mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-17 01:13:05 +00:00
1478 lines
65 KiB
C#
1478 lines
65 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Mirror
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{
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public enum ConnectState
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{
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None,
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// connecting between Connect() and OnTransportConnected()
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Connecting,
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Connected,
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// disconnecting between Disconnect() and OnTransportDisconnected()
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Disconnecting,
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Disconnected
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}
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/// <summary>NetworkClient with connection to server.</summary>
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public static class NetworkClient
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{
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// message handlers by messageId
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internal static readonly Dictionary<ushort, NetworkMessageDelegate> handlers =
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new Dictionary<ushort, NetworkMessageDelegate>();
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/// <summary>All spawned NetworkIdentities by netId.</summary>
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// client sees OBSERVED spawned ones.
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public static readonly Dictionary<uint, NetworkIdentity> spawned =
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new Dictionary<uint, NetworkIdentity>();
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/// <summary>Client's NetworkConnection to server.</summary>
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public static NetworkConnection connection { get; internal set; }
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/// <summary>True if client is ready (= joined world).</summary>
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// TODO redundant state. point it to .connection.isReady instead (& test)
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// TODO OR remove NetworkConnection.isReady? unless it's used on server
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//
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// TODO maybe ClientState.Connected/Ready/AddedPlayer/etc.?
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// way better for security if we can check states in callbacks
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public static bool ready;
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/// <summary>NetworkIdentity of the localPlayer </summary>
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public static NetworkIdentity localPlayer { get; internal set; }
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// NetworkClient state
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internal static ConnectState connectState = ConnectState.None;
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/// <summary>IP address of the connection to server.</summary>
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// empty if the client has not connected yet.
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public static string serverIp => connection.address;
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/// <summary>active is true while a client is connecting/connected</summary>
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// (= while the network is active)
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public static bool active => connectState == ConnectState.Connecting ||
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connectState == ConnectState.Connected;
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/// <summary>Check if client is connecting (before connected).</summary>
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public static bool isConnecting => connectState == ConnectState.Connecting;
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/// <summary>Check if client is connected (after connecting).</summary>
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public static bool isConnected => connectState == ConnectState.Connected;
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/// <summary>True if client is running in host mode.</summary>
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public static bool isHostClient => connection is LocalConnectionToServer;
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// OnConnected / OnDisconnected used to be NetworkMessages that were
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// invoked. this introduced a bug where external clients could send
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// Connected/Disconnected messages over the network causing undefined
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// behaviour.
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// => public so that custom NetworkManagers can hook into it
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public static Action OnConnectedEvent;
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public static Action OnDisconnectedEvent;
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public static Action<Exception> OnErrorEvent;
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/// <summary>Registered spawnable prefabs by assetId.</summary>
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public static readonly Dictionary<Guid, GameObject> prefabs =
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new Dictionary<Guid, GameObject>();
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// spawn handlers
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internal static readonly Dictionary<Guid, SpawnHandlerDelegate> spawnHandlers =
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new Dictionary<Guid, SpawnHandlerDelegate>();
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internal static readonly Dictionary<Guid, UnSpawnDelegate> unspawnHandlers =
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new Dictionary<Guid, UnSpawnDelegate>();
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// spawning
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// internal for tests
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internal static bool isSpawnFinished;
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// Disabled scene objects that can be spawned again, by sceneId.
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internal static readonly Dictionary<ulong, NetworkIdentity> spawnableObjects =
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new Dictionary<ulong, NetworkIdentity>();
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static Unbatcher unbatcher = new Unbatcher();
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// interest management component (optional)
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// only needed for SetHostVisibility
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public static InterestManagement aoi;
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// scene loading
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public static bool isLoadingScene;
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// initialization //////////////////////////////////////////////////////
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static void AddTransportHandlers()
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{
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Transport.activeTransport.OnClientConnected = OnTransportConnected;
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Transport.activeTransport.OnClientDataReceived = OnTransportData;
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Transport.activeTransport.OnClientDisconnected = OnTransportDisconnected;
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Transport.activeTransport.OnClientError = OnError;
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}
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internal static void RegisterSystemHandlers(bool hostMode)
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{
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// host mode client / remote client react to some messages differently.
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// but we still need to add handlers for all of them to avoid
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// 'message id not found' errors.
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if (hostMode)
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{
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RegisterHandler<ObjectDestroyMessage>(OnHostClientObjectDestroy);
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RegisterHandler<ObjectHideMessage>(OnHostClientObjectHide);
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RegisterHandler<NetworkPongMessage>(msg => {}, false);
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RegisterHandler<SpawnMessage>(OnHostClientSpawn);
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// host mode doesn't need spawning
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RegisterHandler<ObjectSpawnStartedMessage>(msg => {});
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// host mode doesn't need spawning
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RegisterHandler<ObjectSpawnFinishedMessage>(msg => {});
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// host mode doesn't need state updates
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RegisterHandler<EntityStateMessage>(msg => {});
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}
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else
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{
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RegisterHandler<ObjectDestroyMessage>(OnObjectDestroy);
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RegisterHandler<ObjectHideMessage>(OnObjectHide);
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RegisterHandler<NetworkPongMessage>(NetworkTime.OnClientPong, false);
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RegisterHandler<SpawnMessage>(OnSpawn);
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RegisterHandler<ObjectSpawnStartedMessage>(OnObjectSpawnStarted);
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RegisterHandler<ObjectSpawnFinishedMessage>(OnObjectSpawnFinished);
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RegisterHandler<EntityStateMessage>(OnEntityStateMessage);
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}
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// These handlers are the same for host and remote clients
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RegisterHandler<ChangeOwnerMessage>(OnChangeOwner);
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RegisterHandler<RpcMessage>(OnRPCMessage);
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}
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// connect /////////////////////////////////////////////////////////////
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/// <summary>Connect client to a NetworkServer by address.</summary>
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public static void Connect(string address)
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{
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// Debug.Log($"Client Connect: {address}");
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Debug.Assert(Transport.activeTransport != null, "There was no active transport when calling NetworkClient.Connect, If you are calling Connect manually then make sure to set 'Transport.activeTransport' first");
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RegisterSystemHandlers(false);
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Transport.activeTransport.enabled = true;
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AddTransportHandlers();
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connectState = ConnectState.Connecting;
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Transport.activeTransport.ClientConnect(address);
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connection = new NetworkConnectionToServer();
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}
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/// <summary>Connect client to a NetworkServer by Uri.</summary>
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public static void Connect(Uri uri)
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{
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// Debug.Log($"Client Connect: {uri}");
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Debug.Assert(Transport.activeTransport != null, "There was no active transport when calling NetworkClient.Connect, If you are calling Connect manually then make sure to set 'Transport.activeTransport' first");
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RegisterSystemHandlers(false);
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Transport.activeTransport.enabled = true;
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AddTransportHandlers();
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connectState = ConnectState.Connecting;
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Transport.activeTransport.ClientConnect(uri);
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connection = new NetworkConnectionToServer();
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}
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// TODO why are there two connect host methods?
