com.unity.netcode.gameobjects@1.7.0
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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
This commit is contained in:
@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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@@ -11,6 +12,18 @@ namespace Unity.Netcode
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public abstract class NetworkBehaviour : MonoBehaviour
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{
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `public`
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internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
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#endif
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// RuntimeAccessModifiersILPP will make this `protected`
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internal enum __RpcExecStage
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{
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@@ -97,7 +110,7 @@ namespace Unity.Netcode
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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NetworkManager.NetworkMetrics.TrackRpcSent(
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NetworkManager.ServerClientId,
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@@ -228,7 +241,7 @@ namespace Unity.Netcode
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bufferWriter.Dispose();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
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if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
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{
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if (clientRpcParams.Send.TargetClientIds != null)
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{
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@@ -532,6 +545,23 @@ namespace Unity.Netcode
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OnGainedOwnership();
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}
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/// <summary>
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/// Invoked on all clients, override this method to be notified of any
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/// ownership changes (even if the instance was niether the previous or
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/// newly assigned current owner).
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/// </summary>
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/// <param name="previous">the previous owner</param>
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/// <param name="current">the current owner</param>
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protected virtual void OnOwnershipChanged(ulong previous, ulong current)
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{
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}
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internal void InternalOnOwnershipChanged(ulong previous, ulong current)
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{
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OnOwnershipChanged(previous, current);
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}
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/// <summary>
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/// Gets called when we loose ownership of this object
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/// </summary>
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@@ -565,6 +595,25 @@ namespace Unity.Netcode
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// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal virtual void __initializeRpcs()
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's RPCs.
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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internal void __registerRpc(uint hash, RpcReceiveHandler handler, string rpcMethodName)
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#pragma warning restore IDE1006 // restore naming rule violation check
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{
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__rpc_func_table[GetType()][hash] = handler;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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__rpc_name_table[GetType()][hash] = rpcMethodName;
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#endif
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}
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `protected`
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// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
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@@ -583,6 +632,14 @@ namespace Unity.Netcode
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m_VarInit = true;
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if (!__rpc_func_table.ContainsKey(GetType()))
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{
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__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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__rpc_name_table[GetType()] = new Dictionary<uint, string>();
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#endif
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__initializeRpcs();
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}
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__initializeVariables();
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{
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@@ -15,6 +15,9 @@ namespace Unity.Netcode
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[AddComponentMenu("Netcode/Network Manager", -100)]
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public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
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{
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// TODO: Deprecate...
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// The following internal values are not used, but because ILPP makes them public in the assembly, they cannot
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// be removed thanks to our semver validation.
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#pragma warning disable IDE1006 // disable naming rule violation check
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// RuntimeAccessModifiersILPP will make this `public`
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@@ -491,6 +494,15 @@ namespace Unity.Netcode
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}
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}
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}
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private void ModeChanged(PlayModeStateChange change)
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{
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if (IsListening && change == PlayModeStateChange.ExitingPlayMode)
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{
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// Make sure we are not holding onto anything in case domain reload is disabled
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ShutdownInternal();
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}
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}
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#endif
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/// <summary>
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@@ -539,6 +551,9 @@ namespace Unity.Netcode
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NetworkConfig?.InitializePrefabs();
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UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
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#if UNITY_EDITOR
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EditorApplication.playModeStateChanged += ModeChanged;
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#endif
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}
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private void OnEnable()
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@@ -581,7 +596,12 @@ namespace Unity.Netcode
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/// <summary>
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/// Sets the maximum size of a single non-fragmented message (or message batch) passed through the transport.
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/// This should represent the transport's MTU size, minus any transport-level overhead.
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/// This should represent the transport's default MTU size, minus any transport-level overhead.
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/// This value will be used for any remote endpoints that haven't had per-endpoint MTUs set.
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/// This value is also used as the size of the temporary buffer used when serializing
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/// a single message (to avoid serializing multiple times when sending to multiple endpoints),
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/// and thus should be large enough to ensure it can hold each message type.
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/// This value defaults to 1296.
