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.6] - 2022-03-02 ### Added - NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765) - Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735) ### Changed ### Fixed - Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683) - Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683) - Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683) - Disallowed async keyword in RPCs (#1681) - Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678) - Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen) - Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694) - Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) - Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725) - Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721) - Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724) - Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) - Improved performance in NetworkAnimator (#1735) - Removed the "always sync" network animator (aka "autosend") parameters (#1746)
1901 lines
94 KiB
C#
1901 lines
94 KiB
C#
using System.Collections.Generic;
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using System;
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using System.Linq;
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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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/// Used for local notifications of various scene events. The <see cref="NetworkSceneManager.OnSceneEvent"/> of
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/// delegate type <see cref="NetworkSceneManager.SceneEventDelegate"/> uses this class to provide
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/// scene event status.<br/>
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/// <em>Note: This is only when <see cref="NetworkConfig.EnableSceneManagement"/> is enabled.</em><br/>
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/// See also: <br/>
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/// <seealso cref="SceneEventType"/>
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/// </summary>
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public class SceneEvent
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{
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/// <summary>
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/// The <see cref="UnityEngine.AsyncOperation"/> returned by <see cref="SceneManager"/><BR/>
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/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.Load"/></term></item>
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/// <item><term><see cref="SceneEventType.Unload"/></term></item>
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/// </list>
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/// </summary>
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public AsyncOperation AsyncOperation;
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/// <summary>
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/// Will always be set to the current <see cref="Netcode.SceneEventType"/>
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/// </summary>
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public SceneEventType SceneEventType;
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/// <summary>
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/// If applicable, this reflects the type of scene loading or unloading that is occurring.<BR/>
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/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.Load"/></term></item>
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/// <item><term><see cref="SceneEventType.Unload"/></term></item>
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/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadComplete"/></term></item>
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/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
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/// </list>
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/// </summary>
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public LoadSceneMode LoadSceneMode;
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/// <summary>
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/// This will be set to the scene name that the event pertains to.<BR/>
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/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.Load"/></term></item>
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/// <item><term><see cref="SceneEventType.Unload"/></term></item>
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/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadComplete"/></term></item>
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/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
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/// </list>
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/// </summary>
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public string SceneName;
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/// <summary>
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/// When a scene is loaded, the Scene structure is returned.<BR/>
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/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
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/// </list>
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/// </summary>
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public Scene Scene;
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/// <summary>
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/// The client identifier can vary depending upon the following conditions: <br/>
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/// <list type="number">
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/// <item><term><see cref="Netcode.SceneEventType"/>s that always set the <see cref="ClientId"/>
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/// to the local client identifier, are initiated (and processed locally) by the
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/// server-host, and sent to all clients to be processed.<br/>
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.Load"/></term></item>
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/// <item><term><see cref="SceneEventType.Unload"/></term></item>
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/// <item><term><see cref="SceneEventType.Synchronize"/></term></item>
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/// <item><term><see cref="SceneEventType.ReSynchronize"/></term></item>
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/// </list>
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/// </term></item>
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/// <item><term>Events that always set the <see cref="ClientId"/> to the local client identifier,
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/// are initiated (and processed locally) by a client or server-host, and if initiated
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/// by a client will always be sent to and processed on the server-host:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadComplete"/></term></item>
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/// <item><term><see cref="SceneEventType.SynchronizeComplete"/></term></item>
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/// </list>
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/// </term></item>
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/// <item><term>
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/// Events that always set the <see cref="ClientId"/> to the ServerId:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
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/// </list>
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/// </term></item>
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/// </list>
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/// </summary>
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public ulong ClientId;
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/// <summary>
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/// List of clients that completed a loading or unloading event.<br/>
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/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
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/// </list>
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/// </summary>
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public List<ulong> ClientsThatCompleted;
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/// <summary>
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/// List of clients that timed out during a loading or unloading event.<br/>
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/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
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/// <list type="bullet">
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/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
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/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
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/// </list>
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/// </summary>
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public List<ulong> ClientsThatTimedOut;
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}
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/// <summary>
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/// Main class for managing network scenes when <see cref="NetworkConfig.EnableSceneManagement"/> is enabled.
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/// Uses the <see cref="SceneEventMessage"/> message to communicate <see cref="SceneEventData"/> between the server and client(s)
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/// </summary>
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public class NetworkSceneManager : IDisposable
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{
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private const NetworkDelivery k_DeliveryType = NetworkDelivery.ReliableFragmentedSequenced;
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internal const int InvalidSceneNameOrPath = -1;
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// Used to be able to turn re-synchronization off for future snapshot development purposes.
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internal static bool DisableReSynchronization;
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/// <summary>
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/// Used to detect if a scene event is underway
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/// Only 1 scene event can occur on the server at a time for now.
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/// </summary>
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private bool m_IsSceneEventActive = false;
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/// <summary>
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/// The delegate callback definition for scene event notifications.<br/>
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/// See also: <br/>
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/// <seealso cref="SceneEvent"/><br/>
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/// <seealso cref="SceneEventData"/>
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/// </summary>
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/// <param name="sceneEvent"></param>
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public delegate void SceneEventDelegate(SceneEvent sceneEvent);
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/// <summary>
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/// Subscribe to this event to receive all <see cref="SceneEventType"/> notifications.<br/>
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/// For more details review over <see cref="SceneEvent"/> and <see cref="SceneEventType"/>.<br/>
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/// <b>Alternate Single Event Type Notification Registration Options</b><br/>
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/// To receive only a specific event type notification or a limited set of notifications you can alternately subscribe to
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/// each notification type individually via the following events:<br/>
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/// <list type="bullet">
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/// <item><term><see cref="OnLoad"/> Invoked only when a <see cref="SceneEventType.Load"/> event is being processed</term></item>
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/// <item><term><see cref="OnUnload"/> Invoked only when an <see cref="SceneEventType.Unload"/> event is being processed</term></item>
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/// <item><term><see cref="OnSynchronize"/> Invoked only when a <see cref="SceneEventType.Synchronize"/> event is being processed</term></item>
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/// <item><term><see cref="OnLoadEventCompleted"/> Invoked only when a <see cref="SceneEventType.LoadEventCompleted"/> event is being processed</term></item>
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/// <item><term><see cref="OnUnloadEventCompleted"/> Invoked only when an <see cref="SceneEventType.UnloadEventCompleted"/> event is being processed</term></item>
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/// <item><term><see cref="OnLoadComplete"/> Invoked only when a <see cref="SceneEventType.LoadComplete"/> event is being processed</term></item>
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/// <item><term><see cref="OnUnloadComplete"/> Invoked only when an <see cref="SceneEventType.UnloadComplete"/> event is being processed</term></item>
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/// <item><term><see cref="OnSynchronizeComplete"/> Invoked only when a <see cref="SceneEventType.SynchronizeComplete"/> event is being processed</term></item>
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/// </list>
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/// </summary>
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public event SceneEventDelegate OnSceneEvent;
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/// <summary>
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/// Delegate declaration for the OnLoad event.<br/>
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/// See also: <br/>
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/// <seealso cref="SceneEventType.Load"/>for more information
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/// </summary>
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/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
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/// <param name="sceneName">name of the scene being processed</param>
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/// <param name="loadSceneMode">the LoadSceneMode mode for the scene being loaded</param>
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/// <param name="asyncOperation">the associated <see cref="AsyncOperation"/> that can be used for scene loading progress</param>
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public delegate void OnLoadDelegateHandler(ulong clientId, string sceneName, LoadSceneMode loadSceneMode, AsyncOperation asyncOperation);
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/// <summary>
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/// Delegate declaration for the OnUnload event.<br/>
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/// See also: <br/>
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/// <seealso cref="SceneEventType.Unload"/> for more information
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/// </summary>
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/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
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/// <param name="sceneName">name of the scene being processed</param>
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/// <param name="asyncOperation">the associated <see cref="AsyncOperation"/> that can be used for scene unloading progress</param>
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public delegate void OnUnloadDelegateHandler(ulong clientId, string sceneName, AsyncOperation asyncOperation);
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/// <summary>
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/// Delegate declaration for the OnSynchronize event.<br/>
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/// See also: <br/>
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/// <seealso cref="SceneEventType.Synchronize"/> for more information
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/// </summary>
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/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
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public delegate void OnSynchronizeDelegateHandler(ulong clientId);
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/// <summary>
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/// Delegate declaration for the OnLoadEventCompleted and OnUnloadEventCompleted events.<br/>
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/// See also:<br/>
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/// <seealso cref="SceneEventType.LoadEventCompleted"/><br/>
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/// <seealso cref="SceneEventType.UnloadEventCompleted"/>
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/// </summary>
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/// <param name="sceneName">scene pertaining to this event</param>
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/// <param name="loadSceneMode"><see cref="LoadSceneMode"/> of the associated event completed</param>
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/// <param name="clientsCompleted">the clients that completed the loading event</param>
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/// <param name="clientsTimedOut">the clients (if any) that timed out during the loading event</param>
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public delegate void OnEventCompletedDelegateHandler(string sceneName, LoadSceneMode loadSceneMode, List<ulong> clientsCompleted, List<ulong> clientsTimedOut);
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/// <summary>
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/// Delegate declaration for the OnLoadComplete event.<br/>
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/// See also:<br/>
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/// <seealso cref="SceneEventType.LoadComplete"/> for more information
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/// </summary>
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/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
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/// <param name="sceneName">the scene name pertaining to this event</param>
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/// <param name="loadSceneMode">the mode the scene was loaded in</param>
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public delegate void OnLoadCompleteDelegateHandler(ulong clientId, string sceneName, LoadSceneMode loadSceneMode);
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/// <summary>
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/// Delegate declaration for the OnUnloadComplete event.<br/>
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/// See also:<br/>
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/// <seealso cref="SceneEventType.UnloadComplete"/> for more information
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/// </summary>
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/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
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/// <param name="sceneName">the scene name pertaining to this event</param>
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public delegate void OnUnloadCompleteDelegateHandler(ulong clientId, string sceneName);
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/// <summary>
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/// Delegate declaration for the OnSynchronizeComplete event.<br/>
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/// See also:<br/>
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/// <seealso cref="SceneEventType.SynchronizeComplete"/> for more information
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/// </summary>
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/// <param name="clientId">the client that completed this event</param>
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public delegate void OnSynchronizeCompleteDelegateHandler(ulong clientId);
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.Load"/> event is started by the server.<br/>
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/// <em>Note: The server and connected client(s) will always receive this notification.</em>
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/// </summary>
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public event OnLoadDelegateHandler OnLoad;
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.Unload"/> event is started by the server.<br/>
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/// <em>Note: The server and connected client(s) will always receive this notification.</em>
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/// </summary>
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public event OnUnloadDelegateHandler OnUnload;
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.Synchronize"/> event is started by the server
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/// after a client is approved for connection in order to synchronize the client with the currently loaded
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/// scenes and NetworkObjects. This event signifies the beginning of the synchronization event.<br/>
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/// <em>Note: The server and connected client(s) will always receive this notification.