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// called from NetworkManager.FinishStartHost()
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public static void ConnectHost()
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{
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//Debug.Log("Client Connect Host to Server");
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RegisterSystemHandlers(true);
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connectState = ConnectState.Connected;
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// create local connection objects and connect them
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LocalConnectionToServer connectionToServer = new LocalConnectionToServer();
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LocalConnectionToClient connectionToClient = new LocalConnectionToClient();
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connectionToServer.connectionToClient = connectionToClient;
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connectionToClient.connectionToServer = connectionToServer;
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connection = connectionToServer;
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// create server connection to local client
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NetworkServer.SetLocalConnection(connectionToClient);
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}
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/// <summary>Connect host mode</summary>
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// called from NetworkManager.StartHostClient
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// TODO why are there two connect host methods?
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public static void ConnectLocalServer()
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{
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// call server OnConnected with server's connection to client
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NetworkServer.OnConnected(NetworkServer.localConnection);
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// call client OnConnected with client's connection to server
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// => previously we used to send a ConnectMessage to
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// NetworkServer.localConnection. this would queue the message
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// until NetworkClient.Update processes it.
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// => invoking the client's OnConnected event directly here makes
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// tests fail. so let's do it exactly the same order as before by
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// queueing the event for next Update!
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//OnConnectedEvent?.Invoke(connection);
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((LocalConnectionToServer)connection).QueueConnectedEvent();
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}
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// disconnect //////////////////////////////////////////////////////////
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/// <summary>Disconnect from server.</summary>
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public static void Disconnect()
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{
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// only if connected or connecting.
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// don't disconnect() again if already in the process of
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// disconnecting or fully disconnected.
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if (connectState != ConnectState.Connecting &&
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connectState != ConnectState.Connected)
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return;
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// we are disconnecting until OnTransportDisconnected is called.
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// setting state to Disconnected would stop OnTransportDisconnected
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// from calling cleanup code because it would think we are already
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// disconnected fully.
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// TODO move to 'cleanup' code below if safe
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connectState = ConnectState.Disconnecting;
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ready = false;
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// call Disconnect on the NetworkConnection
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connection?.Disconnect();
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// IMPORTANT: do NOT clear connection here yet.
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// we still need it in OnTransportDisconnected for callbacks.
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// connection = null;
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}
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// transport events ////////////////////////////////////////////////////
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// called by Transport
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static void OnTransportConnected()
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{
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if (connection != null)
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{
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// reset network time stats
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NetworkTime.ResetStatics();
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// reset unbatcher in case any batches from last session remain.
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unbatcher = new Unbatcher();
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// the handler may want to send messages to the client
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// thus we should set the connected state before calling the handler
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connectState = ConnectState.Connected;
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NetworkTime.UpdateClient();
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OnConnectedEvent?.Invoke();
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}
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else Debug.LogError("Skipped Connect message handling because connection is null.");
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}
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// helper function
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static bool UnpackAndInvoke(NetworkReader reader, int channelId)
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{
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if (MessagePacking.Unpack(reader, out ushort msgType))
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{
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// try to invoke the handler for that message
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if (handlers.TryGetValue(msgType, out NetworkMessageDelegate handler))
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{
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handler.Invoke(connection, reader, channelId);
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// message handler may disconnect client, making connection = null
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// therefore must check for null to avoid NRE.
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if (connection != null)
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connection.lastMessageTime = Time.time;
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return true;
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}
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else
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{
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// message in a batch are NOT length prefixed to save bandwidth.
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// every message needs to be handled and read until the end.
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// otherwise it would overlap into the next message.
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// => need to warn and disconnect to avoid undefined behaviour.
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// => WARNING, not error. can happen if attacker sends random data.
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Debug.LogWarning($"Unknown message id: {msgType}. This can happen if no handler was registered for this message.");
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// simply return false. caller is responsible for disconnecting.
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//connection.Disconnect();
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return false;
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}
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}
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else
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{
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// => WARNING, not error. can happen if attacker sends random data.
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Debug.LogWarning("Invalid message header.");
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// simply return false. caller is responsible for disconnecting.
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//connection.Disconnect();
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return false;
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}
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}
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// called by Transport
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internal static void OnTransportData(ArraySegment<byte> data, int channelId)
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{
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if (connection != null)
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{
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// server might batch multiple messages into one packet.
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// feed it to the Unbatcher.
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// NOTE: we don't need to associate a channelId because we
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// always process all messages in the batch.
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if (!unbatcher.AddBatch(data))
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{
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Debug.LogWarning($"NetworkClient: failed to add batch, disconnecting.");
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connection.Disconnect();
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return;
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}
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// process all messages in the batch.
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// only while NOT loading a scene.
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// if we get a scene change message, then we need to stop
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// processing. otherwise we might apply them to the old scene.
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// => fixes https://github.com/vis2k/Mirror/issues/2651
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//
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// NOTE: is scene starts loading, then the rest of the batch
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// would only be processed when OnTransportData is called
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// the next time.
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// => consider moving processing to NetworkEarlyUpdate.
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while (!isLoadingScene &&
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unbatcher.GetNextMessage(out NetworkReader reader, out double remoteTimestamp))
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{
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// enough to read at least header size?
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if (reader.Remaining >= MessagePacking.HeaderSize)
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{
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// make remoteTimeStamp available to the user
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connection.remoteTimeStamp = remoteTimestamp;
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// handle message
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if (!UnpackAndInvoke(reader, channelId))
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{
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// warn, disconnect and return if failed
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// -> warning because attackers might send random data
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// -> messages in a batch aren't length prefixed.
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// failing to read one would cause undefined
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// behaviour for every message afterwards.
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// so we need to disconnect.
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// -> return to avoid the below unbatches.count error.
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// we already disconnected and handled it.
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Debug.LogWarning($"NetworkClient: failed to unpack and invoke message. Disconnecting.");
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connection.Disconnect();
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return;
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}
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}
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// otherwise disconnect
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else
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{
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// WARNING, not error. can happen if attacker sends random data.
