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com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs
Unity Technologies a813ba0dd6 com.unity.netcode.gameobjects@2.0.0-pre.3
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).

## [2.0.0-pre.3] - 2024-07-23

### Added
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)

### Fixed

- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
- 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. (#2979)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
- 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.(#2962)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved.  (#2962)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception.  (#2962)

### Changed

- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
2024-07-23 00:00:00 +00:00

3203 lines
161 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
/// Used for local notifications of various scene events. The <see cref="NetworkSceneManager.OnSceneEvent"/> of
/// delegate type <see cref="NetworkSceneManager.SceneEventDelegate"/> uses this class to provide
/// scene event status.<br />
/// <em>Note: This is only when <see cref="NetworkConfig.EnableSceneManagement"/> is enabled.</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// See also: <br />
/// <seealso cref="SceneEventType"/>
/// </summary>
public class SceneEvent
{
/// <summary>
/// The <see cref="UnityEngine.AsyncOperation"/> returned by <see cref="SceneManager"/><br />
/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.Load"/></term></item>
/// <item><term><see cref="SceneEventType.Unload"/></term></item>
/// </list>
/// </summary>
public AsyncOperation AsyncOperation;
/// <summary>
/// Will always be set to the current <see cref="Netcode.SceneEventType"/>
/// </summary>
public SceneEventType SceneEventType;
/// <summary>
/// If applicable, this reflects the type of scene loading or unloading that is occurring.<br />
/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.Load"/></term></item>
/// <item><term><see cref="SceneEventType.Unload"/></term></item>
/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadComplete"/></term></item>
/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
/// </list>
/// </summary>
public LoadSceneMode LoadSceneMode;
/// <summary>
/// This will be set to the scene name that the event pertains to.<br />
/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.Load"/></term></item>
/// <item><term><see cref="SceneEventType.Unload"/></term></item>
/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadComplete"/></term></item>
/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
/// </list>
/// </summary>
public string SceneName;
/// <summary>
/// When a scene is loaded, the Scene structure is returned.<br />
/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
/// </list>
/// </summary>
public Scene Scene;
/// <summary>
/// The client identifier can vary depending upon the following conditions: <br />
/// <list type="number">
/// <item><term><see cref="Netcode.SceneEventType"/>s that always set the <see cref="ClientId"/>
/// to the local client identifier, are initiated (and processed locally) by the
/// server-host, and sent to all clients to be processed.<br />
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.Load"/></term></item>
/// <item><term><see cref="SceneEventType.Unload"/></term></item>
/// <item><term><see cref="SceneEventType.Synchronize"/></term></item>
/// <item><term><see cref="SceneEventType.ReSynchronize"/></term></item>
/// </list>
/// </term></item>
/// <item><term>Events that always set the <see cref="ClientId"/> to the local client identifier,
/// are initiated (and processed locally) by a client or server-host, and if initiated
/// by a client will always be sent to and processed on the server-host:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.LoadComplete"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadComplete"/></term></item>
/// <item><term><see cref="SceneEventType.SynchronizeComplete"/></term></item>
/// </list>
/// </term></item>
/// <item><term>
/// Events that always set the <see cref="ClientId"/> to the ServerId:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
/// </list>
/// </term></item>
/// </list>
/// </summary>
public ulong ClientId;
/// <summary>
/// List of clients that completed a loading or unloading event.<br />
/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
/// </list>
/// </summary>
public List<ulong> ClientsThatCompleted;
/// <summary>
/// List of clients that timed out during a loading or unloading event.<br />
/// This is set for the following <see cref="Netcode.SceneEventType"/>s:
/// <list type="bullet">
/// <item><term><see cref="SceneEventType.LoadEventCompleted"/></term></item>
/// <item><term><see cref="SceneEventType.UnloadEventCompleted"/></term></item>
/// </list>
/// </summary>
public List<ulong> ClientsThatTimedOut;
}
/// <summary>
/// Main class for managing network scenes when <see cref="NetworkConfig.EnableSceneManagement"/> is enabled.
/// Uses the <see cref="SceneEventMessage"/> message to communicate <see cref="SceneEventData"/> between the server and client(s)
/// </summary>
public class NetworkSceneManager : IDisposable
{
private const NetworkDelivery k_DeliveryType = NetworkDelivery.ReliableFragmentedSequenced;
internal const int InvalidSceneNameOrPath = -1;
// Used to be able to turn re-synchronization off
internal static bool DisableReSynchronization;
/// <summary>
/// Used to detect if a scene event is underway
/// Only 1 scene event can occur on the server at a time for now.
/// </summary>
private bool m_IsSceneEventActive = false;
/// <summary>
/// The delegate callback definition for scene event notifications.<br />
/// See also: <br />
/// <seealso cref="SceneEvent"/><br />
/// <seealso cref="SceneEventData"/>
/// </summary>
/// <param name="sceneEvent"></param>
public delegate void SceneEventDelegate(SceneEvent sceneEvent);
/// <summary>
/// Subscribe to this event to receive all <see cref="SceneEventType"/> notifications.<br />
/// For more details review over <see cref="SceneEvent"/> and <see cref="SceneEventType"/>.<br />
/// <b>Alternate Single Event Type Notification Registration Options</b><br />
/// To receive only a specific event type notification or a limited set of notifications you can alternately subscribe to
/// each notification type individually via the following events:<br />
/// <list type="bullet">
/// <item><term><see cref="OnLoad"/> Invoked only when a <see cref="SceneEventType.Load"/> event is being processed</term></item>
/// <item><term><see cref="OnUnload"/> Invoked only when an <see cref="SceneEventType.Unload"/> event is being processed</term></item>
/// <item><term><see cref="OnSynchronize"/> Invoked only when a <see cref="SceneEventType.Synchronize"/> event is being processed</term></item>
/// <item><term><see cref="OnLoadEventCompleted"/> Invoked only when a <see cref="SceneEventType.LoadEventCompleted"/> event is being processed</term></item>
/// <item><term><see cref="OnUnloadEventCompleted"/> Invoked only when an <see cref="SceneEventType.UnloadEventCompleted"/> event is being processed</term></item>
/// <item><term><see cref="OnLoadComplete"/> Invoked only when a <see cref="SceneEventType.LoadComplete"/> event is being processed</term></item>
/// <item><term><see cref="OnUnloadComplete"/> Invoked only when an <see cref="SceneEventType.UnloadComplete"/> event is being processed</term></item>
/// <item><term><see cref="OnSynchronizeComplete"/> Invoked only when a <see cref="SceneEventType.SynchronizeComplete"/> event is being processed</term></item>
/// </list>
/// <em>Note: Do not start new scene events within NetworkSceneManager scene event notification callbacks.</em><br />
/// </summary>
public event SceneEventDelegate OnSceneEvent;
/// <summary>
/// Delegate declaration for the OnLoad event.<br />
/// See also: <br />
/// <seealso cref="SceneEventType.Load"/>for more information
/// </summary>
/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
/// <param name="sceneName">name of the scene being processed</param>
/// <param name="loadSceneMode">the LoadSceneMode mode for the scene being loaded</param>
/// <param name="asyncOperation">the associated <see cref="AsyncOperation"/> that can be used for scene loading progress</param>
public delegate void OnLoadDelegateHandler(ulong clientId, string sceneName, LoadSceneMode loadSceneMode, AsyncOperation asyncOperation);
/// <summary>
/// Delegate declaration for the OnUnload event.<br />
/// See also: <br />
/// <seealso cref="SceneEventType.Unload"/> for more information
/// </summary>
/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
/// <param name="sceneName">name of the scene being processed</param>
/// <param name="asyncOperation">the associated <see cref="AsyncOperation"/> that can be used for scene unloading progress</param>
public delegate void OnUnloadDelegateHandler(ulong clientId, string sceneName, AsyncOperation asyncOperation);
/// <summary>
/// Delegate declaration for the OnSynchronize event.<br />
/// See also: <br />
/// <seealso cref="SceneEventType.Synchronize"/> for more information
/// </summary>
/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
public delegate void OnSynchronizeDelegateHandler(ulong clientId);
/// <summary>
/// Delegate declaration for the OnLoadEventCompleted and OnUnloadEventCompleted events.<br />
/// See also:<br />
/// <seealso cref="SceneEventType.LoadEventCompleted"/><br />
/// <seealso cref="SceneEventType.UnloadEventCompleted"/>
/// </summary>
/// <param name="sceneName">scene pertaining to this event</param>
/// <param name="loadSceneMode"><see cref="LoadSceneMode"/> of the associated event completed</param>
/// <param name="clientsCompleted">the clients that completed the loading event</param>
/// <param name="clientsTimedOut">the clients (if any) that timed out during the loading event</param>
public delegate void OnEventCompletedDelegateHandler(string sceneName, LoadSceneMode loadSceneMode, List<ulong> clientsCompleted, List<ulong> clientsTimedOut);
/// <summary>
/// Delegate declaration for the OnLoadComplete event.<br />
/// See also:<br />
/// <seealso cref="SceneEventType.LoadComplete"/> for more information
/// </summary>
/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
/// <param name="sceneName">the scene name pertaining to this event</param>
/// <param name="loadSceneMode">the mode the scene was loaded in</param>
public delegate void OnLoadCompleteDelegateHandler(ulong clientId, string sceneName, LoadSceneMode loadSceneMode);
/// <summary>
/// Delegate declaration for the OnUnloadComplete event.<br />
/// See also:<br />
/// <seealso cref="SceneEventType.UnloadComplete"/> for more information
/// </summary>
/// <param name="clientId">the client that is processing this event (the server will receive all of these events for every client and itself)</param>
/// <param name="sceneName">the scene name pertaining to this event</param>
public delegate void OnUnloadCompleteDelegateHandler(ulong clientId, string sceneName);
/// <summary>
/// Delegate declaration for the OnSynchronizeComplete event.<br />
/// See also:<br />
/// <seealso cref="SceneEventType.SynchronizeComplete"/> for more information
/// </summary>
/// <param name="clientId">the client that completed this event</param>
public delegate void OnSynchronizeCompleteDelegateHandler(ulong clientId);
/// <summary>
/// Invoked when a <see cref="SceneEventType.Load"/> event is started by the server.<br />
/// <em>Note: The server and connected client(s) will always receive this notification.</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnLoadDelegateHandler OnLoad;
/// <summary>
/// Invoked when a <see cref="SceneEventType.Unload"/> event is started by the server.<br />
/// <em>Note: The server and connected client(s) will always receive this notification.</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnUnloadDelegateHandler OnUnload;
/// <summary>
/// Invoked when a <see cref="SceneEventType.Synchronize"/> event is started by the server
/// after a client is approved for connection in order to synchronize the client with the currently loaded
/// scenes and NetworkObjects. This event signifies the beginning of the synchronization event.<br />
/// <em>Note: The server and connected client(s) will always receive this notification.
/// This event is generated on a per newly connected and approved client basis.</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnSynchronizeDelegateHandler OnSynchronize;
/// <summary>
/// Invoked when a <see cref="SceneEventType.LoadEventCompleted"/> event is generated by the server.
/// This event signifies the end of an existing <see cref="SceneEventType.Load"/> event as it pertains
/// to all clients connected when the event was started. This event signifies that all clients (and server) have
/// finished the <see cref="SceneEventType.Load"/> event.<br />
/// <em>Note: this is useful to know when all clients have loaded the same scene (single or additive mode)</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnEventCompletedDelegateHandler OnLoadEventCompleted;
/// <summary>
/// Invoked when a <see cref="SceneEventType.UnloadEventCompleted"/> event is generated by the server.
/// This event signifies the end of an existing <see cref="SceneEventType.Unload"/> event as it pertains
/// to all clients connected when the event was started. This event signifies that all clients (and server) have
/// finished the <see cref="SceneEventType.Unload"/> event.<br />
/// <em>Note: this is useful to know when all clients have unloaded a specific scene. The <see cref="LoadSceneMode"/> will
/// always be <see cref="LoadSceneMode.Additive"/> for this event.</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnEventCompletedDelegateHandler OnUnloadEventCompleted;
/// <summary>
/// Invoked when a <see cref="SceneEventType.LoadComplete"/> event is generated by a client or server.<br />
/// <em>Note: The server receives this message from all clients (including itself).
/// Each client receives their own notification sent to the server.</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnLoadCompleteDelegateHandler OnLoadComplete;
/// <summary>
/// Invoked when a <see cref="SceneEventType.UnloadComplete"/> event is generated by a client or server.<br />
/// <em>Note: The server receives this message from all clients (including itself).
/// Each client receives their own notification sent to the server.</em><br />
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnUnloadCompleteDelegateHandler OnUnloadComplete;
/// <summary>
/// Invoked when a <see cref="SceneEventType.SynchronizeComplete"/> event is generated by a client. <br />
/// <em> Note: The server receives this message from the client, but will never generate this event for itself.
/// Each client receives their own notification sent to the server. This is useful to know that a client has
/// completed the entire connection sequence, loaded all scenes, and synchronized all NetworkObjects.</em>
/// <em>*** Do not start new scene events within scene event notification callbacks.</em><br />
/// </summary>
public event OnSynchronizeCompleteDelegateHandler OnSynchronizeComplete;
/// <summary>
/// Delegate declaration for the <see cref="VerifySceneBeforeLoading"/> handler that provides
/// an additional level of scene loading security and/or validation to assure the scene being loaded
/// is valid scene to be loaded in the LoadSceneMode specified.
/// </summary>
/// <param name="sceneIndex">Build Settings Scenes in Build List index of the scene</param>
/// <param name="sceneName">Name of the scene</param>
/// <param name="loadSceneMode">LoadSceneMode the scene is going to be loaded</param>
/// <returns>true (valid) or false (not valid)</returns>
public delegate bool VerifySceneBeforeLoadingDelegateHandler(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode);
/// <summary>
/// Delegate handler defined by <see cref="VerifySceneBeforeLoadingDelegateHandler"/> that is invoked before the
/// server or client loads a scene during an active netcode game session.
/// </summary>
/// <remarks>
/// <b>Client Side:</b> In order for clients to be notified of this condition you must assign the <see cref="VerifySceneBeforeLoading"/> delegate handler.<br />
/// <b>Server Side:</b> <see cref="LoadScene(string, LoadSceneMode)"/> will return <see cref="SceneEventProgressStatus"/>.
/// </remarks>
public VerifySceneBeforeLoadingDelegateHandler VerifySceneBeforeLoading;
/// <summary>
/// Delegate declaration for the <see cref="VerifySceneBeforeUnloading"/> handler that provides
/// an additional level of scene unloading validation to assure the scene being unloaded should
/// be unloaded.
