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)
873 lines
36 KiB
C#
873 lines
36 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Class that handles object spawning
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/// </summary>
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public class NetworkSpawnManager
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{
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/// <summary>
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/// The currently spawned objects
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/// </summary>
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public readonly Dictionary<ulong, NetworkObject> SpawnedObjects = new Dictionary<ulong, NetworkObject>();
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/// <summary>
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/// A list of the spawned objects
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/// </summary>
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public readonly HashSet<NetworkObject> SpawnedObjectsList = new HashSet<NetworkObject>();
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private struct TriggerData
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{
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public FastBufferReader Reader;
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public MessageHeader Header;
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public ulong SenderId;
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public float Timestamp;
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public int SerializedHeaderSize;
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}
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private struct TriggerInfo
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{
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public float Expiry;
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public NativeList<TriggerData> TriggerData;
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}
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private readonly Dictionary<ulong, TriggerInfo> m_Triggers = new Dictionary<ulong, TriggerInfo>();
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/// <summary>
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/// Gets the NetworkManager associated with this SpawnManager.
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/// </summary>
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public NetworkManager NetworkManager { get; }
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internal NetworkSpawnManager(NetworkManager networkManager)
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{
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NetworkManager = networkManager;
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}
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internal readonly Queue<ReleasedNetworkId> ReleasedNetworkObjectIds = new Queue<ReleasedNetworkId>();
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private ulong m_NetworkObjectIdCounter;
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// A list of target ClientId, use when sending despawn commands. Kept as a member to reduce memory allocations
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private List<ulong> m_TargetClientIds = new List<ulong>();
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internal ulong GetNetworkObjectId()
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{
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if (ReleasedNetworkObjectIds.Count > 0 && NetworkManager.NetworkConfig.RecycleNetworkIds && (Time.unscaledTime - ReleasedNetworkObjectIds.Peek().ReleaseTime) >= NetworkManager.NetworkConfig.NetworkIdRecycleDelay)
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{
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return ReleasedNetworkObjectIds.Dequeue().NetworkId;
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}
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m_NetworkObjectIdCounter++;
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return m_NetworkObjectIdCounter;
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}
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/// <summary>
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/// Returns the local player object or null if one does not exist
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/// </summary>
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/// <returns>The local player object or null if one does not exist</returns>
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public NetworkObject GetLocalPlayerObject()
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{
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return GetPlayerNetworkObject(NetworkManager.LocalClientId);
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}
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/// <summary>
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/// Returns the player object with a given clientId or null if one does not exist. This is only valid server side.
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/// </summary>
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/// <returns>The player object with a given clientId or null if one does not exist</returns>
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public NetworkObject GetPlayerNetworkObject(ulong clientId)
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{
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if (!NetworkManager.IsServer && NetworkManager.LocalClientId != clientId)
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{
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throw new NotServerException("Only the server can find player objects from other clients.");
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}
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if (TryGetNetworkClient(clientId, out NetworkClient networkClient))
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{
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return networkClient.PlayerObject;
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}
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return null;
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}
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/// <summary>
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/// Defers processing of a message until the moment a specific networkObjectId is spawned.
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/// This is to handle situations where an RPC or other object-specific message arrives before the spawn does,
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/// either due to it being requested in OnNetworkSpawn before the spawn call has been executed, or with
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/// snapshot spawns enabled where the spawn is sent unreliably and not until the end of the frame.
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///
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/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
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/// without the requested object ID being spawned, the triggers for it are automatically deleted.
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/// </summary>
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internal unsafe void TriggerOnSpawn(ulong networkObjectId, FastBufferReader reader, ref NetworkContext context)
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{
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if (!m_Triggers.ContainsKey(networkObjectId))
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{
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m_Triggers[networkObjectId] = new TriggerInfo
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{
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Expiry = Time.realtimeSinceStartup + 1,
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TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
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};
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}
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m_Triggers[networkObjectId].TriggerData.Add(new TriggerData
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{
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Reader = new FastBufferReader(reader.GetUnsafePtr(), Allocator.Persistent, reader.Length),
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Header = context.Header,
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Timestamp = context.Timestamp,
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SenderId = context.SenderId,
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SerializedHeaderSize = context.SerializedHeaderSize
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});
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}
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/// <summary>
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/// Cleans up any trigger that's existed for more than a second.
