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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs
Unity Technologies 896943c8bf com.unity.netcode.gameobjects@1.10.0
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).
## [1.10.0] - 2024-07-22

### Added

- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2906)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2906)

### Fixed

- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined. (#2953)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
- Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922)
- Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2906)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2895)

### Changed
2024-07-22 00:00:00 +00:00

1167 lines
56 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
{
// Stores the objects that need to be shown at end-of-frame
internal Dictionary<ulong, List<NetworkObject>> ObjectsToShowToClient = new Dictionary<ulong, List<NetworkObject>>();
/// <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>();
internal void MarkObjectForShowingTo(NetworkObject networkObject, ulong clientId)
{
if (!ObjectsToShowToClient.ContainsKey(clientId))
{
ObjectsToShowToClient.Add(clientId, new List<NetworkObject>());
}
ObjectsToShowToClient[clientId].Add(networkObject);
}
// returns whether any matching objects would have become visible and were returned to hidden state
internal bool RemoveObjectFromShowingTo(NetworkObject networkObject, ulong clientId)
{
var ret = false;
if (!ObjectsToShowToClient.ContainsKey(clientId))
{
return false;
}
// probably overkill, but deals with multiple entries
while (ObjectsToShowToClient[clientId].Contains(networkObject))
{
Debug.LogWarning(
"Object was shown and hidden from the same client in the same Network frame. As a result, the client will _not_ receive a NetworkSpawn");
ObjectsToShowToClient[clientId].Remove(networkObject);
ret = true;
}
if (ret)
{
networkObject.Observers.Remove(clientId);
}
return ret;
}
/// <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);
// 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($"Client-ID {previousOwner} had a partial {nameof(m_ObjectToOwnershipTable)} entry! Potentially corrupted {nameof(OwnershipToObjectsTable)}?");
}
}
// If the owner doesn't have an entry then create one
if (!OwnershipToObjectsTable.ContainsKey(newOwner))
{
OwnershipToObjectsTable.Add(newOwner, new Dictionary<ulong, NetworkObject>());
}
// Sanity check to make sure we don't already have this entry (we shouldn't)
if (!OwnershipToObjectsTable[newOwner].ContainsKey(networkObject.NetworkObjectId))
{
// Add the new ownership entry
OwnershipToObjectsTable[newOwner].Add(networkObject.NetworkObjectId, networkObject);
}
else if (isRemoving)
{
OwnershipToObjectsTable[previousOwner].Remove(networkObject.NetworkObjectId);
}
else if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"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 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 && (NetworkManager.RealTimeProvider.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;
}
/// <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 RemoveOwnership(NetworkObject networkObject)
{
ChangeOwnership(networkObject, NetworkManager.ServerClientId);
}
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");
}
var previous = networkObject.OwnerClientId;
// Assign the new owner
networkObject.OwnerClientId = clientId;
// Always notify locally on the server when ownership is lost
networkObject.InvokeBehaviourOnLostOwnership();
networkObject.MarkVariablesDirty(true);
NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
// Server adds entries for all client ownership
UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
// Always notify locally on the server when a new owner is assigned
networkObject.InvokeBehaviourOnGainedOwnership();
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.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
// After we have sent the change ownership message to all client observers, invoke the ownership changed notification.
/// !!Important!!