/// </summary>
/// <param name="scene">The scene to be unloaded</param>
/// <returns>true (valid) or false (not valid)</returns>
public delegate bool VerifySceneBeforeUnloadingDelegateHandler(Scene scene);
/// <summary>
/// Client Side Only: <br />
/// Delegate handler defined by <see cref="VerifySceneBeforeUnloadingDelegateHandler"/> that is only invoked when the client
/// is finished synchronizing and when <see cref="ClientSynchronizationMode"/> is set to <see cref="LoadSceneMode.Additive"/>.
/// </summary>
public VerifySceneBeforeUnloadingDelegateHandler VerifySceneBeforeUnloading;
/// <summary>
/// When enabled and <see cref="ClientSynchronizationMode"/> is <see cref="LoadSceneMode.Additive"/>, any scenes not synchronized with
/// the server will be unloaded unless <see cref="VerifySceneBeforeUnloading"/> returns true. This provides more granular control over
/// which already loaded client-side scenes not synchronized with the server should be unloaded.
/// </summary>
/// <remarks>
/// If the <see cref="VerifySceneBeforeUnloading"/> delegate callback is not set then any scene loaded on the just synchronized client
/// will be unloaded.
/// One scenario is a synchronized client is disconnected for unexpected reasons and attempts to reconnect to the same network session
/// but still has all scenes that were loaded through server synchronization (initially or through scene events). However, during the
/// client disconnection period the server unloads one (or more) of the scenes loaded and as such the reconnecting client could still
/// have the now unloaded scenes still loaded. Enabling this flag coupled with assignment of the assignment of the <see cref="VerifySceneBeforeUnloading"/>
/// delegate callback provides you with the ability to keep scenes loaded by the client (i.e. UI etc) while discarding any artifact
/// scenes that no longer need to be loaded.
/// </remarks>
public bool PostSynchronizationSceneUnloading;
private bool m_ActiveSceneSynchronizationEnabled;
/// <summary>
/// When enabled, the server or host will synchronize clients with changes to the currently active scene
/// </summary>
public bool ActiveSceneSynchronizationEnabled
{
get
{
return m_ActiveSceneSynchronizationEnabled;
}
set
{
if (m_ActiveSceneSynchronizationEnabled != value)
{
m_ActiveSceneSynchronizationEnabled = value;
if (m_ActiveSceneSynchronizationEnabled)
{
SceneManager.activeSceneChanged += SceneManager_ActiveSceneChanged;
}
else
{
SceneManager.activeSceneChanged -= SceneManager_ActiveSceneChanged;
}
}
}
}
/// <summary>
/// The SceneManagerHandler implementation
/// </summary>
internal ISceneManagerHandler SceneManagerHandler = new DefaultSceneManagerHandler();
internal readonly Dictionary<Guid, SceneEventProgress> SceneEventProgressTracking = new Dictionary<Guid, SceneEventProgress>();
/// <summary>
/// Used to track in-scene placed NetworkObjects
/// We store them by:
/// [GlobalObjectIdHash][Scene.Handle][NetworkObject]
/// The Scene.Handle aspect allows us to distinguish duplicated in-scene placed NetworkObjects created by the loading
/// of the same additive scene multiple times.
/// </summary>
internal readonly Dictionary<uint, Dictionary<int, NetworkObject>> ScenePlacedObjects = new Dictionary<uint, Dictionary<int, NetworkObject>>();
/// <summary>
/// This is used for the deserialization of in-scene placed NetworkObjects in order to distinguish duplicated in-scene
/// placed NetworkObjects created by the loading of the same additive scene multiple times.
/// </summary>
internal Scene SceneBeingSynchronized;
/// <summary>
/// Used to track which scenes are currently loaded
/// We store the scenes as [SceneHandle][Scene] in order to handle the loading and unloading of the same scene additively
/// Scene handle is only unique locally. So, clients depend upon the <see cref="ServerSceneHandleToClientSceneHandle"/> in order
/// to be able to know which specific scene instance the server is instructing the client to unload.
/// The client links the server scene handle to the client local scene handle upon a scene being loaded
/// <see cref="GetAndAddNewlyLoadedSceneByName"/>
/// </summary>
internal Dictionary<int, Scene> ScenesLoaded = new Dictionary<int, Scene>();
/// <summary>
/// Returns the currently loaded scenes that are synchronized with the session owner or server depending upon the selected
/// network topology.
/// </summary>
/// <remarks>
/// The <see cref="SceneManager"/> scenes loaded returns all scenes loaded where this returns only the scenes that have been
/// synchronized remotely. This can be useful when using scene validation and excluding certain scenes from being synchronized.
/// </remarks>
/// <returns>List of the known synchronized scenes</returns>
public List<Scene> GetSynchronizedScenes()
{
return ScenesLoaded.Values.ToList();
}
/// <summary>
/// Since Scene.handle is unique per client, we create a look-up table between the client and server to associate server unique scene
/// instances with client unique scene instances
/// </summary>
internal Dictionary<int, int> ServerSceneHandleToClientSceneHandle = new Dictionary<int, int>();
internal Dictionary<int, int> ClientSceneHandleToServerSceneHandle = new Dictionary<int, int>();
internal bool IsRestoringSession;
/// <summary>
/// Add the client to server (and vice versa) scene handle lookup.
/// Add the client-side handle to scene entry in the HandleToScene table.
/// If it fails (i.e. already added) it returns false.
/// </summary>
internal bool UpdateServerClientSceneHandle(int serverHandle, int clientHandle, Scene localScene)
{
if (!ServerSceneHandleToClientSceneHandle.ContainsKey(serverHandle))
{
ServerSceneHandleToClientSceneHandle.Add(serverHandle, clientHandle);
}
else if (!IsRestoringSession)
{
return false;
}
if (!ClientSceneHandleToServerSceneHandle.ContainsKey(clientHandle))
{
ClientSceneHandleToServerSceneHandle.Add(clientHandle, serverHandle);
}
else if (!IsRestoringSession)
{
return false;
}
// It is "Ok" if this already has an entry
if (!ScenesLoaded.ContainsKey(clientHandle))
{
ScenesLoaded.Add(clientHandle, localScene);
}
return true;
}
/// <summary>
/// Removes the client to server (and vice versa) scene handles.
/// If it fails (i.e. already removed) it returns false.
/// </summary>
internal bool RemoveServerClientSceneHandle(int serverHandle, int clientHandle)
{
if (ServerSceneHandleToClientSceneHandle.ContainsKey(serverHandle))
{
ServerSceneHandleToClientSceneHandle.Remove(serverHandle);
}
else
{
return false;
}
if (ClientSceneHandleToServerSceneHandle.ContainsKey(clientHandle))
{
ClientSceneHandleToServerSceneHandle.Remove(clientHandle);
}
else
{
return false;
}
if (ScenesLoaded.ContainsKey(clientHandle))
{
ScenesLoaded.Remove(clientHandle);
}
else
{
return false;
}
return true;
}
/// <summary>
/// Hash to build index lookup table
/// </summary>
internal Dictionary<uint, int> HashToBuildIndex = new Dictionary<uint, int>();
/// <summary>
/// Build index to hash lookup table
/// </summary>
internal Dictionary<int, uint> BuildIndexToHash = new Dictionary<int, uint>();
/// <summary>
/// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
/// they need to be moved into the do not destroy temporary scene
/// When it is set: Just before starting the asynchronous loading call
/// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
/// not destroy temporary scene are moved into the active scene
/// </summary>
internal static bool IsSpawnedObjectsPendingInDontDestroyOnLoad;
/// <summary>
/// Client and Server:
/// Used for all scene event processing
/// </summary>
internal Dictionary<uint, SceneEventData> SceneEventDataStore;
internal readonly NetworkManager NetworkManager;
// Keep track of this scene until the NetworkSceneManager is destroyed.
internal Scene DontDestroyOnLoadScene;
/// <summary>
/// This setting changes how clients handle scene loading when initially synchronizing with the server.<br />
/// See: <see cref="SetClientSynchronizationMode(LoadSceneMode)"/>
/// </summary>
/// <remarks>
/// <b>LoadSceneMode.Single:</b> All currently loaded scenes on the client will be unloaded and the
/// server's currently active scene will be loaded in single mode on the client unless it was already
/// loaded.<br />
/// <b>LoadSceneMode.Additive:</b> All currently loaded scenes are left as they are and any newly loaded
/// scenes will be loaded additively. Users need to determine which scenes are valid to load via the
/// <see cref="VerifySceneBeforeLoading"/> and, if <see cref="PostSynchronizationSceneUnloading"/> is
/// set, <see cref="VerifySceneBeforeUnloading"/> callback(s).
/// </remarks>
public LoadSceneMode ClientSynchronizationMode { get; internal set; }
/// <summary>
/// When true, the <see cref="Debug.LogWarning(object)"/> messages will be turned off
/// </summary>
private bool m_DisableValidationWarningMessages;
internal bool HasSceneAuthority()
{
if (!NetworkManager)
{
return false;
}
return (!NetworkManager.DistributedAuthorityMode && NetworkManager.IsServer) || (NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner);
}
/// <summary>
/// Handle NetworkSeneManager clean up
/// </summary>
public void Dispose()
{
// Always assure we no longer listen to scene changes when disposed.
SceneManager.activeSceneChanged -= SceneManager_ActiveSceneChanged;
SceneUnloadEventHandler.Shutdown();
foreach (var keypair in SceneEventDataStore)
{
if (NetworkLog.CurrentLogLevel == LogLevel.Developer)
{
NetworkLog.LogInfo($"{nameof(SceneEventDataStore)} is disposing {nameof(SceneEventData.SceneEventId)} '{keypair.Key}'.");
}
keypair.Value.Dispose();
}
SceneEventDataStore.Clear();
SceneEventDataStore = null;
}
/// <summary>
/// Creates a new SceneEventData object for a new scene event
/// </summary>
/// <returns>SceneEventData instance</returns>
internal SceneEventData BeginSceneEvent()
{
var sceneEventData = new SceneEventData(NetworkManager);
SceneEventDataStore.Add(sceneEventData.SceneEventId, sceneEventData);
return sceneEventData;
}
/// <summary>
/// Disposes and removes SceneEventData object for the scene event
/// </summary>
/// <param name="sceneEventId">SceneEventId to end</param>
internal void EndSceneEvent(uint sceneEventId)
{
if (SceneEventDataStore.ContainsKey(sceneEventId))
{
SceneEventDataStore[sceneEventId].Dispose();
SceneEventDataStore.Remove(sceneEventId);
}
else
{
Debug.LogWarning($"Trying to dispose and remove SceneEventData Id '{sceneEventId}' that no longer exists!");
}
}
/// <summary>
/// Used for integration tests, normal runtime mode this will always be LoadSceneMode.Single
/// </summary>
internal LoadSceneMode DeferLoadingFilter = LoadSceneMode.Single;
/// <summary>
/// Determines if a remote client should defer object creation initiated by CreateObjectMessage
/// until a scene event is completed.
/// </summary>
/// <remarks>
/// Deferring object creation should only occur when there is a possibility the objects could be
/// instantiated in a currently active scene that will be unloaded during single mode scene loading
/// to prevent the newly created objects from being destroyed when the scene is unloaded.
/// </remarks>
internal bool ShouldDeferCreateObject()
{
// This applies only to remote clients and when scene management is enabled
if (!NetworkManager.NetworkConfig.EnableSceneManagement || HasSceneAuthority())
{
return false;
}
var synchronizeEventDetected = false;
var loadingEventDetected = false;
foreach (var entry in SceneEventDataStore)
{
if (entry.Value.SceneEventType == SceneEventType.Synchronize)
{
synchronizeEventDetected = true;
}
// When loading a scene and the load scene mode is single we should defer object creation
if (entry.Value.SceneEventType == SceneEventType.Load && entry.Value.LoadSceneMode == DeferLoadingFilter)
{
loadingEventDetected = true;
}
}
// Synchronizing while in client synchronization mode single --> Defer
// When not synchronizing but loading a scene in single mode --> Defer
return (synchronizeEventDetected && ClientSynchronizationMode == LoadSceneMode.Single) || (!synchronizeEventDetected && loadingEventDetected);
}
/// <summary>
/// Gets the scene name from full path to the scene
/// </summary>
internal string GetSceneNameFromPath(string scenePath)
{
var begin = scenePath.LastIndexOf("/", StringComparison.Ordinal) + 1;
var end = scenePath.LastIndexOf(".", StringComparison.Ordinal);
return scenePath.Substring(begin, end - begin);
}
/// <summary>
/// Generates the hash values and associated tables
/// for the scenes in build list
/// </summary>
internal void GenerateScenesInBuild()
{
// TODO 2023: We could support addressable or asset bundle scenes by
// adding a method that would allow users to add scenes to this.
// The method would be server-side only and require an additional SceneEventType
// that would be used to notify clients of the added scene. This might need
// to include information about the addressable or asset bundle (i.e. address to load assets)
HashToBuildIndex.Clear();
BuildIndexToHash.Clear();
for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
{
var scenePath = SceneUtility.GetScenePathByBuildIndex(i);
var hash = XXHash.Hash32(scenePath);
var buildIndex = SceneUtility.GetBuildIndexByScenePath(scenePath);
// In the rare-case scenario where a programmatically generated build has duplicate
// scene entries, we will log an error and skip the entry
if (!HashToBuildIndex.ContainsKey(hash))
{
HashToBuildIndex.Add(hash, buildIndex);
BuildIndexToHash.Add(buildIndex, hash);
}
else
{
Debug.LogError($"{nameof(NetworkSceneManager)} is skipping duplicate scene path entry {scenePath}. Make sure your scenes in build list does not contain duplicates!");
}
}
}
/// <summary>
/// Gets the scene name from a hash value generated from the full scene path
/// </summary>
internal string SceneNameFromHash(uint sceneHash)
{
// In the event there is no scene associated with the scene event then just return "No Scene"
// This can happen during unit tests when clients first connect and the only scene loaded is the
// unit test scene (which is ignored by default) that results in a scene event that has no associated
// scene. Under this specific special case, we just return "No Scene".
if (sceneHash == 0)
{
return "No Scene";
}
return GetSceneNameFromPath(ScenePathFromHash(sceneHash));
}
/// <summary>
/// Gets the full scene path from a hash value
/// </summary>
internal string ScenePathFromHash(uint sceneHash)
{
if (HashToBuildIndex.ContainsKey(sceneHash))
{
return SceneUtility.GetScenePathByBuildIndex(HashToBuildIndex[sceneHash]);
}
else
{
throw new Exception($"Scene Hash {sceneHash} does not exist in the {nameof(HashToBuildIndex)} table! Verify that all scenes requiring" +
$" server to client synchronization are in the scenes in build list.");
}
}
/// <summary>
/// Gets the associated hash value for the scene name or path
/// </summary>
internal uint SceneHashFromNameOrPath(string sceneNameOrPath)
{
var buildIndex = SceneUtility.GetBuildIndexByScenePath(sceneNameOrPath);
if (buildIndex >= 0)
{
if (BuildIndexToHash.ContainsKey(buildIndex))
{
return BuildIndexToHash[buildIndex];
}
else
{
throw new Exception($"Scene '{sceneNameOrPath}' has a build index of {buildIndex} that does not exist in the {nameof(BuildIndexToHash)} table!");
}
}
else
{
throw new Exception($"Scene '{sceneNameOrPath}' couldn't be loaded because it has not been added to the build settings scenes in build list.");
}
}
/// <summary>
/// When set to true, this will disable the console warnings about
/// a scene being invalidated.