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Debug.LogWarning($"NetworkClient: received Message was too short (messages should start with message id)");
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connection.Disconnect();
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return;
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}
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}
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// if we weren't interrupted by a scene change,
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// then all batched messages should have been processed now.
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// if not, we need to log an error to avoid debugging hell.
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// otherwise batches would silently grow.
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// we need to log an error to avoid debugging hell.
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//
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// EXAMPLE: https://github.com/vis2k/Mirror/issues/2882
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// -> UnpackAndInvoke silently returned because no handler for id
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// -> Reader would never be read past the end
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// -> Batch would never be retired because end is never reached
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//
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// NOTE: prefixing every message in a batch with a length would
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// avoid ever not reading to the end. for extra bandwidth.
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//
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// IMPORTANT: always keep this check to detect memory leaks.
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// this took half a day to debug last time.
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if (!isLoadingScene && unbatcher.BatchesCount > 0)
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{
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Debug.LogError($"Still had {unbatcher.BatchesCount} batches remaining after processing, even though processing was not interrupted by a scene change. This should never happen, as it would cause ever growing batches.\nPossible reasons:\n* A message didn't deserialize as much as it serialized\n*There was no message handler for a message id, so the reader wasn't read until the end.");
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}
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}
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else Debug.LogError("Skipped Data message handling because connection is null.");
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}
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// called by Transport
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// IMPORTANT: often times when disconnecting, we call this from Mirror
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// too because we want to remove the connection and handle
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// the disconnect immediately.
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// => which is fine as long as we guarantee it only runs once
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// => which we do by setting the state to Disconnected!
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internal static void OnTransportDisconnected()
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{
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// StopClient called from user code triggers Disconnected event
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// from transport which calls StopClient again, so check here
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// and short circuit running the Shutdown process twice.
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if (connectState == ConnectState.Disconnected) return;
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// Raise the event before changing ConnectState
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// because 'active' depends on this during shutdown
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if (connection != null) OnDisconnectedEvent?.Invoke();
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connectState = ConnectState.Disconnected;
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ready = false;
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// now that everything was handled, clear the connection.
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// previously this was done in Disconnect() already, but we still
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// need it for the above OnDisconnectedEvent.
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connection = null;
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}
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static void OnError(Exception exception)
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{
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Debug.LogException(exception);
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OnErrorEvent?.Invoke(exception);
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}
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// send ////////////////////////////////////////////////////////////////
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/// <summary>Send a NetworkMessage to the server over the given channel.</summary>
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public static void Send<T>(T message, int channelId = Channels.Reliable)
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where T : struct, NetworkMessage
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{
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if (connection != null)
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{
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if (connectState == ConnectState.Connected)
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{
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connection.Send(message, channelId);
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}
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else Debug.LogError("NetworkClient Send when not connected to a server");
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}
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else Debug.LogError("NetworkClient Send with no connection");
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}
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// message handlers ////////////////////////////////////////////////////
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/// <summary>Register a handler for a message type T. Most should require authentication.</summary>
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public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true)
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where T : struct, NetworkMessage
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{
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ushort msgType = MessagePacking.GetId<T>();
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if (handlers.ContainsKey(msgType))
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{
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Debug.LogWarning($"NetworkClient.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
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}
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// we use the same WrapHandler function for server and client.
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// so let's wrap it to ignore the NetworkConnection parameter.
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// it's not needed on client. it's always NetworkClient.connection.
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void HandlerWrapped(NetworkConnection _, T value) => handler(value);
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handlers[msgType] = MessagePacking.WrapHandler((Action<NetworkConnection, T>) HandlerWrapped, requireAuthentication);
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}
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/// <summary>Replace a handler for a particular message type. Should require authentication by default.</summary>
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// RegisterHandler throws a warning (as it should) if a handler is assigned twice
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// Use of ReplaceHandler makes it clear the user intended to replace the handler
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public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true)
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where T : struct, NetworkMessage
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{
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ushort msgType = MessagePacking.GetId<T>();
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handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
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}
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/// <summary>Replace a handler for a particular message type. Should require authentication by default.</summary>
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// RegisterHandler throws a warning (as it should) if a handler is assigned twice
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// Use of ReplaceHandler makes it clear the user intended to replace the handler
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public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true)
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where T : struct, NetworkMessage
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{
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ReplaceHandler((NetworkConnection _, T value) => { handler(value); }, requireAuthentication);
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}
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/// <summary>Unregister a message handler of type T.</summary>
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public static bool UnregisterHandler<T>()
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where T : struct, NetworkMessage
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{
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// use int to minimize collisions
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ushort msgType = MessagePacking.GetId<T>();
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return handlers.Remove(msgType);
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}
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// spawnable prefabs ///////////////////////////////////////////////////
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/// <summary>Find the registered prefab for this asset id.</summary>
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// Useful for debuggers
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public static bool GetPrefab(Guid assetId, out GameObject prefab)
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{
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prefab = null;
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return assetId != Guid.Empty &&
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prefabs.TryGetValue(assetId, out prefab) && prefab != null;
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}
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/// <summary>Validates Prefab then adds it to prefabs dictionary.</summary>
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static void RegisterPrefabIdentity(NetworkIdentity prefab)
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{
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if (prefab.assetId == Guid.Empty)
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{
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Debug.LogError($"Can not Register '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
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return;
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}
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if (prefab.sceneId != 0)
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{
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Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
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return;
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}
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NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
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if (identities.Length > 1)
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{
|
|
Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
|
|
}
|
|
|
|
if (prefabs.ContainsKey(prefab.assetId))
|
|
{
|
|
GameObject existingPrefab = prefabs[prefab.assetId];
|
|
Debug.LogWarning($"Replacing existing prefab with assetId '{prefab.assetId}'. Old prefab '{existingPrefab.name}', New prefab '{prefab.name}'");
|
|
}
|
|
|
|
if (spawnHandlers.ContainsKey(prefab.assetId) || unspawnHandlers.ContainsKey(prefab.assetId))
|
|
{
|
|
Debug.LogWarning($"Adding prefab '{prefab.name}' with assetId '{prefab.assetId}' when spawnHandlers with same assetId already exists.");
|
|
}
|
|
|
|
// Debug.Log($"Registering prefab '{prefab.name}' as asset:{prefab.assetId}");
|
|
|
|
prefabs[prefab.assetId] = prefab.gameObject;
|
|
}
|
|
|
|
/// <summary>Register spawnable prefab with custom assetId.</summary>
|
|
// Note: newAssetId can not be set on GameObjects that already have an assetId
|
|
// Note: registering with assetId is useful for assetbundles etc. a lot
|
|
// of people use this.