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/// </summary>
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/// <param name="size"></param>
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public int MaximumTransmissionUnitSize
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@@ -590,6 +610,34 @@ namespace Unity.Netcode
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get => MessageManager.NonFragmentedMessageMaxSize;
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}
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/// <summary>
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/// Set the maximum transmission unit for a specific peer.
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/// This determines the maximum size of a message batch that can be sent to that client.
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/// If not set for any given client, <see cref="MaximumTransmissionUnitSize"/> will be used instead.
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/// </summary>
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/// <param name="clientId"></param>
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/// <param name="size"></param>
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public void SetPeerMTU(ulong clientId, int size)
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{
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MessageManager.PeerMTUSizes[clientId] = size;
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}
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/// <summary>
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/// Queries the current MTU size for a client.
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/// If no MTU has been set for that client, will return <see cref="MaximumTransmissionUnitSize"/>
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/// </summary>
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/// <param name="clientId"></param>
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/// <returns></returns>
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public int GetPeerMTU(ulong clientId)
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{
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if (MessageManager.PeerMTUSizes.TryGetValue(clientId, out var ret))
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{
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return ret;
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}
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return MessageManager.NonFragmentedMessageMaxSize;
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}
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/// <summary>
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/// Sets the maximum size of a message (or message batch) passed through the transport with the ReliableFragmented delivery.
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/// Warning: setting this value too low may result in the SDK becoming non-functional with projects that have a large number of NetworkBehaviours or NetworkVariables, as the SDK relies on the transport's ability to fragment some messages when they grow beyond the MTU size.
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@@ -1,9 +1,18 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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#if UNITY_EDITOR
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using UnityEditor;
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#if UNITY_2021_2_OR_NEWER
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using UnityEditor.SceneManagement;
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#else
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using UnityEditor.Experimental.SceneManagement;
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#endif
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#endif
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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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@@ -37,30 +46,171 @@ namespace Unity.Netcode
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}
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}
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private bool m_IsPrefab;
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#if UNITY_EDITOR
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private void OnValidate()
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private const string k_GlobalIdTemplate = "GlobalObjectId_V1-{0}-{1}-{2}-{3}";
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/// <summary>
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/// Object Types <see href="https://docs.unity3d.com/ScriptReference/GlobalObjectId.html"/>
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/// Parameter 0 of <see cref="k_GlobalIdTemplate"/>
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/// </summary>
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// 0 = Null (when considered a null object type we can ignore)
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// 1 = Imported Asset
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// 2 = Scene Object
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// 3 = Source Asset.
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private const int k_NullObjectType = 0;
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private const int k_ImportedAssetObjectType = 1;
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private const int k_SceneObjectType = 2;
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private const int k_SourceAssetObjectType = 3;
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[ContextMenu("Refresh In-Scene Prefab Instances")]
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internal void RefreshAllPrefabInstances()
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{
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GenerateGlobalObjectIdHash();
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var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
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if (!PrefabUtility.IsPartOfAnyPrefab(this) || instanceGlobalId.identifierType != k_ImportedAssetObjectType)
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{
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EditorUtility.DisplayDialog("Network Prefab Assets Only", "This action can only be performed on a network prefab asset.", "Ok");
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return;
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}
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// Handle updating the currently active scene
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var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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foreach (var networkObject in networkObjects)
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{
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networkObject.OnValidate();
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}
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NetworkObjectRefreshTool.ProcessActiveScene();
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// Refresh all build settings scenes
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var activeScene = SceneManager.GetActiveScene();
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foreach (var editorScene in EditorBuildSettings.scenes)
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{
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// skip disabled scenes and the currently active scene
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if (!editorScene.enabled || activeScene.path == editorScene.path)
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{
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continue;
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}
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// Add the scene to be processed
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NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
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}
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// Process all added scenes
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NetworkObjectRefreshTool.ProcessScenes();
