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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs
Unity Technologies add668dfd2 com.unity.netcode.gameobjects@1.0.0-pre.8
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.8] - 2022-04-27

### Changed

- `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901)

### Removed
- Removed `SIPTransport` (#1870)

- Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs).

### Fixed

- Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
- Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884)
- Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
- Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
- Passing generic types to RPCs no longer causes a native crash (#1901)
- Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
2022-04-27 00:00:00 +00:00

850 lines
36 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>
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>
/// <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;
}
// 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);
}
}
internal bool HasPrefab(bool isSceneObject, uint globalObjectIdHash)
{
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !isSceneObject)
{
if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
{
return true;
}
if (NetworkManager.NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(globalObjectIdHash, 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(globalObjectIdHash);
return networkObject != null;
}
/// <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();
NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredMessageManager.TriggerType.OnSpawn, 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);
}
}
}
}
}
}