/// This gets called specifically *after* sending the ownership message so any additional messages that need to proceed an ownership
/// change can be sent from NetworkBehaviours that override the <see cref="NetworkBehaviour.OnOwnershipChanged"></see>
networkObject.InvokeOwnershipChanged(previous, clientId);
}
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;
}
internal enum InstantiateAndSpawnErrorTypes
{
NetworkPrefabNull,
NotAuthority,
InvokedWhenShuttingDown,
NotRegisteredNetworkPrefab,
NetworkManagerNull,
NoActiveSession,
}
internal static readonly Dictionary<InstantiateAndSpawnErrorTypes, string> InstantiateAndSpawnErrors = new Dictionary<InstantiateAndSpawnErrorTypes, string>(
new KeyValuePair<InstantiateAndSpawnErrorTypes, string>[]{
new KeyValuePair<InstantiateAndSpawnErrorTypes, string>(InstantiateAndSpawnErrorTypes.NetworkPrefabNull, $"The {nameof(NetworkObject)} prefab parameter was null!"),
new KeyValuePair<InstantiateAndSpawnErrorTypes, string>(InstantiateAndSpawnErrorTypes.NotAuthority, $"Only the server has authority to {nameof(InstantiateAndSpawn)}!"),
new KeyValuePair<InstantiateAndSpawnErrorTypes, string>(InstantiateAndSpawnErrorTypes.InvokedWhenShuttingDown, $"Invoking {nameof(InstantiateAndSpawn)} while shutting down! Calls to {nameof(InstantiateAndSpawn)} will be ignored."),
new KeyValuePair<InstantiateAndSpawnErrorTypes, string>(InstantiateAndSpawnErrorTypes.NotRegisteredNetworkPrefab, $"The {nameof(NetworkObject)} parameter is not a registered network prefab. Did you forget to register it or are you trying to instantiate and spawn an instance of a network prefab?"),
new KeyValuePair<InstantiateAndSpawnErrorTypes, string>(InstantiateAndSpawnErrorTypes.NetworkManagerNull, $"The {nameof(NetworkManager)} parameter was null!"),
new KeyValuePair<InstantiateAndSpawnErrorTypes, string>(InstantiateAndSpawnErrorTypes.NoActiveSession, "You can only invoke this method when you are connected to an existing/in-progress network session!")
});
/// <summary>
/// Use this method to easily instantiate and spawn an instance of a network prefab.
/// InstantiateAndSpawn will:
/// - Find any override associated with the <see cref="NetworkObject"/> prefab
/// - If there is no override, then the current <see cref="NetworkObject"/> prefab type is used.
/// - Create an instance of the <see cref="NetworkObject"/> prefab (or its override).
/// - Spawn the <see cref="NetworkObject"/> prefab instance
/// </summary>
/// <param name="networkPrefab">The <see cref="NetworkObject"/> of the pefab asset.</param>
/// <param name="ownerClientId">The owner of the <see cref="NetworkObject"/> instance (defaults to server).</param>
/// <param name="destroyWithScene">Whether the <see cref="NetworkObject"/> instance will be destroyed when the scene it is located within is unloaded (default is false).</param>
/// <param name="isPlayerObject">Whether the <see cref="NetworkObject"/> instance is a player object or not (default is false).</param>
/// <param name="forceOverride">Whether you want to force spawning the override when running as a host or server or if you want it to spawn the override for host mode and
/// the source prefab for server. If there is an override, clients always spawn that as opposed to the source prefab (defaults to false). </param>
/// <param name="position">The starting poisiton of the <see cref="NetworkObject"/> instance.</param>
/// <param name="rotation">The starting rotation of the <see cref="NetworkObject"/> instance.</param>
/// <returns>The newly instantiated and spawned <see cref="NetworkObject"/> prefab instance.</returns>
public NetworkObject InstantiateAndSpawn(NetworkObject networkPrefab, ulong ownerClientId = NetworkManager.ServerClientId, bool destroyWithScene = false, bool isPlayerObject = false, bool forceOverride = false, Vector3 position = default, Quaternion rotation = default)
{
if (networkPrefab == null)
{
Debug.LogError(InstantiateAndSpawnErrors[InstantiateAndSpawnErrorTypes.NetworkPrefabNull]);
return null;
}
if (!NetworkManager.IsServer)
{
Debug.LogError(InstantiateAndSpawnErrors[InstantiateAndSpawnErrorTypes.NotAuthority]);
return null;
}
if (NetworkManager.ShutdownInProgress)
{
Debug.LogWarning(InstantiateAndSpawnErrors[InstantiateAndSpawnErrorTypes.InvokedWhenShuttingDown]);
return null;
}
// Verify it is actually a valid prefab
if (!NetworkManager.NetworkConfig.Prefabs.Contains(networkPrefab.gameObject))
{
Debug.LogError(InstantiateAndSpawnErrors[InstantiateAndSpawnErrorTypes.NotRegisteredNetworkPrefab]);
return null;
}
return InstantiateAndSpawnNoParameterChecks(networkPrefab, ownerClientId, destroyWithScene, isPlayerObject, forceOverride, position, rotation);
}
/// <summary>
/// !!! Does not perform any parameter checks prior to attempting to instantiate and spawn the NetworkObject !!!