|
|
public static void RegisterPrefab(GameObject prefab, Guid newAssetId)
|
|
{
|
|
if (prefab == null)
|
|
{
|
|
Debug.LogError("Could not register prefab because it was null");
|
|
return;
|
|
}
|
|
|
|
if (newAssetId == Guid.Empty)
|
|
{
|
|
Debug.LogError($"Could not register '{prefab.name}' with new assetId because the new assetId was empty");
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component");
|
|
return;
|
|
}
|
|
|
|
if (identity.assetId != Guid.Empty && identity.assetId != newAssetId)
|
|
{
|
|
Debug.LogError($"Could not register '{prefab.name}' to {newAssetId} because it already had an AssetId, Existing assetId {identity.assetId}");
|
|
return;
|
|
}
|
|
|
|
identity.assetId = newAssetId;
|
|
|
|
RegisterPrefabIdentity(identity);
|
|
}
|
|
|
|
/// <summary>Register spawnable prefab.</summary>
|
|
public static void RegisterPrefab(GameObject prefab)
|
|
{
|
|
if (prefab == null)
|
|
{
|
|
Debug.LogError("Could not register prefab because it was null");
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component");
|
|
return;
|
|
}
|
|
|
|
RegisterPrefabIdentity(identity);
|
|
}
|
|
|
|
/// <summary>Register a spawnable prefab with custom assetId and custom spawn/unspawn handlers.</summary>
|
|
// Note: newAssetId can not be set on GameObjects that already have an assetId
|
|
// Note: registering with assetId is useful for assetbundles etc. a lot
|
|
// of people use this.
|
|
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
|
|
public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
// We need this check here because we don't want a null handler in the lambda expression below
|
|
if (spawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null SpawnHandler for {newAssetId}");
|
|
return;
|
|
}
|
|
|
|
RegisterPrefab(prefab, newAssetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
|
|
}
|
|
|
|
/// <summary>Register a spawnable prefab with custom spawn/unspawn handlers.</summary>
|
|
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
|
|
public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
if (prefab == null)
|
|
{
|
|
Debug.LogError("Could not register handler for prefab because the prefab was null");
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
|
|
return;
|
|
}
|
|
|
|
if (identity.sceneId != 0)
|
|
{
|
|
Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
|
|
return;
|
|
}
|
|
|
|
Guid assetId = identity.assetId;
|
|
|
|
if (assetId == Guid.Empty)
|
|
{
|
|
Debug.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
|
|
return;
|
|
}
|
|
|
|
// We need this check here because we don't want a null handler in the lambda expression below
|
|
if (spawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
RegisterPrefab(prefab, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
|
|
}
|
|
|
|
/// <summary>Register a spawnable prefab with custom assetId and custom spawn/unspawn handlers.</summary>
|
|
// Note: newAssetId can not be set on GameObjects that already have an assetId
|
|
// Note: registering with assetId is useful for assetbundles etc. a lot
|
|
// of people use this.
|
|
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
|
|
public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
if (newAssetId == Guid.Empty)
|
|
{
|
|
Debug.LogError($"Could not register handler for '{prefab.name}' with new assetId because the new assetId was empty");
|
|
return;
|
|
}
|
|
|
|
if (prefab == null)
|
|
{
|
|
Debug.LogError("Could not register handler for prefab because the prefab was null");
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
|
|
return;
|
|
}
|
|
|
|
if (identity.assetId != Guid.Empty && identity.assetId != newAssetId)
|
|
{
|
|
Debug.LogError($"Could not register Handler for '{prefab.name}' to {newAssetId} because it already had an AssetId, Existing assetId {identity.assetId}");
|
|
return;
|
|
}
|
|
|
|
if (identity.sceneId != 0)
|
|
{
|
|
Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
|
|
return;
|
|
}
|
|
|
|
identity.assetId = newAssetId;
|
|
Guid assetId = identity.assetId;
|
|
|
|
if (spawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
if (unspawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
|
|
{
|
|
Debug.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
|
|
}
|
|
|
|
if (prefabs.ContainsKey(assetId))
|
|
{
|
|
// this is error because SpawnPrefab checks prefabs before handler
|
|
Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
|
|
}
|
|
|
|
NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
|
|
if (identities.Length > 1)
|
|
{
|
|
Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
|
|
}
|
|
|
|
//Debug.Log($"Registering custom prefab {prefab.name} as asset:{assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
|
|
|
|
spawnHandlers[assetId] = spawnHandler;
|
|
unspawnHandlers[assetId] = unspawnHandler;
|
|
}
|
|
|
|
/// <summary>Register a spawnable prefab with custom spawn/unspawn handlers.</summary>
|
|
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
|
|
public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
if (prefab == null)
|
|
{
|
|
Debug.LogError("Could not register handler for prefab because the prefab was null");
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
|
|
return;
|
|
}
|
|
|
|
if (identity.sceneId != 0)
|
|
{
|
|
Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
|
|
return;
|
|
}
|
|
|
|
Guid assetId = identity.assetId;
|
|
|
|
if (assetId == Guid.Empty)
|
|
{
|
|
Debug.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
|
|
return;
|
|
}
|
|
|
|
if (spawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
if (unspawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
|
|
{
|
|
Debug.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
|
|
}
|
|
|
|
if (prefabs.ContainsKey(assetId))
|
|
{
|
|
// this is error because SpawnPrefab checks prefabs before handler
|
|
Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
|
|
}
|
|
|
|
NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
|
|
if (identities.Length > 1)
|
|
{
|
|
Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
|
|
}
|
|
|
|
//Debug.Log($"Registering custom prefab {prefab.name} as asset:{assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
|
|
|
|
spawnHandlers[assetId] = spawnHandler;
|
|
unspawnHandlers[assetId] = unspawnHandler;
|
|
}
|
|
|
|
/// <summary>Removes a registered spawn prefab that was setup with NetworkClient.RegisterPrefab.</summary>
|
|
public static void UnregisterPrefab(GameObject prefab)
|
|
{
|
|
if (prefab == null)
|
|
{
|
|
Debug.LogError("Could not unregister prefab because it was null");
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Could not unregister '{prefab.name}' since it contains no NetworkIdentity component");
|
|
return;
|
|
}
|
|
|
|
Guid assetId = identity.assetId;
|
|
|
|
prefabs.Remove(assetId);
|
|
spawnHandlers.Remove(assetId);
|
|
unspawnHandlers.Remove(assetId);
|
|
}
|
|
|
|
// spawn handlers //////////////////////////////////////////////////////
|
|
/// <summary>This is an advanced spawning function that registers a custom assetId with the spawning system.</summary>
|
|
// This can be used to register custom spawning methods for an assetId -
|
|
// instead of the usual method of registering spawning methods for a
|
|
// prefab. This should be used when no prefab exists for the spawned
|
|
// objects - such as when they are constructed dynamically at runtime
|
|
// from configuration data.
