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com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs
Unity Technologies f5664b4cc1 com.unity.netcode.gameobjects@1.0.0-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).

## [1.0.0-pre.3] - 2021-10-22

### Added

- ResetTrigger function to NetworkAnimator (#1327)

### Fixed

- Overflow exception when syncing Animator state. (#1327)
- Added `try`/`catch` around RPC calls, preventing exception from causing further RPC calls to fail (#1329)
- Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.(#1368)
- IL2CPP would not properly compile (#1359)
2021-10-22 00:00:00 +00:00

772 lines
32 KiB
C#

using System.Collections.Generic;
using System;
using System.Linq;
using Unity.Collections;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
/// The different types of scene events communicated between a server and client. <br/>
/// Used by <see cref="NetworkSceneManager"/> for <see cref="SceneEventMessage"/> messages.<br/>
/// <em>Note: This is only when <see cref="NetworkConfig.EnableSceneManagement"/> is enabled.</em><br/>
/// See also: <br/>
/// <seealso cref="SceneEvent"/>
/// </summary>
public enum SceneEventType : byte
{
/// <summary>
/// Load a scene<br/>
/// <b>Invocation:</b> Server Side<br/>
/// <b>Message Flow:</b> Server to client<br/>
/// <b>Event Notification:</b> Both server and client are notified a load scene event started
/// </summary>
Load,
/// <summary>
/// Unload a scene<br/>
/// <b>Invocation:</b> Server Side<br/>
/// <b>Message Flow:</b> Server to client<br/>
/// <b>Event Notification:</b> Both server and client are notified an unload scene event started.
/// </summary>
Unload,
/// <summary>
/// Synchronizes current game session state for newly approved clients<br/>
/// <b>Invocation:</b> Server Side<br/>
/// <b>Message Flow:</b> Server to client<br/>
/// <b>Event Notification:</b> Server and Client receives a local notification (<em>server receives the ClientId being synchronized</em>).
/// </summary>
Synchronize,
/// <summary>
/// Game session re-synchronization of NetworkObjects that were destroyed during a <see cref="Synchronize"/> event<br/>
/// <b>Invocation:</b> Server Side<br/>
/// <b>Message Flow:</b> Server to client<br/>
/// <b>Event Notification:</b> Both server and client receive a local notification<br/>
/// <em>Note: This will be removed once snapshot and buffered messages are finalized as it will no longer be needed at that point.</em>
/// </summary>
ReSynchronize,
/// <summary>
/// All clients have finished loading a scene<br/>
/// <b>Invocation:</b> Server Side<br/>
/// <b>Message Flow:</b> Server to Client<br/>
/// <b>Event Notification:</b> Both server and client receive a local notification containing the clients that finished
/// as well as the clients that timed out(<em>if any</em>).
/// </summary>
LoadEventCompleted,
/// <summary>
/// All clients have unloaded a scene<br/>
/// <b>Invocation:</b> Server Side<br/>
/// <b>Message Flow:</b> Server to Client<br/>
/// <b>Event Notification:</b> Both server and client receive a local notification containing the clients that finished
/// as well as the clients that timed out(<em>if any</em>).
/// </summary>
UnloadEventCompleted,
/// <summary>
/// A client has finished loading a scene<br/>
/// <b>Invocation:</b> Client Side<br/>
/// <b>Message Flow:</b> Client to Server<br/>
/// <b>Event Notification:</b> Both server and client receive a local notification.
/// </summary>
LoadComplete,
/// <summary>
/// A client has finished unloading a scene<br/>
/// <b>Invocation:</b> Client Side<br/>
/// <b>Message Flow:</b> Client to Server<br/>
/// <b>Event Notification:</b> Both server and client receive a local notification.
/// </summary>
UnloadComplete,
/// <summary>
/// A client has finished synchronizing from a <see cref="Synchronize"/> event<br/>
/// <b>Invocation:</b> Client Side<br/>