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/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
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/// </summary>
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internal unsafe void CleanupStaleTriggers()
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{
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ulong* staleKeys = stackalloc ulong[m_Triggers.Count()];
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int index = 0;
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foreach (var kvp in m_Triggers)
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{
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if (kvp.Value.Expiry < Time.realtimeSinceStartup)
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{
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staleKeys[index++] = kvp.Key;
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Deferred messages were received for {nameof(NetworkObject)} #{kvp.Key}, but it did not spawn within 1 second.");
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}
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foreach (var data in kvp.Value.TriggerData)
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{
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data.Reader.Dispose();
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}
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kvp.Value.TriggerData.Dispose();
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}
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}
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for (var i = 0; i < index; ++i)
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{
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m_Triggers.Remove(staleKeys[i]);
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}
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}
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/// <summary>
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/// Cleans up any trigger that's existed for more than a second.
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/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
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/// </summary>
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internal void CleanupAllTriggers()
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{
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foreach (var kvp in m_Triggers)
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{
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foreach (var data in kvp.Value.TriggerData)
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{
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data.Reader.Dispose();
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}
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kvp.Value.TriggerData.Dispose();
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}
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m_Triggers.Clear();
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}
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internal void RemoveOwnership(NetworkObject networkObject)
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{
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if (!NetworkManager.IsServer)
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{
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throw new NotServerException("Only the server can change ownership");
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}
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if (!networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is not spawned");
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}
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// If we made it here then we are the server and if the server is determined to already be the owner
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// then ignore the RemoveOwnership invocation.
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if (networkObject.OwnerClientId == NetworkManager.ServerClientId)
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{
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return;
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}
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// Make sure the connected client entry exists before trying to remove ownership.
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if (TryGetNetworkClient(networkObject.OwnerClientId, out NetworkClient networkClient))
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{
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for (int i = networkClient.OwnedObjects.Count - 1; i > -1; i--)
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{
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if (networkClient.OwnedObjects[i] == networkObject)
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{
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networkClient.OwnedObjects.RemoveAt(i);
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}
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}
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networkObject.OwnerClientIdInternal = null;
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var message = new ChangeOwnershipMessage
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{
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NetworkObjectId = networkObject.NetworkObjectId,
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OwnerClientId = networkObject.OwnerClientId
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};
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
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foreach (var client in NetworkManager.ConnectedClients)
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{
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NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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}
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else
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"No connected clients prior to removing ownership for {networkObject.name}. Make sure you are not initializing or shutting down when removing ownership.");
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}
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}
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}
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/// <summary>
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/// Helper function to get a network client for a clientId from the NetworkManager.
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/// On the server this will check the <see cref="NetworkManager.ConnectedClients"/> list.
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/// On a non-server this will check the <see cref="NetworkManager.LocalClient"/> only.