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}
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internal void GenerateGlobalObjectIdHash()
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private void OnValidate()
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{
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// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
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if (UnityEditor.EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
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if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
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{
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return;
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}
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// do NOT regenerate GlobalObjectIdHash if Editor is transitioning into or out of PlayMode
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if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
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if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
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{
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return;
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}
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var globalObjectIdString = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this).ToString();
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GlobalObjectIdHash = XXHash.Hash32(globalObjectIdString);
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// Get a global object identifier for this network prefab
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var globalId = GetGlobalId();
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// if the identifier type is 0, then don't update the GlobalObjectIdHash
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if (globalId.identifierType == k_NullObjectType)
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{
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return;
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}
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var oldValue = GlobalObjectIdHash;
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GlobalObjectIdHash = globalId.ToString().Hash32();
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// If the GlobalObjectIdHash value changed, then mark the asset dirty
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if (GlobalObjectIdHash != oldValue)
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{
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// Check if this is an in-scnee placed NetworkObject (Special Case for In-Scene Placed)
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if (!IsEditingPrefab() && gameObject.scene.name != null && gameObject.scene.name != gameObject.name)
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{
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// Sanity check to make sure this is a scene placed object
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if (globalId.identifierType != k_SceneObjectType)
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{
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// This should never happen, but in the event it does throw and error
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Debug.LogError($"[{gameObject.name}] is detected as an in-scene placed object but its identifier is of type {globalId.identifierType}! **Report this error**");
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}
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// If this is a prefab instance
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if (PrefabUtility.IsPartOfAnyPrefab(this))
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{
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// We must invoke this in order for the modifications to get saved with the scene (does not mark scene as dirty)
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PrefabUtility.RecordPrefabInstancePropertyModifications(this);
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}
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}
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else // Otherwise, this is a standard network prefab asset so we just mark it dirty for the AssetDatabase to update it
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{
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EditorUtility.SetDirty(this);
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}
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}
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}
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private bool IsEditingPrefab()
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{
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// Check if we are directly editing the prefab
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var stage = PrefabStageUtility.GetPrefabStage(gameObject);
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// if we are not editing the prefab directly (or a sub-prefab), then return the object identifier
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if (stage == null || stage.assetPath == null)
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{
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return false;
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}
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return true;
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}
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private GlobalObjectId GetGlobalId()
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{
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var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
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// If not editing a prefab, then just use the generated id
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if (!IsEditingPrefab())
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{
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return instanceGlobalId;
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}
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// If the asset doesn't exist at the given path, then return the object identifier
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var prefabStageAssetPath = PrefabStageUtility.GetPrefabStage(gameObject).assetPath;
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// If (for some reason) the asset path is null return the generated id
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if (prefabStageAssetPath == null)
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{
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return instanceGlobalId;
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}
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var theAsset = AssetDatabase.LoadAssetAtPath<NetworkObject>(prefabStageAssetPath);
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// If there is no asset at that path (for some odd/edge case reason), return the generated id
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if (theAsset == null)
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{
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return instanceGlobalId;
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}
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// If we can't get the asset GUID and/or the file identifier, then return the object identifier
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if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(theAsset, out var guid, out long localFileId))
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{
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return instanceGlobalId;
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}
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// Note: If we reached this point, then we are most likely opening a prefab to edit.
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// The instanceGlobalId will be constructed as if it is a scene object, however when it
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// is serialized its value will be treated as a file asset (the "why" to the below code).
