com.unity.netcode.gameobjects@1.4.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
This commit is contained in:
377
Runtime/SceneManagement/DefaultSceneManagerHandler.cs
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377
Runtime/SceneManagement/DefaultSceneManagerHandler.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The default SceneManagerHandler that interfaces between the SceneManager and NetworkSceneManager
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/// </summary>
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internal class DefaultSceneManagerHandler : ISceneManagerHandler
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{
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private Scene m_InvalidScene = new Scene();
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internal struct SceneEntry
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{
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public bool IsAssigned;
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public Scene Scene;
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}
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internal Dictionary<string, Dictionary<int, SceneEntry>> SceneNameToSceneHandles = new Dictionary<string, Dictionary<int, SceneEntry>>();
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public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
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{
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var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
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sceneEventProgress.SetAsyncOperation(operation);
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return operation;
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}
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public AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
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{
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var operation = SceneManager.UnloadSceneAsync(scene);
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sceneEventProgress.SetAsyncOperation(operation);
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return operation;
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}
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/// <summary>
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/// Resets scene tracking
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/// </summary>
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public void ClearSceneTracking(NetworkManager networkManager)
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{
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SceneNameToSceneHandles.Clear();
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}
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/// <summary>
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/// Stops tracking a specific scene
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/// </summary>
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public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
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{
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if (SceneNameToSceneHandles.ContainsKey(name))
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{
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if (SceneNameToSceneHandles[name].ContainsKey(handle))
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{
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SceneNameToSceneHandles[name].Remove(handle);
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if (SceneNameToSceneHandles[name].Count == 0)
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{
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SceneNameToSceneHandles.Remove(name);
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}
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}
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}
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}
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/// <summary>
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/// Starts tracking a specific scene
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/// </summary>
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public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
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{
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if (!SceneNameToSceneHandles.ContainsKey(scene.name))
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{
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SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
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}
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if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
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{
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var sceneEntry = new SceneEntry()
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{
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IsAssigned = true,
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Scene = scene
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};
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SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
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}
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else
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{
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throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
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}
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}
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/// <summary>
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/// Determines if there is an existing scene loaded that matches the scene name but has not been assigned
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/// </summary>
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public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
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{
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var scenesWithSceneName = new List<Scene>();
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// Get all loaded scenes with the same name
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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if (scene.name == sceneName)
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{
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scenesWithSceneName.Add(scene);
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}
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}
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// If there are no scenes of this name loaded then we have no loaded scenes
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// to use
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if (scenesWithSceneName.Count == 0)
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{
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return false;
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}
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// If we have 1 or more scenes with the name and we have no entries, then we do have
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// a scene to use
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if (scenesWithSceneName.Count > 0 && !SceneNameToSceneHandles.ContainsKey(sceneName))
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{
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return true;
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}
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// Determine if any of the loaded scenes has been used for synchronizing
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foreach (var scene in scenesWithSceneName)
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{
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// If we don't have the handle, then we can use that scene
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if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
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{
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return true;
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}
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// If we have an entry, but it is not yet assigned (i.e. preloaded)
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// then we can use that.
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if (!SceneNameToSceneHandles[scene.name][scene.handle].IsAssigned)
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{
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return true;
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}
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}
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// If none were found, then we have no available scene (which most likely means one will get loaded)
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return false;
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}
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/// <summary>
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/// This will find any scene entry that hasn't been used/assigned, set the entry to assigned, and
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/// return the associated scene. If none are found it returns an invalid scene.