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/// </summary>
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/// <param name="clientId">The clientId for which to try getting the NetworkClient for.</param>
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/// <param name="networkClient">The found NetworkClient. Null if no client was found.</param>
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/// <returns>True if a NetworkClient with a matching id was found else false.</returns>
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private bool TryGetNetworkClient(ulong clientId, out NetworkClient networkClient)
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{
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if (NetworkManager.IsServer)
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{
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return NetworkManager.ConnectedClients.TryGetValue(clientId, out networkClient);
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}
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if (NetworkManager.LocalClient != null && clientId == NetworkManager.LocalClient.ClientId)
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{
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networkClient = NetworkManager.LocalClient;
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return true;
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}
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networkClient = null;
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return false;
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}
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internal void ChangeOwnership(NetworkObject networkObject, ulong clientId)
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{
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if (!NetworkManager.IsServer)
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{
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throw new NotServerException("Only the server can change ownership");
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}
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if (!networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is not spawned");
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}
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if (TryGetNetworkClient(networkObject.OwnerClientId, out NetworkClient networkClient))
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{
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for (int i = networkClient.OwnedObjects.Count - 1; i >= 0; i--)
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{
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if (networkClient.OwnedObjects[i] == networkObject)
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{
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networkClient.OwnedObjects.RemoveAt(i);
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}
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}
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networkClient.OwnedObjects.Add(networkObject);
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}
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networkObject.OwnerClientId = clientId;
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if (TryGetNetworkClient(clientId, out NetworkClient newNetworkClient))
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{
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newNetworkClient.OwnedObjects.Add(networkObject);
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}
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var message = new ChangeOwnershipMessage
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{
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NetworkObjectId = networkObject.NetworkObjectId,
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OwnerClientId = networkObject.OwnerClientId
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};
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var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
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foreach (var client in NetworkManager.ConnectedClients)
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{
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NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
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}
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}
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/// <summary>
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/// Should only run on the client
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/// </summary>
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internal NetworkObject CreateLocalNetworkObject(bool isSceneObject, uint globalObjectIdHash, ulong ownerClientId, ulong? parentNetworkId, Vector3? position, Quaternion? rotation, bool isReparented = false)
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{
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NetworkObject parentNetworkObject = null;
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if (parentNetworkId != null && !isReparented)
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{
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if (SpawnedObjects.TryGetValue(parentNetworkId.Value, out NetworkObject networkObject))
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{
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parentNetworkObject = networkObject;
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}
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else
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning("Cannot find parent. Parent objects always have to be spawned and replicated BEFORE the child");
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}
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}
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}
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if (!NetworkManager.NetworkConfig.EnableSceneManagement || !isSceneObject)
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{
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// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
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if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
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{
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// Let the handler spawn the NetworkObject
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var networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerClientId, position.GetValueOrDefault(Vector3.zero), rotation.GetValueOrDefault(Quaternion.identity));
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networkObject.NetworkManagerOwner = NetworkManager;
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if (parentNetworkObject != null)
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{
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networkObject.transform.SetParent(parentNetworkObject.transform, true);
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}
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if (NetworkSceneManager.IsSpawnedObjectsPendingInDontDestroyOnLoad)
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{
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UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
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}
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return networkObject;
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}
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else
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{
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// See if there is a valid registered NetworkPrefabOverrideLink associated with the provided prefabHash
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GameObject networkPrefabReference = null;
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if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash))
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{
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switch (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Override)
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{
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default:
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case NetworkPrefabOverride.None:
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networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Prefab;
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break;
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case NetworkPrefabOverride.Hash:
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case NetworkPrefabOverride.Prefab:
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networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].OverridingTargetPrefab;
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break;
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}
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}
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// If not, then there is an issue (user possibly didn't register the prefab properly?)
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if (networkPrefabReference == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogError($"Failed to create object locally. [{nameof(globalObjectIdHash)}={globalObjectIdHash}]. {nameof(NetworkPrefab)} could not be found. Is the prefab registered with {nameof(NetworkManager)}?");
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}
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return null;
