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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs
Unity Technologies 8060718e04 com.unity.netcode.gameobjects@1.3.1
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).

## [1.3.1] - 2023-03-27

### Added

- Added detection and graceful handling of corrupt packets for additional safety. (#2419)

### Changed

- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450)
- `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`.
- Dirty `NetworkObject` are reset at end-of-frame and not at serialization time.
- `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair.
- Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228)
- Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)

### Fixed

- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
- Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398)
- Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396)
- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
- Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345)
- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
- Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
- Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309)
- Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309)
- Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309)
- Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309)
- Corrected an issue with the documentation for BufferSerializer (#2401)
2023-03-27 00:00:00 +00:00

940 lines
42 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
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>
/// <returns>returns the list of <see cref="NetworkObject"/>s owned by the client</returns>
public List<NetworkObject> GetClientOwnedObjects(ulong clientId)
{
if (!OwnershipToObjectsTable.ContainsKey(clientId))
{
OwnershipToObjectsTable.Add(clientId, new Dictionary<ulong, NetworkObject>());
}
return OwnershipToObjectsTable[clientId].Values.ToList();
}
/// <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>
/// <param name="clientId">the client identifier of the player</param>
/// <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;
}
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;
}
networkObject.OwnerClientId = NetworkManager.ServerClientId;
// Server removes the entry and takes over ownership before notifying
UpdateOwnershipTable(networkObject, NetworkManager.ServerClientId, true);
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;
networkObject.MarkVariablesDirty(true);
NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
// Server adds entries for all client ownership
UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
var message = new ChangeOwnershipMessage
{
NetworkObjectId = networkObject.NetworkObjectId,
OwnerClientId = networkObject.OwnerClientId
};
foreach (var client in NetworkManager.ConnectedClients)
{
if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
{
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
}
internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
{
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !sceneObject.IsSceneObject)
{
if (NetworkManager.PrefabHandler.ContainsHandler(sceneObject.Hash))
{
return true;
}
if (NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.TryGetValue(sceneObject.Hash, out var networkPrefab))
{
switch (networkPrefab.Override)
{
default:
case NetworkPrefabOverride.None:
return networkPrefab.Prefab != null;
case NetworkPrefabOverride.Hash:
case NetworkPrefabOverride.Prefab:
return networkPrefab.OverridingTargetPrefab != null;
}
}
return false;
}
var networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(sceneObject.Hash, sceneObject.NetworkSceneHandle);
return networkObject != null;
}
/// <summary>
/// Creates a local NetowrkObject to be spawned.
/// </summary>
/// <remarks>
/// For most cases this is client-side only, with the exception of when the server
/// is spawning a player.
/// </remarks>
internal NetworkObject CreateLocalNetworkObject(NetworkObject.SceneObject sceneObject)
{
NetworkObject networkObject = null;
var globalObjectIdHash = sceneObject.Hash;
var position = sceneObject.HasTransform ? sceneObject.Transform.Position : default;
var rotation = sceneObject.HasTransform ? sceneObject.Transform.Rotation : default;
var scale = sceneObject.HasTransform ? sceneObject.Transform.Scale : default;
var parentNetworkId = sceneObject.HasParent ? sceneObject.ParentObjectId : default;
var worldPositionStays = (!sceneObject.HasParent) || sceneObject.WorldPositionStays;
var isSpawnedByPrefabHandler = false;
// If scene management is disabled or the NetworkObject was dynamically spawned
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !sceneObject.IsSceneObject)
{
// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
{
// Let the handler spawn the NetworkObject
networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, sceneObject.OwnerClientId, position, rotation);
networkObject.NetworkManagerOwner = NetworkManager;
isSpawnedByPrefabHandler = true;
}
else
{
// See if there is a valid registered NetworkPrefabOverrideLink associated with the provided prefabHash
GameObject networkPrefabReference = null;
if (NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash))
{
switch (NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[globalObjectIdHash].Override)
{
default:
case NetworkPrefabOverride.None:
networkPrefabReference = NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[globalObjectIdHash].Prefab;
break;
case NetworkPrefabOverride.Hash:
case NetworkPrefabOverride.Prefab:
networkPrefabReference = NetworkManager.NetworkConfig.Prefabs.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($"Failed to create object locally. [{nameof(globalObjectIdHash)}={globalObjectIdHash}]. {nameof(NetworkPrefab)} could not be found. Is the prefab registered with {nameof(NetworkManager)}?");
}
}
else
{
// Create prefab instance
networkObject = UnityEngine.Object.Instantiate(networkPrefabReference).GetComponent<NetworkObject>();
networkObject.NetworkManagerOwner = NetworkManager;
}
}
}
else // Get the in-scene placed NetworkObject
{
networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash, sceneObject.NetworkSceneHandle);
if (networkObject == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogError($"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure for Hash: {globalObjectIdHash}!");
}
}
// Since this NetworkObject is an in-scene placed NetworkObject, if it is disabled then enable it so
// NetworkBehaviours will have their OnNetworkSpawn method invoked
if (networkObject != null && !networkObject.gameObject.activeInHierarchy)
{
networkObject.gameObject.SetActive(true);
}
}
if (networkObject != null)
{
// SPECIAL CASE FOR IN-SCENE PLACED: (only when the parent has a NetworkObject)
// This is a special case scenario where a late joining client has joined and loaded one or
// more scenes that contain nested in-scene placed NetworkObject children yet the server's