|
|
public static void RegisterSpawnHandler(Guid assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
// We need this check here because we don't want a null handler in the lambda expression below
|
|
if (spawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
RegisterSpawnHandler(assetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
|
|
}
|
|
|
|
/// <summary>This is an advanced spawning function that registers a custom assetId with the spawning system.</summary>
|
|
// This can be used to register custom spawning methods for an assetId -
|
|
// instead of the usual method of registering spawning methods for a
|
|
// prefab. This should be used when no prefab exists for the spawned
|
|
// objects - such as when they are constructed dynamically at runtime
|
|
// from configuration data.
|
|
public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
|
|
{
|
|
if (spawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
if (unspawnHandler == null)
|
|
{
|
|
Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
|
|
return;
|
|
}
|
|
|
|
if (assetId == Guid.Empty)
|
|
{
|
|
Debug.LogError("Can not Register SpawnHandler for empty Guid");
|
|
return;
|
|
}
|
|
|
|
if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
|
|
{
|
|
Debug.LogWarning($"Replacing existing spawnHandlers for {assetId}");
|
|
}
|
|
|
|
if (prefabs.ContainsKey(assetId))
|
|
{
|
|
// this is error because SpawnPrefab checks prefabs before handler
|
|
Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}'");
|
|
}
|
|
|
|
// Debug.Log("RegisterSpawnHandler asset {assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
|
|
|
|
spawnHandlers[assetId] = spawnHandler;
|
|
unspawnHandlers[assetId] = unspawnHandler;
|
|
}
|
|
|
|
/// <summary> Removes a registered spawn handler function that was registered with NetworkClient.RegisterHandler().</summary>
|
|
public static void UnregisterSpawnHandler(Guid assetId)
|
|
{
|
|
spawnHandlers.Remove(assetId);
|
|
unspawnHandlers.Remove(assetId);
|
|
}
|
|
|
|
/// <summary>This clears the registered spawn prefabs and spawn handler functions for this client.</summary>
|
|
public static void ClearSpawners()
|
|
{
|
|
prefabs.Clear();
|
|
spawnHandlers.Clear();
|
|
unspawnHandlers.Clear();
|
|
}
|
|
|
|
internal static bool InvokeUnSpawnHandler(Guid assetId, GameObject obj)
|
|
{
|
|
if (unspawnHandlers.TryGetValue(assetId, out UnSpawnDelegate handler) && handler != null)
|
|
{
|
|
handler(obj);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ready ///////////////////////////////////////////////////////////////
|
|
/// <summary>Sends Ready message to server, indicating that we loaded the scene, ready to enter the game.</summary>
|
|
// This could be for example when a client enters an ongoing game and
|
|
// has finished loading the current scene. The server should respond to
|
|
// the SYSTEM_READY event with an appropriate handler which instantiates
|
|
// the players object for example.
|
|
public static bool Ready()
|
|
{
|
|
// Debug.Log($"NetworkClient.Ready() called with connection {conn}");
|
|
if (ready)
|
|
{
|
|
Debug.LogError("NetworkClient is already ready. It shouldn't be called twice.");
|
|
return false;
|
|
}
|
|
|
|
// need a valid connection to become ready
|
|
if (connection == null)
|
|
{
|
|
Debug.LogError("Ready() called with invalid connection object: conn=null");
|
|
return false;
|
|
}
|
|
|
|
// Set these before sending the ReadyMessage, otherwise host client
|
|
// will fail in InternalAddPlayer with null readyConnection.
|
|
// TODO this is redundant. have one source of truth for .ready
|
|
ready = true;
|
|
connection.isReady = true;
|
|
|
|
// Tell server we're ready to have a player object spawned
|
|
connection.Send(new ReadyMessage());
|
|
return true;
|
|
}
|
|
|
|
// add player //////////////////////////////////////////////////////////
|
|
// called from message handler for Owner message
|
|
internal static void InternalAddPlayer(NetworkIdentity identity)
|
|
{
|
|
//Debug.Log("NetworkClient.InternalAddPlayer");
|
|
|
|
// 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
|
|
localPlayer = identity;
|
|
|
|
// NOTE: we DONT need to set isClient=true here, because OnStartClient
|
|
// is called before OnStartLocalPlayer, hence it's already set.
|
|
// localPlayer.isClient = true;
|
|
|
|
// TODO this check might not be necessary
|
|
//if (readyConnection != null)
|
|
if (ready && connection != null)
|
|
{
|
|
connection.identity = identity;
|
|
}
|
|
else Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
|
|
}
|
|
|
|
/// <summary>Sends AddPlayer message to the server, indicating that we want to join the world.</summary>
|
|
public static bool AddPlayer()
|
|
{
|
|
// ensure valid ready connection
|
|
if (connection == null)
|
|
{
|
|
Debug.LogError("AddPlayer requires a valid NetworkClient.connection.");
|
|
return false;
|
|
}
|
|
|
|
// UNET checked 'if readyConnection != null'.
|
|
// in other words, we need a connection and we need to be ready.