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}
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// Otherwise, instantiate an instance of the NetworkPrefab linked to the prefabHash
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var networkObject = ((position == null && rotation == null) ? UnityEngine.Object.Instantiate(networkPrefabReference) : UnityEngine.Object.Instantiate(networkPrefabReference, position.GetValueOrDefault(Vector3.zero), rotation.GetValueOrDefault(Quaternion.identity))).GetComponent<NetworkObject>();
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networkObject.NetworkManagerOwner = NetworkManager;
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if (parentNetworkObject != null)
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{
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networkObject.transform.SetParent(parentNetworkObject.transform, true);
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}
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if (NetworkSceneManager.IsSpawnedObjectsPendingInDontDestroyOnLoad)
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{
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UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
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}
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return networkObject;
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}
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}
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else
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{
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var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash);
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if (networkObject == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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NetworkLog.LogError($"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure for Hash: {globalObjectIdHash}!");
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}
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return null;
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}
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if (parentNetworkObject != null)
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{
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networkObject.transform.SetParent(parentNetworkObject.transform, true);
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}
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return networkObject;
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}
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}
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// Ran on both server and client
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internal void SpawnNetworkObjectLocally(NetworkObject networkObject, ulong networkId, bool sceneObject, bool playerObject, ulong? ownerClientId, bool destroyWithScene)
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{
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if (networkObject == null)
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{
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throw new ArgumentNullException(nameof(networkObject), "Cannot spawn null object");
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}
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if (networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is already spawned");
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}
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if (!sceneObject)
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{
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var networkObjectChildren = networkObject.GetComponentsInChildren<NetworkObject>();
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if (networkObjectChildren.Length > 1)
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{
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Debug.LogError("Spawning NetworkObjects with nested NetworkObjects is only supported for scene objects. Child NetworkObjects will not be spawned over the network!");
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}
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}
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SpawnNetworkObjectLocallyCommon(networkObject, networkId, sceneObject, playerObject, ownerClientId, destroyWithScene);
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}
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// Ran on both server and client
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internal void SpawnNetworkObjectLocally(NetworkObject networkObject, in NetworkObject.SceneObject sceneObject,
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FastBufferReader variableData, bool destroyWithScene)
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{
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if (networkObject == null)
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{
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throw new ArgumentNullException(nameof(networkObject), "Cannot spawn null object");
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}
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if (networkObject.IsSpawned)
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{
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throw new SpawnStateException("Object is already spawned");
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}
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if (sceneObject.Header.HasNetworkVariables)
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{
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networkObject.SetNetworkVariableData(variableData);
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}
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SpawnNetworkObjectLocallyCommon(networkObject, sceneObject.Header.NetworkObjectId, sceneObject.Header.IsSceneObject, sceneObject.Header.IsPlayerObject, sceneObject.Header.OwnerClientId, destroyWithScene);
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}
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private void SpawnNetworkObjectLocallyCommon(NetworkObject networkObject, ulong networkId, bool sceneObject, bool playerObject, ulong? ownerClientId, bool destroyWithScene)
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{
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if (SpawnedObjects.ContainsKey(networkId))
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{
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Debug.LogWarning($"Trying to spawn {nameof(NetworkObject.NetworkObjectId)} {networkId} that already exists!");
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return;
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}
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// this initialization really should be at the bottom of the function
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networkObject.IsSpawned = true;
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// this initialization really should be at the top of this function. If and when we break the
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// NetworkVariable dependency on NetworkBehaviour, this otherwise creates problems because
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// SetNetworkVariableData above calls InitializeVariables, and the 'baked out' data isn't ready there;
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// the current design banks on getting the network behaviour set and then only reading from it
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// after the below initialization code. However cowardice compels me to hold off on moving this until
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// that commit
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networkObject.IsSceneObject = sceneObject;
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networkObject.NetworkObjectId = networkId;
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networkObject.DestroyWithScene = sceneObject || destroyWithScene;
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networkObject.OwnerClientIdInternal = ownerClientId;
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networkObject.IsPlayerObject = playerObject;
|
|
|
|
SpawnedObjects.Add(networkObject.NetworkObjectId, networkObject);
|
|
SpawnedObjectsList.Add(networkObject);
|
|
|
|
if (ownerClientId != null)
|
|
{
|
|
if (NetworkManager.IsServer)
|
|
{
|
|
if (playerObject)
|
|
{
|
|
NetworkManager.ConnectedClients[ownerClientId.Value].PlayerObject = networkObject;
|
|
}
|
|
else
|
|
{
|
|
NetworkManager.ConnectedClients[ownerClientId.Value].OwnedObjects.Add(networkObject);
|
|
}
|
|
}
|
|
else if (playerObject && ownerClientId.Value == NetworkManager.LocalClientId)
|
|
{
|
|
NetworkManager.LocalClient.PlayerObject = networkObject;
|
|
}
|
|
}
|
|
|
|
if (NetworkManager.IsServer)
|
|
{
|
|
for (int i = 0; i < NetworkManager.ConnectedClientsList.Count; i++)
|
|
{
|
|
if (networkObject.CheckObjectVisibility == null || networkObject.CheckObjectVisibility(NetworkManager.ConnectedClientsList[i].ClientId))
|
|
{
|
|
networkObject.Observers.Add(NetworkManager.ConnectedClientsList[i].ClientId);
|
|
}
|
|
}
|
|
}
|
|
|
|
networkObject.SetCachedParent(networkObject.transform.parent);
|
|
networkObject.ApplyNetworkParenting();
|
|
NetworkObject.CheckOrphanChildren();
|
|
|
|
networkObject.InvokeBehaviourNetworkSpawn();
|
|
|
|
// This must happen after InvokeBehaviourNetworkSpawn, otherwise ClientRPCs and other messages can be
|
|
// processed before the object is fully spawned. This must be the last thing done in the spawn process.