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/// This event is generated on a per newly connected and approved client basis.</em>
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/// </summary>
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public event OnSynchronizeDelegateHandler OnSynchronize;
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.LoadEventCompleted"/> event is generated by the server.
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/// This event signifies the end of an existing <see cref="SceneEventType.Load"/> event as it pertains
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/// to all clients connected when the event was started. This event signifies that all clients (and server) have
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/// finished the <see cref="SceneEventType.Load"/> event.<br/>
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/// <em>Note: this is useful to know when all clients have loaded the same scene (single or additive mode)</em>
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/// </summary>
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public event OnEventCompletedDelegateHandler OnLoadEventCompleted;
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.UnloadEventCompleted"/> event is generated by the server.
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/// This event signifies the end of an existing <see cref="SceneEventType.Unload"/> event as it pertains
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/// to all clients connected when the event was started. This event signifies that all clients (and server) have
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/// finished the <see cref="SceneEventType.Unload"/> event.<br/>
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/// <em>Note: this is useful to know when all clients have unloaded a specific scene. The <see cref="LoadSceneMode"/> will
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/// always be <see cref="LoadSceneMode.Additive"/> for this event.</em>
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/// </summary>
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public event OnEventCompletedDelegateHandler OnUnloadEventCompleted;
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.LoadComplete"/> event is generated by a client or server.<br/>
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/// <em>Note: The server receives this message from all clients (including itself).
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/// Each client receives their own notification sent to the server.</em>
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/// </summary>
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public event OnLoadCompleteDelegateHandler OnLoadComplete;
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.UnloadComplete"/> event is generated by a client or server.<br/>
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/// <em>Note: The server receives this message from all clients (including itself).
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/// Each client receives their own notification sent to the server.</em>
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/// </summary>
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public event OnUnloadCompleteDelegateHandler OnUnloadComplete;
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/// <summary>
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/// Invoked when a <see cref="SceneEventType.SynchronizeComplete"/> event is generated by a client. <br/>
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/// <em> Note: The server receives this message from the client, but will never generate this event for itself.
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/// Each client receives their own notification sent to the server. This is useful to know that a client has
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/// completed the entire connection sequence, loaded all scenes, and synchronized all NetworkObjects.</em>
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/// </summary>
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public event OnSynchronizeCompleteDelegateHandler OnSynchronizeComplete;
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/// <summary>
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/// Delegate declaration for the <see cref="VerifySceneBeforeLoading"/> handler that provides
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/// an additional level of scene loading security and/or validation to assure the scene being loaded
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/// is valid scene to be loaded in the LoadSceneMode specified.
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/// </summary>
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/// <param name="sceneIndex">Build Settings Scenes in Build List index of the scene</param>
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/// <param name="sceneName">Name of the scene</param>
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/// <param name="loadSceneMode">LoadSceneMode the scene is going to be loaded</param>
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/// <returns>true (valid) or false (not valid)</returns>
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public delegate bool VerifySceneBeforeLoadingDelegateHandler(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode);
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/// <summary>
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/// Delegate handler defined by <see cref="VerifySceneBeforeLoadingDelegateHandler"/> that is invoked before the
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/// server or client loads a scene during an active netcode game session.<br/>
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/// <b>Client Side:</b> In order for clients to be notified of this condition you must assign the <see cref="VerifySceneBeforeLoading"/> delegate handler.<br/>
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/// <b>Server Side:</b> <see cref="LoadScene(string, LoadSceneMode)"/> will return <see cref="SceneEventProgressStatus"/>.
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/// </summary>
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public VerifySceneBeforeLoadingDelegateHandler VerifySceneBeforeLoading;
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/// <summary>
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/// Proof of concept: Interface version that allows for the decoupling from
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/// the SceneManager's Load and Unload methods for testing purposes (potentially other future usage)
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/// </summary>
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private class DefaultSceneManagerHandler : ISceneManagerHandler
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{
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public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, ISceneManagerHandler.SceneEventAction sceneEventAction)
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{
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var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
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operation.completed += new Action<AsyncOperation>(asyncOp2 => { sceneEventAction.Invoke(); });
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return operation;
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}
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public AsyncOperation UnloadSceneAsync(Scene scene, ISceneManagerHandler.SceneEventAction sceneEventAction)
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{
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var operation = SceneManager.UnloadSceneAsync(scene);
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operation.completed += new Action<AsyncOperation>(asyncOp2 => { sceneEventAction.Invoke(); });
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return operation;
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}
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}
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internal ISceneManagerHandler SceneManagerHandler = new DefaultSceneManagerHandler();
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/// End of Proof of Concept
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internal readonly Dictionary<Guid, SceneEventProgress> SceneEventProgressTracking = new Dictionary<Guid, SceneEventProgress>();
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/// <summary>
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/// Used to track in-scene placed NetworkObjects
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/// We store them by:
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/// [GlobalObjectIdHash][Scene.Handle][NetworkObject]
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/// The Scene.Handle aspect allows us to distinguish duplicated in-scene placed NetworkObjects created by the loading
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/// of the same additive scene multiple times.
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/// </summary>
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internal readonly Dictionary<uint, Dictionary<int, NetworkObject>> ScenePlacedObjects = new Dictionary<uint, Dictionary<int, NetworkObject>>();
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/// <summary>
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/// This is used for the deserialization of in-scene placed NetworkObjects in order to distinguish duplicated in-scene
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/// placed NetworkObjects created by the loading of the same additive scene multiple times.
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/// </summary>
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internal Scene SceneBeingSynchronized;
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/// <summary>
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/// Used to track which scenes are currently loaded
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/// We store the scenes as [SceneHandle][Scene] in order to handle the loading and unloading of the same scene additively
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/// Scene handle is only unique locally. So, clients depend upon the <see cref="ServerSceneHandleToClientSceneHandle"/> in order
|
|
/// to be able to know which specific scene instance the server is instructing the client to unload.
|
|
/// The client links the server scene handle to the client local scene handle upon a scene being loaded
|
|
/// <see cref="GetAndAddNewlyLoadedSceneByName"/>
|
|
/// </summary>
|
|
internal Dictionary<int, Scene> ScenesLoaded = new Dictionary<int, Scene>();
|
|
|
|
/// <summary>
|
|
/// Since Scene.handle is unique per client, we create a look-up table between the client and server to associate server unique scene
|
|
/// instances with client unique scene instances
|
|
/// </summary>
|
|
internal Dictionary<int, int> ServerSceneHandleToClientSceneHandle = new Dictionary<int, int>();
|
|
|
|
/// <summary>
|
|
/// Hash to build index lookup table
|
|
/// </summary>
|
|
internal Dictionary<uint, int> HashToBuildIndex = new Dictionary<uint, int>();
|
|
|
|
/// <summary>
|
|
/// Build index to hash lookup table
|
|
/// </summary>
|
|
internal Dictionary<int, uint> BuildIndexToHash = new Dictionary<int, uint>();
|
|
|
|
/// <summary>
|
|
/// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
|
|
/// they need to be moved into the do not destroy temporary scene
|
|
/// When it is set: Just before starting the asynchronous loading call
|
|
/// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
|
|
/// not destroy temporary scene are moved into the active scene
|
|
/// </summary>
|
|
internal static bool IsSpawnedObjectsPendingInDontDestroyOnLoad;
|
|
|
|
/// <summary>
|
|
/// Client and Server:
|
|
/// Used for all scene event processing
|
|
/// </summary>
|
|
internal Dictionary<uint, SceneEventData> SceneEventDataStore;
|
|
|
|
private NetworkManager m_NetworkManager { get; }
|
|
|
|
internal Scene DontDestroyOnLoadScene;
|
|
|
|
/// <summary>
|
|
/// <b>LoadSceneMode.Single:</b> All currently loaded scenes on the client will be unloaded and
|
|
/// the server's currently active scene will be loaded in single mode on the client
|
|
/// unless it was already loaded.<br/>
|
|
/// <b>LoadSceneMode.Additive:</b> All currently loaded scenes are left as they are and any newly loaded
|
|
/// scenes will be loaded additively. Users need to determine which scenes are valid to load via the
|
|
/// <see cref="VerifySceneBeforeLoading"/> method.
