This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00

935 lines
39 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Class that handles object spawning
/// </summary>
public class NetworkSpawnManager
{
/// <summary>
/// The currently spawned objects
/// </summary>
public readonly Dictionary<ulong, NetworkObject> SpawnedObjects = new Dictionary<ulong, NetworkObject>();
/// <summary>
/// A list of the spawned objects
/// </summary>
public readonly HashSet<NetworkObject> SpawnedObjectsList = new HashSet<NetworkObject>();
/// <summary>
/// Use to get all NetworkObjects owned by a client
/// Ownership to Objects Table Format:
/// [ClientId][NetworkObjectId][NetworkObject]
/// Server: Keeps track of all clients' ownership
/// Client: Keeps track of only its ownership
/// </summary>
public readonly Dictionary<ulong, Dictionary<ulong, NetworkObject>> OwnershipToObjectsTable = new Dictionary<ulong, Dictionary<ulong, NetworkObject>>();
/// <summary>
/// Object to Ownership Table:
/// [NetworkObjectId][ClientId]
/// Used internally to find the client Id that currently owns
/// the NetworkObject
/// </summary>
private Dictionary<ulong, ulong> m_ObjectToOwnershipTable = new Dictionary<ulong, ulong>();
/// <summary>
/// Used to update a NetworkObject's ownership
/// </summary>
internal void UpdateOwnershipTable(NetworkObject networkObject, ulong newOwner, bool isRemoving = false)
{
var previousOwner = newOwner;
// Use internal lookup table to see if the NetworkObject has a previous owner
if (m_ObjectToOwnershipTable.ContainsKey(networkObject.NetworkObjectId))
{
// Keep track of the previous owner's ClientId
previousOwner = m_ObjectToOwnershipTable[networkObject.NetworkObjectId];
// We are either despawning (remove) or changing ownership (assign)
if (isRemoving)
{
m_ObjectToOwnershipTable.Remove(networkObject.NetworkObjectId);
}
else
{
m_ObjectToOwnershipTable[networkObject.NetworkObjectId] = newOwner;
}
}
else
{
// Otherwise, just add a new lookup entry
m_ObjectToOwnershipTable.Add(networkObject.NetworkObjectId, newOwner);
}
// Check to see if we had a previous owner
if (previousOwner != newOwner && OwnershipToObjectsTable.ContainsKey(previousOwner))
{
// Before updating the previous owner, assure this entry exists
if (OwnershipToObjectsTable[previousOwner].ContainsKey(networkObject.NetworkObjectId))
{
// Remove the previous owner's entry
OwnershipToObjectsTable[previousOwner].Remove(networkObject.NetworkObjectId);
// Server or Host alway invokes the lost ownership notification locally
if (NetworkManager.IsServer)
{
networkObject.InvokeBehaviourOnLostOwnership();
}
// If we are removing the entry (i.e. despawning or client lost ownership)
if (isRemoving)
{
return;
}
}
else
{
// Really, as long as UpdateOwnershipTable is invoked when ownership is gained or lost this should never happen
throw new Exception($"Client-ID {previousOwner} had a partial {nameof(m_ObjectToOwnershipTable)} entry! Potentially corrupted {nameof(OwnershipToObjectsTable)}?");
}
}
// If the owner doesn't have an entry then create one
if (!OwnershipToObjectsTable.ContainsKey(newOwner))
{
OwnershipToObjectsTable.Add(newOwner, new Dictionary<ulong, NetworkObject>());
}
// Sanity check to make sure we don't already have this entry (we shouldn't)
if (!OwnershipToObjectsTable[newOwner].ContainsKey(networkObject.NetworkObjectId))
{
// Add the new ownership entry
OwnershipToObjectsTable[newOwner].Add(networkObject.NetworkObjectId, networkObject);
// Server or Host always invokes the gained ownership notification locally
if (NetworkManager.IsServer)
{
networkObject.InvokeBehaviourOnGainedOwnership();
}
}
else if (isRemoving)
{
OwnershipToObjectsTable[previousOwner].Remove(networkObject.NetworkObjectId);
}
else if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"Setting ownership twice? Client-ID {previousOwner} already owns NetworkObject ID {networkObject.NetworkObjectId}!");
}
}
/// <summary>
/// Returns a list of all NetworkObjects that belong to a client.