|
|
if (m_Triggers.ContainsKey(networkId))
|
|
{
|
|
var triggerInfo = m_Triggers[networkId];
|
|
foreach (var trigger in triggerInfo.TriggerData)
|
|
{
|
|
// Reader will be disposed within HandleMessage
|
|
NetworkManager.MessagingSystem.HandleMessage(trigger.Header, trigger.Reader, trigger.SenderId, trigger.Timestamp, trigger.SerializedHeaderSize);
|
|
}
|
|
|
|
triggerInfo.TriggerData.Dispose();
|
|
m_Triggers.Remove(networkId);
|
|
}
|
|
|
|
// propagate the IsSceneObject setting to child NetworkObjects
|
|
var children = networkObject.GetComponentsInChildren<NetworkObject>();
|
|
foreach (var childObject in children)
|
|
{
|
|
childObject.IsSceneObject = sceneObject;
|
|
}
|
|
}
|
|
|
|
internal void SendSpawnCallForObject(ulong clientId, NetworkObject networkObject)
|
|
{
|
|
if (!NetworkManager.NetworkConfig.UseSnapshotSpawn)
|
|
{
|
|
//Currently, if this is called and the clientId (destination) is the server's client Id, this case
|
|
//will be checked within the below Send function. To avoid unwarranted allocation of a PooledNetworkBuffer
|
|
//placing this check here. [NSS]
|
|
if (NetworkManager.IsServer && clientId == NetworkManager.ServerClientId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var message = new CreateObjectMessage
|
|
{
|
|
ObjectInfo = networkObject.GetMessageSceneObject(clientId)
|
|
};
|
|
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientId);
|
|
NetworkManager.NetworkMetrics.TrackObjectSpawnSent(clientId, networkObject, size);
|
|
|
|
networkObject.MarkVariablesDirty();
|
|
}
|
|
}
|
|
|
|
internal ulong? GetSpawnParentId(NetworkObject networkObject)
|
|
{
|
|
NetworkObject parentNetworkObject = null;
|
|
|
|
if (!networkObject.AlwaysReplicateAsRoot && networkObject.transform.parent != null)
|
|
{
|
|
parentNetworkObject = networkObject.transform.parent.GetComponent<NetworkObject>();
|
|
}
|
|
|
|
if (parentNetworkObject == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
return parentNetworkObject.NetworkObjectId;
|
|
}
|
|
|
|
internal void DespawnObject(NetworkObject networkObject, bool destroyObject = false)
|
|
{
|
|
if (!networkObject.IsSpawned)
|
|
{
|
|
throw new SpawnStateException("Object is not spawned");
|
|
}
|
|
|
|
if (!NetworkManager.IsServer)
|
|
{
|
|
throw new NotServerException("Only server can despawn objects");
|
|
}
|
|
|
|
OnDespawnObject(networkObject, destroyObject);
|
|
}
|
|
|
|
// Makes scene objects ready to be reused
|
|
internal void ServerResetShudownStateForSceneObjects()
|
|
{
|
|
foreach (var sobj in SpawnedObjectsList)
|
|
{
|
|
if ((sobj.IsSceneObject != null && sobj.IsSceneObject == true) || sobj.DestroyWithScene)
|
|
{
|
|
sobj.IsSpawned = false;
|
|
sobj.DestroyWithScene = false;
|
|
sobj.IsSceneObject = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets called only by NetworkSceneManager.SwitchScene
|
|
/// </summary>
|
|
internal void ServerDestroySpawnedSceneObjects()
|
|
{
|
|
// This Allocation is "OK" for now because this code only executes when a new scene is switched to
|
|
// We need to create a new copy the HashSet of NetworkObjects (SpawnedObjectsList) so we can remove
|
|
// objects from the HashSet (SpawnedObjectsList) without causing a list has been modified exception to occur.