|
|
/// </summary>
|
|
public LoadSceneMode ClientSynchronizationMode { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// When true, the <see cref="Debug.LogWarning(object)"/> messages will be turned off
|
|
/// </summary>
|
|
private bool m_DisableValidationWarningMessages;
|
|
|
|
/// <summary>
|
|
/// Handle NetworkSeneManager clean up
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
foreach (var keypair in SceneEventDataStore)
|
|
{
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogInfo($"{nameof(SceneEventDataStore)} is disposing {nameof(SceneEventData.SceneEventId)} '{keypair.Key}'.");
|
|
}
|
|
keypair.Value.Dispose();
|
|
}
|
|
SceneEventDataStore.Clear();
|
|
SceneEventDataStore = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new SceneEventData object for a new scene event
|
|
/// </summary>
|
|
/// <returns>SceneEventData instance</returns>
|
|
internal SceneEventData BeginSceneEvent()
|
|
{
|
|
var sceneEventData = new SceneEventData(m_NetworkManager);
|
|
SceneEventDataStore.Add(sceneEventData.SceneEventId, sceneEventData);
|
|
return sceneEventData;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes and removes SceneEventData object for the scene event
|
|
/// </summary>
|
|
/// <param name="sceneEventId">SceneEventId to end</param>
|
|
internal void EndSceneEvent(uint sceneEventId)
|
|
{
|
|
if (SceneEventDataStore.ContainsKey(sceneEventId))
|
|
{
|
|
SceneEventDataStore[sceneEventId].Dispose();
|
|
SceneEventDataStore.Remove(sceneEventId);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning($"Trying to dispose and remove SceneEventData Id '{sceneEventId}' that no longer exists!");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the scene name from full path to the scene
|
|
/// </summary>
|
|
internal string GetSceneNameFromPath(string scenePath)
|
|
{
|
|
var begin = scenePath.LastIndexOf("/", StringComparison.Ordinal) + 1;
|
|
var end = scenePath.LastIndexOf(".", StringComparison.Ordinal);
|
|
return scenePath.Substring(begin, end - begin);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates the hash values and associated tables
|
|
/// for the scenes in build list
|
|
/// </summary>
|
|
internal void GenerateScenesInBuild()
|
|
{
|
|
HashToBuildIndex.Clear();
|
|
BuildIndexToHash.Clear();
|
|
for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
|
|
{
|
|
var scenePath = SceneUtility.GetScenePathByBuildIndex(i);
|
|
var hash = XXHash.Hash32(scenePath);
|
|
var buildIndex = SceneUtility.GetBuildIndexByScenePath(scenePath);
|
|
HashToBuildIndex.Add(hash, buildIndex);
|
|
BuildIndexToHash.Add(buildIndex, hash);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the scene name from a hash value generated from the full scene path
|
|
/// </summary>
|
|
internal string SceneNameFromHash(uint sceneHash)
|
|
{
|
|
// In the event there is no scene associated with the scene event then just return "No Scene"
|
|
// This can happen during unit tests when clients first connect and the only scene loaded is the
|
|
// unit test scene (which is ignored by default) that results in a scene event that has no associated
|
|
// scene. Under this specific special case, we just return "No Scene".
|
|
if (sceneHash == 0)
|
|
{
|
|
return "No Scene";
|
|
}
|
|
return GetSceneNameFromPath(ScenePathFromHash(sceneHash));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the full scene path from a hash value
|
|
/// </summary>
|
|
internal string ScenePathFromHash(uint sceneHash)
|
|
{
|
|
if (HashToBuildIndex.ContainsKey(sceneHash))
|
|
{
|
|
return SceneUtility.GetScenePathByBuildIndex(HashToBuildIndex[sceneHash]);
|
|
}
|
|
else
|
|
{
|
|
throw new Exception($"Scene Hash {sceneHash} does not exist in the {nameof(HashToBuildIndex)} table!");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the associated hash value for the scene name or path
|
|
/// </summary>
|
|
internal uint SceneHashFromNameOrPath(string sceneNameOrPath)
|
|
{
|
|
var buildIndex = SceneUtility.GetBuildIndexByScenePath(sceneNameOrPath);
|
|
if (buildIndex >= 0)
|
|
{
|
|
if (BuildIndexToHash.ContainsKey(buildIndex))
|
|
{
|
|
return BuildIndexToHash[buildIndex];
|
|
}
|
|
else
|
|
{
|
|
throw new Exception($"Scene '{sceneNameOrPath}' has a build index of {buildIndex} that does not exist in the {nameof(BuildIndexToHash)} table!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw new Exception($"Scene '{sceneNameOrPath}' couldn't be loaded because it has not been added to the build settings scenes in build list.");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// When set to true, this will disable the console warnings about
|
|
/// a scene being invalidated.
|
|
/// </summary>
|
|
/// <param name="disabled">true/false</param>
|
|
public void DisableValidationWarnings(bool disabled)
|
|
{
|
|
m_DisableValidationWarningMessages = disabled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This will change how clients are initially synchronized.<br/>
|
|
/// <b>LoadSceneMode.Single:</b> All currently loaded scenes on the client will be unloaded and
|
|
/// the server's currently active scene will be loaded in single mode on the client
|
|
/// unless it was already loaded. <br/>
|
|
/// <b>LoadSceneMode.Additive:</b> All currently loaded scenes are left as they are and any newly loaded
|
|
/// scenes will be loaded additively. Users need to determine which scenes are valid to load via the
|
|
/// <see cref="VerifySceneBeforeLoading"/> method.
|
|
/// </summary>
|
|
/// <param name="mode"><see cref="LoadSceneMode"/> for initial client synchronization</param>
|
|
public void SetClientSynchronizationMode(LoadSceneMode mode)
|
|
{
|
|
ClientSynchronizationMode = mode;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructor
|
|
/// </summary>
|
|
/// <param name="networkManager">one <see cref="NetworkManager"/> instance per <see cref="NetworkSceneManager"/> instance</param>
|
|
/// <param name="sceneEventDataPoolSize">maximum <see cref="SceneEventData"/> pool size</param>
|
|
internal NetworkSceneManager(NetworkManager networkManager)
|
|
{
|
|
m_NetworkManager = networkManager;
|
|
SceneEventDataStore = new Dictionary<uint, SceneEventData>();
|
|
|
|
GenerateScenesInBuild();
|
|
|
|
// Since NetworkManager is now always migrated to the DDOL we will use this to get the DDOL scene
|
|
DontDestroyOnLoadScene = networkManager.gameObject.scene;
|
|
|
|
ServerSceneHandleToClientSceneHandle.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle);
|
|
ScenesLoaded.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If the VerifySceneBeforeLoading delegate handler has been set by the user, this will provide
|
|
/// an additional level of security and/or validation that the scene being loaded in the specified
|
|
/// loading mode is "a valid scene to be loaded in the LoadSceneMode specified".
|
|
/// </summary>
|
|
/// <param name="sceneIndex">index into ScenesInBuild</param>
|
|
/// <param name="loadSceneMode">LoadSceneMode the scene is going to be loaded</param>
|
|
/// <returns>true (Valid) or false (Invalid)</returns>
|
|
internal bool ValidateSceneBeforeLoading(uint sceneHash, LoadSceneMode loadSceneMode)
|
|
{
|
|
var validated = true;
|
|
var sceneName = SceneNameFromHash(sceneHash);
|
|
var sceneIndex = SceneUtility.GetBuildIndexByScenePath(sceneName);
|
|
if (VerifySceneBeforeLoading != null)
|
|
{
|
|
validated = VerifySceneBeforeLoading.Invoke((int)sceneIndex, sceneName, loadSceneMode);
|
|
}
|
|
if (!validated && !m_DisableValidationWarningMessages)
|
|
{
|
|
var serverHostorClient = "Client";
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
serverHostorClient = m_NetworkManager.IsHost ? "Host" : "Server";
|
|
}
|
|
|
|
Debug.LogWarning($"Scene {sceneName} of Scenes in Build Index {sceneIndex} being loaded in {loadSceneMode} mode failed validation on the {serverHostorClient}!");
|
|
}
|
|
return validated;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Since SceneManager.GetSceneByName only returns the first scene that matches the name
|
|
/// we must "find" a newly added scene by looking through all loaded scenes and determining
|
|
/// which scene with the same name has not yet been loaded.
|
|
/// In order to support loading the same additive scene within in-scene placed NetworkObjects,
|
|
/// we must do this to be able to soft synchronize the "right version" of the NetworkObject.
|
|
/// </summary>
|
|
/// <param name="sceneName"></param>
|
|
/// <returns></returns>
|
|
internal Scene GetAndAddNewlyLoadedSceneByName(string sceneName)
|
|
{
|
|
for (int i = 0; i < SceneManager.sceneCount; i++)
|
|
{
|
|
var sceneLoaded = SceneManager.GetSceneAt(i);
|
|
if (sceneLoaded.name == sceneName)
|
|
{
|
|
if (!ScenesLoaded.ContainsKey(sceneLoaded.handle))
|
|
{
|
|
ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
|
|
return sceneLoaded;
|
|
}
|
|
}
|
|
}
|
|
|
|
throw new Exception($"Failed to find any loaded scene named {sceneName}!");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client Side Only:
|
|
/// This takes a server scene handle that is written by the server before the scene relative
|
|
/// NetworkObject is serialized and converts the server scene handle to a local client handle
|
|
/// so it can set the appropriate SceneBeingSynchronized.
|
|
/// Note: This is now part of the soft synchronization process and is needed for the scenario
|
|
/// where a user loads the same scene additively that has an in-scene placed NetworkObject
|
|
/// which means each scene relative in-scene placed NetworkObject will have the identical GlobalObjectIdHash
|
|
/// value. Scene handles are used to distinguish between in-scene placed NetworkObjects under this situation.
|
|
/// </summary>
|
|
/// <param name="serverSceneHandle"></param>
|
|
internal void SetTheSceneBeingSynchronized(int serverSceneHandle)
|
|
{
|
|
var clientSceneHandle = serverSceneHandle;
|
|
if (ServerSceneHandleToClientSceneHandle.ContainsKey(serverSceneHandle))
|
|
{
|
|
clientSceneHandle = ServerSceneHandleToClientSceneHandle[serverSceneHandle];
|
|
// If we were already set, then ignore
|
|
if (SceneBeingSynchronized.IsValid() && SceneBeingSynchronized.isLoaded && SceneBeingSynchronized.handle == clientSceneHandle)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Get the scene currently being synchronized
|
|
SceneBeingSynchronized = ScenesLoaded.ContainsKey(clientSceneHandle) ? ScenesLoaded[clientSceneHandle] : new Scene();
|
|
|
|
if (!SceneBeingSynchronized.IsValid() || !SceneBeingSynchronized.isLoaded)
|
|
{
|
|
// Let's go ahead and use the currently active scene under the scenario where a NetworkObject is determined to exist in a scene that the NetworkSceneManager is not aware of
|
|
SceneBeingSynchronized = SceneManager.GetActiveScene();
|
|
|
|
// Keeping the warning here in the event we cannot find the scene being synchronized
|
|
Debug.LogWarning($"[{nameof(NetworkSceneManager)}- {nameof(ScenesLoaded)}] Could not find the appropriate scene to set as being synchronized! Using the currently active scene.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Most common scenario for DontDestroyOnLoad is when NetworkManager is set to not be destroyed
|
|
if (serverSceneHandle == DontDestroyOnLoadScene.handle)
|
|
{
|
|
SceneBeingSynchronized = m_NetworkManager.gameObject.scene;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Let's go ahead and use the currently active scene under the scenario where a NetworkObject is determined to exist in a scene that the NetworkSceneManager is not aware of
|
|
// or the NetworkObject has yet to be moved to that specific scene (i.e. no DontDestroyOnLoad scene exists yet).