/// </summary>
/// <param name="disabled">true/false</param>
public void DisableValidationWarnings(bool disabled)
{
m_DisableValidationWarningMessages = disabled;
}
/// <summary>
/// This setting changes how clients handle scene loading when initially synchronizing with the server.<br />
/// The server or host should set this value as clients will automatically be synchronized with the server (or host) side.
/// </summary>
/// <remarks>
/// <b>LoadSceneMode.Single:</b> All currently loaded scenes on the client will be unloaded and the
/// server's currently active scene will be loaded in single mode on the client unless it was already
/// loaded.<br />
/// <b>LoadSceneMode.Additive:</b> All currently loaded scenes are left as they are and any newly loaded
/// scenes will be loaded additively. Users need to determine which scenes are valid to load via the
/// <see cref="VerifySceneBeforeLoading"/> and, if <see cref="PostSynchronizationSceneUnloading"/> is
/// set, <see cref="VerifySceneBeforeUnloading"/> callback(s).
/// </remarks>
/// <param name="mode"><see cref="LoadSceneMode"/> for initial client synchronization</param>
public void SetClientSynchronizationMode(LoadSceneMode mode)
{
var networkManager = NetworkManager;
SceneManagerHandler.SetClientSynchronizationMode(ref networkManager, mode);
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="networkManager">one <see cref="Netcode.NetworkManager"/> instance per <see cref="NetworkSceneManager"/> instance</param>
/// <param name="sceneEventDataPoolSize">maximum <see cref="SceneEventData"/> pool size</param>
internal NetworkSceneManager(NetworkManager networkManager)
{
NetworkManager = networkManager;
SceneEventDataStore = new Dictionary<uint, SceneEventData>();
// Generates the scene name to hash value
GenerateScenesInBuild();
// Since NetworkManager is now always migrated to the DDOL we will use this to get the DDOL scene
DontDestroyOnLoadScene = networkManager.gameObject.scene;
// Since the server tracks loaded scenes, we need to add any currently loaded scenes on the
// server side when the NetworkManager is started and NetworkSceneManager instantiated when
// scene management is enabled.
if (!NetworkManager.DistributedAuthorityMode && NetworkManager.IsServer && networkManager.NetworkConfig.EnableSceneManagement)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var loadedScene = SceneManager.GetSceneAt(i);
ScenesLoaded.Add(loadedScene.handle, loadedScene);
}
SceneManagerHandler.PopulateLoadedScenes(ref ScenesLoaded, NetworkManager);
}
// Add to the server to client scene handle table
UpdateServerClientSceneHandle(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene);
}
internal void InitializeScenesLoaded()
{
if (!NetworkManager.DistributedAuthorityMode)
{
return;
}
if (HasSceneAuthority() && NetworkManager.NetworkConfig.EnableSceneManagement)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var loadedScene = SceneManager.GetSceneAt(i);
UpdateServerClientSceneHandle(loadedScene.handle, loadedScene.handle, loadedScene);
}
SceneManagerHandler.PopulateLoadedScenes(ref ScenesLoaded, NetworkManager);
}
}
/// <summary>
/// Synchronizes clients when the currently active scene is changed
/// </summary>
private void SceneManager_ActiveSceneChanged(Scene current, Scene next)
{
if ((!NetworkManager.DistributedAuthorityMode && !NetworkManager.IsServer) || (NetworkManager.DistributedAuthorityMode && !NetworkManager.LocalClient.IsSessionOwner))
{
return;
}
// If no clients are connected, then don't worry about notifications
if (!(NetworkManager.ConnectedClientsIds.Count > (NetworkManager.IsHost ? 1 : 0)))
{
return;
}
// Don't notify if a scene event is in progress
foreach (var sceneEventEntry in SceneEventProgressTracking)
{
if (!sceneEventEntry.Value.HasTimedOut() && sceneEventEntry.Value.Status == SceneEventProgressStatus.Started)
{
return;
}
}
// If the scene's build index is in the hash table
if (BuildIndexToHash.ContainsKey(next.buildIndex))
{
// Notify clients of the change in active scene
var sceneEvent = BeginSceneEvent();
sceneEvent.SceneEventType = SceneEventType.ActiveSceneChanged;
sceneEvent.ActiveSceneHash = BuildIndexToHash[next.buildIndex];
var sessionOwner = NetworkManager.ServerClientId;
if (NetworkManager.DistributedAuthorityMode)
{
sessionOwner = NetworkManager.CurrentSessionOwner;
}
SendSceneEventData(sceneEvent.SceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != sessionOwner).ToArray());
EndSceneEvent(sceneEvent.SceneEventId);
}
}
/// <summary>
/// If the VerifySceneBeforeLoading delegate handler has been set by the user, this will provide
/// an additional level of security and/or validation that the scene being loaded in the specified
/// loading mode is "a valid scene to be loaded in the LoadSceneMode specified".
/// </summary>
/// <param name="sceneIndex">index into ScenesInBuild</param>
/// <param name="loadSceneMode">LoadSceneMode the scene is going to be loaded</param>
/// <returns>true (Valid) or false (Invalid)</returns>
internal bool ValidateSceneBeforeLoading(uint sceneHash, LoadSceneMode loadSceneMode)
{
var sceneName = SceneNameFromHash(sceneHash);
var sceneIndex = SceneUtility.GetBuildIndexByScenePath(sceneName);
return ValidateSceneBeforeLoading(sceneIndex, sceneName, loadSceneMode);
}
/// <summary>
/// Overloaded version that is invoked by <see cref="ValidateSceneBeforeLoading"/> and <see cref="SynchronizeNetworkObjects"/>.
/// This specifically is to allow runtime generated scenes to be excluded by the server during synchronization.
/// </summary>
internal bool ValidateSceneBeforeLoading(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
{
var validated = true;
if (VerifySceneBeforeLoading != null)
{
validated = VerifySceneBeforeLoading.Invoke(sceneIndex, sceneName, loadSceneMode);
}
if (!validated && !m_DisableValidationWarningMessages)
{
var serverHostorClient = "Client";
if (HasSceneAuthority())
{
serverHostorClient = NetworkManager.DistributedAuthorityMode ? "Session Owner" : NetworkManager.IsHost ? "Host" : "Server";
}
Debug.LogWarning($"Scene {sceneName} of Scenes in Build Index {sceneIndex} being loaded in {loadSceneMode} mode failed validation on the {serverHostorClient}!");
}
return validated;
}
/// <summary>
/// Used for NetcodeIntegrationTest testing in order to properly
/// assign the right loaded scene to the right client's ScenesLoaded list
/// </summary>
internal Func<string, Scene> OverrideGetAndAddNewlyLoadedSceneByName;
/// <summary>
/// Since SceneManager.GetSceneByName only returns the first scene that matches the name
/// we must "find" a newly added scene by looking through all loaded scenes and determining
/// which scene with the same name has not yet been loaded.
/// In order to support loading the same additive scene within in-scene placed NetworkObjects,
/// we must do this to be able to soft synchronize the "right version" of the NetworkObject.
/// </summary>
/// <param name="sceneName"></param>
/// <returns></returns>
internal Scene GetAndAddNewlyLoadedSceneByName(string sceneName)
{
if (OverrideGetAndAddNewlyLoadedSceneByName != null)
{
return OverrideGetAndAddNewlyLoadedSceneByName.Invoke(sceneName);
}
else
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var sceneLoaded = SceneManager.GetSceneAt(i);
if (sceneLoaded.name == sceneName)
{
if (!ScenesLoaded.ContainsKey(sceneLoaded.handle))
{
ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
SceneManagerHandler.StartTrackingScene(sceneLoaded, true, NetworkManager);
return sceneLoaded;
}
}
}
throw new Exception($"Failed to find any loaded scene named {sceneName}!");
}
}
/// <summary>
/// Client Side Only:
/// This takes a server scene handle that is written by the server before the scene relative
/// NetworkObject is serialized and converts the server scene handle to a local client handle
/// so it can set the appropriate SceneBeingSynchronized.
/// Note: This is now part of the soft synchronization process and is needed for the scenario
/// where a user loads the same scene additively that has an in-scene placed NetworkObject
/// which means each scene relative in-scene placed NetworkObject will have the identical GlobalObjectIdHash
/// value. Scene handles are used to distinguish between in-scene placed NetworkObjects under this situation.
/// </summary>
/// <param name="serverSceneHandle"></param>
internal void SetTheSceneBeingSynchronized(int serverSceneHandle)
{
var clientSceneHandle = serverSceneHandle;
if (ServerSceneHandleToClientSceneHandle.ContainsKey(serverSceneHandle))
{
clientSceneHandle = ServerSceneHandleToClientSceneHandle[serverSceneHandle];
// If we were already set, then ignore
if (SceneBeingSynchronized.IsValid() && SceneBeingSynchronized.isLoaded && SceneBeingSynchronized.handle == clientSceneHandle)
{
return;
}
// Get the scene currently being synchronized
SceneBeingSynchronized = ScenesLoaded.ContainsKey(clientSceneHandle) ? ScenesLoaded[clientSceneHandle] : new Scene();
if (!SceneBeingSynchronized.IsValid() || !SceneBeingSynchronized.isLoaded)
{
// Let's go ahead and use the currently active scene under the scenario where a NetworkObject is determined to exist in a scene that the NetworkSceneManager is not aware of
SceneBeingSynchronized = SceneManager.GetActiveScene();
// Keeping the warning here in the event we cannot find the scene being synchronized
Debug.LogWarning($"[{nameof(NetworkSceneManager)}- {nameof(ScenesLoaded)}] Could not find the appropriate scene to set as being synchronized! Using the currently active scene.");
}
}
else
{
// Most common scenario for DontDestroyOnLoad is when NetworkManager is set to not be destroyed
if (serverSceneHandle == DontDestroyOnLoadScene.handle)
{
SceneBeingSynchronized = NetworkManager.gameObject.scene;
return;
}
else
{
// Let's go ahead and use the currently active scene under the scenario where a NetworkObject is determined to exist in a scene that the NetworkSceneManager is not aware of
// or the NetworkObject has yet to be moved to that specific scene (i.e. no DontDestroyOnLoad scene exists yet).
SceneBeingSynchronized = SceneManager.GetActiveScene();
// This could be the scenario where NetworkManager.DontDestroy is false and we are creating the first NetworkObject (client side) to be in the DontDestroyOnLoad scene
// Otherwise, this is some other specific scenario that we might not be handling currently.
Debug.LogWarning($"[{nameof(SceneEventData)}- Scene Handle Mismatch] {nameof(serverSceneHandle)} ({serverSceneHandle}) could not be found in {nameof(ServerSceneHandleToClientSceneHandle)}. Using the currently active scene.");
}
}
}
/// <summary>
/// During soft synchronization of in-scene placed NetworkObjects, this is now used by NetworkSpawnManager.CreateLocalNetworkObject
/// </summary>
/// <param name="globalObjectIdHash"></param>
/// <returns></returns>
internal NetworkObject GetSceneRelativeInSceneNetworkObject(uint globalObjectIdHash, int? networkSceneHandle)
{
if (ScenePlacedObjects.ContainsKey(globalObjectIdHash))
{
var sceneHandle = SceneBeingSynchronized.handle;
if (networkSceneHandle.HasValue && networkSceneHandle.Value != 0 && ServerSceneHandleToClientSceneHandle.ContainsKey(networkSceneHandle.Value))
{
sceneHandle = ServerSceneHandleToClientSceneHandle[networkSceneHandle.Value];
}
if (ScenePlacedObjects[globalObjectIdHash].ContainsKey(sceneHandle))
{
return ScenePlacedObjects[globalObjectIdHash][sceneHandle];
}
}
return null;
}
/// <summary>
/// Generic sending of scene event data
/// </summary>
/// <param name="targetClientIds">array of client identifiers to receive the scene event message</param>
private void SendSceneEventData(uint sceneEventId, ulong[] targetClientIds)
{
if (targetClientIds.Length == 0 && !NetworkManager.DistributedAuthorityMode)
{
// This would be the Host/Server with no clients connected
// Silently return as there is nothing to be done
return;
}
var sceneEvent = SceneEventDataStore[sceneEventId];
sceneEvent.SenderClientId = NetworkManager.LocalClientId;
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
{
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority())
{
sceneEvent.TargetClientId = NetworkManager.ServerClientId;
var message = new SceneEventMessage
{
EventData = sceneEvent,
};
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ServerClientId);
NetworkManager.NetworkMetrics.TrackSceneEventSent(NetworkManager.ServerClientId, (uint)sceneEvent.SceneEventType, SceneNameFromHash(sceneEvent.SceneHash), size);
}
foreach (var clientId in targetClientIds)
{
sceneEvent.TargetClientId = clientId;
var message = new SceneEventMessage
{
EventData = sceneEvent,
};
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ServerClientId);
NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEvent.SceneEventType, SceneNameFromHash(sceneEvent.SceneHash), size);
}
}
else
{
var message = new SceneEventMessage
{
EventData = sceneEvent,
};
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, targetClientIds);
NetworkManager.NetworkMetrics.TrackSceneEventSent(targetClientIds, (uint)SceneEventDataStore[sceneEventId].SceneEventType, SceneNameFromHash(SceneEventDataStore[sceneEventId].SceneHash), size);
}
}
/// <summary>
/// Entry method for scene unloading validation
/// </summary>
/// <param name="scene">the scene to be unloaded</param>
/// <returns></returns>
private SceneEventProgress ValidateSceneEventUnloading(Scene scene)
{
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
Debug.LogWarning($"{nameof(LoadScene)} was called, but {nameof(NetworkConfig.EnableSceneManagement)} was not enabled! Enable {nameof(NetworkConfig.EnableSceneManagement)} prior to starting a client, host, or server prior to using {nameof(NetworkSceneManager)}!");
return new SceneEventProgress(null, SceneEventProgressStatus.SceneManagementNotEnabled);
}
if (!HasSceneAuthority())
{
if (NetworkManager.DistributedAuthorityMode)
{
Debug.LogWarning($"[{nameof(SceneEventProgressStatus.SessionOwnerOnlyAction)}][Unload] Clients cannot invoke the {nameof(UnloadScene)} method!");
return new SceneEventProgress(null, SceneEventProgressStatus.SessionOwnerOnlyAction);
}
else
{
Debug.LogWarning($"[{nameof(SceneEventProgressStatus.ServerOnlyAction)}][Unload] Clients cannot invoke the {nameof(UnloadScene)} method!");
return new SceneEventProgress(null, SceneEventProgressStatus.ServerOnlyAction);
}
}
if (!scene.isLoaded)
{
Debug.LogWarning($"{nameof(UnloadScene)} was called, but the scene {scene.name} is not currently loaded!");
return new SceneEventProgress(null, SceneEventProgressStatus.SceneNotLoaded);
}
return ValidateSceneEvent(scene.name, true);
}
/// <summary>
/// Entry method for scene loading validation
/// </summary>
/// <param name="sceneName">scene name to load</param>
/// <returns></returns>
private SceneEventProgress ValidateSceneEventLoading(string sceneName)
{
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
Debug.LogWarning($"{nameof(LoadScene)} was called, but {nameof(NetworkConfig.EnableSceneManagement)} was not enabled! Enable {nameof(NetworkConfig.EnableSceneManagement)} prior to starting a client, host, or server prior to using {nameof(NetworkSceneManager)}!");
return new SceneEventProgress(null, SceneEventProgressStatus.SceneManagementNotEnabled);
}
if (!HasSceneAuthority())
{
if (NetworkManager.DistributedAuthorityMode)
{
Debug.LogWarning($"[{nameof(SceneEventProgressStatus.SessionOwnerOnlyAction)}][Load] Only the session owner can invoke the {nameof(LoadScene)} method!");
return new SceneEventProgress(null, SceneEventProgressStatus.SessionOwnerOnlyAction);
}
else
{
Debug.LogWarning($"[{nameof(SceneEventProgressStatus.ServerOnlyAction)}][Load] Clients cannot invoke the {nameof(LoadScene)} method!");
return new SceneEventProgress(null, SceneEventProgressStatus.ServerOnlyAction);
}
}
return ValidateSceneEvent(sceneName);
}
/// <summary>
/// Validates the new scene event request by the server-side code.