|
|
var spawnedObjects = SpawnedObjectsList.ToList();
|
|
|
|
foreach (var sobj in spawnedObjects)
|
|
{
|
|
if (sobj.IsSceneObject != null && sobj.IsSceneObject.Value && sobj.DestroyWithScene && sobj.gameObject.scene != NetworkManager.SceneManager.DontDestroyOnLoadScene)
|
|
{
|
|
SpawnedObjectsList.Remove(sobj);
|
|
UnityEngine.Object.Destroy(sobj.gameObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void DespawnAndDestroyNetworkObjects()
|
|
{
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
|
|
|
|
for (int i = 0; i < networkObjects.Length; i++)
|
|
{
|
|
if (networkObjects[i].NetworkManager == NetworkManager)
|
|
{
|
|
if (NetworkManager.PrefabHandler.ContainsHandler(networkObjects[i]))
|
|
{
|
|
OnDespawnObject(networkObjects[i], false);
|
|
// Leave destruction up to the handler
|
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObjects[i]);
|
|
}
|
|
else if (networkObjects[i].IsSpawned)
|
|
{
|
|
// If it is an in-scene placed NetworkObject then just despawn
|
|
// and let it be destroyed when the scene is unloaded. Otherwise,
|
|
// despawn and destroy it.
|
|
var shouldDestroy = !(networkObjects[i].IsSceneObject != null
|
|
&& networkObjects[i].IsSceneObject.Value);
|
|
|
|
OnDespawnObject(networkObjects[i], shouldDestroy);
|
|
}
|
|
else
|
|
{
|
|
UnityEngine.Object.Destroy(networkObjects[i].gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void DestroySceneObjects()
|
|
{
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
|
|
|
|
for (int i = 0; i < networkObjects.Length; i++)
|
|
{
|
|
if (networkObjects[i].NetworkManager == NetworkManager)
|
|
{
|
|
if (networkObjects[i].IsSceneObject == null || networkObjects[i].IsSceneObject.Value == true)
|
|
{
|
|
if (NetworkManager.PrefabHandler.ContainsHandler(networkObjects[i]))
|
|
{
|
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObjects[i]);
|
|
if (SpawnedObjects.ContainsKey(networkObjects[i].NetworkObjectId))
|
|
{
|
|
OnDespawnObject(networkObjects[i], false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UnityEngine.Object.Destroy(networkObjects[i].gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void ServerSpawnSceneObjectsOnStartSweep()
|
|
{
|
|
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
|
|
var networkObjectsToSpawn = new List<NetworkObject>();
|
|
|
|
for (int i = 0; i < networkObjects.Length; i++)
|
|
{
|
|
if (networkObjects[i].NetworkManager == NetworkManager)
|
|
{
|
|
if (networkObjects[i].IsSceneObject == null)
|
|
{
|
|
networkObjectsToSpawn.Add(networkObjects[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var networkObject in networkObjectsToSpawn)
|
|
{
|
|
SpawnNetworkObjectLocally(networkObject, GetNetworkObjectId(), true, false, null, true);
|
|
}
|
|
}
|
|
|
|
internal void OnDespawnObject(NetworkObject networkObject, bool destroyGameObject)
|
|
{
|
|
if (NetworkManager == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// We have to do this check first as subsequent checks assume we can access NetworkObjectId.
|
|
if (networkObject == null)
|
|
{
|
|
Debug.LogWarning($"Trying to destroy network object but it is null");
|
|
return;
|
|
}
|
|
|
|
// Removal of spawned object
|
|
if (!SpawnedObjects.ContainsKey(networkObject.NetworkObjectId))
|
|
{
|
|
Debug.LogWarning($"Trying to destroy object {networkObject.NetworkObjectId} but it doesn't seem to exist anymore!");
|
|
return;
|
|
}
|
|
|
|
// If we are shutting down the NetworkManager, then ignore resetting the parent
|
|
if (!NetworkManager.ShutdownInProgress)
|
|
{
|
|
// Move child NetworkObjects to the root when parent NetworkObject is destroyed
|
|
foreach (var spawnedNetObj in SpawnedObjectsList)
|
|
{
|
|
var (isReparented, latestParent) = spawnedNetObj.GetNetworkParenting();
|
|
if (isReparented && latestParent == networkObject.NetworkObjectId)
|
|
{
|
|
spawnedNetObj.gameObject.transform.parent = null;
|
|
|
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
|
{
|
|
NetworkLog.LogWarning($"{nameof(NetworkObject)} #{spawnedNetObj.NetworkObjectId} moved to the root because its parent {nameof(NetworkObject)} #{networkObject.NetworkObjectId} is destroyed");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!networkObject.IsOwnedByServer && !networkObject.IsPlayerObject && TryGetNetworkClient(networkObject.OwnerClientId, out NetworkClient networkClient))
|
|
{
|
|
//Someone owns it.