|
|
SceneBeingSynchronized = SceneManager.GetActiveScene();
|
|
|
|
// This could be the scenario where NetworkManager.DontDestroy is false and we are creating the first NetworkObject (client side) to be in the DontDestroyOnLoad scene
|
|
// Otherwise, this is some other specific scenario that we might not be handling currently.
|
|
Debug.LogWarning($"[{nameof(SceneEventData)}- Scene Handle Mismatch] {nameof(serverSceneHandle)} could not be found in {nameof(ServerSceneHandleToClientSceneHandle)}. Using the currently active scene.");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// During soft synchronization of in-scene placed NetworkObjects, this is now used by NetworkSpawnManager.CreateLocalNetworkObject
|
|
/// </summary>
|
|
/// <param name="globalObjectIdHash"></param>
|
|
/// <returns></returns>
|
|
internal NetworkObject GetSceneRelativeInSceneNetworkObject(uint globalObjectIdHash)
|
|
{
|
|
if (ScenePlacedObjects.ContainsKey(globalObjectIdHash))
|
|
{
|
|
if (ScenePlacedObjects[globalObjectIdHash].ContainsKey(SceneBeingSynchronized.handle))
|
|
{
|
|
var inScenePlacedNetworkObject = ScenePlacedObjects[globalObjectIdHash][SceneBeingSynchronized.handle];
|
|
|
|
// We can only have 1 duplicated globalObjectIdHash per scene instance, so remove it once it has been returned
|
|
ScenePlacedObjects[globalObjectIdHash].Remove(SceneBeingSynchronized.handle);
|
|
|
|
return inScenePlacedNetworkObject;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generic sending of scene event data
|
|
/// </summary>
|
|
/// <param name="targetClientIds">array of client identifiers to receive the scene event message</param>
|
|
private void SendSceneEventData(uint sceneEventId, ulong[] targetClientIds)
|
|
{
|
|
if (targetClientIds.Length == 0)
|
|
{
|
|
// This would be the Host/Server with no clients connected
|
|
// Silently return as there is nothing to be done
|
|
return;
|
|
}
|
|
var message = new SceneEventMessage
|
|
{
|
|
EventData = SceneEventDataStore[sceneEventId]
|
|
};
|
|
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, targetClientIds);
|
|
|
|
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(targetClientIds, (uint)SceneEventDataStore[sceneEventId].SceneEventType, SceneNameFromHash(SceneEventDataStore[sceneEventId].SceneHash), size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Entry method for scene unloading validation
|
|
/// </summary>
|
|
/// <param name="scene">the scene to be unloaded</param>
|
|
/// <returns></returns>
|
|
private SceneEventProgress ValidateSceneEventUnLoading(Scene scene)
|
|
{
|
|
if (!m_NetworkManager.IsServer)
|
|
{
|
|
throw new NotServerException("Only server can start a scene event!");
|
|
}
|
|
|
|
if (!m_NetworkManager.NetworkConfig.EnableSceneManagement)
|
|
{
|
|
//Log message about enabling SceneManagement
|
|
throw new Exception($"{nameof(NetworkConfig.EnableSceneManagement)} flag is not enabled in the {nameof(NetworkManager)}'s {nameof(NetworkConfig)}. " +
|
|
$"Please set {nameof(NetworkConfig.EnableSceneManagement)} flag to true before calling " +
|
|
$"{nameof(NetworkSceneManager.LoadScene)} or {nameof(NetworkSceneManager.UnloadScene)}.");
|
|
}
|
|
|
|
if (!scene.isLoaded)
|
|
{
|
|
Debug.LogWarning($"{nameof(UnloadScene)} was called, but the scene {scene.name} is not currently loaded!");
|
|
return new SceneEventProgress(null, SceneEventProgressStatus.SceneNotLoaded);
|
|
}
|
|
|
|
return ValidateSceneEvent(scene.name, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Entry method for scene loading validation
|
|
/// </summary>
|
|
/// <param name="sceneName">scene name to load</param>
|
|
/// <returns></returns>
|
|
private SceneEventProgress ValidateSceneEventLoading(string sceneName)
|
|
{
|
|
if (!m_NetworkManager.IsServer)
|
|
{
|
|
throw new NotServerException("Only server can start a scene event!");
|
|
}
|
|
if (!m_NetworkManager.NetworkConfig.EnableSceneManagement)
|
|
{
|
|
//Log message about enabling SceneManagement
|
|
throw new Exception($"{nameof(NetworkConfig.EnableSceneManagement)} flag is not enabled in the {nameof(NetworkManager)}'s {nameof(NetworkConfig)}. " +
|
|
$"Please set {nameof(NetworkConfig.EnableSceneManagement)} flag to true before calling " +
|
|
$"{nameof(NetworkSceneManager.LoadScene)} or {nameof(NetworkSceneManager.UnloadScene)}.");
|
|
}
|
|
|
|
return ValidateSceneEvent(sceneName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validates the new scene event request by the server-side code.
|
|
/// This also initializes some commonly shared values as well as SceneEventProgress
|
|
/// </summary>
|
|
/// <param name="sceneName"></param>
|
|
/// <returns><see cref="SceneEventProgress"/> that should have a <see cref="SceneEventProgress.Status"/> of <see cref="SceneEventProgressStatus.Started"/> otherwise it failed.</returns>
|
|
private SceneEventProgress ValidateSceneEvent(string sceneName, bool isUnloading = false)
|
|
{
|
|
// Return scene event already in progress if one is already in progress
|
|
if (m_IsSceneEventActive)
|
|
{
|
|
return new SceneEventProgress(null, SceneEventProgressStatus.SceneEventInProgress);
|
|
}
|
|
|
|
// Return invalid scene name status if the scene name is invalid
|
|
if (SceneUtility.GetBuildIndexByScenePath(sceneName) == InvalidSceneNameOrPath)
|
|
{
|
|
Debug.LogError($"Scene '{sceneName}' couldn't be loaded because it has not been added to the build settings scenes in build list.");
|
|
return new SceneEventProgress(null, SceneEventProgressStatus.InvalidSceneName);
|
|
}
|
|
|
|
var sceneEventProgress = new SceneEventProgress(m_NetworkManager)
|
|
{
|
|
SceneHash = SceneHashFromNameOrPath(sceneName)
|
|
};
|
|
|
|
SceneEventProgressTracking.Add(sceneEventProgress.Guid, sceneEventProgress);
|
|
|
|
if (!isUnloading)
|
|
{
|
|
// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
|
|
// they need to be moved into the do not destroy temporary scene
|
|
// When it is set: Just before starting the asynchronous loading call
|
|
// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
|
|
// not destroy temporary scene are moved into the active scene
|
|
IsSpawnedObjectsPendingInDontDestroyOnLoad = true;
|
|
}
|
|
|
|
m_IsSceneEventActive = true;
|
|
|
|
// Set our callback delegate handler for completion
|
|
sceneEventProgress.OnComplete = OnSceneEventProgressCompleted;
|
|
|
|
return sceneEventProgress;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Callback for the <see cref="SceneEventProgress.OnComplete"/> <see cref="SceneEventProgress.OnCompletedDelegate"/> handler
|
|
/// </summary>
|
|
/// <param name="sceneEventProgress"></param>
|
|
/// <returns></returns>
|
|
private bool OnSceneEventProgressCompleted(SceneEventProgress sceneEventProgress)
|
|
{
|
|
var sceneEventData = BeginSceneEvent();
|
|
sceneEventData.SceneEventProgressId = sceneEventProgress.Guid;
|
|
sceneEventData.SceneHash = sceneEventProgress.SceneHash;
|
|
sceneEventData.SceneEventType = sceneEventProgress.SceneEventType;
|
|
sceneEventData.ClientsCompleted = sceneEventProgress.DoneClients;
|
|
sceneEventData.LoadSceneMode = sceneEventProgress.LoadSceneMode;
|
|
sceneEventData.ClientsTimedOut = m_NetworkManager.ConnectedClients.Keys.Except(sceneEventProgress.DoneClients).ToList();
|
|
|
|
var message = new SceneEventMessage
|
|
{
|
|
EventData = sceneEventData
|
|
};
|
|
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, m_NetworkManager.ConnectedClientsIds);
|
|
|
|
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(
|
|
m_NetworkManager.ConnectedClientsIds,
|
|
(uint)sceneEventProgress.SceneEventType,
|
|
SceneNameFromHash(sceneEventProgress.SceneHash),
|
|
size);
|
|
|
|
// Send a local notification to the server that all clients are done loading or unloading
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventProgress.SceneEventType,
|
|
SceneName = SceneNameFromHash(sceneEventProgress.SceneHash),
|
|
ClientId = m_NetworkManager.ServerClientId,
|
|
LoadSceneMode = sceneEventProgress.LoadSceneMode,
|
|
ClientsThatCompleted = sceneEventProgress.DoneClients,
|
|
ClientsThatTimedOut = m_NetworkManager.ConnectedClients.Keys.Except(sceneEventProgress.DoneClients).ToList(),
|
|
});
|
|
|
|
if (sceneEventData.SceneEventType == SceneEventType.LoadEventCompleted)
|
|
{
|
|
OnLoadEventCompleted?.Invoke(SceneNameFromHash(sceneEventProgress.SceneHash), sceneEventProgress.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
|
|
}
|
|
else
|
|
{
|
|
OnUnloadEventCompleted?.Invoke(SceneNameFromHash(sceneEventProgress.SceneHash), sceneEventProgress.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
|
|
}
|
|
|
|
EndSceneEvent(sceneEventData.SceneEventId);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// <b>Server Side:</b>
|
|
/// Unloads an additively loaded scene. If you want to unload a <see cref="LoadSceneMode.Single"/> mode loaded scene load another <see cref="LoadSceneMode.Single"/> scene.