/// </summary>
/// <param name="clientId">the client's id <see cref="NetworkManager.LocalClientId"/></param>
public List<NetworkObject> GetClientOwnedObjects(ulong clientId)
{
if (!OwnershipToObjectsTable.ContainsKey(clientId))
{
OwnershipToObjectsTable.Add(clientId, new Dictionary<ulong, NetworkObject>());
}
return OwnershipToObjectsTable[clientId].Values.ToList();
}
private struct TriggerData
{
public FastBufferReader Reader;
public MessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int SerializedHeaderSize;
}
private struct TriggerInfo
{
public float Expiry;
public NativeList<TriggerData> TriggerData;
}
private readonly Dictionary<ulong, TriggerInfo> m_Triggers = new Dictionary<ulong, TriggerInfo>();
/// <summary>
/// Gets the NetworkManager associated with this SpawnManager.
/// </summary>
public NetworkManager NetworkManager { get; }
internal NetworkSpawnManager(NetworkManager networkManager)
{
NetworkManager = networkManager;
}
internal readonly Queue<ReleasedNetworkId> ReleasedNetworkObjectIds = new Queue<ReleasedNetworkId>();
private ulong m_NetworkObjectIdCounter;
// A list of target ClientId, use when sending despawn commands. Kept as a member to reduce memory allocations
private List<ulong> m_TargetClientIds = new List<ulong>();
internal ulong GetNetworkObjectId()
{
if (ReleasedNetworkObjectIds.Count > 0 && NetworkManager.NetworkConfig.RecycleNetworkIds && (Time.unscaledTime - ReleasedNetworkObjectIds.Peek().ReleaseTime) >= NetworkManager.NetworkConfig.NetworkIdRecycleDelay)
{
return ReleasedNetworkObjectIds.Dequeue().NetworkId;
}
m_NetworkObjectIdCounter++;
return m_NetworkObjectIdCounter;
}
/// <summary>
/// Returns the local player object or null if one does not exist
/// </summary>
/// <returns>The local player object or null if one does not exist</returns>
public NetworkObject GetLocalPlayerObject()
{
return GetPlayerNetworkObject(NetworkManager.LocalClientId);
}
/// <summary>
/// Returns the player object with a given clientId or null if one does not exist. This is only valid server side.
/// </summary>
/// <returns>The player object with a given clientId or null if one does not exist</returns>
public NetworkObject GetPlayerNetworkObject(ulong clientId)
{
if (!NetworkManager.IsServer && NetworkManager.LocalClientId != clientId)
{
throw new NotServerException("Only the server can find player objects from other clients.");
}
if (TryGetNetworkClient(clientId, out NetworkClient networkClient))
{
return networkClient.PlayerObject;
}
return null;
}
/// <summary>
/// Defers processing of a message until the moment a specific networkObjectId is spawned.
/// This is to handle situations where an RPC or other object-specific message arrives before the spawn does,
/// either due to it being requested in OnNetworkSpawn before the spawn call has been executed
///
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
/// </summary>
internal unsafe void TriggerOnSpawn(ulong networkObjectId, FastBufferReader reader, ref NetworkContext context)
{
if (!m_Triggers.ContainsKey(networkObjectId))
{
m_Triggers[networkObjectId] = new TriggerInfo
{
Expiry = Time.realtimeSinceStartup + 1,
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
};
}
m_Triggers[networkObjectId].TriggerData.Add(new TriggerData
{
Reader = new FastBufferReader(reader.GetUnsafePtr(), Allocator.Persistent, reader.Length),
Header = context.Header,
Timestamp = context.Timestamp,
SenderId = context.SenderId,
SerializedHeaderSize = context.SerializedHeaderSize
});
}
/// <summary>
/// Cleans up any trigger that's existed for more than a second.
/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
/// </summary>
internal unsafe void CleanupStaleTriggers()
{
ulong* staleKeys = stackalloc ulong[m_Triggers.Count()];
int index = 0;
foreach (var kvp in m_Triggers)
{
if (kvp.Value.Expiry < Time.realtimeSinceStartup)
{
staleKeys[index++] = kvp.Key;
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Deferred messages were received for {nameof(NetworkObject)} #{kvp.Key}, but it did not spawn within 1 second.");
}
foreach (var data in kvp.Value.TriggerData)
{
data.Reader.Dispose();
}
kvp.Value.TriggerData.Dispose();
}
}
for (var i = 0; i < index; ++i)
{
m_Triggers.Remove(staleKeys[i]);
}
}
/// <summary>
/// Cleans up any trigger that's existed for more than a second.