|
|
if (!ready)
|
|
{
|
|
Debug.LogError("AddPlayer requires a ready NetworkClient.");
|
|
return false;
|
|
}
|
|
|
|
if (connection.identity != null)
|
|
{
|
|
Debug.LogError("NetworkClient.AddPlayer: a PlayerController was already added. Did you call AddPlayer twice?");
|
|
return false;
|
|
}
|
|
|
|
// Debug.Log($"NetworkClient.AddPlayer() called with connection {readyConnection}");
|
|
connection.Send(new AddPlayerMessage());
|
|
return true;
|
|
}
|
|
|
|
// spawning ////////////////////////////////////////////////////////////
|
|
internal static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage message)
|
|
{
|
|
if (message.assetId != Guid.Empty)
|
|
identity.assetId = message.assetId;
|
|
|
|
if (!identity.gameObject.activeSelf)
|
|
{
|
|
identity.gameObject.SetActive(true);
|
|
}
|
|
|
|
// apply local values for VR support
|
|
identity.transform.localPosition = message.position;
|
|
identity.transform.localRotation = message.rotation;
|
|
identity.transform.localScale = message.scale;
|
|
identity.hasAuthority = message.isOwner;
|
|
identity.netId = message.netId;
|
|
|
|
if (message.isLocalPlayer)
|
|
InternalAddPlayer(identity);
|
|
|
|
// deserialize components if any payload
|
|
// (Count is 0 if there were no components)
|
|
if (message.payload.Count > 0)
|
|
{
|
|
using (PooledNetworkReader payloadReader = NetworkReaderPool.GetReader(message.payload))
|
|
{
|
|
identity.OnDeserializeAllSafely(payloadReader, true);
|
|
}
|
|
}
|
|
|
|
spawned[message.netId] = identity;
|
|
|
|
// objects spawned as part of initial state are started on a second pass
|
|
if (isSpawnFinished)
|
|
{
|
|
identity.NotifyAuthority();
|
|
identity.OnStartClient();
|
|
CheckForLocalPlayer(identity);
|
|
}
|
|
}
|
|
|
|
// Finds Existing Object with NetId or spawns a new one using AssetId or sceneId
|
|
internal static bool FindOrSpawnObject(SpawnMessage message, out NetworkIdentity identity)
|
|
{
|
|
// was the object already spawned?
|
|
identity = GetExistingObject(message.netId);
|
|
|
|
// if found, return early
|
|
if (identity != null)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (message.assetId == Guid.Empty && message.sceneId == 0)
|
|
{
|
|
Debug.LogError($"OnSpawn message with netId '{message.netId}' has no AssetId or sceneId");
|
|
return false;
|
|
}
|
|
|
|
identity = message.sceneId == 0 ? SpawnPrefab(message) : SpawnSceneObject(message);
|
|
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Could not spawn assetId={message.assetId} scene={message.sceneId:X} netId={message.netId}");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static NetworkIdentity GetExistingObject(uint netid)
|
|
{
|
|
spawned.TryGetValue(netid, out NetworkIdentity localObject);
|
|
return localObject;
|
|
}
|
|
|
|
static NetworkIdentity SpawnPrefab(SpawnMessage message)
|
|
{
|
|
if (GetPrefab(message.assetId, out GameObject prefab))
|
|
{
|
|
GameObject obj = GameObject.Instantiate(prefab, message.position, message.rotation);
|
|
//Debug.Log($"Client spawn handler instantiating [netId{message.netId} asset ID:{message.assetId} pos:{message.position} rotation:{message.rotation}]");
|
|
return obj.GetComponent<NetworkIdentity>();
|
|
}
|
|
if (spawnHandlers.TryGetValue(message.assetId, out SpawnHandlerDelegate handler))
|
|
{
|
|
GameObject obj = handler(message);
|
|
if (obj == null)
|
|
{
|
|
Debug.LogError($"Spawn Handler returned null, Handler assetId '{message.assetId}'");
|
|
return null;
|
|
}
|
|
NetworkIdentity identity = obj.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Object Spawned by handler did not have a NetworkIdentity, Handler assetId '{message.assetId}'");
|
|
return null;
|
|
}
|
|
return identity;
|
|
}
|
|
Debug.LogError($"Failed to spawn server object, did you forget to add it to the NetworkManager? assetId={message.assetId} netId={message.netId}");
|
|
return null;
|
|
}
|
|
|
|
static NetworkIdentity SpawnSceneObject(SpawnMessage message)
|
|
{
|
|
NetworkIdentity identity = GetAndRemoveSceneObject(message.sceneId);
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"Spawn scene object not found for {message.sceneId:X}. Make sure that client and server use exactly the same project. This only happens if the hierarchy gets out of sync.");
|
|
|
|
// dump the whole spawnable objects dict for easier debugging
|
|
//foreach (KeyValuePair<ulong, NetworkIdentity> kvp in spawnableObjects)
|
|
// Debug.Log($"Spawnable: SceneId={kvp.Key:X} name={kvp.Value.name}");
|
|
}
|
|
//else Debug.Log($"Client spawn for [netId:{msg.netId}] [sceneId:{msg.sceneId:X}] obj:{identity}");
|
|
return identity;
|
|
}
|
|
|
|
static NetworkIdentity GetAndRemoveSceneObject(ulong sceneId)
|
|
{
|
|
if (spawnableObjects.TryGetValue(sceneId, out NetworkIdentity identity))
|
|
{
|
|
spawnableObjects.Remove(sceneId);
|
|
return identity;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// Checks if identity is not spawned yet, not hidden and has sceneId
|
|
static bool ConsiderForSpawning(NetworkIdentity identity)
|
|
{
|
|
// not spawned yet, not hidden, etc.?