|
|
/// When applicable, the <see cref="AsyncOperation"/> is delivered within the <see cref="SceneEvent"/> via the <see cref="OnSceneEvent"/>
|
|
/// </summary>
|
|
/// <param name="sceneName">scene name to unload</param>
|
|
/// <returns><see cref="SceneEventProgressStatus"/> (<see cref="SceneEventProgressStatus.Started"/> means it was successful)</returns>
|
|
public SceneEventProgressStatus UnloadScene(Scene scene)
|
|
{
|
|
var sceneName = scene.name;
|
|
var sceneHandle = scene.handle;
|
|
if (!scene.isLoaded)
|
|
{
|
|
Debug.LogWarning($"{nameof(UnloadScene)} was called, but the scene {scene.name} is not currently loaded!");
|
|
return SceneEventProgressStatus.SceneNotLoaded;
|
|
}
|
|
|
|
var sceneEventProgress = ValidateSceneEventUnLoading(scene);
|
|
if (sceneEventProgress.Status != SceneEventProgressStatus.Started)
|
|
{
|
|
return sceneEventProgress.Status;
|
|
}
|
|
|
|
if (!ScenesLoaded.ContainsKey(sceneHandle))
|
|
{
|
|
Debug.LogError($"{nameof(UnloadScene)} internal error! {sceneName} with handle {scene.handle} is not within the internal scenes loaded dictionary!");
|
|
return SceneEventProgressStatus.InternalNetcodeError;
|
|
}
|
|
var sceneEventData = BeginSceneEvent();
|
|
sceneEventData.SceneEventProgressId = sceneEventProgress.Guid;
|
|
sceneEventData.SceneEventType = SceneEventType.Unload;
|
|
sceneEventData.SceneHash = SceneHashFromNameOrPath(sceneName);
|
|
sceneEventData.LoadSceneMode = LoadSceneMode.Additive; // The only scenes unloaded are scenes that were additively loaded
|
|
sceneEventData.SceneHandle = sceneHandle;
|
|
|
|
// This will be the message we send to everyone when this scene event sceneEventProgress is complete
|
|
sceneEventProgress.SceneEventType = SceneEventType.UnloadEventCompleted;
|
|
|
|
ScenesLoaded.Remove(scene.handle);
|
|
|
|
var sceneUnload = SceneManagerHandler.UnloadSceneAsync(scene,
|
|
new ISceneManagerHandler.SceneEventAction() { SceneEventId = sceneEventData.SceneEventId, EventAction = OnSceneUnloaded });
|
|
|
|
sceneEventProgress.SetSceneLoadOperation(sceneUnload);
|
|
|
|
// Notify local server that a scene is going to be unloaded
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
AsyncOperation = sceneUnload,
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = sceneName,
|
|
ClientId = m_NetworkManager.ServerClientId // Server can only invoke this
|
|
});
|
|
|
|
OnUnload?.Invoke(m_NetworkManager.ServerClientId, sceneName, sceneUnload);
|
|
|
|
//Return the status
|
|
return sceneEventProgress.Status;
|
|
}
|
|
|
|
/// <summary>
|
|
/// <b>Client Side:</b>
|
|
/// Handles <see cref="SceneEventType.Unload"/> scene events.
|
|
/// </summary>
|
|
private void OnClientUnloadScene(uint sceneEventId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
var sceneName = SceneNameFromHash(sceneEventData.SceneHash);
|
|
|
|
if (!ServerSceneHandleToClientSceneHandle.ContainsKey(sceneEventData.SceneHandle))
|
|
{
|
|
Debug.Log($"Client failed to unload scene {sceneName} " +
|
|
$"because we are missing the client scene handle due to the server scene handle {sceneEventData.SceneHandle} not being found.");
|
|
EndSceneEvent(sceneEventId);
|
|
return;
|
|
}
|
|
|
|
var sceneHandle = ServerSceneHandleToClientSceneHandle[sceneEventData.SceneHandle];
|
|
|
|
if (!ScenesLoaded.ContainsKey(sceneHandle))
|
|
{
|
|
// Error scene handle not found!
|
|
throw new Exception($"Client failed to unload scene {sceneName} " +
|
|
$"because the client scene handle {sceneHandle} was not found in ScenesLoaded!");
|
|
}
|
|
m_IsSceneEventActive = true;
|
|
|
|
var sceneUnload = SceneManagerHandler.UnloadSceneAsync(ScenesLoaded[sceneHandle],
|
|
new ISceneManagerHandler.SceneEventAction() { SceneEventId = sceneEventData.SceneEventId, EventAction = OnSceneUnloaded });
|
|
|
|
ScenesLoaded.Remove(sceneHandle);
|
|
|
|
// Remove our server to scene handle lookup
|
|
ServerSceneHandleToClientSceneHandle.Remove(sceneEventData.SceneHandle);
|
|
|
|
// Notify the local client that a scene is going to be unloaded
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
AsyncOperation = sceneUnload,
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = LoadSceneMode.Additive, // The only scenes unloaded are scenes that were additively loaded
|
|
SceneName = sceneName,
|
|
ClientId = m_NetworkManager.LocalClientId // Server sent this message to the client, but client is executing it
|
|
});
|
|
|
|
OnUnload?.Invoke(m_NetworkManager.LocalClientId, sceneName, sceneUnload);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server and Client:
|
|
/// Invoked when an additively loaded scene is unloaded
|
|
/// </summary>
|
|
private void OnSceneUnloaded(uint sceneEventId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
// First thing we do, if we are a server, is to send the unload scene event.
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
// Server sends the unload scene notification after unloading because it will despawn all scene relative in-scene NetworkObjects
|
|
// If we send this event to all clients before the server is finished unloading they will get warning about an object being
|
|
// despawned that no longer exists
|
|
SendSceneEventData(sceneEventId, m_NetworkManager.ConnectedClientsIds.Where(c => c != m_NetworkManager.ServerClientId).ToArray());
|
|
|
|
//Only if we are a host do we want register having loaded for the associated SceneEventProgress
|
|
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && m_NetworkManager.IsHost)
|
|
{
|
|
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].AddClientAsDone(m_NetworkManager.ServerClientId);
|
|
}
|
|
}
|
|
|
|
// Next we prepare to send local notifications for unload complete
|
|
sceneEventData.SceneEventType = SceneEventType.UnloadComplete;
|
|
|
|
//Notify the client or server that a scene was unloaded
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
|
|
ClientId = m_NetworkManager.IsServer ? m_NetworkManager.ServerClientId : m_NetworkManager.LocalClientId
|
|
});
|
|
|
|
OnUnloadComplete?.Invoke(m_NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash));
|
|
|
|
// Clients send a notification back to the server they have completed the unload scene event
|
|
if (!m_NetworkManager.IsServer)
|
|
{
|
|
SendSceneEventData(sceneEventId, new ulong[] { m_NetworkManager.ServerClientId });
|
|
}
|
|
|
|
EndSceneEvent(sceneEventId);
|
|
// This scene event is now considered "complete"
|
|
m_IsSceneEventActive = false;
|
|
}
|
|
|
|
private void EmptySceneUnloadedOperation(uint sceneEventId)
|
|
{
|
|
// Do nothing (this is a stub call since it is only used to flush all currently loaded scenes)
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears all scenes when loading in single mode
|
|
/// Since we assume a single mode loaded scene will be considered the "currently active scene",
|
|
/// we only unload any additively loaded scenes.
|
|
/// </summary>
|
|
internal void UnloadAdditivelyLoadedScenes(uint sceneEventId)
|
|
{
|
|
// Unload all additive scenes while making sure we don't try to unload the base scene ( loaded in single mode ).
|
|
var currentActiveScene = SceneManager.GetActiveScene();
|
|
foreach (var keyHandleEntry in ScenesLoaded)
|
|
{
|
|
// Validate the scene as well as ignore the DDOL (which will have a negative buildIndex)
|
|
if (currentActiveScene.name != keyHandleEntry.Value.name && keyHandleEntry.Value.buildIndex >= 0)
|
|
{
|
|
var sceneUnload = SceneManagerHandler.UnloadSceneAsync(keyHandleEntry.Value,
|
|
new ISceneManagerHandler.SceneEventAction() { SceneEventId = sceneEventId, EventAction = EmptySceneUnloadedOperation });
|
|
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
AsyncOperation = sceneUnload,
|
|
SceneEventType = SceneEventType.Unload,
|
|
SceneName = keyHandleEntry.Value.name,
|
|
LoadSceneMode = LoadSceneMode.Additive, // The only scenes unloaded are scenes that were additively loaded
|
|
ClientId = m_NetworkManager.ServerClientId
|
|
});
|
|
}
|
|
}
|
|
// clear out our scenes loaded list
|
|
ScenesLoaded.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// <b>Server side:</b>
|
|
/// Loads the scene name in either additive or single loading mode.
|
|
/// When applicable, the <see cref="AsyncOperation"/> is delivered within the <see cref="SceneEvent"/> via <see cref="OnSceneEvent"/>
|
|
/// </summary>
|
|
/// <param name="sceneName">the name of the scene to be loaded</param>
|
|
/// <returns><see cref="SceneEventProgressStatus"/> (<see cref="SceneEventProgressStatus.Started"/> means it was successful)</returns>
|
|
public SceneEventProgressStatus LoadScene(string sceneName, LoadSceneMode loadSceneMode)
|
|
{
|
|
var sceneEventProgress = ValidateSceneEventLoading(sceneName);
|
|
if (sceneEventProgress.Status != SceneEventProgressStatus.Started)
|
|
{
|
|
return sceneEventProgress.Status;
|
|
}
|
|
|
|
// This will be the message we send to everyone when this scene event sceneEventProgress is complete
|
|
sceneEventProgress.SceneEventType = SceneEventType.LoadEventCompleted;
|
|
sceneEventProgress.LoadSceneMode = loadSceneMode;
|
|
|
|
var sceneEventData = BeginSceneEvent();
|
|
|
|
// Now set up the current scene event
|
|
sceneEventData.SceneEventProgressId = sceneEventProgress.Guid;
|
|
sceneEventData.SceneEventType = SceneEventType.Load;
|
|
sceneEventData.SceneHash = SceneHashFromNameOrPath(sceneName);
|
|
sceneEventData.LoadSceneMode = loadSceneMode;
|
|
|
|
// This both checks to make sure the scene is valid and if not resets the active scene event
|
|
m_IsSceneEventActive = ValidateSceneBeforeLoading(sceneEventData.SceneHash, loadSceneMode);
|
|
if (!m_IsSceneEventActive)
|
|
{
|
|
EndSceneEvent(sceneEventData.SceneEventId);
|
|
return SceneEventProgressStatus.SceneFailedVerification;
|
|
}
|
|
|
|
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
|
|
{
|
|
// Destroy current scene objects before switching.