/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
/// </summary>
internal void CleanupAllTriggers()
{
foreach (var kvp in m_Triggers)
{
foreach (var data in kvp.Value.TriggerData)
{
data.Reader.Dispose();
}
kvp.Value.TriggerData.Dispose();
}
m_Triggers.Clear();
}
internal void RemoveOwnership(NetworkObject networkObject)
{
if (!NetworkManager.IsServer)
{
throw new NotServerException("Only the server can change ownership");
}
if (!networkObject.IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
}
// If we made it here then we are the server and if the server is determined to already be the owner
// then ignore the RemoveOwnership invocation.
if (networkObject.OwnerClientId == NetworkManager.ServerClientId)
{
return;
}
// Server removes the entry and takes over ownership before notifying
UpdateOwnershipTable(networkObject, NetworkManager.ServerClientId, true);
networkObject.OwnerClientId = NetworkManager.ServerClientId;
var message = new ChangeOwnershipMessage
{
NetworkObjectId = networkObject.NetworkObjectId,
OwnerClientId = networkObject.OwnerClientId
};
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
foreach (var client in NetworkManager.ConnectedClients)
{
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
/// <summary>
/// Helper function to get a network client for a clientId from the NetworkManager.
/// On the server this will check the <see cref="NetworkManager.ConnectedClients"/> list.
/// On a non-server this will check the <see cref="NetworkManager.LocalClient"/> only.
/// </summary>
/// <param name="clientId">The clientId for which to try getting the NetworkClient for.</param>
/// <param name="networkClient">The found NetworkClient. Null if no client was found.</param>
/// <returns>True if a NetworkClient with a matching id was found else false.</returns>
private bool TryGetNetworkClient(ulong clientId, out NetworkClient networkClient)
{
if (NetworkManager.IsServer)
{
return NetworkManager.ConnectedClients.TryGetValue(clientId, out networkClient);
}
if (NetworkManager.LocalClient != null && clientId == NetworkManager.LocalClient.ClientId)
{
networkClient = NetworkManager.LocalClient;
return true;
}
networkClient = null;
return false;
}
internal void ChangeOwnership(NetworkObject networkObject, ulong clientId)
{
if (!NetworkManager.IsServer)
{
throw new NotServerException("Only the server can change ownership");
}
if (!networkObject.IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
}
networkObject.OwnerClientId = clientId;
// Server adds entries for all client ownership
UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
var message = new ChangeOwnershipMessage
{
NetworkObjectId = networkObject.NetworkObjectId,
OwnerClientId = networkObject.OwnerClientId
};
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
foreach (var client in NetworkManager.ConnectedClients)
{
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
/// <summary>
/// Should only run on the client
/// </summary>
internal NetworkObject CreateLocalNetworkObject(bool isSceneObject, uint globalObjectIdHash, ulong ownerClientId, ulong? parentNetworkId, Vector3? position, Quaternion? rotation, bool isReparented = false)
{
NetworkObject parentNetworkObject = null;
if (parentNetworkId != null && !isReparented)
{
if (SpawnedObjects.TryGetValue(parentNetworkId.Value, out NetworkObject networkObject))
{
parentNetworkObject = networkObject;
}
else
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Cannot find parent. Parent objects always have to be spawned and replicated BEFORE the child");
}
}
}
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !isSceneObject)
{
// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
{
// Let the handler spawn the NetworkObject
var networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerClientId, position.GetValueOrDefault(Vector3.zero), rotation.GetValueOrDefault(Quaternion.identity));
networkObject.NetworkManagerOwner = NetworkManager;
if (parentNetworkObject != null)
{
networkObject.transform.SetParent(parentNetworkObject.transform, true);
}
if (NetworkSceneManager.IsSpawnedObjectsPendingInDontDestroyOnLoad)
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
return networkObject;
}
else
{
// See if there is a valid registered NetworkPrefabOverrideLink associated with the provided prefabHash
GameObject networkPrefabReference = null;
if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash))
{
switch (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Override)
{
default:
case NetworkPrefabOverride.None:
networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].Prefab;
break;
case NetworkPrefabOverride.Hash:
case NetworkPrefabOverride.Prefab:
networkPrefabReference = NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks[globalObjectIdHash].OverridingTargetPrefab;
break;
}
}
// If not, then there is an issue (user possibly didn't register the prefab properly?)