/// This also initializes some commonly shared values as well as SceneEventProgress
/// </summary>
/// <param name="sceneName"></param>
/// <returns><see cref="SceneEventProgress"/> that should have a <see cref="SceneEventProgress.Status"/> of <see cref="SceneEventProgressStatus.Started"/> otherwise it failed.</returns>
private SceneEventProgress ValidateSceneEvent(string sceneName, bool isUnloading = false)
{
// Return scene event already in progress if one is already in progress
if (m_IsSceneEventActive)
{
return new SceneEventProgress(null, SceneEventProgressStatus.SceneEventInProgress);
}
// Return invalid scene name status if the scene name is invalid
if (SceneUtility.GetBuildIndexByScenePath(sceneName) == InvalidSceneNameOrPath)
{
Debug.LogError($"Scene '{sceneName}' couldn't be loaded because it has not been added to the build settings scenes in build list.");
return new SceneEventProgress(null, SceneEventProgressStatus.InvalidSceneName);
}
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneHash = SceneHashFromNameOrPath(sceneName)
};
SceneEventProgressTracking.Add(sceneEventProgress.Guid, sceneEventProgress);
m_IsSceneEventActive = true;
// Set our callback delegate handler for completion
sceneEventProgress.OnComplete = OnSceneEventProgressCompleted;
return sceneEventProgress;
}
/// <summary>
/// Callback for the <see cref="SceneEventProgress.OnComplete"/> <see cref="SceneEventProgress.OnCompletedDelegate"/> handler
/// </summary>
/// <param name="sceneEventProgress"></param>
private bool OnSceneEventProgressCompleted(SceneEventProgress sceneEventProgress)
{
var sceneEventData = BeginSceneEvent();
var clientsThatCompleted = sceneEventProgress.GetClientsWithStatus(true);
var clientsThatTimedOut = sceneEventProgress.GetClientsWithStatus(false);
sceneEventData.SceneEventProgressId = sceneEventProgress.Guid;
sceneEventData.SceneHash = sceneEventProgress.SceneHash;
sceneEventData.SceneEventType = sceneEventProgress.SceneEventType;
sceneEventData.ClientsCompleted = clientsThatCompleted;
sceneEventData.LoadSceneMode = sceneEventProgress.LoadSceneMode;
sceneEventData.ClientsTimedOut = clientsThatTimedOut;
if (NetworkManager.DistributedAuthorityMode)
{
SendSceneEventData(sceneEventData.SceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.LocalClientId).ToArray());
}
else
{
var message = new SceneEventMessage
{
EventData = sceneEventData
};
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ConnectedClientsIds);
NetworkManager.NetworkMetrics.TrackSceneEventSent(
NetworkManager.ConnectedClientsIds,
(uint)sceneEventProgress.SceneEventType,
SceneNameFromHash(sceneEventProgress.SceneHash),
size);
}
// Send a local notification to the session owner that all clients are done loading or unloading
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventProgress.SceneEventType,
SceneName = SceneNameFromHash(sceneEventProgress.SceneHash),
ClientId = NetworkManager.CurrentSessionOwner,
LoadSceneMode = sceneEventProgress.LoadSceneMode,
ClientsThatCompleted = clientsThatCompleted,
ClientsThatTimedOut = clientsThatTimedOut,
});
if (sceneEventData.SceneEventType == SceneEventType.LoadEventCompleted)
{
OnLoadEventCompleted?.Invoke(SceneNameFromHash(sceneEventProgress.SceneHash), sceneEventProgress.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
}
else
{
OnUnloadEventCompleted?.Invoke(SceneNameFromHash(sceneEventProgress.SceneHash), sceneEventProgress.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
}
EndSceneEvent(sceneEventData.SceneEventId);
return true;
}
/// <summary>
/// <b>Server Side:</b>
/// Unloads an additively loaded scene. If you want to unload a <see cref="LoadSceneMode.Single"/> mode loaded scene load another <see cref="LoadSceneMode.Single"/> scene.
/// When applicable, the <see cref="AsyncOperation"/> is delivered within the <see cref="SceneEvent"/> via the <see cref="OnSceneEvent"/>
/// </summary>
/// <param name="scene"></param>
/// <returns><see cref="SceneEventProgressStatus"/> (<see cref="SceneEventProgressStatus.Started"/> means it was successful)</returns>
public SceneEventProgressStatus UnloadScene(Scene scene)
{
var sceneName = scene.name;
var sceneHandle = scene.handle;
if (!scene.isLoaded)
{
Debug.LogWarning($"{nameof(UnloadScene)} was called, but the scene {scene.name} is not currently loaded!");
return SceneEventProgressStatus.SceneNotLoaded;
}
var sceneEventProgress = ValidateSceneEventUnloading(scene);
if (sceneEventProgress.Status != SceneEventProgressStatus.Started)
{
return sceneEventProgress.Status;
}
if (!ScenesLoaded.ContainsKey(sceneHandle))
{
Debug.LogError($"{nameof(UnloadScene)} internal error! {sceneName} with handle {scene.handle} is not within the internal scenes loaded dictionary!");
return SceneEventProgressStatus.InternalNetcodeError;
}
if (NetworkManager.DistributedAuthorityMode)
{
if (ClientSceneHandleToServerSceneHandle.ContainsKey(sceneHandle))
{
sceneHandle = ClientSceneHandleToServerSceneHandle[sceneHandle];
}
}
// Any NetworkObjects marked to not be destroyed with a scene and reside within the scene about to be unloaded
// should be migrated temporarily into the DDOL, once the scene is unloaded they will be migrated into the
// currently active scene.
var networkManager = NetworkManager;
SceneManagerHandler.MoveObjectsFromSceneToDontDestroyOnLoad(ref networkManager, scene);
var sceneEventData = BeginSceneEvent();
sceneEventData.SceneEventProgressId = sceneEventProgress.Guid;
sceneEventData.SceneEventType = SceneEventType.Unload;
sceneEventData.SceneHash = SceneHashFromNameOrPath(sceneName);
sceneEventData.LoadSceneMode = LoadSceneMode.Additive; // The only scenes unloaded are scenes that were additively loaded
sceneEventData.SceneHandle = sceneHandle;
// This will be the message we send to everyone when this scene event sceneEventProgress is complete
sceneEventProgress.SceneEventType = SceneEventType.UnloadEventCompleted;
sceneEventProgress.SceneEventId = sceneEventData.SceneEventId;
sceneEventProgress.OnSceneEventCompleted = OnSceneUnloaded;
if (!RemoveServerClientSceneHandle(sceneEventData.SceneHandle, scene.handle))
{
Debug.LogError($"Failed to remove {SceneNameFromHash(sceneEventData.SceneHash)} scene handles [Server ({sceneEventData.SceneHandle})][Local({scene.handle})]");
}
var sceneUnload = SceneManagerHandler.UnloadSceneAsync(scene, sceneEventProgress);
// Notify local server that a scene is going to be unloaded
OnSceneEvent?.Invoke(new SceneEvent()
{
AsyncOperation = sceneUnload,
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = sceneName,
ClientId = NetworkManager.LocalClientId // Session owner can only invoke this
});
OnUnload?.Invoke(NetworkManager.LocalClientId, sceneName, sceneUnload);
//Return the status
return sceneEventProgress.Status;
}
/// <summary>
/// <b>Client Side:</b>
/// Handles <see cref="SceneEventType.Unload"/> scene events.
/// </summary>
private void OnClientUnloadScene(uint sceneEventId)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
var sceneName = SceneNameFromHash(sceneEventData.SceneHash);
if (!ServerSceneHandleToClientSceneHandle.ContainsKey(sceneEventData.SceneHandle))
{
Debug.Log($"Client failed to unload scene {sceneName} " +
$"because we are missing the client scene handle due to the server scene handle {sceneEventData.SceneHandle} not being found.");
EndSceneEvent(sceneEventId);
return;
}
var sceneHandle = ServerSceneHandleToClientSceneHandle[sceneEventData.SceneHandle];
if (!ScenesLoaded.ContainsKey(sceneHandle))
{
// Error scene handle not found!
throw new Exception($"Client failed to unload scene {sceneName} " +
$"because the client scene handle {sceneHandle} was not found in ScenesLoaded!");
}
var scene = ScenesLoaded[sceneHandle];
// Any NetworkObjects marked to not be destroyed with a scene and reside within the scene about to be unloaded
// should be migrated temporarily into the DDOL, once the scene is unloaded they will be migrated into the
// currently active scene.
var networkManager = NetworkManager;
SceneManagerHandler.MoveObjectsFromSceneToDontDestroyOnLoad(ref networkManager, scene);
m_IsSceneEventActive = true;
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventData.SceneEventId,
OnSceneEventCompleted = OnSceneUnloaded,
};
if (NetworkManager.DistributedAuthorityMode)
{
SceneEventProgressTracking.Add(sceneEventData.SceneEventProgressId, sceneEventProgress);
}
var sceneUnload = SceneManagerHandler.UnloadSceneAsync(scene, sceneEventProgress);
SceneManagerHandler.StopTrackingScene(sceneHandle, sceneName, NetworkManager);
// Remove our server to scene handle lookup
if (!RemoveServerClientSceneHandle(sceneEventData.SceneHandle, sceneHandle))
{
// If the exact same handle exists then there are problems with using handles
throw new Exception($"Failed to remove server scene handle ({sceneEventData.SceneHandle}) or client scene handle({sceneHandle})! Happened during scene unload for {sceneName}.");
}
// Notify the local client that a scene is going to be unloaded
OnSceneEvent?.Invoke(new SceneEvent()
{
AsyncOperation = sceneUnload,
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = LoadSceneMode.Additive, // The only scenes unloaded are scenes that were additively loaded
SceneName = sceneName,
ClientId = NetworkManager.LocalClientId // Server sent this message to the client, but client is executing it
});
OnUnload?.Invoke(NetworkManager.LocalClientId, sceneName, sceneUnload);
}
/// <summary>
/// Server and Client:
/// Invoked when an additively loaded scene is unloaded
/// </summary>
private void OnSceneUnloaded(uint sceneEventId)
{
// If we are shutdown or about to shutdown, then ignore this event
if (!NetworkManager.IsListening || NetworkManager.ShutdownInProgress)
{
EndSceneEvent(sceneEventId);
return;
}
// Migrate the NetworkObjects marked to not be destroyed with the scene into the currently active scene
MoveObjectsFromDontDestroyOnLoadToScene(SceneManager.GetActiveScene());
var sceneEventData = SceneEventDataStore[sceneEventId];
if (HasSceneAuthority())
{
var sessionOwner = NetworkManager.DistributedAuthorityMode ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
// Server sends the unload scene notification after unloading because it will despawn all scene relative in-scene NetworkObjects
// If we send this event to all clients before the server is finished unloading they will get warning about an object being
// despawned that no longer exists
SendSceneEventData(sceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != sessionOwner).ToArray());
//Only if we are session owner do we want register having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && HasSceneAuthority())
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].ClientFinishedSceneEvent(sessionOwner);
}
}
else if (NetworkManager.DistributedAuthorityMode)
{
SceneEventProgressTracking.Remove(sceneEventData.SceneEventProgressId);
m_IsSceneEventActive = false;
}
// Next we prepare to send local notifications for unload complete
sceneEventData.SceneEventType = SceneEventType.UnloadComplete;
//Notify the client or server that a scene was unloaded
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = NetworkManager.LocalClientId,
});
OnUnloadComplete?.Invoke(NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash));
if (!HasSceneAuthority())
{
sceneEventData.TargetClientId = NetworkManager.CurrentSessionOwner;
sceneEventData.SenderClientId = NetworkManager.LocalClientId;
var message = new SceneEventMessage
{
EventData = sceneEventData,
};
// This might seem like it needs more logic to determine the target, but the only scenario where we send to the session owner is if the
// current instance is the DAHost.
var target = NetworkManager.DAHost ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, target);
NetworkManager.NetworkMetrics.TrackSceneEventSent(target, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), size);
}
EndSceneEvent(sceneEventId);
// This scene event is now considered "complete"
m_IsSceneEventActive = false;
}
private void EmptySceneUnloadedOperation(uint sceneEventId)
{
// Do nothing (this is a stub call since it is only used to flush all additively loaded scenes)
}
/// <summary>
/// Clears all scenes when loading in single mode
/// Since we assume a single mode loaded scene will be considered the "currently active scene",
/// we only unload any additively loaded scenes.