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/// </summary>
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public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
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{
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if (SceneNameToSceneHandles.ContainsKey(sceneName))
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{
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foreach (var sceneHandleEntry in SceneNameToSceneHandles[sceneName])
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{
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if (!sceneHandleEntry.Value.IsAssigned)
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{
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var sceneEntry = sceneHandleEntry.Value;
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sceneEntry.IsAssigned = true;
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SceneNameToSceneHandles[sceneName][sceneHandleEntry.Key] = sceneEntry;
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return sceneEntry.Scene;
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}
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}
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}
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// If we found nothing return an invalid scene
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return m_InvalidScene;
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}
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/// <summary>
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/// Only invoked is client synchronization is additive, this will generate the scene tracking table
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/// in order to re-use the same scenes the server is synchronizing instead of having to unload the
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/// scenes and reload them when synchronizing (i.e. client disconnects due to external reason, the
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/// same application instance is still running, the same scenes are still loaded on the client, and
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/// upon reconnecting the client doesn't have to unload the scenes and then reload them)
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/// </summary>
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public void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager)
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{
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SceneNameToSceneHandles.Clear();
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var sceneCount = SceneManager.sceneCount;
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for (int i = 0; i < sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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if (!SceneNameToSceneHandles.ContainsKey(scene.name))
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{
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SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
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}
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if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
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{
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var sceneEntry = new SceneEntry()
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{
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IsAssigned = false,
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Scene = scene
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};
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SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
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if (!scenesLoaded.ContainsKey(scene.handle))
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{
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scenesLoaded.Add(scene.handle, scene);
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}
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}
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else
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{
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throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
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}
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}
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}
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private List<Scene> m_ScenesToUnload = new List<Scene>();
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/// <summary>
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/// Unloads any scenes that have not been assigned.
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/// </summary>
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/// <param name="networkManager"></param>
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public void UnloadUnassignedScenes(NetworkManager networkManager = null)
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{
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var sceneManager = networkManager.SceneManager;
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SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
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foreach (var sceneEntry in SceneNameToSceneHandles)
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{
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var scenHandleEntries = SceneNameToSceneHandles[sceneEntry.Key];
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foreach (var sceneHandleEntry in scenHandleEntries)
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{
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if (!sceneHandleEntry.Value.IsAssigned)
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{
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if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
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{
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m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene);
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}
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}
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}
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}
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foreach (var sceneToUnload in m_ScenesToUnload)
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{
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SceneManager.UnloadSceneAsync(sceneToUnload);
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}
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}
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private void SceneManager_SceneUnloaded(Scene scene)
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{
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if (SceneNameToSceneHandles.ContainsKey(scene.name))
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{
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if (SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
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{
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SceneNameToSceneHandles[scene.name].Remove(scene.handle);
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}
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if (SceneNameToSceneHandles[scene.name].Count == 0)
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{
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SceneNameToSceneHandles.Remove(scene.name);
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}
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m_ScenesToUnload.Remove(scene);
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if (m_ScenesToUnload.Count == 0)
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{
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SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
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}
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}
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}
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/// <summary>
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/// Handles determining if a client should attempt to load a scene during synchronization.
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/// </summary>
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/// <param name="sceneName">name of the scene to be loaded</param>
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/// <param name="isPrimaryScene">when in client synchronization mode single, this determines if the scene is the primary active scene</param>
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/// <param name="clientSynchronizationMode">the current client synchronization mode</param>
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/// <param name="networkManager"><see cref="NetworkManager"/> instance</param>
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/// <returns></returns>
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public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
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{
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var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
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var activeScene = SceneManager.GetActiveScene();
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// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
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if (!shouldPassThrough && sceneName == activeScene.name)
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{
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// In additive mode we always pass through, but in LoadSceneMode.Single we only pass through if the currently active scene
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// is the primary scene to be loaded
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if (clientSynchronizationMode == LoadSceneMode.Additive || (isPrimaryScene && clientSynchronizationMode == LoadSceneMode.Single))
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{
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// don't try to reload this scene and pass through to post load processing.
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shouldPassThrough = true;
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}
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}
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return shouldPassThrough;
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}
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/// <summary>
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/// Handles migrating dynamically spawned NetworkObjects to the DDOL when a scene is unloaded
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/// </summary>
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/// <param name="networkManager"><see cref="NetworkManager"/>relative instance</param>
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/// <param name="scene">scene being unloaded</param>
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public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
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{
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bool isActiveScene = scene == SceneManager.GetActiveScene();
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// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
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// are despawned.
