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com.unity.netcode.gameobjects/Editor/NetworkManagerHelper.cs
Unity Technologies 4818405514 com.unity.netcode.gameobjects@1.0.0-pre.5
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).

## [1.0.0-pre.5] - 2022-01-26

### Added

- Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528)

### Changed

- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)

### Fixed

- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
2022-01-26 00:00:00 +00:00

109 lines
4.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace Unity.Netcode.Editor
{
#if UNITY_EDITOR
/// <summary>
/// Specialized editor specific NetworkManager code
/// </summary>
public class NetworkManagerHelper : NetworkManager.INetworkManagerHelper
{
internal static NetworkManagerHelper Singleton;
// This is primarily to handle multiInstance scenarios where more than 1 NetworkManager could exist
private static Dictionary<NetworkManager, Transform> s_LastKnownNetworkManagerParents = new Dictionary<NetworkManager, Transform>();
/// <summary>
/// Initializes the singleton instance and registers for:
/// Hierarchy changed notification: to notify the user when they nest a NetworkManager
/// Play mode state change notification: to capture when entering or exiting play mode (currently only exiting)
/// </summary>
[InitializeOnLoadMethod]
private static void InitializeOnload()
{
Singleton = new NetworkManagerHelper();
NetworkManager.NetworkManagerHelper = Singleton;
EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
}
private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
{
switch (playModeStateChange)
{
case PlayModeStateChange.ExitingEditMode:
{
s_LastKnownNetworkManagerParents.Clear();
break;
}
}
}
private static void EditorApplication_hierarchyChanged()
{
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
foreach (var networkManager in allNetworkManagers)
{
networkManager.NetworkManagerCheckForParent();
}
}
/// <summary>
/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
/// When in edit mode it provides the option to automatically fix the issue
/// When in play mode it just notifies the user when entering play mode as well as when the user
/// tries to start a network session while a NetworkManager is still nested.
/// </summary>
public bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false)
{
var gameObject = networkManager.gameObject;
var transform = networkManager.transform;
var isParented = transform.root != transform;
var message = NetworkManager.GenerateNestedNetworkManagerMessage(transform);
if (s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && !ignoreNetworkManagerCache)
{
// If we have already notified the user, then don't notify them again
if (s_LastKnownNetworkManagerParents[networkManager] == transform.root)
{
return isParented;
}
else // If we are no longer a child, then we can remove ourself from this list
if (transform.root == gameObject.transform)
{
s_LastKnownNetworkManagerParents.Remove(networkManager);
}
}
if (!EditorApplication.isUpdating && isParented)
{
if (!EditorApplication.isPlaying && !editorTest)
{
message += $"Click 'Auto-Fix' to automatically remove it from {transform.root.gameObject.name} or 'Manual-Fix' to fix it yourself in the hierarchy view.";
if (EditorUtility.DisplayDialog("Invalid Nested NetworkManager", message, "Auto-Fix", "Manual-Fix"))
{
transform.parent = null;
isParented = false;
}
}
else
{
Debug.LogError(message);
}
if (!s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && isParented)
{
s_LastKnownNetworkManagerParents.Add(networkManager, networkManager.transform.root);
}
}
return isParented;
}
}
#endif
}