|
|
return !identity.gameObject.activeSelf &&
|
|
identity.gameObject.hideFlags != HideFlags.NotEditable &&
|
|
identity.gameObject.hideFlags != HideFlags.HideAndDontSave &&
|
|
identity.sceneId != 0;
|
|
}
|
|
|
|
/// <summary>Call this after loading/unloading a scene in the client after connection to register the spawnable objects</summary>
|
|
public static void PrepareToSpawnSceneObjects()
|
|
{
|
|
// remove existing items, they will be re-added below
|
|
spawnableObjects.Clear();
|
|
|
|
// finds all NetworkIdentity currently loaded by unity (includes disabled objects)
|
|
NetworkIdentity[] allIdentities = Resources.FindObjectsOfTypeAll<NetworkIdentity>();
|
|
foreach (NetworkIdentity identity in allIdentities)
|
|
{
|
|
// add all unspawned NetworkIdentities to spawnable objects
|
|
if (ConsiderForSpawning(identity))
|
|
{
|
|
spawnableObjects.Add(identity.sceneId, identity);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal static void OnObjectSpawnStarted(ObjectSpawnStartedMessage _)
|
|
{
|
|
// Debug.Log("SpawnStarted");
|
|
PrepareToSpawnSceneObjects();
|
|
isSpawnFinished = false;
|
|
}
|
|
|
|
internal static void OnObjectSpawnFinished(ObjectSpawnFinishedMessage _)
|
|
{
|
|
//Debug.Log("SpawnFinished");
|
|
ClearNullFromSpawned();
|
|
|
|
// paul: Initialize the objects in the same order as they were
|
|
// initialized in the server. This is important if spawned objects
|
|
// use data from scene objects
|
|
foreach (NetworkIdentity identity in spawned.Values.OrderBy(uv => uv.netId))
|
|
{
|
|
identity.NotifyAuthority();
|
|
identity.OnStartClient();
|
|
CheckForLocalPlayer(identity);
|
|
}
|
|
isSpawnFinished = true;
|
|
}
|
|
|
|
static readonly List<uint> removeFromSpawned = new List<uint>();
|
|
static void ClearNullFromSpawned()
|
|
{
|
|
// spawned has null objects after changing scenes on client using
|
|
// NetworkManager.ServerChangeScene remove them here so that 2nd
|
|
// loop below does not get NullReferenceException
|
|
// see https://github.com/vis2k/Mirror/pull/2240
|
|
// TODO fix scene logic so that client scene doesn't have null objects
|
|
foreach (KeyValuePair<uint, NetworkIdentity> kvp in spawned)
|
|
{
|
|
if (kvp.Value == null)
|
|
{
|
|
removeFromSpawned.Add(kvp.Key);
|
|
}
|
|
}
|
|
|
|
// can't modify NetworkIdentity.spawned inside foreach so need 2nd loop to remove
|
|
foreach (uint id in removeFromSpawned)
|
|
{
|
|
spawned.Remove(id);
|
|
}
|
|
removeFromSpawned.Clear();
|
|
}
|
|
|
|
// host mode callbacks /////////////////////////////////////////////////
|
|
static void OnHostClientObjectDestroy(ObjectDestroyMessage message)
|
|
{
|
|
//Debug.Log($"NetworkClient.OnLocalObjectObjDestroy netId:{message.netId}");
|
|
spawned.Remove(message.netId);
|
|
}
|
|
|
|
static void OnHostClientObjectHide(ObjectHideMessage message)
|
|
{
|
|
//Debug.Log($"ClientScene::OnLocalObjectObjHide netId:{message.netId}");
|
|
if (spawned.TryGetValue(message.netId, out NetworkIdentity localObject) &&
|
|
localObject != null)
|
|
{
|
|
// obsolete legacy system support (for now)
|
|
#pragma warning disable 618
|
|
if (localObject.visibility != null)
|
|
localObject.visibility.OnSetHostVisibility(false);
|
|
#pragma warning restore 618
|
|
else if (aoi != null)
|
|
aoi.SetHostVisibility(localObject, false);
|
|
}
|
|
}
|
|
|
|
internal static void OnHostClientSpawn(SpawnMessage message)
|
|
{
|
|
// on host mode, the object already exist in NetworkServer.spawned.
|
|
// simply add it to NetworkClient.spawned too.
|
|
if (NetworkServer.spawned.TryGetValue(message.netId, out NetworkIdentity localObject) && localObject != null)
|
|
{
|
|
spawned[message.netId] = localObject;
|
|
|
|
// now do the actual 'spawning' on host mode
|
|
if (message.isLocalPlayer)
|
|
InternalAddPlayer(localObject);
|
|
|
|
localObject.hasAuthority = message.isOwner;
|
|
localObject.NotifyAuthority();
|
|
localObject.OnStartClient();
|
|
|
|
// obsolete legacy system support (for now)
|
|
#pragma warning disable 618
|
|
if (localObject.visibility != null)
|
|
localObject.visibility.OnSetHostVisibility(true);
|
|
#pragma warning restore 618
|
|
else if (aoi != null)
|
|
aoi.SetHostVisibility(localObject, true);
|
|
|
|
CheckForLocalPlayer(localObject);
|
|
}
|
|
}
|
|
|
|
// client-only mode callbacks //////////////////////////////////////////
|
|
static void OnEntityStateMessage(EntityStateMessage message)
|
|
{
|
|
// Debug.Log($"NetworkClient.OnUpdateVarsMessage {msg.netId}");
|
|
if (spawned.TryGetValue(message.netId, out NetworkIdentity localObject) && localObject != null)
|
|
{
|
|
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(message.payload))
|
|
localObject.OnDeserializeAllSafely(networkReader, false);
|
|
}
|
|
else Debug.LogWarning($"Did not find target for sync message for {message.netId} . Note: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message.");
|
|
}
|
|
|
|
static void OnRPCMessage(RpcMessage message)
|
|
{
|
|
// Debug.Log($"NetworkClient.OnRPCMessage hash:{msg.functionHash} netId:{msg.netId}");
|
|
if (spawned.TryGetValue(message.netId, out NetworkIdentity identity))
|
|
{
|
|
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(message.payload))
|
|
identity.HandleRemoteCall(message.componentIndex, message.functionHash, MirrorInvokeType.ClientRpc, networkReader);
|
|
}
|
|
}
|
|
|
|
static void OnObjectHide(ObjectHideMessage message) => DestroyObject(message.netId);
|
|
|
|
internal static void OnObjectDestroy(ObjectDestroyMessage message) => DestroyObject(message.netId);
|
|
|
|
internal static void OnSpawn(SpawnMessage message)
|
|
{
|
|
// Debug.Log($"Client spawn handler instantiating netId={msg.netId} assetID={msg.assetId} sceneId={msg.sceneId:X} pos={msg.position}");
|
|
if (FindOrSpawnObject(message, out NetworkIdentity identity))
|
|
{
|
|
ApplySpawnPayload(identity, message);
|
|
}
|
|
}
|
|
|
|
internal static void OnChangeOwner(ChangeOwnerMessage message)
|
|
{
|
|
NetworkIdentity identity = GetExistingObject(message.netId);
|
|
|
|
if (identity != null)
|
|
ChangeOwner(identity, message);
|
|
else
|
|
Debug.LogError($"OnChangeOwner: Could not find object with netId {message.netId}");
|
|
}
|
|
|
|
internal static void ChangeOwner(NetworkIdentity identity, ChangeOwnerMessage message)
|
|
{
|
|
identity.hasAuthority = message.isOwner;
|
|
identity.NotifyAuthority();
|
|
|
|
identity.isLocalPlayer = message.isLocalPlayer;
|
|
if (identity.isLocalPlayer)
|
|
localPlayer = identity;
|
|
else if (localPlayer == identity)
|
|
{
|
|
// localPlayer may already be assigned to something else
|
|
// so only make it null if it's this identity.