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var localSpawnedObjectsHashSet = new HashSet<NetworkObject>(networkManager.SpawnManager.SpawnedObjectsList);
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foreach (var networkObject in localSpawnedObjectsHashSet)
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{
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if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
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{
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continue;
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}
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// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
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if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
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{
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// Only move dynamically spawned NetworkObjects with no parent as the children will follow
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if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
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{
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UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
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}
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}
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else if (networkManager.IsServer)
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{
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networkObject.Despawn();
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}
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else // We are a client, migrate the object into the DDOL temporarily until it receives the destroy command from the server
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{
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UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
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}
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}
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}
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/// <summary>
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/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
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/// starting the <see cref="NetworkManager"/>.
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/// </summary>
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/// <remarks>
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/// <see cref="LoadSceneMode.Single"/>: Does not take preloaded scenes into consideration
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/// <see cref="LoadSceneMode.Single"/>: Does take preloaded scenes into consideration
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/// </remarks>
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/// <param name="networkManager">relative <see cref="NetworkManager"/> instance</param>
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/// <param name="mode"><see cref="LoadSceneMode.Single"/> or <see cref="LoadSceneMode.Additive"/></param>
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public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
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{
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var sceneManager = networkManager.SceneManager;
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// Don't let client's set this value
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if (!networkManager.IsServer)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
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}
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return;
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}
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else // Warn users if they are changing this after there are clients already connected and synchronized
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if (networkManager.ConnectedClientsIds.Count > (networkManager.IsServer ? 0 : 1) && sceneManager.ClientSynchronizationMode != mode)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
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}
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}
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// For additive client synchronization, we take into consideration scenes
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// already loaded.
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if (mode == LoadSceneMode.Additive)
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{
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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// If using scene verification
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if (sceneManager.VerifySceneBeforeLoading != null)
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{
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// Determine if we should take this scene into consideration
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if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
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{
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continue;
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}
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}
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// If the scene is not already in the ScenesLoaded list, then add it
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if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
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{
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sceneManager.ScenesLoaded.Add(scene.handle, scene);
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}
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}
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}
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// Set the client synchronization mode
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sceneManager.ClientSynchronizationMode = mode;
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}
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}
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}
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11
Runtime/SceneManagement/DefaultSceneManagerHandler.cs.meta
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11
Runtime/SceneManagement/DefaultSceneManagerHandler.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
|
||||
guid: 8c18076bb9734cf4ea7297f85b7729be
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
@@ -12,5 +13,24 @@ namespace Unity.Netcode
|
||||
AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress);
|
||||
|
||||
AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress);
|
||||
|
||||
void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager = null);
|
||||
Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager = null);
|
||||
|
||||
bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager = null);
|
||||
|
||||
void StopTrackingScene(int handle, string name, NetworkManager networkManager = null);
|
||||
|
||||
void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager = null);
|
||||
|
||||
void ClearSceneTracking(NetworkManager networkManager = null);
|
||||
|
||||
void UnloadUnassignedScenes(NetworkManager networkManager = null);
|
||||
|
||||
void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene);
|
||||
|
||||
void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode);
|
||||
|
||||
bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager);
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.Collections;
|
||||
using UnityEngine.SceneManagement;
|
||||
@@ -80,6 +80,16 @@ namespace Unity.Netcode
|
||||
/// <b>Event Notification:</b> Both server and client receive a local notification.