/// </summary>
internal NetworkObject InstantiateAndSpawnNoParameterChecks(NetworkObject networkPrefab, ulong ownerClientId = NetworkManager.ServerClientId, bool destroyWithScene = false, bool isPlayerObject = false, bool forceOverride = false, Vector3 position = default, Quaternion rotation = default)
{
var networkObject = networkPrefab;
// Host spawns the ovveride and server spawns the original prefab unless forceOverride is set to true where both server or host will spawn the override.
if (forceOverride || NetworkManager.IsHost)
{
networkObject = GetNetworkObjectToSpawn(networkPrefab.GlobalObjectIdHash, ownerClientId, position, rotation);
}
if (networkObject == null)
{
Debug.LogError($"Failed to instantiate and spawn {networkPrefab.name}!");
return null;
}
networkObject.IsPlayerObject = isPlayerObject;
networkObject.transform.position = position;
networkObject.transform.rotation = rotation;
networkObject.SpawnWithOwnership(ownerClientId, destroyWithScene);
return networkObject;
}
/// <summary>
/// Gets the right NetworkObject prefab instance to spawn. If a handler is registered or there is an override assigned to the
/// passed in globalObjectIdHash value, then that is what will be instantiated, spawned, and returned.
/// </summary>
internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3 position = default, Quaternion rotation = default, bool isScenePlaced = false)
{
NetworkObject networkObject = null;
// 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, ownerId, position, rotation);
networkObject.NetworkManagerOwner = NetworkManager;
}
else
{
// See if there is a valid registered NetworkPrefabOverrideLink associated with the provided prefabHash
var networkPrefabReference = (GameObject)null;
var inScenePlacedWithNoSceneManagement = !NetworkManager.NetworkConfig.EnableSceneManagement && isScenePlaced;
if (NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash))
{
var networkPrefab = NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[globalObjectIdHash];
switch (networkPrefab.Override)
{
default:
case NetworkPrefabOverride.None:
networkPrefabReference = networkPrefab.Prefab;
break;
case NetworkPrefabOverride.Hash:
case NetworkPrefabOverride.Prefab:
{
// When scene management is disabled and this is an in-scene placed NetworkObject, we want to always use the
// SourcePrefabToOverride and not any possible prefab override as a user might want to spawn overrides dynamically
// but might want to use the same source network prefab as an in-scene placed NetworkObject.
// (When scene management is enabled, clients don't delete their in-scene placed NetworkObjects prior to dynamically
// spawning them so the original prefab placed is preserved and this is not needed)
if (inScenePlacedWithNoSceneManagement)
{
networkPrefabReference = networkPrefab.SourcePrefabToOverride ? networkPrefab.SourcePrefabToOverride : networkPrefab.Prefab;
}
else
{
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($"Failed to create object locally. [{nameof(globalObjectIdHash)}={globalObjectIdHash}]. {nameof(NetworkPrefab)} could not be found. Is the prefab registered with {nameof(NetworkManager)}?");
}
}
else
{
// Create prefab instance
networkObject = UnityEngine.Object.Instantiate(networkPrefabReference).GetComponent<NetworkObject>();
networkObject.NetworkManagerOwner = NetworkManager;
networkObject.PrefabGlobalObjectIdHash = globalObjectIdHash;
}
}
return networkObject;
}
/// <summary>
/// Creates a local NetowrkObject to be spawned.