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// Construct an imported asset identifier with the type being a source asset object type
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var prefabGlobalIdText = string.Format(k_GlobalIdTemplate, k_SourceAssetObjectType, guid, (ulong)localFileId, 0);
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// If we can't parse the result log an error and return the instanceGlobalId
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if (!GlobalObjectId.TryParse(prefabGlobalIdText, out var prefabGlobalId))
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{
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Debug.LogError($"[GlobalObjectId Gen] Failed to parse ({prefabGlobalIdText}) returning default ({instanceGlobalId})! ** Please Report This Error **");
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return instanceGlobalId;
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}
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// Otherwise, return the constructed identifier for the source prefab asset
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return prefabGlobalId;
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}
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#endif // UNITY_EDITOR
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||||
|
||||
@@ -684,6 +834,21 @@ namespace Unity.Netcode
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}
|
||||
}
|
||||
|
||||
internal void InvokeOwnershipChanged(ulong previous, ulong next)
|
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{
|
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for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
|
||||
{
|
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ChildNetworkBehaviours[i].InternalOnOwnershipChanged(previous, next);
|
||||
}
|
||||
else
|
||||
{
|
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Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void InvokeBehaviourOnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
|
||||
{
|
||||
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
|
||||
@@ -1190,7 +1355,7 @@ namespace Unity.Netcode
|
||||
return 0;
|
||||
}
|
||||
|
||||
internal NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
|
||||
public NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
|
||||
{
|
||||
if (index >= ChildNetworkBehaviours.Count)
|
||||
{
|
||||
|
||||
118
Runtime/Core/NetworkObjectRefreshTool.cs
Normal file
118
Runtime/Core/NetworkObjectRefreshTool.cs
Normal file
@@ -0,0 +1,118 @@
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// This is a helper tool to update all in-scene placed instances of a prefab that
|
||||
/// originally did not have a NetworkObject component but one was added to the prefab
|
||||
/// later.
|
||||
/// </summary>
|
||||
internal class NetworkObjectRefreshTool
|
||||
{
|
||||
private static List<string> s_ScenesToUpdate = new List<string>();
|
||||
private static bool s_ProcessScenes;
|
||||
private static bool s_CloseScenes;
|
||||
|
||||
internal static Action AllScenesProcessed;
|
||||
|
||||
internal static void ProcessScene(string scenePath, bool processScenes = true)
|
||||
{
|
||||
if (!s_ScenesToUpdate.Contains(scenePath))
|
||||
{
|
||||
if (s_ScenesToUpdate.Count == 0)
|
||||
{
|
||||
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
|
||||
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
|
||||
}
|
||||
s_ScenesToUpdate.Add(scenePath);
|
||||
}
|
||||
s_ProcessScenes = processScenes;
|
||||
}
|
||||
|
||||
internal static void ProcessActiveScene()
|
||||
{
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
|
||||
{
|
||||
SceneOpened(activeScene);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void ProcessScenes()
|
||||
{
|
||||
if (s_ScenesToUpdate.Count != 0)
|
||||
{
|
||||
s_CloseScenes = true;
|
||||
var scenePath = s_ScenesToUpdate.First();
|
||||
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
|
||||
}
|
||||
else
|
||||
{
|
||||
s_CloseScenes = false;
|
||||
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
|
||||
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
|
||||
AllScenesProcessed?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
private static void FinishedProcessingScene(Scene scene, bool refreshed = false)
|
||||
{
|
||||
if (s_ScenesToUpdate.Contains(scene.path))
|
||||
{
|
||||
// Provide a log of all scenes that were modified to the user
|
||||
if (refreshed)
|
||||
{
|
||||
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
|
||||
}
|
||||
s_ProcessScenes = false;
|
||||
s_ScenesToUpdate.Remove(scene.path);
|
||||
|
||||
if (scene != SceneManager.GetActiveScene())
|
||||
{
|
||||
EditorSceneManager.CloseScene(scene, s_CloseScenes);
|
||||
}
|
||||
ProcessScenes();
|
||||
}
|
||||
}
|
||||
|
||||
private static void EditorSceneManager_sceneSaved(Scene scene)
|
||||
{
|
||||
FinishedProcessingScene(scene, true);
|
||||
}
|
||||
|
||||
private static void SceneOpened(Scene scene)
|
||||
{
|
||||
if (s_ScenesToUpdate.Contains(scene.path))
|
||||
{
|
||||
if (s_ProcessScenes)
|
||||
{
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
{
|
||||
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void EditorSceneManager_sceneOpened(Scene scene, OpenSceneMode mode)
|
||||
{
|
||||
SceneOpened(scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
11
Runtime/Core/NetworkObjectRefreshTool.cs.meta
Normal file
11
Runtime/Core/NetworkObjectRefreshTool.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d24d5e8371c3cca4890e2713bdeda288
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user