|
||||
/// </summary>
|
||||
SynchronizeComplete,
|
||||
/// <summary>
|
||||
/// Synchronizes clients when the active scene has changed
|
||||
/// See: <see cref="NetworkObject.ActiveSceneSynchronization"/>
|
||||
/// </summary>
|
||||
ActiveSceneChanged,
|
||||
/// <summary>
|
||||
/// Synchronizes clients when one or more NetworkObjects are migrated into a new scene
|
||||
/// See: <see cref="NetworkObject.SceneMigrationSynchronization"/>
|
||||
/// </summary>
|
||||
ObjectSceneChanged,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -94,7 +104,7 @@ namespace Unity.Netcode
|
||||
internal ForceNetworkSerializeByMemcpy<Guid> SceneEventProgressId;
|
||||
internal uint SceneEventId;
|
||||
|
||||
|
||||
internal uint ActiveSceneHash;
|
||||
internal uint SceneHash;
|
||||
internal int SceneHandle;
|
||||
|
||||
@@ -139,6 +149,8 @@ namespace Unity.Netcode
|
||||
internal Queue<uint> ScenesToSynchronize;
|
||||
internal Queue<uint> SceneHandlesToSynchronize;
|
||||
|
||||
internal LoadSceneMode ClientSynchronizationMode;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Server Side:
|
||||
@@ -315,6 +327,8 @@ namespace Unity.Netcode
|
||||
case SceneEventType.ReSynchronize:
|
||||
case SceneEventType.LoadEventCompleted:
|
||||
case SceneEventType.UnloadEventCompleted:
|
||||
case SceneEventType.ActiveSceneChanged:
|
||||
case SceneEventType.ObjectSceneChanged:
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -384,6 +398,18 @@ namespace Unity.Netcode
|
||||
// Write the scene event type
|
||||
writer.WriteValueSafe(SceneEventType);
|
||||
|
||||
if (SceneEventType == SceneEventType.ActiveSceneChanged)
|
||||
{
|
||||
writer.WriteValueSafe(ActiveSceneHash);
|
||||
return;
|
||||
}
|
||||
|
||||
if (SceneEventType == SceneEventType.ObjectSceneChanged)
|
||||
{
|
||||
SerializeObjectsMovedIntoNewScene(writer);
|
||||
return;
|
||||
}
|
||||
|
||||
// Write the scene loading mode
|
||||
writer.WriteValueSafe((byte)LoadSceneMode);
|
||||
|
||||
@@ -392,6 +418,10 @@ namespace Unity.Netcode
|
||||
{
|
||||
writer.WriteValueSafe(SceneEventProgressId);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(ClientSynchronizationMode);
|
||||
}
|
||||
|
||||
// Write the scene index and handle
|
||||
writer.WriteValueSafe(SceneHash);
|
||||
@@ -401,6 +431,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
case SceneEventType.Synchronize:
|
||||
{
|
||||
writer.WriteValueSafe(ActiveSceneHash);
|
||||
WriteSceneSynchronizationData(writer);
|
||||
break;
|
||||
}
|
||||
@@ -445,7 +476,7 @@ namespace Unity.Netcode
|
||||
// Size Place Holder -- Start
|
||||
// !!NOTE!!: Since this is a placeholder to be set after we know how much we have written,
|
||||
// for stream offset purposes this MUST not be a packed value!
|
||||
writer.WriteValueSafe((int)0);
|
||||
writer.WriteValueSafe(0);
|
||||
int totalBytes = 0;
|
||||
|
||||
// Write the number of NetworkObjects we are serializing
|
||||
@@ -458,7 +489,7 @@ namespace Unity.Netcode
|
||||
var sceneObject = m_NetworkObjectsSync[i].GetMessageSceneObject(TargetClientId);
|
||||
sceneObject.Serialize(writer);
|
||||
var noStop = writer.Position;
|
||||
totalBytes += (int)(noStop - noStart);
|
||||
totalBytes += noStop - noStart;
|
||||
}
|
||||
|
||||
// Write the number of despawned in-scene placed NetworkObjects
|
||||
@@ -470,7 +501,7 @@ namespace Unity.Netcode
|
||||
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
|
||||
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
|
||||
var noStop = writer.Position;
|
||||
totalBytes += (int)(noStop - noStart);
|
||||
totalBytes += noStop - noStart;
|
||||
}
|
||||
|
||||
// Size Place Holder -- End
|
||||
@@ -536,6 +567,26 @@ namespace Unity.Netcode
|
||||
internal void Deserialize(FastBufferReader reader)
|
||||
{
|
||||