if (networkPrefabReference == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogError($"Failed to create object locally. [{nameof(globalObjectIdHash)}={globalObjectIdHash}]. {nameof(NetworkPrefab)} could not be found. Is the prefab registered with {nameof(NetworkManager)}?");
}
return null;
}
// Otherwise, instantiate an instance of the NetworkPrefab linked to the prefabHash
var networkObject = ((position == null && rotation == null) ? UnityEngine.Object.Instantiate(networkPrefabReference) : UnityEngine.Object.Instantiate(networkPrefabReference, position.GetValueOrDefault(Vector3.zero), rotation.GetValueOrDefault(Quaternion.identity))).GetComponent<NetworkObject>();
networkObject.NetworkManagerOwner = NetworkManager;
if (parentNetworkObject != null)
{
networkObject.transform.SetParent(parentNetworkObject.transform, true);
}
if (NetworkSceneManager.IsSpawnedObjectsPendingInDontDestroyOnLoad)
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
return networkObject;
}
}
else
{
var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash);
if (networkObject == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogError($"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure for Hash: {globalObjectIdHash}!");
}
return null;
}
if (parentNetworkObject != null)
{
networkObject.transform.SetParent(parentNetworkObject.transform, true);
}
return networkObject;
}
}
// Ran on both server and client
internal void SpawnNetworkObjectLocally(NetworkObject networkObject, ulong networkId, bool sceneObject, bool playerObject, ulong ownerClientId, bool destroyWithScene)
{
if (networkObject == null)
{
throw new ArgumentNullException(nameof(networkObject), "Cannot spawn null object");
}
if (networkObject.IsSpawned)
{
throw new SpawnStateException("Object is already spawned");
}
if (!sceneObject)
{
var networkObjectChildren = networkObject.GetComponentsInChildren<NetworkObject>();
if (networkObjectChildren.Length > 1)
{
Debug.LogError("Spawning NetworkObjects with nested NetworkObjects is only supported for scene objects. Child NetworkObjects will not be spawned over the network!");
}
}
SpawnNetworkObjectLocallyCommon(networkObject, networkId, sceneObject, playerObject, ownerClientId, destroyWithScene);
}
// Ran on both server and client
internal void SpawnNetworkObjectLocally(NetworkObject networkObject, in NetworkObject.SceneObject sceneObject,
FastBufferReader variableData, bool destroyWithScene)
{
if (networkObject == null)
{
throw new ArgumentNullException(nameof(networkObject), "Cannot spawn null object");
}
if (networkObject.IsSpawned)
{
throw new SpawnStateException("Object is already spawned");
}
networkObject.SetNetworkVariableData(variableData);
SpawnNetworkObjectLocallyCommon(networkObject, sceneObject.Header.NetworkObjectId, sceneObject.Header.IsSceneObject, sceneObject.Header.IsPlayerObject, sceneObject.Header.OwnerClientId, destroyWithScene);
}
private void SpawnNetworkObjectLocallyCommon(NetworkObject networkObject, ulong networkId, bool sceneObject, bool playerObject, ulong ownerClientId, bool destroyWithScene)
{
if (SpawnedObjects.ContainsKey(networkId))
{
Debug.LogWarning($"Trying to spawn {nameof(NetworkObject.NetworkObjectId)} {networkId} that already exists!");
return;
}
// this initialization really should be at the bottom of the function
networkObject.IsSpawned = true;
// this initialization really should be at the top of this function. If and when we break the
// NetworkVariable dependency on NetworkBehaviour, this otherwise creates problems because
// SetNetworkVariableData above calls InitializeVariables, and the 'baked out' data isn't ready there;
// the current design banks on getting the network behaviour set and then only reading from it after the
// below initialization code. However cowardice compels me to hold off on moving this until that commit
networkObject.IsSceneObject = sceneObject;
networkObject.NetworkObjectId = networkId;
networkObject.DestroyWithScene = sceneObject || destroyWithScene;
networkObject.OwnerClientId = ownerClientId;
networkObject.IsPlayerObject = playerObject;
SpawnedObjects.Add(networkObject.NetworkObjectId, networkObject);
SpawnedObjectsList.Add(networkObject);
if (NetworkManager.IsServer)
{
if (playerObject)
{
// If there was an already existing player object for this player, then mark it as no longer
// a player object.
if (NetworkManager.ConnectedClients[ownerClientId].PlayerObject != null)
{
NetworkManager.ConnectedClients[ownerClientId].PlayerObject.IsPlayerObject = false;
}
NetworkManager.ConnectedClients[ownerClientId].PlayerObject = networkObject;
}
}
else if (ownerClientId == NetworkManager.LocalClientId)
{
if (playerObject)
{
// If there was an already existing player object for this player, then mark it as no longer a player object.
if (NetworkManager.LocalClient.PlayerObject != null)
{
NetworkManager.LocalClient.PlayerObject.IsPlayerObject = false;
}
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)
{
//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()
{
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSceneObject != null && c.IsSceneObject == true);
foreach (var sobj in networkObjects)
{
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 if (networkObjects[i].IsSceneObject != null && !networkObjects[i].IsSceneObject.Value)
{
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, networkObject.OwnerClientId, 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");
}
}
}
}
networkObject.InvokeBehaviourNetworkDespawn();
if (NetworkManager != null && NetworkManager.IsServer)
{
if (NetworkManager.NetworkConfig.RecycleNetworkIds)
{
ReleasedNetworkObjectIds.Enqueue(new ReleasedNetworkId()
{
NetworkId = networkObject.NetworkObjectId,
ReleaseTime = Time.unscaledTime
});
}
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);
}
}
}
}
}
}