// synchronization information does not indicate the NetworkObject in question has a parent.
// Under this scenario, we want to remove the parent before spawning and setting the transform values.
if (sceneObject.IsSceneObject && !sceneObject.HasParent && networkObject.transform.parent != null)
{
// if the in-scene placed NetworkObject has a parent NetworkObject but the synchronization information does not
// include parenting, then we need to force the removal of that parent
if (networkObject.transform.parent.GetComponent<NetworkObject>() != null)
{
// remove the parent
networkObject.ApplyNetworkParenting(true, true);
}
}
// Set the transform unless we were spawned by a prefab handler
// Note: prefab handlers are provided the position and rotation
// but it is up to the user to set those values
if (sceneObject.HasTransform && !isSpawnedByPrefabHandler)
{
// If world position stays is true or we have auto object parent synchronization disabled
// then we want to apply the position and rotation values world space relative
if (worldPositionStays || !networkObject.AutoObjectParentSync)
{
networkObject.transform.position = position;
networkObject.transform.rotation = rotation;
}
else
{
networkObject.transform.localPosition = position;
networkObject.transform.localRotation = rotation;
}
// SPECIAL CASE:
// Since players are created uniquely we don't apply scale because
// the ConnectionApprovalResponse does not currently provide the
// ability to specify scale. So, we just use the default scale of
// the network prefab used to represent the player.
// Note: not doing this would set the player's scale to zero since
// that is the default value of Vector3.
if (!sceneObject.IsPlayerObject)
{
// Since scale is always applied to local space scale, we do the transform
// space logic during serialization such that it works out whether AutoObjectParentSync
// is enabled or not (see NetworkObject.SceneObject)
networkObject.transform.localScale = scale;
}
}
if (sceneObject.HasParent)
{
// Go ahead and set network parenting properties, if the latest parent is not set then pass in null
// (we always want to set worldPositionStays)
ulong? parentId = null;
if (sceneObject.IsLatestParentSet)
{
parentId = parentNetworkId;
}
networkObject.SetNetworkParenting(parentId, worldPositionStays);
}
// Dynamically spawned NetworkObjects that occur during a LoadSceneMode.Single load scene event are migrated into the DDOL
// until the scene is loaded. They are then migrated back into the newly loaded and currently active scene.
if (!sceneObject.IsSceneObject && NetworkSceneManager.IsSpawnedObjectsPendingInDontDestroyOnLoad)
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
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, bool destroyWithScene)
{
if (networkObject == null)
{
throw new ArgumentNullException(nameof(networkObject), "Cannot spawn null object");
}
if (networkObject.IsSpawned)
{
throw new SpawnStateException("Object is already spawned");
}
SpawnNetworkObjectLocallyCommon(networkObject, sceneObject.NetworkObjectId, sceneObject.IsSceneObject, sceneObject.IsPlayerObject, sceneObject.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;
}
networkObject.IsSpawned = true;
networkObject.IsSceneObject = sceneObject;
// Always check to make sure our scene of origin is properly set for in-scene placed NetworkObjects
// Note: Always check SceneOriginHandle directly at this specific location.
if (networkObject.IsSceneObject != false && networkObject.SceneOriginHandle == 0)
{
networkObject.SceneOrigin = networkObject.gameObject.scene;
}
// For integration testing, this makes sure that the appropriate NetworkManager is assigned to
// the NetworkObject since it uses the NetworkManager.Singleton when not set
if (networkObject.NetworkManagerOwner != NetworkManager)
{
networkObject.NetworkManagerOwner = NetworkManager;
}
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.ApplyNetworkParenting();
NetworkObject.CheckOrphanChildren();
networkObject.InvokeBehaviourNetworkSpawn();
NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredMessageManager.TriggerType.OnSpawn, networkId);
// propagate the IsSceneObject setting to child NetworkObjects
var children = networkObject.GetComponentsInChildren<NetworkObject>();
foreach (var childObject in children)
{
// Do not propagate the in-scene object setting if a child was dynamically spawned.
if (childObject.IsSceneObject.HasValue && !childObject.IsSceneObject.Value)
{
continue;
}
childObject.IsSceneObject = sceneObject;
}
}
internal void SendSpawnCallForObject(ulong clientId, NetworkObject networkObject)
{
// If we are a host and sending to the host's client id, then we can skip sending ourselves the spawn message.
if (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);
}
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()
{
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID).Where((c) => c.IsSceneObject != null && c.IsSceneObject == true);
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSceneObject != null && c.IsSceneObject == true);
#endif
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()
{
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
#endif
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()
{
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
#endif
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()
{
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
#endif
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($"Trying to destroy object {networkObject.NetworkObjectId} but it doesn't seem to exist anymore!");
return;
}
// If we are shutting down the NetworkManager, then ignore resetting the parent
// and only attempt to remove the child's parent on the server-side
if (!NetworkManager.ShutdownInProgress && NetworkManager.IsServer)
{
// Move child NetworkObjects to the root when parent NetworkObject is destroyed
foreach (var spawnedNetObj in SpawnedObjectsList)
{
var latestParent = spawnedNetObj.GetNetworkParenting();
if (latestParent.HasValue && latestParent.Value == networkObject.NetworkObjectId)
{
// Try to remove the parent using the cached WorldPositioNStays value
// Note: WorldPositionStays will still default to true if this was an
// in-scene placed NetworkObject and parenting was predefined in the
// scene via the editor.
if (!spawnedNetObj.TryRemoveParentCachedWorldPositionStays())
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogError($"{nameof(NetworkObject)} #{spawnedNetObj.NetworkObjectId} could not be moved to the root when its parent {nameof(NetworkObject)} #{networkObject.NetworkObjectId} was being destroyed");
}
}
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,
DestroyGameObject = networkObject.IsSceneObject != false ? destroyGameObject : true
};
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);
}
// Always clear out the observers list when despawned
networkObject.Observers.Clear();
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);
}
}
}
}
}
}