reader.ReadValueSafe(out SceneEventType);
|
||||
if (SceneEventType == SceneEventType.ActiveSceneChanged)
|
||||
{
|
||||
reader.ReadValueSafe(out ActiveSceneHash);
|
||||
return;
|
||||
}
|
||||
|
||||
if (SceneEventType == SceneEventType.ObjectSceneChanged)
|
||||
{
|
||||
// Defer these scene event types if a client hasn't finished synchronizing
|
||||
if (!m_NetworkManager.IsConnectedClient)
|
||||
{
|
||||
DeferObjectsMovedIntoNewScene(reader);
|
||||
}
|
||||
else
|
||||
{
|
||||
DeserializeObjectsMovedIntoNewScene(reader);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out byte loadSceneMode);
|
||||
LoadSceneMode = (LoadSceneMode)loadSceneMode;
|
||||
|
||||
@@ -543,6 +594,10 @@ namespace Unity.Netcode
|
||||
{
|
||||
reader.ReadValueSafe(out SceneEventProgressId);
|
||||
}
|
||||
else
|
||||
{
|
||||
reader.ReadValueSafe(out ClientSynchronizationMode);
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out SceneHash);
|
||||
reader.ReadValueSafe(out SceneHandle);
|
||||
@@ -551,6 +606,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
case SceneEventType.Synchronize:
|
||||
{
|
||||
reader.ReadValueSafe(out ActiveSceneHash);
|
||||
CopySceneSynchronizationData(reader);
|
||||
break;
|
||||
}
|
||||
@@ -939,6 +995,143 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialize scene handles and associated NetworkObjects that were migrated
|
||||
/// into a new scene.
|
||||
/// </summary>
|
||||
private void SerializeObjectsMovedIntoNewScene(FastBufferWriter writer)
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
// Write the number of scene handles
|
||||
writer.WriteValueSafe(sceneManager.ObjectsMigratedIntoNewScene.Count);
|
||||
foreach (var sceneHandleObjects in sceneManager.ObjectsMigratedIntoNewScene)
|
||||
{
|
||||
// Write the scene handle
|
||||
writer.WriteValueSafe(sceneHandleObjects.Key);
|
||||
// Write the number of NetworkObjectIds to expect
|
||||
writer.WriteValueSafe(sceneHandleObjects.Value.Count);
|
||||
foreach (var networkObject in sceneHandleObjects.Value)
|
||||
{
|
||||
writer.WriteValueSafe(networkObject.NetworkObjectId);
|
||||
}
|
||||
}
|
||||
// Once we are done, clear the table
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deserialize scene handles and associated NetworkObjects that need to
|
||||
/// be migrated into a new scene.
|
||||
/// </summary>
|
||||
private void DeserializeObjectsMovedIntoNewScene(FastBufferReader reader)
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
var spawnManager = m_NetworkManager.SpawnManager;
|
||||
// Just always assure this has no entries
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Clear();
|
||||
var numberOfScenes = 0;
|
||||
var sceneHandle = 0;
|
||||
var objectCount = 0;
|
||||
var networkObjectId = (ulong)0;
|
||||
reader.ReadValueSafe(out numberOfScenes);
|
||||
for (int i = 0; i < numberOfScenes; i++)
|
||||
{
|
||||
reader.ReadValueSafe(out sceneHandle);
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Add(sceneHandle, new List<NetworkObject>());
|
||||
reader.ReadValueSafe(out objectCount);
|
||||
for (int j = 0; j < objectCount; j++)
|
||||
{
|
||||
reader.ReadValueSafe(out networkObjectId);
|
||||
if (!spawnManager.SpawnedObjects.ContainsKey(networkObjectId))
|
||||
{
|
||||
NetworkLog.LogError($"[Object Scene Migration] Trying to synchronize NetworkObjectId ({networkObjectId}) but it was not spawned or no longer exists!!");
|
||||
continue;
|
||||
}
|
||||
// Add NetworkObject scene migration to ObjectsMigratedIntoNewScene dictionary that is processed
|
||||
//
|
||||
sceneManager.ObjectsMigratedIntoNewScene[sceneHandle].Add(spawnManager.SpawnedObjects[networkObjectId]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// While a client is synchronizing ObjectSceneChanged messages could be received.