|
|
localPlayer = null;
|
|
}
|
|
|
|
CheckForLocalPlayer(identity);
|
|
}
|
|
|
|
internal static void CheckForLocalPlayer(NetworkIdentity identity)
|
|
{
|
|
if (identity == localPlayer)
|
|
{
|
|
// Set isLocalPlayer to true on this NetworkIdentity and trigger
|
|
// OnStartLocalPlayer in all scripts on the same GO
|
|
identity.connectionToServer = connection;
|
|
identity.OnStartLocalPlayer();
|
|
// Debug.Log($"NetworkClient.OnOwnerMessage player:{identity.name}");
|
|
}
|
|
}
|
|
|
|
// destroy /////////////////////////////////////////////////////////////
|
|
static void DestroyObject(uint netId)
|
|
{
|
|
// Debug.Log($"NetworkClient.OnObjDestroy netId: {netId}");
|
|
if (spawned.TryGetValue(netId, out NetworkIdentity localObject) && localObject != null)
|
|
{
|
|
localObject.OnStopClient();
|
|
|
|
// user handling
|
|
if (InvokeUnSpawnHandler(localObject.assetId, localObject.gameObject))
|
|
{
|
|
// reset object after user's handler
|
|
localObject.Reset();
|
|
}
|
|
// default handling
|
|
else if (localObject.sceneId == 0)
|
|
{
|
|
// don't call reset before destroy so that values are still set in OnDestroy
|
|
GameObject.Destroy(localObject.gameObject);
|
|
}
|
|
// scene object.. disable it in scene instead of destroying
|
|
else
|
|
{
|
|
localObject.gameObject.SetActive(false);
|
|
spawnableObjects[localObject.sceneId] = localObject;
|
|
// reset for scene objects
|
|
localObject.Reset();
|
|
}
|
|
|
|
// remove from dictionary no matter how it is unspawned
|
|
spawned.Remove(netId);
|
|
}
|
|
//else Debug.LogWarning($"Did not find target for destroy message for {netId}");
|
|
}
|
|
|
|
// update //////////////////////////////////////////////////////////////
|
|
// NetworkEarlyUpdate called before any Update/FixedUpdate
|
|
// (we add this to the UnityEngine in NetworkLoop)
|
|
internal static void NetworkEarlyUpdate()
|
|
{
|
|
// process all incoming messages first before updating the world
|
|
if (Transport.activeTransport != null)
|
|
Transport.activeTransport.ClientEarlyUpdate();
|
|
}
|
|
|
|
// NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
|
|
// (we add this to the UnityEngine in NetworkLoop)
|
|
internal static void NetworkLateUpdate()
|
|
{
|
|
// local connection?
|
|
if (connection is LocalConnectionToServer localConnection)
|
|
{
|
|
localConnection.Update();
|
|
}
|
|
// remote connection?
|
|
else if (connection is NetworkConnectionToServer remoteConnection)
|
|
{
|
|
// only update things while connected
|
|
if (active && connectState == ConnectState.Connected)
|
|
{
|
|
// update NetworkTime
|
|
NetworkTime.UpdateClient();
|
|
|
|
// update connection to flush out batched messages
|
|
remoteConnection.Update();
|
|
}
|
|
}
|
|
|
|
// process all outgoing messages after updating the world
|
|
if (Transport.activeTransport != null)
|
|
Transport.activeTransport.ClientLateUpdate();
|
|
}
|
|
|
|
// shutdown ////////////////////////////////////////////////////////////
|
|
/// <summary>Destroys all networked objects on the client.</summary>
|
|
// Note: NetworkServer.CleanupNetworkIdentities does the same on server.
|
|
public static void DestroyAllClientObjects()
|
|
{
|
|
// user can modify spawned lists which causes InvalidOperationException
|
|
// list can modified either in UnSpawnHandler or in OnDisable/OnDestroy
|
|
// we need the Try/Catch so that the rest of the shutdown does not get stopped
|
|
try
|
|
{
|
|
foreach (NetworkIdentity identity in spawned.Values)
|
|
{
|
|
if (identity != null && identity.gameObject != null)
|
|
{
|
|
identity.OnStopClient();
|
|
bool wasUnspawned = InvokeUnSpawnHandler(identity.assetId, identity.gameObject);
|
|
if (!wasUnspawned)
|
|
{
|
|
// scene objects are reset and disabled.
|
|
// they always stay in the scene, we don't destroy them.
|
|
if (identity.sceneId != 0)
|
|
{
|
|
identity.Reset();
|
|
identity.gameObject.SetActive(false);
|
|
}
|
|
// spawned objects are destroyed
|
|
else
|
|
{
|
|
GameObject.Destroy(identity.gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
spawned.Clear();
|
|
}
|
|
catch (InvalidOperationException e)
|
|
{
|
|
Debug.LogException(e);
|
|
Debug.LogError("Could not DestroyAllClientObjects because spawned list was modified during loop, make sure you are not modifying NetworkIdentity.spawned by calling NetworkServer.Destroy or NetworkServer.Spawn in OnDestroy or OnDisable.");
|
|
}
|
|
}
|
|
|
|
/// <summary>Shutdown the client.</summary>
|
|
// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
|
|
[RuntimeInitializeOnLoadMethod]
|
|
public static void Shutdown()
|
|
{
|
|
//Debug.Log("Shutting down client.");
|
|
|
|
// calls prefabs.Clear();
|
|
// calls spawnHandlers.Clear();
|
|
// calls unspawnHandlers.Clear();
|
|
ClearSpawners();
|
|
|
|
// calls spawned.Clear() if no exception occurs
|
|
DestroyAllClientObjects();
|
|
|
|
spawned.Clear();
|
|
handlers.Clear();
|
|
spawnableObjects.Clear();
|
|
|
|
// sets nextNetworkId to 1
|
|
// sets clientAuthorityCallback to null
|
|
// sets previousLocalPlayer to null
|
|
NetworkIdentity.ResetStatics();
|
|
|
|
// disconnect the client connection.
|
|
// we do NOT call Transport.Shutdown, because someone only called
|
|
// NetworkClient.Shutdown. we can't assume that the server is
|
|
// supposed to be shut down too!
|
|
if (Transport.activeTransport != null)
|
|
Transport.activeTransport.ClientDisconnect();
|
|
|
|
// reset statics
|
|
connectState = ConnectState.None;
|
|
connection = null;
|
|
localPlayer = null;
|
|
ready = false;
|
|
isSpawnFinished = false;
|
|
isLoadingScene = false;
|
|
|
|
unbatcher = new Unbatcher();
|
|
|
|
// clear events. someone might have hooked into them before, but
|
|
// we don't want to use those hooks after Shutdown anymore.
|
|
OnConnectedEvent = null;
|
|
OnDisconnectedEvent = null;
|
|
OnErrorEvent = null;
|
|
}
|
|
}
|
|
}
|