/// </summary>
internal void UnloadAdditivelyLoadedScenes(uint sceneEventId)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
// Unload all additive scenes while making sure we don't try to unload the base scene ( loaded in single mode ).
var currentActiveScene = SceneManager.GetActiveScene();
foreach (var keyHandleEntry in ScenesLoaded)
{
// Validate the scene as well as ignore the DDOL (which will have a negative buildIndex)
if (currentActiveScene.name != keyHandleEntry.Value.name && keyHandleEntry.Value.buildIndex >= 0)
{
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventId,
OnSceneEventCompleted = EmptySceneUnloadedOperation
};
if (ClientSceneHandleToServerSceneHandle.ContainsKey(keyHandleEntry.Value.handle))
{
var serverSceneHandle = ClientSceneHandleToServerSceneHandle[keyHandleEntry.Value.handle];
ServerSceneHandleToClientSceneHandle.Remove(serverSceneHandle);
}
ClientSceneHandleToServerSceneHandle.Remove(keyHandleEntry.Value.handle);
var sceneUnload = SceneManagerHandler.UnloadSceneAsync(keyHandleEntry.Value, sceneEventProgress);
SceneUnloadEventHandler.RegisterScene(this, keyHandleEntry.Value, LoadSceneMode.Additive, sceneUnload);
}
}
// clear out our scenes loaded list
ScenesLoaded.Clear();
SceneManagerHandler.ClearSceneTracking(NetworkManager);
}
/// <summary>
/// <b>Server side:</b>
/// Loads the scene name in either additive or single loading mode.
/// When applicable, the <see cref="AsyncOperation"/> is delivered within the <see cref="SceneEvent"/> via <see cref="OnSceneEvent"/>
/// </summary>
/// <param name="sceneName">the name of the scene to be loaded</param>
/// <param name="loadSceneMode">how the scene will be loaded (single or additive mode)</param>
/// <returns><see cref="SceneEventProgressStatus"/> (<see cref="SceneEventProgressStatus.Started"/> means it was successful)</returns>
public SceneEventProgressStatus LoadScene(string sceneName, LoadSceneMode loadSceneMode)
{
var sceneEventProgress = ValidateSceneEventLoading(sceneName);
if (sceneEventProgress.Status != SceneEventProgressStatus.Started)
{
return sceneEventProgress.Status;
}
// This will be the message we send to everyone when this scene event sceneEventProgress is complete
sceneEventProgress.SceneEventType = SceneEventType.LoadEventCompleted;
sceneEventProgress.LoadSceneMode = loadSceneMode;
var sceneEventData = BeginSceneEvent();
// Now set up the current scene event
sceneEventData.SceneEventProgressId = sceneEventProgress.Guid;
sceneEventData.SceneEventType = SceneEventType.Load;
sceneEventData.SceneHash = SceneHashFromNameOrPath(sceneName);
sceneEventData.LoadSceneMode = loadSceneMode;
var sceneEventId = sceneEventData.SceneEventId;
// This both checks to make sure the scene is valid and if not resets the active scene event
m_IsSceneEventActive = ValidateSceneBeforeLoading(sceneEventData.SceneHash, loadSceneMode);
if (!m_IsSceneEventActive)
{
EndSceneEvent(sceneEventId);
return SceneEventProgressStatus.SceneFailedVerification;
}
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
{
// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
// they need to be moved into the do not destroy temporary scene
// When it is set: Just before starting the asynchronous loading call
// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
// not destroy temporary scene are moved into the active scene
IsSpawnedObjectsPendingInDontDestroyOnLoad = true;
// Destroy current scene objects before switching.
NetworkManager.SpawnManager.ServerDestroySpawnedSceneObjects();
// Preserve the objects that should not be destroyed during the scene event
MoveObjectsToDontDestroyOnLoad();
// Now Unload all currently additively loaded scenes
UnloadAdditivelyLoadedScenes(sceneEventId);
// Register the active scene for unload scene event notifications
SceneUnloadEventHandler.RegisterScene(this, SceneManager.GetActiveScene(), LoadSceneMode.Single);
}
// Now start loading the scene
sceneEventProgress.SceneEventId = sceneEventId;
sceneEventProgress.OnSceneEventCompleted = OnSceneLoaded;
var sceneLoad = SceneManagerHandler.LoadSceneAsync(sceneName, loadSceneMode, sceneEventProgress);
// Notify the local server that a scene loading event has begun
OnSceneEvent?.Invoke(new SceneEvent()
{
AsyncOperation = sceneLoad,
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = sceneName,
ClientId = NetworkManager.LocalClientId
});
OnLoad?.Invoke(NetworkManager.LocalClientId, sceneName, sceneEventData.LoadSceneMode, sceneLoad);
//Return our scene progress instance
return sceneEventProgress.Status;
}
/// <summary>
/// Helper class used to handle "odd ball" scene unload event notification scenarios
/// when scene switching.
/// </summary>
internal class SceneUnloadEventHandler
{
private static Dictionary<NetworkManager, List<SceneUnloadEventHandler>> s_Instances = new Dictionary<NetworkManager, List<SceneUnloadEventHandler>>();
internal static void RegisterScene(NetworkSceneManager networkSceneManager, Scene scene, LoadSceneMode loadSceneMode, AsyncOperation asyncOperation = null)
{
var networkManager = networkSceneManager.NetworkManager;
if (!s_Instances.ContainsKey(networkManager))
{
s_Instances.Add(networkManager, new List<SceneUnloadEventHandler>());
}
var clientId = networkManager.LocalClientId;
s_Instances[networkManager].Add(new SceneUnloadEventHandler(networkSceneManager, scene, clientId, loadSceneMode, asyncOperation));
}
private static void SceneUnloadComplete(SceneUnloadEventHandler sceneUnloadEventHandler)
{
if (sceneUnloadEventHandler == null || sceneUnloadEventHandler.m_NetworkSceneManager == null || sceneUnloadEventHandler.m_NetworkSceneManager.NetworkManager == null)
{
return;
}
var networkManager = sceneUnloadEventHandler.m_NetworkSceneManager.NetworkManager;
if (s_Instances.ContainsKey(networkManager))
{
s_Instances[networkManager].Remove(sceneUnloadEventHandler);
if (s_Instances[networkManager].Count == 0)
{
s_Instances.Remove(networkManager);
}
}
}
/// <summary>
/// Called by NetworkSceneManager when it is disposing
/// </summary>
internal static void Shutdown()
{
foreach (var instanceEntry in s_Instances)
{
foreach (var instance in instanceEntry.Value)
{
instance.OnShutdown();
}
instanceEntry.Value.Clear();
}
s_Instances.Clear();
}
private NetworkSceneManager m_NetworkSceneManager;
private AsyncOperation m_AsyncOperation;
private LoadSceneMode m_LoadSceneMode;
private ulong m_ClientId;
private Scene m_Scene;
private bool m_ShuttingDown;
private void OnShutdown()
{
m_ShuttingDown = true;
SceneManager.sceneUnloaded -= SceneUnloaded;
}
private void SceneUnloaded(Scene scene)
{
if (m_Scene.handle == scene.handle && !m_ShuttingDown)
{
if (m_NetworkSceneManager != null && m_NetworkSceneManager.NetworkManager != null)
{
m_NetworkSceneManager.OnSceneEvent?.Invoke(new SceneEvent()
{
AsyncOperation = m_AsyncOperation,
SceneEventType = SceneEventType.UnloadComplete,
SceneName = m_Scene.name,
LoadSceneMode = m_LoadSceneMode,
ClientId = m_ClientId
});
m_NetworkSceneManager.OnUnloadComplete?.Invoke(m_ClientId, m_Scene.name);
}
SceneManager.sceneUnloaded -= SceneUnloaded;
SceneUnloadComplete(this);
}
}
private SceneUnloadEventHandler(NetworkSceneManager networkSceneManager, Scene scene, ulong clientId, LoadSceneMode loadSceneMode, AsyncOperation asyncOperation = null)
{
m_LoadSceneMode = loadSceneMode;
m_AsyncOperation = asyncOperation;
m_NetworkSceneManager = networkSceneManager;
m_ClientId = clientId;
m_Scene = scene;
SceneManager.sceneUnloaded += SceneUnloaded;
// Send the initial unload event notification
m_NetworkSceneManager.OnSceneEvent?.Invoke(new SceneEvent()
{
AsyncOperation = m_AsyncOperation,
SceneEventType = SceneEventType.Unload,
SceneName = m_Scene.name,
LoadSceneMode = m_LoadSceneMode,
ClientId = clientId
});
m_NetworkSceneManager.OnUnload?.Invoke(networkSceneManager.NetworkManager.LocalClientId, m_Scene.name, null);
}
}
/// <summary>
/// Client Side:
/// Handles both forms of scene loading
/// </summary>
/// <param name="objectStream">Stream data associated with the event</param>
private void OnClientSceneLoadingEvent(uint sceneEventId)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
var sceneName = SceneNameFromHash(sceneEventData.SceneHash);
// Run scene validation before loading a scene
if (!ValidateSceneBeforeLoading(sceneEventData.SceneHash, sceneEventData.LoadSceneMode))
{
EndSceneEvent(sceneEventId);
return;
}
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
{
// Move ALL NetworkObjects to the temp scene
MoveObjectsToDontDestroyOnLoad();
// Now Unload all currently additively loaded scenes
UnloadAdditivelyLoadedScenes(sceneEventData.SceneEventId);
}
// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
// they need to be moved into the do not destroy temporary scene
// When it is set: Just before starting the asynchronous loading call
// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
// not destroy temporary scene are moved into the active scene
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
{
IsSpawnedObjectsPendingInDontDestroyOnLoad = true;
// Register the active scene for unload scene event notifications
SceneUnloadEventHandler.RegisterScene(this, SceneManager.GetActiveScene(), LoadSceneMode.Single);
}
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventId,
OnSceneEventCompleted = OnSceneLoaded,
Status = SceneEventProgressStatus.Started,
};
if (NetworkManager.DistributedAuthorityMode)
{
SceneEventProgressTracking.Add(sceneEventData.SceneEventProgressId, sceneEventProgress);
m_IsSceneEventActive = true;
}
var sceneLoad = SceneManagerHandler.LoadSceneAsync(sceneName, sceneEventData.LoadSceneMode, sceneEventProgress);
OnSceneEvent?.Invoke(new SceneEvent()
{
AsyncOperation = sceneLoad,
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = sceneName,
ClientId = NetworkManager.LocalClientId
});
OnLoad?.Invoke(NetworkManager.LocalClientId, sceneName, sceneEventData.LoadSceneMode, sceneLoad);
}
/// <summary>
/// Client and Server:
/// Generic on scene loaded callback method to be called upon a scene loading
/// </summary>
private void OnSceneLoaded(uint sceneEventId)
{
// If we are shutdown or about to shutdown, then ignore this event
if (!NetworkManager.IsListening || NetworkManager.ShutdownInProgress)
{
EndSceneEvent(sceneEventId);
return;
}
var sceneEventData = SceneEventDataStore[sceneEventId];
var nextScene = GetAndAddNewlyLoadedSceneByName(SceneNameFromHash(sceneEventData.SceneHash));
if (!nextScene.isLoaded || !nextScene.IsValid())
{
throw new Exception($"Failed to find valid scene internal Unity.Netcode for {nameof(GameObject)}s error!");
}
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
{
SceneManager.SetActiveScene(nextScene);
}
if (NetworkManager.DistributedAuthorityMode)
{
var networkSceneHandle = nextScene.handle;
if (!HasSceneAuthority())
{
networkSceneHandle = sceneEventData.SceneHandle;
}
// Update the server scene handle to client scene handle look up table
if (!UpdateServerClientSceneHandle(networkSceneHandle, nextScene.handle, nextScene))
{
// If the exact same handle exists then there are problems with using handles
Debug.LogWarning($"Server Scene Handle ({networkSceneHandle}) already exist! Happened during scene load of {nextScene.name} with the local handle ({nextScene.handle})");
}
}
else if (NetworkManager.IsServer)
{
// Update the server scene handle to client scene handle look up table
if (!UpdateServerClientSceneHandle(nextScene.handle, nextScene.handle, nextScene))
{
// If the exact same handle exists then there are problems with using handles
Debug.LogWarning($"Server Scene Handle ({nextScene.handle}) already exist! Happened during scene load of {nextScene.name} with the local handle ({nextScene.handle})");
}
}
//Get all NetworkObjects loaded by the scene
PopulateScenePlacedObjects(nextScene);
if (sceneEventData.LoadSceneMode == LoadSceneMode.Single)
{
// Move all objects to the new scene
MoveObjectsFromDontDestroyOnLoadToScene(nextScene);
}
// The Condition: While a scene is asynchronously loaded in single loading scene mode, if any new NetworkObjects are spawned
// they need to be moved into the do not destroy temporary scene
// When it is set: Just before starting the asynchronous loading call
// When it is unset: After the scene has loaded, the PopulateScenePlacedObjects is called, and all NetworkObjects in the do
// not destroy temporary scene are moved into the active scene
IsSpawnedObjectsPendingInDontDestroyOnLoad = false;
if (HasSceneAuthority())
{
OnSessionOwnerLoadedScene(sceneEventId, nextScene);
}
else
{
if (!NetworkManager.DistributedAuthorityMode)
{
// For the client, we make a server scene handle to client scene handle look up table
if (!UpdateServerClientSceneHandle(sceneEventData.SceneHandle, nextScene.handle, nextScene))
{
// If the exact same handle exists then there are problems with using handles
throw new Exception($"Server Scene Handle ({sceneEventData.SceneHandle}) already exist! Happened during scene load of {nextScene.name} with Client Handle ({nextScene.handle})");
}
}
OnClientLoadedScene(sceneEventId, nextScene);
}
}
/// <summary>
/// Server/SessionOwner side:
/// On scene loaded callback method invoked by OnSceneLoading only
/// </summary>
private void OnSessionOwnerLoadedScene(uint sceneEventId, Scene scene)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
// Register in-scene placed NetworkObjects with spawn manager
foreach (var keyValuePairByGlobalObjectIdHash in ScenePlacedObjects)
{
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
{
if (!keyValuePairBySceneHandle.Value.IsPlayerObject)
{
// All in-scene placed NetworkObjects default to being owned by the server
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(keyValuePairBySceneHandle.Value,
NetworkManager.SpawnManager.GetNetworkObjectId(), true, false, NetworkManager.LocalClientId, true);
}
}
}
foreach (var keyValuePairByGlobalObjectIdHash in ScenePlacedObjects)
{
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
{
if (!keyValuePairBySceneHandle.Value.IsPlayerObject)
{
keyValuePairBySceneHandle.Value.InternalInSceneNetworkObjectsSpawned();
}
}
}
// Add any despawned when spawned in-scene placed NetworkObjects to the scene event data
sceneEventData.AddDespawnedInSceneNetworkObjects();
// Set the server's scene's handle so the client can build a look up table
sceneEventData.SceneHandle = scene.handle;
var sessionOwner = NetworkManager.ServerClientId;
// Send all clients the scene load event
if (NetworkManager.DistributedAuthorityMode)
{
sessionOwner = NetworkManager.CurrentSessionOwner;
}
SendSceneEventData(sceneEventData.SceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != sessionOwner).ToArray());
m_IsSceneEventActive = false;
//First, notify local server that the scene was loaded
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = SceneEventType.LoadComplete,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = NetworkManager.LocalClientId,
Scene = scene,
});
OnLoadComplete?.Invoke(NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
//Second, only if we are a host do we want register having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && NetworkManager.IsClient)
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].ClientFinishedSceneEvent(NetworkManager.LocalClientId);
}
EndSceneEvent(sceneEventId);
}
/// <summary>
/// Client side:
/// On scene loaded callback method invoked by OnSceneLoading only
/// </summary>
private void OnClientLoadedScene(uint sceneEventId, Scene scene)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
sceneEventData.DeserializeScenePlacedObjects();
sceneEventData.SceneEventType = SceneEventType.LoadComplete;
if (NetworkManager.DistributedAuthorityMode)
{
sceneEventData.TargetClientId = NetworkManager.CurrentSessionOwner;
sceneEventData.SenderClientId = NetworkManager.LocalClientId;
var message = new SceneEventMessage
{
EventData = sceneEventData,
};
var target = NetworkManager.DAHost ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, target);
NetworkManager.NetworkMetrics.TrackSceneEventSent(target, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), size);
}
else
{
SendSceneEventData(sceneEventId, new ulong[] { NetworkManager.ServerClientId });
}
m_IsSceneEventActive = false;
// Process any pending create object messages that the client received while loading a scene
ProcessDeferredCreateObjectMessages();
if (NetworkManager.DistributedAuthorityMode)
{
SceneEventProgressTracking.Remove(sceneEventData.SceneEventProgressId);
m_IsSceneEventActive = false;
}
// Notify local client that the scene was loaded
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = SceneEventType.LoadComplete,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = NetworkManager.LocalClientId,
Scene = scene,
});
OnLoadComplete?.Invoke(NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
EndSceneEvent(sceneEventId);
}
/// <summary>
/// Used for integration testing, due to the complexities of having all clients loading scenes
/// this is needed to "filter" out the scenes not loaded by NetworkSceneManager
/// (i.e. we don't want a late joining player to load all of the other client scenes)
/// </summary>
internal Func<Scene, bool> ExcludeSceneFromSychronization;
/// <summary>
/// Server Side:
/// This is used for players that have just had their connection approved and will assure they are synchronized
/// properly if they are late joining
/// Note: We write out all of the scenes to be loaded first and then all of the NetworkObjects that need to be
/// synchronized.