|
|
m_NetworkManager.SpawnManager.ServerDestroySpawnedSceneObjects();
|
|
|
|
// Preserve the objects that should not be destroyed during the scene event
|
|
MoveObjectsToDontDestroyOnLoad();
|
|
|
|
// Now Unload all currently additively loaded scenes
|
|
UnloadAdditivelyLoadedScenes(sceneEventData.SceneEventId);
|
|
}
|
|
|
|
// Now start loading the scene
|
|
var sceneLoad = SceneManagerHandler.LoadSceneAsync(sceneName, loadSceneMode,
|
|
new ISceneManagerHandler.SceneEventAction() { SceneEventId = sceneEventData.SceneEventId, EventAction = OnSceneLoaded });
|
|
|
|
sceneEventProgress.SetSceneLoadOperation(sceneLoad);
|
|
|
|
// Notify the local server that a scene loading event has begun
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
AsyncOperation = sceneLoad,
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = sceneName,
|
|
ClientId = m_NetworkManager.ServerClientId
|
|
});
|
|
|
|
OnLoad?.Invoke(m_NetworkManager.ServerClientId, sceneName, sceneEventData.LoadSceneMode, sceneLoad);
|
|
|
|
//Return our scene progress instance
|
|
return sceneEventProgress.Status;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client Side:
|
|
/// Handles both forms of scene loading
|
|
/// </summary>
|
|
/// <param name="objectStream">Stream data associated with the event</param>
|
|
private void OnClientSceneLoadingEvent(uint sceneEventId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
var sceneName = SceneNameFromHash(sceneEventData.SceneHash);
|
|
|
|
// Run scene validation before loading a scene
|
|
if (!ValidateSceneBeforeLoading(sceneEventData.SceneHash, sceneEventData.LoadSceneMode))
|
|
{
|
|
EndSceneEvent(sceneEventId);
|
|
return;
|
|
}
|
|
|
|
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
|
|
{
|
|
// Move ALL NetworkObjects to the temp scene
|
|
MoveObjectsToDontDestroyOnLoad();
|
|
|
|
// Now Unload all currently additively loaded scenes
|
|
UnloadAdditivelyLoadedScenes(sceneEventData.SceneEventId);
|
|
}
|
|
|
|
// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
|
|
// they need to be moved into the do not destroy temporary scene
|
|
// When it is set: Just before starting the asynchronous loading call
|
|
// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
|
|
// not destroy temporary scene are moved into the active scene
|
|
// TODO: When Snapshot scene spawning is enabled this needs to be removed.
|
|
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
|
|
{
|
|
IsSpawnedObjectsPendingInDontDestroyOnLoad = true;
|
|
}
|
|
|
|
var sceneLoad = SceneManagerHandler.LoadSceneAsync(sceneName, sceneEventData.LoadSceneMode,
|
|
new ISceneManagerHandler.SceneEventAction() { SceneEventId = sceneEventId, EventAction = OnSceneLoaded });
|
|
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
AsyncOperation = sceneLoad,
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = sceneName,
|
|
ClientId = m_NetworkManager.LocalClientId
|
|
});
|
|
|
|
OnLoad?.Invoke(m_NetworkManager.LocalClientId, sceneName, sceneEventData.LoadSceneMode, sceneLoad);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Client and Server:
|
|
/// Generic on scene loaded callback method to be called upon a scene loading
|
|
/// </summary>
|
|
private void OnSceneLoaded(uint sceneEventId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
var nextScene = GetAndAddNewlyLoadedSceneByName(SceneNameFromHash(sceneEventData.SceneHash));
|
|
if (!nextScene.isLoaded || !nextScene.IsValid())
|
|
{
|
|
throw new Exception($"Failed to find valid scene internal Unity.Netcode for {nameof(GameObject)}s error!");
|
|
}
|
|
|
|
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
|
|
{
|
|
SceneManager.SetActiveScene(nextScene);
|
|
}
|
|
|
|
//Get all NetworkObjects loaded by the scene
|
|
PopulateScenePlacedObjects(nextScene);
|
|
|
|
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
|
|
{
|
|
// Move all objects to the new scene
|
|
MoveObjectsFromDontDestroyOnLoadToScene(nextScene);
|
|
}
|
|
|
|
// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
|
|
// they need to be moved into the do not destroy temporary scene
|
|
// When it is set: Just before starting the asynchronous loading call
|
|
// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
|
|
// not destroy temporary scene are moved into the active scene
|
|
IsSpawnedObjectsPendingInDontDestroyOnLoad = false;
|
|
|
|
if (m_NetworkManager.IsServer)
|
|
{
|
|
OnServerLoadedScene(sceneEventId, nextScene);
|
|
}
|
|
else
|
|
{
|
|
// For the client, we make a server scene handle to client scene handle look up table
|
|
if (!ServerSceneHandleToClientSceneHandle.ContainsKey(sceneEventData.SceneHandle))
|
|
{
|
|
ServerSceneHandleToClientSceneHandle.Add(sceneEventData.SceneHandle, nextScene.handle);
|
|
}
|
|
else
|
|
{
|
|
// If the exact same handle exists then there are problems with using handles
|
|
throw new Exception($"Server Scene Handle ({sceneEventData.SceneHandle}) already exist! Happened during scene load of {nextScene.name} with Client Handle ({nextScene.handle})");
|
|
}
|
|
|
|
OnClientLoadedScene(sceneEventId, nextScene);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server side:
|
|
/// On scene loaded callback method invoked by OnSceneLoading only
|
|
/// </summary>
|
|
private void OnServerLoadedScene(uint sceneEventId, Scene scene)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
// Register in-scene placed NetworkObjects with spawn manager
|
|
foreach (var keyValuePairByGlobalObjectIdHash in ScenePlacedObjects)
|
|
{
|
|
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
|
|
{
|
|
if (!keyValuePairBySceneHandle.Value.IsPlayerObject)
|
|
{
|
|
m_NetworkManager.SpawnManager.SpawnNetworkObjectLocally(keyValuePairBySceneHandle.Value, m_NetworkManager.SpawnManager.GetNetworkObjectId(), true, false, null, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set the server's scene's handle so the client can build a look up table
|
|
sceneEventData.SceneHandle = scene.handle;
|
|
|
|
// Send all clients the scene load event
|
|
for (int j = 0; j < m_NetworkManager.ConnectedClientsList.Count; j++)
|
|
{
|
|
var clientId = m_NetworkManager.ConnectedClientsList[j].ClientId;
|
|
if (clientId != m_NetworkManager.ServerClientId)
|
|
{
|
|
sceneEventData.TargetClientId = clientId;
|
|
var message = new SceneEventMessage
|
|
{
|
|
EventData = sceneEventData
|
|
};
|
|
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, clientId);
|
|
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEventData.SceneEventType, scene.name, size);
|
|
}
|
|
}
|
|
|
|
m_IsSceneEventActive = false;
|
|
//First, notify local server that the scene was loaded
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = SceneEventType.LoadComplete,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
|
|
ClientId = m_NetworkManager.ServerClientId,
|
|
Scene = scene,
|
|
});
|
|
|
|
OnLoadComplete?.Invoke(m_NetworkManager.ServerClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
|
|
|
|
//Second, only if we are a host do we want register having loaded for the associated SceneEventProgress
|
|
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && m_NetworkManager.IsHost)
|
|
{
|
|
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].AddClientAsDone(m_NetworkManager.ServerClientId);
|
|
}
|
|
EndSceneEvent(sceneEventId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client side:
|
|
/// On scene loaded callback method invoked by OnSceneLoading only
|
|
/// </summary>
|
|
private void OnClientLoadedScene(uint sceneEventId, Scene scene)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
sceneEventData.DeserializeScenePlacedObjects();
|
|
|
|
sceneEventData.SceneEventType = SceneEventType.LoadComplete;
|
|
SendSceneEventData(sceneEventId, new ulong[] { m_NetworkManager.ServerClientId });
|
|
m_IsSceneEventActive = false;
|
|
|
|
// Notify local client that the scene was loaded
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = SceneEventType.LoadComplete,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
|
|
ClientId = m_NetworkManager.LocalClientId,
|
|
Scene = scene,
|
|
});
|
|
|
|
OnLoadComplete?.Invoke(m_NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
|
|
|
|
EndSceneEvent(sceneEventId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server Side:
|
|
/// This is used for players that have just had their connection approved and will assure they are synchronized
|
|
/// properly if they are late joining
|
|
/// Note: We write out all of the scenes to be loaded first and then all of the NetworkObjects that need to be
|
|
/// synchronized.