|
||||
/// This defers any ObjectSceneChanged message processing to occur after the client
|
||||
/// has completed synchronization to assure the associated NetworkObjects being
|
||||
/// migrated to a new scene are instantiated and spawned.
|
||||
/// </summary>
|
||||
private void DeferObjectsMovedIntoNewScene(FastBufferReader reader)
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
var spawnManager = m_NetworkManager.SpawnManager;
|
||||
var numberOfScenes = 0;
|
||||
var sceneHandle = 0;
|
||||
var objectCount = 0;
|
||||
var networkObjectId = (ulong)0;
|
||||
|
||||
var deferredObjectsMovedEvent = new NetworkSceneManager.DeferredObjectsMovedEvent()
|
||||
{
|
||||
ObjectsMigratedTable = new Dictionary<int, List<ulong>>()
|
||||
};
|
||||
|
||||
reader.ReadValueSafe(out numberOfScenes);
|
||||
for (int i = 0; i < numberOfScenes; i++)
|
||||
{
|
||||
reader.ReadValueSafe(out sceneHandle);
|
||||
deferredObjectsMovedEvent.ObjectsMigratedTable.Add(sceneHandle, new List<ulong>());
|
||||
reader.ReadValueSafe(out objectCount);
|
||||
for (int j = 0; j < objectCount; j++)
|
||||
{
|
||||
reader.ReadValueSafe(out networkObjectId);
|
||||
deferredObjectsMovedEvent.ObjectsMigratedTable[sceneHandle].Add(networkObjectId);
|
||||
}
|
||||
}
|
||||
sceneManager.DeferredObjectsMovedEvents.Add(deferredObjectsMovedEvent);
|
||||
}
|
||||
|
||||
internal void ProcessDeferredObjectSceneChangedEvents()
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
var spawnManager = m_NetworkManager.SpawnManager;
|
||||
if (sceneManager.DeferredObjectsMovedEvents.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var objectsMovedEvent in sceneManager.DeferredObjectsMovedEvents)
|
||||
{
|
||||
foreach (var keyEntry in objectsMovedEvent.ObjectsMigratedTable)
|
||||
{
|
||||
if (!sceneManager.ObjectsMigratedIntoNewScene.ContainsKey(keyEntry.Key))
|
||||
{
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Add(keyEntry.Key, new List<NetworkObject>());
|
||||
}
|
||||
foreach (var objectId in keyEntry.Value)
|
||||
{
|
||||
if (!spawnManager.SpawnedObjects.ContainsKey(objectId))
|
||||
{
|
||||
NetworkLog.LogWarning($"[Deferred][Object Scene Migration] Trying to synchronize NetworkObjectId ({objectId}) but it was not spawned or no longer exists!");
|
||||
continue;
|
||||
}
|
||||
var networkObject = spawnManager.SpawnedObjects[objectId];
|
||||
if (!sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Contains(networkObject))
|
||||
{
|
||||
sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Add(networkObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
objectsMovedEvent.ObjectsMigratedTable.Clear();
|
||||
}
|
||||
|
||||
sceneManager.DeferredObjectsMovedEvents.Clear();
|
||||
|
||||
// If there are any pending objects to migrate, then migrate them
|
||||
if (sceneManager.ObjectsMigratedIntoNewScene.Count > 0)
|
||||
{
|
||||
sceneManager.MigrateNetworkObjectsIntoScenes();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to release the pooled network buffer
|
||||
/// </summary>
|
||||
|
||||
@@ -83,7 +83,7 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal bool HasTimedOut()
|
||||
{
|
||||
return WhenSceneEventHasTimedOut <= Time.realtimeSinceStartup;
|
||||
return WhenSceneEventHasTimedOut <= m_NetworkManager.RealTimeProvider.RealTimeSinceStartup;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -164,7 +164,7 @@ namespace Unity.Netcode
|
||||
ClientsProcessingSceneEvent.Add(connectedClientId, false);
|
||||
}
|
||||
|
||||
WhenSceneEventHasTimedOut = Time.realtimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
|
||||
WhenSceneEventHasTimedOut = networkManager.RealTimeProvider.RealTimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
|
||||
m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user