/// </summary>
/// <remarks>
/// For most cases this is client-side only, with the exception of when the server
/// is spawning a player.
/// </remarks>
internal NetworkObject CreateLocalNetworkObject(NetworkObject.SceneObject sceneObject)
{
NetworkObject networkObject = null;
var globalObjectIdHash = sceneObject.Hash;
var position = sceneObject.HasTransform ? sceneObject.Transform.Position : default;
var rotation = sceneObject.HasTransform ? sceneObject.Transform.Rotation : default;
var scale = sceneObject.HasTransform ? sceneObject.Transform.Scale : default;
var parentNetworkId = sceneObject.HasParent ? sceneObject.ParentObjectId : default;
var worldPositionStays = (!sceneObject.HasParent) || sceneObject.WorldPositionStays;
var isSpawnedByPrefabHandler = false;
// If scene management is disabled or the NetworkObject was dynamically spawned
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !sceneObject.IsSceneObject)
{
networkObject = GetNetworkObjectToSpawn(sceneObject.Hash, sceneObject.OwnerClientId, position, rotation, sceneObject.IsSceneObject);
}
else // Get the in-scene placed NetworkObject
{
networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash, sceneObject.NetworkSceneHandle);
if (networkObject == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogError($"{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)
{
networkObject.DestroyWithScene = sceneObject.DestroyWithScene;
networkObject.NetworkSceneHandle = sceneObject.NetworkSceneHandle;
var nonNetworkObjectParent = false;
// 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 && networkObject.transform.parent != null)
{
var parentNetworkObject = networkObject.transform.parent.GetComponent<NetworkObject>();
// 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 (!sceneObject.HasParent && parentNetworkObject)
{
// remove the parent
networkObject.ApplyNetworkParenting(true, true);
}
else if (sceneObject.HasParent && !parentNetworkObject)
{
nonNetworkObjectParent = 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 && !nonNetworkObjectParent) || !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;
}
/// <summary>
/// Invoked when spawning locally
/// </summary>
/// <remarks>
/// Pre and Post spawn methods *CAN* be invoked prior to invoking <see cref="SpawnNetworkObjectLocallyCommon"/>
/// </remarks>
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!");
}
}
// Invoke NetworkBehaviour.OnPreSpawn methods
networkObject.InvokeBehaviourNetworkPreSpawn();
SpawnNetworkObjectLocallyCommon(networkObject, networkId, sceneObject, playerObject, ownerClientId, destroyWithScene);
// Invoke NetworkBehaviour.OnPostSpawn methods
networkObject.InvokeBehaviourNetworkPostSpawn();
}
/// <summary>
/// Invoked from AddSceneObject
/// </summary>
/// <remarks>
/// IMPORTANT: Pre spawn methods need to be invoked from within <see cref="NetworkObject.AddSceneObject"/>.