|
|
/// </summary>
|
|
/// <param name="clientId">newly joined client identifier</param>
|
|
internal void SynchronizeNetworkObjects(ulong clientId)
|
|
{
|
|
// Update the clients
|
|
m_NetworkManager.SpawnManager.UpdateObservedNetworkObjects(clientId);
|
|
|
|
var sceneEventData = BeginSceneEvent();
|
|
|
|
sceneEventData.InitializeForSynch();
|
|
sceneEventData.TargetClientId = clientId;
|
|
sceneEventData.LoadSceneMode = ClientSynchronizationMode;
|
|
var activeScene = SceneManager.GetActiveScene();
|
|
sceneEventData.SceneEventType = SceneEventType.Synchronize;
|
|
|
|
// Organize how (and when) we serialize our NetworkObjects
|
|
for (int i = 0; i < SceneManager.sceneCount; i++)
|
|
{
|
|
var scene = SceneManager.GetSceneAt(i);
|
|
|
|
var sceneHash = SceneHashFromNameOrPath(scene.path);
|
|
|
|
// This would depend upon whether we are additive or not
|
|
// If we are the base scene, then we set the root scene index;
|
|
if (activeScene == scene)
|
|
{
|
|
if (!ValidateSceneBeforeLoading(sceneHash, sceneEventData.LoadSceneMode))
|
|
{
|
|
continue;
|
|
}
|
|
sceneEventData.SceneHash = sceneHash;
|
|
sceneEventData.SceneHandle = scene.handle;
|
|
}
|
|
else if (!ValidateSceneBeforeLoading(sceneHash, LoadSceneMode.Additive))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sceneEventData.AddSceneToSynchronize(sceneHash, scene.handle);
|
|
}
|
|
|
|
sceneEventData.AddSpawnedNetworkObjects();
|
|
|
|
var message = new SceneEventMessage
|
|
{
|
|
EventData = sceneEventData
|
|
};
|
|
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, clientId);
|
|
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEventData.SceneEventType, "", size);
|
|
|
|
// Notify the local server that the client has been sent the synchronize event
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
ClientId = clientId
|
|
});
|
|
|
|
OnSynchronize?.Invoke(clientId);
|
|
|
|
EndSceneEvent(sceneEventData.SceneEventId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the client receives the <see cref="SceneEventType.Synchronize"/> event
|
|
/// Note: This can recurse one additional time by the client if the current scene loaded by the client
|
|
/// is already loaded.
|
|
/// </summary>
|
|
private void OnClientBeginSync(uint sceneEventId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
var sceneHash = sceneEventData.GetNextSceneSynchronizationHash();
|
|
var sceneHandle = sceneEventData.GetNextSceneSynchronizationHandle();
|
|
var sceneName = SceneNameFromHash(sceneHash);
|
|
var activeScene = SceneManager.GetActiveScene();
|
|
|
|
var loadSceneMode = sceneHash == sceneEventData.SceneHash ? sceneEventData.LoadSceneMode : LoadSceneMode.Additive;
|
|
|
|
// Always check to see if the scene needs to be validated
|
|
if (!ValidateSceneBeforeLoading(sceneHash, loadSceneMode))
|
|
{
|
|
EndSceneEvent(sceneEventId);
|
|
return;
|
|
}
|
|
|
|
// If this is the beginning of the synchronization event, then send client a notification that synchronization has begun
|
|
if (sceneHash == sceneEventData.SceneHash)
|
|
{
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = SceneEventType.Synchronize,
|
|
ClientId = m_NetworkManager.LocalClientId,
|
|
});
|
|
|
|
OnSynchronize?.Invoke(m_NetworkManager.LocalClientId);
|
|
|
|
// Clear the in-scene placed NetworkObjects when we load the first scene in our synchronization process
|
|
ScenePlacedObjects.Clear();
|
|
}
|
|
|
|
// Store the sceneHandle and hash
|
|
sceneEventData.ClientSceneHandle = sceneHandle;
|
|
sceneEventData.ClientSceneHash = sceneHash;
|
|
|
|
var shouldPassThrough = false;
|
|
var sceneLoad = (AsyncOperation)null;
|
|
|
|
// Check to see if the client already has loaded the scene to be loaded
|
|
if (sceneName == activeScene.name)
|
|
{
|
|
// If the client is already in the same scene, then pass through and
|
|
// don't try to reload it.
|
|
shouldPassThrough = true;
|
|
}
|
|
|
|
if (!shouldPassThrough)
|
|
{
|
|
// If not, then load the scene
|
|
sceneLoad = SceneManagerHandler.LoadSceneAsync(sceneName, loadSceneMode,
|
|
new ISceneManagerHandler.SceneEventAction() { SceneEventId = sceneEventId, EventAction = ClientLoadedSynchronization });
|
|
|
|
// Notify local client that a scene load has begun
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
AsyncOperation = sceneLoad,
|
|
SceneEventType = SceneEventType.Load,
|
|
LoadSceneMode = loadSceneMode,
|
|
SceneName = sceneName,
|
|
ClientId = m_NetworkManager.LocalClientId,
|
|
});
|
|
|
|
OnLoad?.Invoke(m_NetworkManager.LocalClientId, sceneName, loadSceneMode, sceneLoad);
|
|
}
|
|
else
|
|
{
|
|
// If so, then pass through
|
|
ClientLoadedSynchronization(sceneEventId);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Once a scene is loaded ( or if it was already loaded) this gets called.
|
|
/// This handles all of the in-scene and dynamically spawned NetworkObject synchronization
|
|
/// </summary>
|
|
/// <param name="sceneIndex">Netcode scene index that was loaded</param>
|
|
private void ClientLoadedSynchronization(uint sceneEventId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
var sceneName = SceneNameFromHash(sceneEventData.ClientSceneHash);
|
|
var nextScene = GetAndAddNewlyLoadedSceneByName(sceneName);
|
|
|
|
if (!nextScene.isLoaded || !nextScene.IsValid())
|
|
{
|
|
throw new Exception($"Failed to find valid scene internal Unity.Netcode for {nameof(GameObject)}s error!");
|
|
}
|
|
|
|
var loadSceneMode = (sceneEventData.ClientSceneHash == sceneEventData.SceneHash ? sceneEventData.LoadSceneMode : LoadSceneMode.Additive);
|
|
|
|
// For now, during a synchronization event, we will make the first scene the "base/master" scene that denotes a "complete scene switch"
|
|
if (loadSceneMode == LoadSceneMode.Single)
|
|
{
|
|
SceneManager.SetActiveScene(nextScene);
|
|
}
|
|
|
|
if (!ServerSceneHandleToClientSceneHandle.ContainsKey(sceneEventData.ClientSceneHandle))
|
|
{
|
|
ServerSceneHandleToClientSceneHandle.Add(sceneEventData.ClientSceneHandle, nextScene.handle);
|
|
}
|
|
else
|
|
{
|
|
// If the exact same handle exists then there are problems with using handles
|
|
throw new Exception($"Server Scene Handle ({sceneEventData.SceneHandle}) already exist! Happened during scene load of {nextScene.name} with Client Handle ({nextScene.handle})");
|
|
}
|
|
|
|
// Apply all in-scene placed NetworkObjects loaded by the scene
|
|
PopulateScenePlacedObjects(nextScene, false);
|
|
|
|
// Send notification back to server that we finished loading this scene
|
|
var responseSceneEventData = BeginSceneEvent();
|
|
responseSceneEventData.LoadSceneMode = loadSceneMode;
|
|
responseSceneEventData.SceneEventType = SceneEventType.LoadComplete;
|
|
responseSceneEventData.SceneHash = sceneEventData.ClientSceneHash;
|
|
|
|
|
|
var message = new SceneEventMessage
|
|
{
|
|
EventData = responseSceneEventData
|
|
};
|
|
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, m_NetworkManager.ServerClientId);
|
|
|
|
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(m_NetworkManager.ServerClientId, (uint)responseSceneEventData.SceneEventType, sceneName, size);
|
|
|
|
EndSceneEvent(responseSceneEventData.SceneEventId);
|
|
|
|
// Send notification to local client that the scene has finished loading
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = SceneEventType.LoadComplete,
|
|
LoadSceneMode = loadSceneMode,
|
|
SceneName = sceneName,
|
|
Scene = nextScene,
|
|
ClientId = m_NetworkManager.LocalClientId,
|
|
});
|
|
|
|
OnLoadComplete?.Invoke(m_NetworkManager.LocalClientId, sceneName, loadSceneMode);
|
|
|
|
// Check to see if we still have scenes to load and synchronize with
|
|
HandleClientSceneEvent(sceneEventId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client Side:
|
|
/// Handles incoming Scene_Event messages for clients
|
|
/// </summary>
|
|
/// <param name="stream">data associated with the event</param>
|
|
private void HandleClientSceneEvent(uint sceneEventId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
switch (sceneEventData.SceneEventType)
|
|
{
|
|
case SceneEventType.Load:
|
|
{
|
|
OnClientSceneLoadingEvent(sceneEventId);
|
|
break;
|
|
}
|
|
case SceneEventType.Unload:
|
|
{
|
|
OnClientUnloadScene(sceneEventId);
|
|
break;
|
|
}
|
|
case SceneEventType.Synchronize:
|
|
{
|
|
if (!sceneEventData.IsDoneWithSynchronization())
|
|
{
|
|
OnClientBeginSync(sceneEventId);
|
|
}
|
|
else
|
|
{
|
|
// Include anything in the DDOL scene
|
|
PopulateScenePlacedObjects(DontDestroyOnLoadScene, false);
|
|
// Synchronize the NetworkObjects for this scene
|
|
sceneEventData.SynchronizeSceneNetworkObjects(m_NetworkManager);
|
|
|
|
sceneEventData.SceneEventType = SceneEventType.SynchronizeComplete;
|
|
SendSceneEventData(sceneEventId, new ulong[] { m_NetworkManager.ServerClientId });
|
|
|
|
// All scenes are synchronized, let the server know we are done synchronizing
|
|
m_NetworkManager.IsConnectedClient = true;
|
|
|
|
// Client is now synchronized and fully "connected". This also means the client can send "RPCs" at this time
|
|
m_NetworkManager.InvokeOnClientConnectedCallback(m_NetworkManager.LocalClientId);
|
|
|
|
// Notify the client that they have finished synchronizing
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
ClientId = m_NetworkManager.LocalClientId, // Client sent this to the server
|
|
});
|
|
|
|
OnSynchronizeComplete?.Invoke(m_NetworkManager.LocalClientId);
|
|
|
|
EndSceneEvent(sceneEventId);
|
|
}
|
|
break;
|
|
}
|
|
case SceneEventType.ReSynchronize:
|
|
{
|
|
// Notify the local client that they have been re-synchronized after being synchronized with an in progress game session