/// <b>Message Flow:</b> Client to Server<br/>
/// <b>Event Notification:</b> Both server and client receive a local notification.
/// </summary>
SynchronizeComplete,
}
/// <summary>
/// Used by <see cref="NetworkSceneManager"/> for <see cref="SceneEventMessage"/> messages
/// <em>Note: This is only when <see cref="NetworkConfig.EnableSceneManagement"/> is enabled.</em><br/>
/// See also: <seealso cref="SceneEvent"/>
/// </summary>
internal class SceneEventData : IDisposable
{
internal SceneEventType SceneEventType;
internal LoadSceneMode LoadSceneMode;
internal Guid SceneEventProgressId;
internal uint SceneEventId;
internal uint SceneHash;
internal int SceneHandle;
/// Only used for <see cref="SceneEventType.Synchronize"/> scene events, this assures permissions when writing
/// NetworkVariable information. If that process changes, then we need to update this
internal ulong TargetClientId;
private Dictionary<uint, List<NetworkObject>> m_SceneNetworkObjects;
private Dictionary<uint, long> m_SceneNetworkObjectDataOffsets;
/// <summary>
/// Client or Server Side:
/// Client side: Generates a list of all NetworkObjects by their NetworkObjectId that was spawned during th synchronization process
/// Server side: Compares list from client to make sure client didn't drop a message about a NetworkObject being despawned while it
/// was synchronizing (if so server will send another message back to the client informing the client of NetworkObjects to remove)
/// spawned during an initial synchronization.
/// </summary>
private List<NetworkObject> m_NetworkObjectsSync = new List<NetworkObject>();
/// <summary>
/// Server Side Re-Synchronization:
/// If there happens to be NetworkObjects in the final Event_Sync_Complete message that are no longer spawned,
/// the server will compile a list and send back an Event_ReSync message to the client.
/// </summary>
private List<ulong> m_NetworkObjectsToBeRemoved = new List<ulong>();
private bool m_HasInternalBuffer;
internal FastBufferReader InternalBuffer;
private NetworkManager m_NetworkManager;
internal List<ulong> ClientsCompleted;
internal List<ulong> ClientsTimedOut;
internal Queue<uint> ScenesToSynchronize;
internal Queue<uint> SceneHandlesToSynchronize;
/// <summary>
/// Server Side:
/// Add a scene and its handle to the list of scenes the client should load before synchronizing
/// Since scene handles are not the same per instance, the client builds a server scene handle to
/// client scene handle lookup table.
/// Why include the scene handle? In order to support loading of the same additive scene more than once
/// we must distinguish which scene we are talking about when the server tells the client to unload a scene.
/// The server will always communicate its local relative scene's handle and the client will determine its
/// local relative handle from the table being built.
/// Look for <see cref="NetworkSceneManager.m_ServerSceneHandleToClientSceneHandle"/> usage to see where
/// entries are being added to or removed from the table
/// </summary>
/// <param name="sceneIndex"></param>
/// <param name="sceneHandle"></param>
internal void AddSceneToSynchronize(uint sceneHash, int sceneHandle)
{
ScenesToSynchronize.Enqueue(sceneHash);
SceneHandlesToSynchronize.Enqueue((uint)sceneHandle);
}
/// <summary>
/// Client Side:
/// Gets the next scene hash to be loaded for approval and/or late joining
/// </summary>
/// <returns></returns>
internal uint GetNextSceneSynchronizationHash()
{
return ScenesToSynchronize.Dequeue();
}
/// <summary>
/// Client Side:
/// Gets the next scene handle to be loaded for approval and/or late joining
/// </summary>
/// <returns></returns>
internal int GetNextSceneSynchronizationHandle()
{
return (int)SceneHandlesToSynchronize.Dequeue();
}
/// <summary>
/// Client Side:
/// Determines if all scenes have been processed during the synchronization process