/// </summary>
/// <param name="clientId">newly joined client identifier</param>
internal void SynchronizeNetworkObjects(ulong clientId)
{
// Update the clients
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(clientId);
var sceneEventData = BeginSceneEvent();
sceneEventData.ClientSynchronizationMode = ClientSynchronizationMode;
sceneEventData.InitializeForSynch();
sceneEventData.TargetClientId = clientId;
sceneEventData.LoadSceneMode = ClientSynchronizationMode;
var activeScene = SceneManager.GetActiveScene();
sceneEventData.SceneEventType = SceneEventType.Synchronize;
if (BuildIndexToHash.ContainsKey(activeScene.buildIndex))
{
sceneEventData.ActiveSceneHash = BuildIndexToHash[activeScene.buildIndex];
}
// Organize how (and when) we serialize our NetworkObjects
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
// NetworkSceneManager does not synchronize scenes that are not loaded by NetworkSceneManager
// unless the scene in question is the currently active scene.
if (ExcludeSceneFromSychronization != null && !ExcludeSceneFromSychronization(scene))
{
continue;
}
if (scene == DontDestroyOnLoadScene)
{
continue;
}
// This would depend upon whether we are additive or not
// If we are the base scene, then we set the root scene index;
if (activeScene == scene)
{
if (!ValidateSceneBeforeLoading(scene.buildIndex, scene.name, sceneEventData.LoadSceneMode))
{
continue;
}
sceneEventData.SceneHash = SceneHashFromNameOrPath(scene.path);
// If we are just a normal client, then always use the server scene handle
if (NetworkManager.DistributedAuthorityMode)
{
sceneEventData.SenderClientId = NetworkManager.LocalClientId;
sceneEventData.SceneHandle = ClientSceneHandleToServerSceneHandle[scene.handle];
}
else
{
sceneEventData.SceneHandle = scene.handle;
}
}
else if (!ValidateSceneBeforeLoading(scene.buildIndex, scene.name, LoadSceneMode.Additive))
{
continue;
}
// If we are just a normal client and in distributed authority mode, then always use the known server scene handle
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
{
sceneEventData.AddSceneToSynchronize(SceneHashFromNameOrPath(scene.path), ClientSceneHandleToServerSceneHandle[scene.handle]);
}
else
{
sceneEventData.AddSceneToSynchronize(SceneHashFromNameOrPath(scene.path), scene.handle);
}
}
sceneEventData.AddSpawnedNetworkObjects();
sceneEventData.AddDespawnedInSceneNetworkObjects();
var message = new SceneEventMessage
{
EventData = sceneEventData
};
var size = 0;
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
{
size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ServerClientId);
}
else
{
size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, clientId);
}
NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEventData.SceneEventType, "", size);
// Notify the local server that the client has been sent the synchronize event
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
ClientId = clientId
});
OnSynchronize?.Invoke(clientId);
EndSceneEvent(sceneEventData.SceneEventId);
}
/// <summary>
/// This is called when the client receives the <see cref="SceneEventType.Synchronize"/> event
/// Note: This can recurse one additional time by the client if the current scene loaded by the client
/// is already loaded.
/// </summary>
private void OnClientBeginSync(uint sceneEventId)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
var sceneHash = sceneEventData.GetNextSceneSynchronizationHash();
var sceneHandle = sceneEventData.GetNextSceneSynchronizationHandle();
var sceneName = SceneNameFromHash(sceneHash);
var activeScene = SceneManager.GetActiveScene();
var loadSceneMode = sceneHash == sceneEventData.SceneHash ? sceneEventData.LoadSceneMode : LoadSceneMode.Additive;
// Store the sceneHandle and hash
sceneEventData.NetworkSceneHandle = sceneHandle;
sceneEventData.ClientSceneHash = sceneHash;
// If this is the beginning of the synchronization event, then send client a notification that synchronization has begun
if (sceneHash == sceneEventData.SceneHash)
{
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = SceneEventType.Synchronize,
ClientId = NetworkManager.LocalClientId,
});
OnSynchronize?.Invoke(NetworkManager.LocalClientId);
}
// Always check to see if the scene needs to be validated
if (!ValidateSceneBeforeLoading(sceneHash, loadSceneMode))
{
HandleClientSceneEvent(sceneEventId);
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogInfo($"Client declined to load the scene {sceneName}, continuing with synchronization.");
}
return;
}
var sceneLoad = (AsyncOperation)null;
// Determines if the client has the scene to be loaded already loaded, if so will return true and the client will skip loading this scene
// For ClientSynchronizationMode LoadSceneMode.Single, we pass in whether the scene being loaded is the first/primary active scene and if it is already loaded
// it should pass through to post load processing (ClientLoadedSynchronization).
// For ClientSynchronizationMode LoadSceneMode.Additive, if the scene is already loaded or the active scene is the scene to be loaded (does not require it to
// be the initial primary scene) then go ahead and pass through to post load processing (ClientLoadedSynchronization).
var shouldPassThrough = SceneManagerHandler.ClientShouldPassThrough(sceneName, sceneHash == sceneEventData.SceneHash, ClientSynchronizationMode, NetworkManager);
if (!shouldPassThrough)
{
// If not, then load the scene
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventId,
OnSceneEventCompleted = ClientLoadedSynchronization
};
sceneLoad = SceneManagerHandler.LoadSceneAsync(sceneName, loadSceneMode, sceneEventProgress);
// Notify local client that a scene load has begun
OnSceneEvent?.Invoke(new SceneEvent()
{
AsyncOperation = sceneLoad,
SceneEventType = SceneEventType.Load,
LoadSceneMode = loadSceneMode,
SceneName = sceneName,
ClientId = NetworkManager.LocalClientId,
});
OnLoad?.Invoke(NetworkManager.LocalClientId, sceneName, loadSceneMode, sceneLoad);
}
else
{
// If so, then pass through
ClientLoadedSynchronization(sceneEventId);
}
}
/// <summary>
/// Once a scene is loaded ( or if it was already loaded) this gets called.
/// This handles all of the in-scene and dynamically spawned NetworkObject synchronization
/// </summary>
/// <param name="sceneIndex">Netcode scene index that was loaded</param>
private void ClientLoadedSynchronization(uint sceneEventId)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
var sceneName = SceneNameFromHash(sceneEventData.ClientSceneHash);
var nextScene = SceneManagerHandler.GetSceneFromLoadedScenes(sceneName, NetworkManager);
if (!nextScene.IsValid())
{
nextScene = GetAndAddNewlyLoadedSceneByName(sceneName);
}
if (!nextScene.isLoaded || !nextScene.IsValid())
{
throw new Exception($"Failed to find valid scene internal Unity.Netcode for {nameof(GameObject)}s error!");
}
var loadSceneMode = (sceneEventData.ClientSceneHash == sceneEventData.SceneHash ? sceneEventData.LoadSceneMode : LoadSceneMode.Additive);
// For now, during a synchronization event, we will make the first scene the "base/master" scene that denotes a "complete scene switch"
if (loadSceneMode == LoadSceneMode.Single)
{
SceneManager.SetActiveScene(nextScene);
}
// For the client, we make a server scene handle to client scene handle look up table
if (!UpdateServerClientSceneHandle(sceneEventData.NetworkSceneHandle, nextScene.handle, nextScene))
{
// If the exact same handle exists then there are problems with using handles
throw new Exception($"Server Scene Handle ({sceneEventData.SceneHandle}) already exist! Happened during scene load of {nextScene.name} with Client Handle ({nextScene.handle})");
}
// Apply all in-scene placed NetworkObjects loaded by the scene
PopulateScenePlacedObjects(nextScene, false);
// Send notification back to server that we finished loading this scene
var responseSceneEventData = BeginSceneEvent();
responseSceneEventData.LoadSceneMode = loadSceneMode;
responseSceneEventData.SceneEventType = SceneEventType.LoadComplete;
responseSceneEventData.SceneHash = sceneEventData.ClientSceneHash;
var target = NetworkManager.ServerClientId;
if (NetworkManager.DistributedAuthorityMode)
{
responseSceneEventData.SenderClientId = NetworkManager.LocalClientId;
responseSceneEventData.TargetClientId = NetworkManager.CurrentSessionOwner;
target = NetworkManager.DAHost ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
}
var message = new SceneEventMessage
{
EventData = responseSceneEventData
};
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, target);
NetworkManager.NetworkMetrics.TrackSceneEventSent(NetworkManager.ServerClientId, (uint)responseSceneEventData.SceneEventType, sceneName, size);
EndSceneEvent(responseSceneEventData.SceneEventId);
// Send notification to local client that the scene has finished loading
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = SceneEventType.LoadComplete,
LoadSceneMode = loadSceneMode,
SceneName = sceneName,
Scene = nextScene,
ClientId = NetworkManager.LocalClientId,
});
OnLoadComplete?.Invoke(NetworkManager.LocalClientId, sceneName, loadSceneMode);
// Check to see if we still have scenes to load and synchronize with
HandleClientSceneEvent(sceneEventId);
}
/// <summary>
/// Makes sure that client-side instantiated dynamically spawned NetworkObjects are migrated
/// into the same scene (if not already) as they are on the server-side during the initial
/// client connection synchronization process.