|
|
for (int i = networkClient.OwnedObjects.Count - 1; i > -1; i--)
|
|
{
|
|
if (networkClient.OwnedObjects[i].NetworkObjectId == networkObject.NetworkObjectId)
|
|
{
|
|
networkClient.OwnedObjects.RemoveAt(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
networkObject.InvokeBehaviourNetworkDespawn();
|
|
|
|
if (NetworkManager != null && NetworkManager.IsServer)
|
|
{
|
|
if (NetworkManager.NetworkConfig.RecycleNetworkIds)
|
|
{
|
|
ReleasedNetworkObjectIds.Enqueue(new ReleasedNetworkId()
|
|
{
|
|
NetworkId = networkObject.NetworkObjectId,
|
|
ReleaseTime = Time.unscaledTime
|
|
});
|
|
}
|
|
|
|
if (NetworkManager.NetworkConfig.UseSnapshotSpawn)
|
|
{
|
|
networkObject.SnapshotDespawn();
|
|
}
|
|
else
|
|
{
|
|
if (networkObject != null)
|
|
{
|
|
// As long as we have any remaining clients, then notify of the object being destroy.
|
|
if (NetworkManager.ConnectedClientsList.Count > 0)
|
|
{
|
|
m_TargetClientIds.Clear();
|
|
|
|
// We keep only the client for which the object is visible
|
|
// as the other clients have them already despawned
|
|
foreach (var clientId in NetworkManager.ConnectedClientsIds)
|
|
{
|
|
if (networkObject.IsNetworkVisibleTo(clientId))
|
|
{
|
|
m_TargetClientIds.Add(clientId);
|
|
}
|
|
}
|
|
|
|
var message = new DestroyObjectMessage
|
|
{
|
|
NetworkObjectId = networkObject.NetworkObjectId
|
|
};
|
|
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, m_TargetClientIds);
|
|
foreach (var targetClientId in m_TargetClientIds)
|
|
{
|
|
NetworkManager.NetworkMetrics.TrackObjectDestroySent(targetClientId, networkObject, size);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
networkObject.IsSpawned = false;
|
|
|
|
if (SpawnedObjects.Remove(networkObject.NetworkObjectId))
|
|
{
|
|
SpawnedObjectsList.Remove(networkObject);
|
|
}
|
|
|
|
var gobj = networkObject.gameObject;
|
|
if (destroyGameObject && gobj != null)
|
|
{
|
|
if (NetworkManager.PrefabHandler.ContainsHandler(networkObject))
|
|
{
|
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObject);
|
|
}
|
|
else
|
|
{
|
|
UnityEngine.Object.Destroy(gobj);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates all spawned <see cref="NetworkObject.Observers"/> for the specified client
|
|
/// Note: if the clientId is the server then it is observable to all spawned <see cref="NetworkObject"/>'s
|
|
/// </summary>
|
|
internal void UpdateObservedNetworkObjects(ulong clientId)
|
|
{
|
|
foreach (var sobj in SpawnedObjectsList)
|
|
{
|
|
if (sobj.CheckObjectVisibility == null)
|
|
{
|
|
if (!sobj.Observers.Contains(clientId))
|
|
{
|
|
sobj.Observers.Add(clientId);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (sobj.CheckObjectVisibility(clientId))
|
|
{
|
|
sobj.Observers.Add(clientId);
|
|
}
|
|
else if (sobj.Observers.Contains(clientId))
|
|
{
|
|
sobj.Observers.Remove(clientId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|