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
ClientId = m_NetworkManager.ServerClientId, // Server sent this to client
|
|
});
|
|
|
|
EndSceneEvent(sceneEventId);
|
|
break;
|
|
}
|
|
case SceneEventType.LoadEventCompleted:
|
|
case SceneEventType.UnloadEventCompleted:
|
|
{
|
|
// Notify the local client that all clients have finished loading or unloading
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
|
|
ClientId = m_NetworkManager.ServerClientId,
|
|
ClientsThatCompleted = sceneEventData.ClientsCompleted,
|
|
ClientsThatTimedOut = sceneEventData.ClientsTimedOut,
|
|
});
|
|
|
|
if (sceneEventData.SceneEventType == SceneEventType.LoadEventCompleted)
|
|
{
|
|
OnLoadEventCompleted?.Invoke(SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
|
|
}
|
|
else
|
|
{
|
|
OnUnloadEventCompleted?.Invoke(SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
|
|
}
|
|
|
|
EndSceneEvent(sceneEventId);
|
|
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
Debug.LogWarning($"{sceneEventData.SceneEventType} is not currently supported!");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server Side:
|
|
/// Handles incoming Scene_Event messages for host or server
|
|
/// </summary>
|
|
private void HandleServerSceneEvent(uint sceneEventId, ulong clientId)
|
|
{
|
|
var sceneEventData = SceneEventDataStore[sceneEventId];
|
|
switch (sceneEventData.SceneEventType)
|
|
{
|
|
case SceneEventType.LoadComplete:
|
|
{
|
|
// Notify the local server that the client has finished loading a scene
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
|
|
ClientId = clientId
|
|
});
|
|
|
|
OnLoadComplete?.Invoke(clientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
|
|
|
|
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId))
|
|
{
|
|
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].AddClientAsDone(clientId);
|
|
}
|
|
EndSceneEvent(sceneEventId);
|
|
break;
|
|
}
|
|
case SceneEventType.UnloadComplete:
|
|
{
|
|
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId))
|
|
{
|
|
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].AddClientAsDone(clientId);
|
|
}
|
|
// Notify the local server that the client has finished unloading a scene
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
LoadSceneMode = sceneEventData.LoadSceneMode,
|
|
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
|
|
ClientId = clientId
|
|
});
|
|
|
|
OnUnloadComplete?.Invoke(clientId, SceneNameFromHash(sceneEventData.SceneHash));
|
|
|
|
EndSceneEvent(sceneEventId);
|
|
break;
|
|
}
|
|
case SceneEventType.SynchronizeComplete:
|
|
{
|
|
// Notify the local server that a client has finished synchronizing
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
SceneName = string.Empty,
|
|
ClientId = clientId
|
|
});
|
|
|
|
OnSynchronizeComplete?.Invoke(clientId);
|
|
|
|
// We now can call the client connected callback on the server at this time
|
|
// This assures the client is fully synchronized with all loaded scenes and
|
|
// NetworkObjects
|
|
m_NetworkManager.InvokeOnClientConnectedCallback(clientId);
|
|
|
|
// TODO: This check and associated code can be removed once we determine all
|
|
// snapshot destroy messages are being updated until the server receives ACKs
|
|
if (sceneEventData.ClientNeedsReSynchronization() && !DisableReSynchronization)
|
|
{
|
|
sceneEventData.SceneEventType = SceneEventType.ReSynchronize;
|
|
SendSceneEventData(sceneEventId, new ulong[] { clientId });
|
|
|
|
OnSceneEvent?.Invoke(new SceneEvent()
|
|
{
|
|
SceneEventType = sceneEventData.SceneEventType,
|
|
SceneName = string.Empty,
|
|
ClientId = clientId
|
|
});
|
|
}
|
|
EndSceneEvent(sceneEventId);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
Debug.LogWarning($"{sceneEventData.SceneEventType} is not currently supported!");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Both Client and Server: Incoming scene event entry point
|
|
/// </summary>
|
|
/// <param name="clientId">client who sent the scene event</param>
|
|
/// <param name="reader">data associated with the scene event</param>
|
|
internal void HandleSceneEvent(ulong clientId, FastBufferReader reader)
|
|
{
|
|
if (m_NetworkManager != null)
|
|
{
|
|
var sceneEventData = BeginSceneEvent();
|
|
|
|
sceneEventData.Deserialize(reader);
|
|
|
|
m_NetworkManager.NetworkMetrics.TrackSceneEventReceived(
|
|
clientId, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), reader.Length);
|
|
|
|
if (sceneEventData.IsSceneEventClientSide())
|
|
{
|
|
HandleClientSceneEvent(sceneEventData.SceneEventId);
|
|
}
|
|
else
|
|
{
|
|
HandleServerSceneEvent(sceneEventData.SceneEventId, clientId);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError($"{nameof(NetworkSceneManager.HandleSceneEvent)} was invoked but {nameof(NetworkManager)} reference was null!");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves all NetworkObjects that don't have the <see cref="NetworkObject.DestroyWithScene"/> set to
|
|
/// the "Do not destroy on load" scene.
|
|
/// </summary>
|
|
internal void MoveObjectsToDontDestroyOnLoad()
|
|
{
|
|
// Move ALL NetworkObjects marked to persist scene transitions into the DDOL scene
|
|
var objectsToKeep = new HashSet<NetworkObject>(m_NetworkManager.SpawnManager.SpawnedObjectsList);
|
|
foreach (var sobj in objectsToKeep)
|
|
{
|
|
if (sobj == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!sobj.DestroyWithScene || sobj.gameObject.scene == DontDestroyOnLoadScene)
|
|
{
|
|
// Only move dynamically spawned network objects with no parent as child objects will follow
|
|
if (sobj.gameObject.transform.parent == null && sobj.IsSceneObject != null && !sobj.IsSceneObject.Value)
|
|
{
|
|
UnityEngine.Object.DontDestroyOnLoad(sobj.gameObject);
|
|
}
|
|
}
|
|
else if (m_NetworkManager.IsServer)
|
|
{
|
|
sobj.Despawn();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Should be invoked on both the client and server side after:
|
|
/// -- A new scene has been loaded
|
|
/// -- Before any "DontDestroyOnLoad" NetworkObjects have been added back into the scene.
|
|
/// Added the ability to choose not to clear the scene placed objects for additive scene loading.
|
|
/// We organize our ScenePlacedObjects by:
|
|
/// [GlobalObjectIdHash][SceneHandle][NetworkObject]
|
|
/// Using the local scene relative Scene.handle as a sub-key to the root dictionary allows us to
|
|
/// distinguish between duplicate in-scene placed NetworkObjects
|
|
/// </summary>
|
|
private void PopulateScenePlacedObjects(Scene sceneToFilterBy, bool clearScenePlacedObjects = true)
|
|
{
|
|
if (clearScenePlacedObjects)
|
|
{
|
|
ScenePlacedObjects.Clear();
|
|
}
|
|
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
|
|
|
|
// Just add every NetworkObject found that isn't already in the list
|
|
// With additive scenes, we can have multiple in-scene placed NetworkObjects with the same GlobalObjectIdHash value
|
|
// During Client Side Synchronization: We add them on a FIFO basis, for each scene loaded without clearing, and then
|
|
// at the end of scene loading we use this list to soft synchronize all in-scene placed NetworkObjects
|
|
foreach (var networkObjectInstance in networkObjects)
|
|
{
|
|
// We check to make sure the NetworkManager instance is the same one to be "NetcodeIntegrationTestHelpers" compatible and filter the list on a per scene basis (additive scenes)
|
|
if (networkObjectInstance.IsSceneObject == null && networkObjectInstance.NetworkManager == m_NetworkManager && networkObjectInstance.gameObject.scene == sceneToFilterBy &&
|
|
networkObjectInstance.gameObject.scene.handle == sceneToFilterBy.handle)
|
|
{
|
|
if (!ScenePlacedObjects.ContainsKey(networkObjectInstance.GlobalObjectIdHash))
|
|
{
|
|
ScenePlacedObjects.Add(networkObjectInstance.GlobalObjectIdHash, new Dictionary<int, NetworkObject>());
|
|
}
|
|
|
|
if (!ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash].ContainsKey(networkObjectInstance.gameObject.scene.handle))
|
|
{
|
|
ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash].Add(networkObjectInstance.gameObject.scene.handle, networkObjectInstance);
|
|
}
|
|
else
|
|
{
|
|
var exitingEntryName = ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash][networkObjectInstance.gameObject.scene.handle] != null ?
|
|
ScenePlacedObjects[networkObjectInstance.GlobalObjectIdHash][networkObjectInstance.gameObject.scene.handle].name : "Null Entry";
|
|
throw new Exception($"{networkObjectInstance.name} tried to registered with {nameof(ScenePlacedObjects)} which already contains " +
|
|
$"the same {nameof(NetworkObject.GlobalObjectIdHash)} value {networkObjectInstance.GlobalObjectIdHash} for {exitingEntryName}!");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves all spawned NetworkObjects (from do not destroy on load) to the scene specified
|
|
/// </summary>
|
|
/// <param name="scene">scene to move the NetworkObjects to</param>
|
|
internal void MoveObjectsFromDontDestroyOnLoadToScene(Scene scene)
|
|
{
|
|
// Move ALL NetworkObjects to the temp scene
|
|
var objectsToKeep = m_NetworkManager.SpawnManager.SpawnedObjectsList;
|
|
|
|
foreach (var sobj in objectsToKeep)
|
|
{
|
|
if (sobj == null)
|
|
{
|
|
continue;
|
|
}
|
|
// If it is in the DDOL then
|
|
if (sobj.gameObject.scene == DontDestroyOnLoadScene)
|
|
{
|
|
// only move dynamically spawned network objects, with no parent as child objects will follow,
|
|
// back into the currently active scene
|
|
if (sobj.gameObject.transform.parent == null && sobj.IsSceneObject != null && !sobj.IsSceneObject.Value)
|
|
{
|
|
SceneManager.MoveGameObjectToScene(sobj.gameObject, scene);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|