/// </summary>
private void SynchronizeNetworkObjectScene()
{
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
// This is only done for dynamically spawned NetworkObjects
// Theoretically, a server could have NetworkObjects in a server-side only scene, if the client doesn't have that scene loaded
// then skip it (it will reside in the currently active scene in this scenario on the client-side)
if (networkObject.IsSceneObject.Value == false && ServerSceneHandleToClientSceneHandle.ContainsKey(networkObject.NetworkSceneHandle))
{
networkObject.SceneOriginHandle = ServerSceneHandleToClientSceneHandle[networkObject.NetworkSceneHandle];
// If the NetworkObject does not have a parent and is not in the same scene as it is on the server side, then find the right scene
// and move it to that scene.
if (networkObject.gameObject.scene.handle != networkObject.SceneOriginHandle && networkObject.transform.parent == null)
{
if (ScenesLoaded.ContainsKey(networkObject.SceneOriginHandle))
{
var scene = ScenesLoaded[networkObject.SceneOriginHandle];
if (scene == DontDestroyOnLoadScene)
{
Debug.Log($"{networkObject.gameObject.name} migrating into DDOL!");
}
SceneManager.MoveGameObjectToScene(networkObject.gameObject, scene);
}
else if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarningServer($"[Client-{NetworkManager.LocalClientId}][{networkObject.gameObject.name}] Server - " +
$"client scene mismatch detected! Client-side has no scene loaded with handle ({networkObject.SceneOriginHandle})!");
}
}
}
}
}
/// <summary>
/// Client Side:
/// Handles incoming Scene_Event messages for clients
/// </summary>
/// <param name="stream">data associated with the event</param>
private void HandleClientSceneEvent(uint sceneEventId)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
switch (sceneEventData.SceneEventType)
{
case SceneEventType.ActiveSceneChanged:
{
if (HashToBuildIndex.ContainsKey(sceneEventData.ActiveSceneHash))
{
var scene = SceneManager.GetSceneByBuildIndex(HashToBuildIndex[sceneEventData.ActiveSceneHash]);
if (scene.isLoaded)
{
SceneManager.SetActiveScene(scene);
}
}
EndSceneEvent(sceneEventId);
break;
}
case SceneEventType.ObjectSceneChanged:
{
EndSceneEvent(sceneEventId);
break;
}
case SceneEventType.Load:
{
OnClientSceneLoadingEvent(sceneEventId);
break;
}
case SceneEventType.Unload:
{
OnClientUnloadScene(sceneEventId);
break;
}
case SceneEventType.Synchronize:
{
if (!sceneEventData.IsDoneWithSynchronization())
{
OnClientBeginSync(sceneEventId);
}
else
{
// Include anything in the DDOL scene
PopulateScenePlacedObjects(DontDestroyOnLoadScene, false);
// If needed, set the currently active scene
if (HashToBuildIndex.ContainsKey(sceneEventData.ActiveSceneHash))
{
var targetActiveScene = SceneManager.GetSceneByBuildIndex(HashToBuildIndex[sceneEventData.ActiveSceneHash]);
if (targetActiveScene.isLoaded && targetActiveScene.handle != SceneManager.GetActiveScene().handle)
{
SceneManager.SetActiveScene(targetActiveScene);
}
}
// Spawn and Synchronize all NetworkObjects
sceneEventData.SynchronizeSceneNetworkObjects(NetworkManager);
// If needed, migrate dynamically spawned NetworkObjects to the same scene as they are on the server
SynchronizeNetworkObjectScene();
// Process any pending create object messages that the client received during synchronization
ProcessDeferredCreateObjectMessages();
sceneEventData.SceneEventType = SceneEventType.SynchronizeComplete;
if (NetworkManager.DistributedAuthorityMode)
{
if (NetworkManager.CMBServiceConnection)
{
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == NetworkManager.LocalClientId)
{
continue;
}
sceneEventData.TargetClientId = clientId;
sceneEventData.SenderClientId = NetworkManager.LocalClientId;
var message = new SceneEventMessage
{
EventData = sceneEventData,
};
var target = NetworkManager.DAHost ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, target);
NetworkManager.NetworkMetrics.TrackSceneEventSent(target, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), size);
}
}
else
{
sceneEventData.TargetClientId = NetworkManager.CurrentSessionOwner;
sceneEventData.SenderClientId = NetworkManager.LocalClientId;
var message = new SceneEventMessage
{
EventData = sceneEventData,
};
var target = NetworkManager.DAHost ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, target);
NetworkManager.NetworkMetrics.TrackSceneEventSent(target, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), size);
}
}
else
{
SendSceneEventData(sceneEventId, new ulong[] { NetworkManager.ServerClientId });
}
// All scenes are synchronized, let the server know we are done synchronizing
NetworkManager.IsConnectedClient = true;
// With distributed authority, either the client-side automatically spawns the default assigned player prefab or
// if AutoSpawnPlayerPrefabClientSide is disabled the client-side will determine what player prefab to spawn and
// when it gets spawned.
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
{
NetworkManager.ConnectionManager.CreateAndSpawnPlayer(NetworkManager.LocalClientId);
}
// Process any SceneEventType.ObjectSceneChanged messages that
// were deferred while synchronizing and migrate the associated
// NetworkObjects to their newly assigned scenes.
sceneEventData.ProcessDeferredObjectSceneChangedEvents();
// Only if PostSynchronizationSceneUnloading is set and we are running in client synchronization
// mode additive do we unload any remaining scene that was not synchronized (otherwise any loaded
// scene not synchronized by the server will remain loaded)
if (PostSynchronizationSceneUnloading && ClientSynchronizationMode == LoadSceneMode.Additive)
{
SceneManagerHandler.UnloadUnassignedScenes(NetworkManager);
}
// Client is now synchronized and fully "connected". This also means the client can send "RPCs" at this time
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(NetworkManager.LocalClientId);
// Notify the client that they have finished synchronizing
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
ClientId = NetworkManager.LocalClientId, // Client sent this to the server
});
OnSynchronizeComplete?.Invoke(NetworkManager.LocalClientId);
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"[Client-{NetworkManager.LocalClientId}][Scene Management Enabled] Synchronization complete!");
}
// For convenience, notify all NetworkBehaviours that synchronization is complete.
NetworkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority() && IsRestoringSession)
{
IsRestoringSession = false;
PostSynchronizationSceneUnloading = m_OriginalPostSynchronizationSceneUnloading;
}
EndSceneEvent(sceneEventId);
}
break;
}
case SceneEventType.ReSynchronize:
{
// Notify the local client that they have been re-synchronized after being synchronized with an in progress game session
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
ClientId = NetworkManager.ServerClientId, // Server sent this to client
});
EndSceneEvent(sceneEventId);
break;
}
case SceneEventType.LoadEventCompleted:
case SceneEventType.UnloadEventCompleted:
{
// Notify the local client that all clients have finished loading or unloading
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = NetworkManager.ServerClientId,
ClientsThatCompleted = sceneEventData.ClientsCompleted,
ClientsThatTimedOut = sceneEventData.ClientsTimedOut,
});
if (sceneEventData.SceneEventType == SceneEventType.LoadEventCompleted)
{
OnLoadEventCompleted?.Invoke(SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
}
else
{
OnUnloadEventCompleted?.Invoke(SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode, sceneEventData.ClientsCompleted, sceneEventData.ClientsTimedOut);
}
EndSceneEvent(sceneEventId);
break;
}
default:
{
Debug.LogWarning($"{sceneEventData.SceneEventType} is not currently supported!");
break;
}
}
}
/// <summary>
/// Session Owner Side:
/// Handles incoming Scene_Event messages for the current session owner
/// </summary>
private void HandleSessionOwnerEvent(uint sceneEventId, ulong clientId)
{
var sceneEventData = SceneEventDataStore[sceneEventId];
switch (sceneEventData.SceneEventType)
{
case SceneEventType.LoadComplete:
{
// Notify the local server that the client has finished loading a scene
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = clientId
});
OnLoadComplete?.Invoke(clientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId))
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].ClientFinishedSceneEvent(clientId);
}
EndSceneEvent(sceneEventId);
break;
}
case SceneEventType.UnloadComplete:
{
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId))
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].ClientFinishedSceneEvent(clientId);
}
// Notify the local server that the client has finished unloading a scene
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = clientId
});
OnUnloadComplete?.Invoke(clientId, SceneNameFromHash(sceneEventData.SceneHash));
EndSceneEvent(sceneEventId);
break;
}
case SceneEventType.SynchronizeComplete:
{
// At this point the client is considered fully "connected"
if ((NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner) || !NetworkManager.DistributedAuthorityMode)
{
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
{
// DANGO-EXP TODO: Remove this once service is sending the synchronization message to all clients
if (NetworkManager.ConnectedClients.ContainsKey(clientId) && NetworkManager.ConnectionManager.ConnectedClientIds.Contains(clientId) && NetworkManager.ConnectedClientsList.Contains(NetworkManager.ConnectedClients[clientId]))
{
EndSceneEvent(sceneEventId);
return;
}
NetworkManager.ConnectionManager.AddClient(clientId);
}
// Notify the local server that a client has finished synchronizing
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
SceneName = string.Empty,
ClientId = clientId
});
if (NetworkManager.ConnectedClients.ContainsKey(clientId))
{
NetworkManager.ConnectedClients[clientId].IsConnected = true;
}
}
else
{
// DANGO-EXP TODO: Remove this once service distributes objects
// Non-session owners receive this notification from newly connected clients and upon receiving
// the event they will redistribute their NetworkObjects
NetworkManager.SpawnManager.DistributeNetworkObjects(clientId);
EndSceneEvent(sceneEventId);
return;
}
// All scenes are synchronized, let the server know we are done synchronizing
OnSynchronizeComplete?.Invoke(clientId);
// At this time the client is fully synchronized with all loaded scenes and
// NetworkObjects and should be considered "fully connected". Send the
// notification that the client is connected.
// TODO 2023: We should have a better name for this or have multiple states the
// client progresses through (the name and associated legacy behavior/expected state
// of the client was persisted since MLAPI)
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(clientId);
if (NetworkManager.IsHost)
{
NetworkManager.ConnectionManager.InvokeOnPeerConnectedCallback(clientId);
}
// Check to see if the client needs to resynchronize and before sending the message make sure the client is still connected to avoid
// a potential crash within the MessageSystem (i.e. sending to a client that no longer exists)
if (sceneEventData.ClientNeedsReSynchronization() && !DisableReSynchronization && NetworkManager.ConnectedClients.ContainsKey(clientId))
{
sceneEventData.SceneEventType = SceneEventType.ReSynchronize;
SendSceneEventData(sceneEventId, new ulong[] { clientId });
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
SceneName = string.Empty,
ClientId = clientId
});
}
// DANGO-EXP TODO: Remove this once service distributes objects
NetworkManager.SpawnManager.DistributeNetworkObjects(clientId);
EndSceneEvent(sceneEventId);
break;
}
default:
{
Debug.LogWarning($"{sceneEventData.SceneEventType} is not currently supported!");
break;
}
}
}
/// <summary>
/// Skips scene handling to be able to test CMB DA_NGO Codec tests
/// </summary>
internal bool SkipSceneHandling;
private bool m_OriginalPostSynchronizationSceneUnloading;
/// <summary>
/// Both Client and Server: Incoming scene event entry point
/// </summary>
/// <param name="clientId">client who sent the scene event</param>
/// <param name="reader">data associated with the scene event</param>
internal void HandleSceneEvent(ulong clientId, FastBufferReader reader)
{
if (NetworkManager != null)
{
var sceneEventData = BeginSceneEvent();
sceneEventData.Deserialize(reader);
if (SkipSceneHandling)
{
return;
}
// DA HOST Will keep track of session owner and if it is not the scene owner it will forward the message
// to the current session owner
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
{
// If the event is server directed
if (!sceneEventData.IsSceneEventClientSide())
{
// If the DAHost is not the session owner, then forward the message to the current session owner
if (NetworkManager.CurrentSessionOwner != NetworkManager.LocalClientId)
{
var message = new SceneEventMessage()
{
EventData = sceneEventData,
};
// Forward synchronization to client then exit early because DAHost is not the current session owner
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.CurrentSessionOwner);
EndSceneEvent(sceneEventData.SceneEventId);
return;
}
}
else
{
// DAHost will forward any messages not targeting the DAHost to the targeted client
if (sceneEventData.TargetClientId != NetworkManager.LocalClientId)
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogInfoServer($"[Forward To: Client-{sceneEventData.TargetClientId}][{Enum.GetName(typeof(SceneEventType), sceneEventData.SceneEventType)}]");
}
sceneEventData.ForwardSynchronization = sceneEventData.SceneEventType == SceneEventType.Synchronize;
sceneEventData.IsForwarding = true;
var message = new SceneEventMessage()
{
EventData = sceneEventData,
};
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, sceneEventData.TargetClientId);
EndSceneEvent(sceneEventData.SceneEventId);
return;
}
}
}
NetworkManager.NetworkMetrics.TrackSceneEventReceived(
clientId, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), reader.Length);
if (sceneEventData.IsSceneEventClientSide())
{
// If the client is being synchronized for the first time do some initialization
if (sceneEventData.SceneEventType == SceneEventType.Synchronize)
{
ScenePlacedObjects.Clear();
// Set the server's configured client synchronization mode on the client side
ClientSynchronizationMode = sceneEventData.ClientSynchronizationMode;
// Only if ClientSynchronizationMode is Additive and the client receives a synchronize scene event
if (ClientSynchronizationMode == LoadSceneMode.Additive)
{
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority() && IsRestoringSession && clientId == NetworkManager.ServerClientId)
{
m_OriginalPostSynchronizationSceneUnloading = PostSynchronizationSceneUnloading;
PostSynchronizationSceneUnloading = true;
}
// Check for scenes already loaded and create a table of scenes already loaded (SceneEntries) that will be
// used if the server is synchronizing the same scenes (i.e. if a matching scene is already loaded on the
// client side, then that scene will be used as opposed to loading another scene). This allows for clients
// to reconnect to a network session without having to unload all of the scenes and reload all of the scenes.
SceneManagerHandler.PopulateLoadedScenes(ref ScenesLoaded, NetworkManager);
}
}
HandleClientSceneEvent(sceneEventData.SceneEventId);
}
else
{
var sendingClient = clientId;
if (NetworkManager.DistributedAuthorityMode)
{
sendingClient = sceneEventData.SenderClientId;
}
HandleSessionOwnerEvent(sceneEventData.SceneEventId, sendingClient);
}
}
else
{
Debug.LogError($"{nameof(HandleSceneEvent)} was invoked but {nameof(Netcode.NetworkManager)} reference was null!");
}
}
/// <summary>
/// Moves all NetworkObjects that don't have the <see cref="NetworkObject.DestroyWithScene"/> set to
/// the "Do not destroy on load" scene.
/// </summary>
internal void MoveObjectsToDontDestroyOnLoad()
{
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
// are despawned.
var localSpawnedObjectsHashSet = new HashSet<NetworkObject>(NetworkManager.SpawnManager.SpawnedObjectsList);
foreach (var networkObject in localSpawnedObjectsHashSet)
{
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene == DontDestroyOnLoadScene))
{
continue;
}
// Only NetworkObjects marked to not be destroyed with the scene
if (!networkObject.DestroyWithScene)
{
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
// When temporarily migrating to the DDOL, adjust the network and origin scene handles so no messages are generated
// about objects being moved to a new scene.
networkObject.NetworkSceneHandle = ClientSceneHandleToServerSceneHandle[networkObject.gameObject.scene.handle];
networkObject.SceneOriginHandle = networkObject.gameObject.scene.handle;
}
}
else if (networkObject.HasAuthority)
{
networkObject.Despawn();
}
}
}
/// <summary>
/// Should be invoked on both the client and server side after:
/// -- A new scene has been loaded
/// -- Before any "DontDestroyOnLoad" NetworkObjects have been added back into the scene.
/// Added the ability to choose not to clear the scene placed objects for additive scene loading.