/// </remarks>
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");
}
// Do not invoke Pre spawn here (SynchronizeNetworkBehaviours needs to be invoked prior to this)
SpawnNetworkObjectLocallyCommon(networkObject, sceneObject.NetworkObjectId, sceneObject.IsSceneObject, sceneObject.IsPlayerObject, sceneObject.OwnerClientId, destroyWithScene);
// It is ok to invoke NetworkBehaviour.OnPostSpawn methods
networkObject.InvokeBehaviourNetworkPostSpawn();
}
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 we are the server and should spawn with observers
if (NetworkManager.IsServer && networkObject.SpawnWithObservers)
{
// Add client observers
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(IDeferredNetworkMessageManager.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;
}
// Only dynamically spawned NetworkObjects are allowed
if (!sceneObject)
{
networkObject.SubscribeToActiveSceneForSynch();
}
// If we are an in-scene placed NetworkObject and our InScenePlacedSourceGlobalObjectIdHash is set
// then assign this to the PrefabGlobalObjectIdHash
if (networkObject.IsSceneObject.Value && networkObject.InScenePlacedSourceGlobalObjectIdHash != 0)
{
networkObject.PrefabGlobalObjectIdHash = networkObject.InScenePlacedSourceGlobalObjectIdHash;
}
}
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.ConnectionManager.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 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 != null && networkObjects[i].IsSceneObject.Value));
// If we are going to destroy this NetworkObject, check for any in-scene placed children that need to be removed
if (shouldDestroy)
{
// Check to see if there are any in-scene placed children that are marked to be destroyed with the scene
var childrenObjects = networkObjects[i].GetComponentsInChildren<NetworkObject>();
foreach (var childObject in childrenObjects)
{
if (childObject == networkObjects[i])
{
continue;
}
// If the child is an in-scene placed NetworkObject then remove the child from the parent (which was dynamically spawned)
// and set its parent to root
if (childObject.IsSceneObject != null && childObject.IsSceneObject.Value)
{
childObject.TryRemoveParent(childObject.WorldPositionStays());
}
}
}
// If spawned, then despawn and potentially destroy.
if (networkObjects[i].IsSpawned)
{
OnDespawnObject(networkObjects[i], shouldDestroy);
}
else // Otherwise, if we are not spawned and we should destroy...then destroy.
if (shouldDestroy)
{
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 || (networkObjects[i].IsSceneObject.HasValue && networkObjects[i].IsSceneObject.Value))
{
networkObjectsToSpawn.Add(networkObjects[i]);
}
}
}
foreach (var networkObject in networkObjectsToSpawn)
{
SpawnNetworkObjectLocally(networkObject, GetNetworkObjectId(), true, false, networkObject.OwnerClientId, true);
}
// Notify all in-scene placed NetworkObjects have been spawned
foreach (var networkObject in networkObjectsToSpawn)
{
networkObject.InternalInSceneNetworkObjectsSpawned();
}
}
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 = NetworkManager.RealTimeProvider.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.ConnectionManager.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 newly connected client
/// Note: if the clientId is the server then it is observable to all spawned <see cref="NetworkObject"/>'s
/// </summary>
/// <remarks>
/// This method is to only to be used for newly connected clients in order to update the observers list for
/// each NetworkObject instance.
/// </remarks>
internal void UpdateObservedNetworkObjects(ulong clientId)
{
foreach (var sobj in SpawnedObjectsList)
{
// If the NetworkObject has no visibility check then prepare to add this client as an observer
if (sobj.CheckObjectVisibility == null)
{
// If the client is not part of the observers and spawn with observers is enabled on this instance or the clientId is the server
if (sobj.SpawnWithObservers || clientId == NetworkManager.ServerClientId)
{
sobj.Observers.Add(clientId);
}
}
else
{
// CheckObject visibility overrides SpawnWithObservers under this condition
if (sobj.CheckObjectVisibility(clientId))
{
sobj.Observers.Add(clientId);
}
else // Otherwise, if the observers contains the clientId (shouldn't happen) then remove it since CheckObjectVisibility returned false
{
sobj.Observers.Remove(clientId);
}
}
}
}
/// <summary>
/// See <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
/// </summary>
internal void HandleNetworkObjectShow()
{
// Handle NetworkObjects to show
foreach (var client in ObjectsToShowToClient)
{
ulong clientId = client.Key;
foreach (var networkObject in client.Value)
{
SendSpawnCallForObject(clientId, networkObject);
}
}
ObjectsToShowToClient.Clear();
}
internal NetworkSpawnManager(NetworkManager networkManager)
{
NetworkManager = networkManager;
}
}
}