySlots)
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{
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if (lobbyPlayer == null) continue;
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// find the game-player object for this connection, and destroy it
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NetworkIdentity identity = lobbyPlayer.GetComponent<NetworkIdentity>();
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NetworkIdentity playerController = identity.connectionToClient.playerController;
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NetworkServer.Destroy(playerController.gameObject);
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if (NetworkServer.active)
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{
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// re-add the lobby object
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lobbyPlayer.GetComponent<NetworkLobbyPlayer>().ReadyToBegin = false;
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NetworkServer.ReplacePlayerForConnection(identity.connectionToClient, lobbyPlayer.gameObject);
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}
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}
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}
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else
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{
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if (dontDestroyOnLoad)
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{
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foreach (NetworkLobbyPlayer lobbyPlayer in lobbySlots)
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{
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if (lobbyPlayer != null)
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{
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lobbyPlayer.transform.SetParent(null);
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DontDestroyOnLoad(lobbyPlayer);
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}
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}
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}
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}
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base.ServerChangeScene(sceneName);
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}
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public override void OnServerSceneChanged(string sceneName)
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{
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if (sceneName != LobbyScene)
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{
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// call SceneLoadedForPlayer on any players that become ready while we were loading the scene.
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foreach (PendingPlayer pending in pendingPlayers)
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{
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SceneLoadedForPlayer(pending.conn, pending.lobbyPlayer);
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}
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pendingPlayers.Clear();
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}
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OnLobbyServerSceneChanged(sceneName);
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}
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public override void OnStartServer()
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{
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if (string.IsNullOrEmpty(LobbyScene))
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{
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Debug.LogError("NetworkLobbyManager LobbyScene is empty. Set the LobbyScene in the inspector for the NetworkLobbyMangaer");
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return;
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}
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if (string.IsNullOrEmpty(GameplayScene))
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{
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Debug.LogError("NetworkLobbyManager PlayScene is empty. Set the PlayScene in the inspector for the NetworkLobbyMangaer");
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return;
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}
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OnLobbyStartServer();
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}
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public override void OnStartHost()
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{
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OnLobbyStartHost();
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}
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public override void OnStopServer()
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{
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lobbySlots.Clear();
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base.OnStopServer();
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}
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public override void OnStopHost()
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{
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OnLobbyStopHost();
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}
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#endregion
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#region client handlers
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public override void OnStartClient()
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{
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if (lobbyPlayerPrefab == null || lobbyPlayerPrefab.gameObject == null)
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Debug.LogError("NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab.");
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else
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ClientScene.RegisterPrefab(lobbyPlayerPrefab.gameObject);
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if (playerPrefab == null)
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Debug.LogError("NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab.");
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else
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ClientScene.RegisterPrefab(playerPrefab);
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OnLobbyStartClient();
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}
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public override void OnClientConnect(NetworkConnection conn)
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{
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OnLobbyClientConnect(conn);
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CallOnClientEnterLobby();
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base.OnClientConnect(conn);
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}
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public override void OnClientDisconnect(NetworkConnection conn)
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{
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OnLobbyClientDisconnect(conn);
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base.OnClientDisconnect(conn);
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}
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public override void OnStopClient()
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{
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OnLobbyStopClient();
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CallOnClientExitLobby();
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if (!string.IsNullOrEmpty(offlineScene))
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{
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// Move the LobbyManager from the virtual DontDestroyOnLoad scene to the Game scene.
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// This let's it be destroyed when client changes to the Offline scene.
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SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
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}
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}
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public override void OnClientChangeScene(string newSceneName)
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{
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if (LogFilter.Debug) Debug.LogFormat("OnClientChangeScene from {0} to {1}", SceneManager.GetActiveScene().name, newSceneName);
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if (SceneManager.GetActiveScene().name == LobbyScene && newSceneName == GameplayScene && dontDestroyOnLoad && IsClientConnected())
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{
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GameObject lobbyPlayer = NetworkClient.connection?.playerController?.gameObject;
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if (lobbyPlayer != null)
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{
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lobbyPlayer.transform.SetParent(null);
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DontDestroyOnLoad(lobbyPlayer);
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}
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else
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Debug.LogWarningFormat("OnClientChangeScene: lobbyPlayer is null");
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}
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else
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if (LogFilter.Debug) Debug.LogFormat("OnClientChangeScene {0} {1}", dontDestroyOnLoad, IsClientConnected());
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}
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public override void OnClientSceneChanged(NetworkConnection conn)
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{
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if (SceneManager.GetActiveScene().name == LobbyScene)
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{
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if (NetworkClient.isConnected)
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CallOnClientEnterLobby();
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}
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else
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CallOnClientExitLobby();
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base.OnClientSceneChanged(conn);
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OnLobbyClientSceneChanged(conn);
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}
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#endregion
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#region lobby server virtuals
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public virtual void OnLobbyStartHost() {}
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public virtual void OnLobbyStopHost() {}
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public virtual void OnLobbyStartServer() {}
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public virtual void OnLobbyServerConnect(NetworkConnection conn) {}
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public virtual void OnLobbyServerDisconnect(NetworkConnection conn) {}
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public virtual void OnLobbyServerSceneChanged(string sceneName) {}
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public virtual GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn)
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{
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return null;
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}
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public virtual GameObject OnLobbyServerCreateGamePlayer(NetworkConnection conn)
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{
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return null;
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}
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// for users to apply settings from their lobby player object to their in-game player object
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public virtual bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayer, GameObject gamePlayer)
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{
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return true;
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}
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public virtual void OnLobbyServerPlayersReady()
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{
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// all players are readyToBegin, start the game
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ServerChangeScene(GameplayScene);
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}
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#endregion
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#region lobby client virtuals
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public virtual void OnLobbyClientEnter() {}
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public virtual void OnLobbyClientExit() {}
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public virtual void OnLobbyClientConnect(NetworkConnection conn) {}
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public virtual void OnLobbyClientDisconnect(NetworkConnection conn) {}
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public virtual void OnLobbyStartClient() {}
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public virtual void OnLobbyStopClient() {}
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public virtual void OnLobbyClientSceneChanged(NetworkConnection conn) {}
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// for users to handle adding a player failed on the server
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public virtual void OnLobbyClientAddPlayerFailed() {}
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#endregion
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#region optional UI
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public virtual void OnGUI()
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{
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if (!showLobbyGUI)
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return;
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if (SceneManager.GetActiveScene().name != LobbyScene)
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return;
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GUI.Box(new Rect(10f, 180f, 520f, 150f), "PLAYERS");
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}
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#endregion
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}
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}
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