/// We organize our ScenePlacedObjects by:
/// [GlobalObjectIdHash][SceneHandle][NetworkObject]
/// Using the local scene relative Scene.handle as a sub-key to the root dictionary allows us to
/// distinguish between duplicate in-scene placed NetworkObjects
/// </summary>
internal void PopulateScenePlacedObjects(Scene sceneToFilterBy, bool clearScenePlacedObjects = true)
{
if (clearScenePlacedObjects)
{
ScenePlacedObjects.Clear();
}
#if UNITY_2023_1_OR_NEWER
var networkObjects = UnityEngine.Object.FindObjectsByType<NetworkObject>(FindObjectsSortMode.InstanceID);
#else
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
#endif
// Just add every NetworkObject found that isn't already in the list
// With additive scenes, we can have multiple in-scene placed NetworkObjects with the same GlobalObjectIdHash value
// During Client Side Synchronization: We add them on a FIFO basis, for each scene loaded without clearing, and then
// at the end of scene loading we use this list to soft synchronize all in-scene placed NetworkObjects
foreach (var networkObjectInstance in networkObjects)
{
var globalObjectIdHash = networkObjectInstance.GlobalObjectIdHash;
var sceneHandle = networkObjectInstance.gameObject.scene.handle;
// We check to make sure the NetworkManager instance is the same one to be "NetcodeIntegrationTestHelpers" compatible and filter the list on a per scene basis (for additive scenes)
if (networkObjectInstance.IsSceneObject != false && (networkObjectInstance.NetworkManager == NetworkManager ||
networkObjectInstance.NetworkManagerOwner == null) && sceneHandle == sceneToFilterBy.handle)
{
if (!ScenePlacedObjects.ContainsKey(globalObjectIdHash))
{
ScenePlacedObjects.Add(globalObjectIdHash, new Dictionary<int, NetworkObject>());
}
if (!ScenePlacedObjects[globalObjectIdHash].ContainsKey(sceneHandle))
{
ScenePlacedObjects[globalObjectIdHash].Add(sceneHandle, networkObjectInstance);
}
else
{
var exitingEntryName = ScenePlacedObjects[globalObjectIdHash][sceneHandle] != null ? ScenePlacedObjects[globalObjectIdHash][sceneHandle].name : "Null Entry";
throw new Exception($"{networkObjectInstance.name} tried to registered with {nameof(ScenePlacedObjects)} which already contains " +
$"the same {nameof(NetworkObject.GlobalObjectIdHash)} value {globalObjectIdHash} for {exitingEntryName}!");
}
}
}
}
/// <summary>
/// Moves all spawned NetworkObjects (from do not destroy on load) to the scene specified
/// </summary>
/// <param name="scene">scene to move the NetworkObjects to</param>
internal void MoveObjectsFromDontDestroyOnLoadToScene(Scene scene)
{
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (networkObject == null)
{
continue;
}
// If it is in the DDOL then
if (networkObject.gameObject.scene == DontDestroyOnLoadScene && !networkObject.DestroyWithScene)
{
// only move dynamically spawned network objects, with no parent as child objects will follow,
// back into the currently active scene
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
{
if (NetworkManager.DistributedAuthorityMode)
{
// When migrating out of the DDOL to the currently active scene, adjust the network and origin scene handles so no messages are generated
// about objects being moved to a new scene.
if (SceneManagerHandler.IsIntegrationTest() && SceneManager.GetActiveScene() == scene)
{
networkObject.NetworkSceneHandle = scene.handle;
}
else
{
networkObject.NetworkSceneHandle = ClientSceneHandleToServerSceneHandle[scene.handle];
}
networkObject.SceneOriginHandle = scene.handle;
}
SceneManager.MoveGameObjectToScene(networkObject.gameObject, scene);
}
}
}
}
/// <summary>
/// Holds a list of scene handles (server-side relative) and NetworkObjects migrated into it
/// during the current frame.
/// </summary>
internal Dictionary<int, Dictionary<ulong, List<NetworkObject>>> ObjectsMigratedIntoNewScene = new Dictionary<int, Dictionary<ulong, List<NetworkObject>>>();
internal bool IsSceneEventInProgress()
{
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
return false;
}
foreach (var sceneEventEntry in SceneEventProgressTracking)
{
if (!sceneEventEntry.Value.HasTimedOut() && sceneEventEntry.Value.SceneEventType != SceneEventType.Synchronize && sceneEventEntry.Value.Status == SceneEventProgressStatus.Started)
{
return true;
}
}
return false;
}
/// <summary>
/// Handles notifying clients when a NetworkObject has been migrated into a new scene
/// </summary>
internal void NotifyNetworkObjectSceneChanged(NetworkObject networkObject)
{
// Really, this should never happen but in case it does
if (!networkObject.HasAuthority)
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogErrorServer("[Please Report This Error][NotifyNetworkObjectSceneChanged] A client is trying to notify of an object's scene change!");
}
return;
}
// Ignore in-scene placed NetworkObjects
if (networkObject.IsSceneObject != false)
{
// Really, this should ever happen but in case it does
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogErrorServer("[Please Report This Error][NotifyNetworkObjectSceneChanged] Trying to notify in-scene placed object scene change!");
}
return;
}
// Ignore if the scene is the currently active scene and the NetworkObject is auto synchronizing/migrating
// to the currently active scene.
if (networkObject.gameObject.scene == SceneManager.GetActiveScene() && networkObject.ActiveSceneSynchronization)
{
return;
}
// Don't notify if a scene event is in progress
// Note: This does not apply to SceneEventType.Synchronize since synchronization isn't a global connected client event.
if (IsSceneEventInProgress())
{
return;
}
// Otherwise, add the NetworkObject into the list of NetworkObjects who's scene has changed
if (!ObjectsMigratedIntoNewScene.ContainsKey(networkObject.NetworkSceneHandle))
{
ObjectsMigratedIntoNewScene.Add(networkObject.NetworkSceneHandle, new Dictionary<ulong, List<NetworkObject>>());
}
if (!ObjectsMigratedIntoNewScene[networkObject.NetworkSceneHandle].ContainsKey(NetworkManager.LocalClientId))
{
ObjectsMigratedIntoNewScene[networkObject.NetworkSceneHandle].Add(NetworkManager.LocalClientId, new List<NetworkObject>());
}
ObjectsMigratedIntoNewScene[networkObject.NetworkSceneHandle][NetworkManager.LocalClientId].Add(networkObject);
}
/// <summary>
/// Invoked by clients when processing a <see cref="SceneEventType.ObjectSceneChanged"/> event
/// or invoked by <see cref="SceneEventData.ProcessDeferredObjectSceneChangedEvents"/> when a client finishes
/// synchronization.
/// </summary>
internal void MigrateNetworkObjectsIntoScenes()
{
try
{
foreach (var sceneEntry in ObjectsMigratedIntoNewScene)
{
if (ServerSceneHandleToClientSceneHandle.ContainsKey(sceneEntry.Key))
{
var clientSceneHandle = ServerSceneHandleToClientSceneHandle[sceneEntry.Key];
foreach (var ownerEntry in sceneEntry.Value)
{
if (ownerEntry.Key == NetworkManager.LocalClientId)
{
continue;
}
if (ScenesLoaded.ContainsKey(clientSceneHandle))
{
var scene = ScenesLoaded[clientSceneHandle];
foreach (var networkObject in ownerEntry.Value)
{
SceneManager.MoveGameObjectToScene(networkObject.gameObject, scene);
networkObject.NetworkSceneHandle = sceneEntry.Key;
networkObject.SceneOriginHandle = scene.handle;
}
}
}
}
}
}
catch (Exception ex)
{
NetworkLog.LogErrorServer($"{ex.Message}\n Stack Trace:\n {ex.StackTrace}");
}
}
private List<int> m_ScenesToRemoveFromObjectMigration = new List<int>();
/// <summary>
/// Should be invoked during PostLateUpdate just prior to the NetworkMessageManager processes its outbound message queue.
/// </summary>
internal void CheckForAndSendNetworkObjectSceneChanged()
{
// Early exit if not the server or there is nothing pending
if (ObjectsMigratedIntoNewScene.Count == 0)
{
return;
}
MigrateNetworkObjectsIntoScenes();
// Double check that the NetworkObjects to migrate still exist
m_ScenesToRemoveFromObjectMigration.Clear();
foreach (var sceneEntry in ObjectsMigratedIntoNewScene)
{
if (!sceneEntry.Value.ContainsKey(NetworkManager.LocalClientId))
{
continue;
}
var ownerSceneEntry = sceneEntry.Value[NetworkManager.LocalClientId];
for (int i = sceneEntry.Value[NetworkManager.LocalClientId].Count - 1; i >= 0; i--)
{
// Remove NetworkObjects that are no longer spawned
if (!sceneEntry.Value[NetworkManager.LocalClientId][i].IsSpawned)
{
sceneEntry.Value[NetworkManager.LocalClientId].RemoveAt(i);
}
}
// If the scene entry no longer has any NetworkObjects to migrate
// then add it to the list of scenes to be removed from the table
// of scenes containing NetworkObjects to migrate.
if (sceneEntry.Value.Count == 0)
{
m_ScenesToRemoveFromObjectMigration.Add(sceneEntry.Key);
}
}
// Remove owner sceneHandle entries that no longer have any NetworkObjects remaining
foreach (var sceneHandle in m_ScenesToRemoveFromObjectMigration)
{
ObjectsMigratedIntoNewScene[sceneHandle].Remove(NetworkManager.LocalClientId);
}
var localOwnerHasEntries = false;
foreach (var sceneEntry in ObjectsMigratedIntoNewScene)
{
if (sceneEntry.Value.ContainsKey(NetworkManager.LocalClientId))
{
localOwnerHasEntries = true;
break;
}
}
// If the local owner has no entries, then exit
if (!localOwnerHasEntries)
{
ObjectsMigratedIntoNewScene.Clear();
return;
}
// Some NetworkObjects still exist, send the message
var sceneEvent = BeginSceneEvent();
sceneEvent.SceneEventType = SceneEventType.ObjectSceneChanged;
SendSceneEventData(sceneEvent.SceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.LocalClientId).ToArray());
ObjectsMigratedIntoNewScene.Clear();
EndSceneEvent(sceneEvent.SceneEventId);
}
// Used to handle client-side scene migration messages received while
// a client is synchronizing
internal struct DeferredObjectsMovedEvent
{
internal ulong OwnerId;
internal Dictionary<int, List<ulong>> ObjectsMigratedTable;
}
internal List<DeferredObjectsMovedEvent> DeferredObjectsMovedEvents = new List<DeferredObjectsMovedEvent>();
internal struct DeferredObjectCreation
{
internal ulong SenderId;
internal uint MessageSize;
// When we transfer session owner and we are using a DAHost, this will be pertinent (otherwise it is not when connected to a DA service)
internal ulong[] ObserverIds;
internal ulong[] NewObserverIds;
internal NetworkObject.SceneObject SceneObject;
internal FastBufferReader FastBufferReader;
}
internal List<DeferredObjectCreation> DeferredObjectCreationList = new List<DeferredObjectCreation>();
internal int DeferredObjectCreationCount;
// The added clientIds is specific to DAHost when session ownership changes and a normal client is controlling scene loading
internal void DeferCreateObject(ulong senderId, uint messageSize, NetworkObject.SceneObject sceneObject, FastBufferReader fastBufferReader, ulong[] observerIds, ulong[] newObserverIds)
{
var deferredObjectCreationEntry = new DeferredObjectCreation()
{
SenderId = senderId,
MessageSize = messageSize,
ObserverIds = observerIds,
NewObserverIds = newObserverIds,
SceneObject = sceneObject,
};
unsafe
{
deferredObjectCreationEntry.FastBufferReader = new FastBufferReader(fastBufferReader.GetUnsafePtrAtCurrentPosition(), Allocator.Persistent, fastBufferReader.Length - fastBufferReader.Position);
}
DeferredObjectCreationList.Add(deferredObjectCreationEntry);
}
private void ProcessDeferredCreateObjectMessages()
{
// If no pending create object messages exit early
if (DeferredObjectCreationList.Count == 0)
{
return;
}
var networkManager = NetworkManager;
// Process all deferred create object messages.
for (int i = 0; i < DeferredObjectCreationList.Count; i++)
{
var deferredObjectCreation = DeferredObjectCreationList[i];
CreateObjectMessage.CreateObject(ref networkManager, ref deferredObjectCreation);
}
DeferredObjectCreationCount = DeferredObjectCreationList.Count;
DeferredObjectCreationList.Clear();
}
public enum MapTypes
{
ServerToClient,
ClientToServer
}
public struct SceneMap : INetworkSerializable
{
public MapTypes MapType;
public Scene Scene;
public bool ScenePresent;
public string SceneName;
public int ServerHandle;
public int MappedLocalHandle;
public int LocalHandle;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref MapType);
serializer.SerializeValue(ref ScenePresent);
if (serializer.IsReader)
{
SceneName = "Not Present";
}
if (ScenePresent)
{
serializer.SerializeValue(ref SceneName);
serializer.SerializeValue(ref LocalHandle);
}
serializer.SerializeValue(ref ServerHandle);
serializer.SerializeValue(ref MappedLocalHandle);
}
}
public List<SceneMap> GetSceneMapping(MapTypes mapType)
{
var mapping = new List<SceneMap>();
if (mapType == MapTypes.ServerToClient)
{
foreach (var entry in ServerSceneHandleToClientSceneHandle)
{
var scene = ScenesLoaded[entry.Value];
var sceneIsPresent = scene.IsValid() && scene.isLoaded;
var sceneMap = new SceneMap()
{
MapType = mapType,
ServerHandle = entry.Key,
MappedLocalHandle = entry.Value,
LocalHandle = scene.handle,
Scene = scene,
ScenePresent = sceneIsPresent,
SceneName = sceneIsPresent ? scene.name : "NotPresent",
};
mapping.Add(sceneMap);
}
}
else
{
foreach (var entry in ClientSceneHandleToServerSceneHandle)
{
var scene = ScenesLoaded[entry.Key];
var sceneIsPresent = scene.IsValid() && scene.isLoaded;
var sceneMap = new SceneMap()
{
MapType = mapType,
ServerHandle = entry.Value,
MappedLocalHandle = entry.Key,
LocalHandle = scene.handle,
Scene = scene,
ScenePresent = sceneIsPresent,
SceneName = sceneIsPresent ? scene.name : "NotPresent",
};
mapping.Add(sceneMap);
}
}
return mapping;
}
}
}