/// </summary>
/// <returns>true/false</returns>
internal bool IsDoneWithSynchronization()
{
if (ScenesToSynchronize.Count == 0 && SceneHandlesToSynchronize.Count == 0)
{
return true;
}
else if (ScenesToSynchronize.Count != SceneHandlesToSynchronize.Count)
{
// This should never happen, but in the event it does...
throw new Exception($"[{nameof(SceneEventData)}-Internal Mismatch Error] {nameof(ScenesToSynchronize)} count != {nameof(SceneHandlesToSynchronize)} count!");
}
return false;
}
/// <summary>
/// Server Side:
/// Called just before the synchronization process
/// </summary>
internal void InitializeForSynch()
{
if (m_SceneNetworkObjects == null)
{
m_SceneNetworkObjects = new Dictionary<uint, List<NetworkObject>>();
}
else
{
m_SceneNetworkObjects.Clear();
}
if (ScenesToSynchronize == null)
{
ScenesToSynchronize = new Queue<uint>();
}
else
{
ScenesToSynchronize.Clear();
}
if (SceneHandlesToSynchronize == null)
{
SceneHandlesToSynchronize = new Queue<uint>();
}
else
{
SceneHandlesToSynchronize.Clear();
}
}
internal void AddSpawnedNetworkObjects()
{
m_NetworkObjectsSync = m_NetworkManager.SpawnManager.SpawnedObjectsList.ToList();
m_NetworkObjectsSync.Sort(SortNetworkObjects);
}
/// <summary>
/// Server Side:
/// Used during the synchronization process to associate NetworkObjects with scenes
/// </summary>
/// <param name="sceneIndex"></param>
/// <param name="networkObject"></param>
internal void AddNetworkObjectForSynch(uint sceneIndex, NetworkObject networkObject)
{
if (!m_SceneNetworkObjects.ContainsKey(sceneIndex))
{
m_SceneNetworkObjects.Add(sceneIndex, new List<NetworkObject>());
}
m_SceneNetworkObjects[sceneIndex].Add(networkObject);
}
/// <summary>
/// Client and Server:
/// Determines if the scene event type was intended for the client ( or server )
/// </summary>
/// <returns>true (client should handle this message) false (server should handle this message)</returns>
internal bool IsSceneEventClientSide()
{
switch (SceneEventType)
{
case SceneEventType.Load:
case SceneEventType.Unload:
case SceneEventType.Synchronize:
case SceneEventType.ReSynchronize:
case SceneEventType.LoadEventCompleted:
case SceneEventType.UnloadEventCompleted:
{
return true;
}
}
return false;
}
/// <summary>
/// Server Side:
/// Sorts the NetworkObjects to assure proper instantiation order of operations for
/// registered INetworkPrefabInstanceHandler implementations
/// </summary>
/// <param name="first"></param>
/// <param name="second"></param>
/// <returns></returns>
private int SortNetworkObjects(NetworkObject first, NetworkObject second)
{
var doesFirstHaveHandler = m_NetworkManager.PrefabHandler.ContainsHandler(first);
var doesSecondHaveHandler = m_NetworkManager.PrefabHandler.ContainsHandler(second);
if (doesFirstHaveHandler != doesSecondHaveHandler)
{
if (doesFirstHaveHandler)
{
return 1;
}
else
{
return -1;
}
}
return 0;
}
/// <summary>
/// Client and Server Side:
/// Serializes data based on the SceneEvent type (<see cref="SceneEventType"/>)
/// </summary>
/// <param name="writer"><see cref="FastBufferWriter"/> to write the scene event data</param>
internal void Serialize(FastBufferWriter writer)
{
// Write the scene event type
writer.WriteValueSafe(SceneEventType);
// Write the scene loading mode
writer.WriteValueSafe(LoadSceneMode);
// Write the scene event progress Guid
if (SceneEventType != SceneEventType.Synchronize)
{
writer.WriteValueSafe(SceneEventProgressId);
}
// Write the scene index and handle
writer.WriteValueSafe(SceneHash);
writer.WriteValueSafe(SceneHandle);
switch (SceneEventType)
{
case SceneEventType.Synchronize:
{
WriteSceneSynchronizationData(writer);
break;
}
case SceneEventType.Load:
{
SerializeScenePlacedObjects(writer);
break;
}
case SceneEventType.SynchronizeComplete:
{
WriteClientSynchronizationResults(writer);
break;
}
case SceneEventType.ReSynchronize:
{
WriteClientReSynchronizationData(writer);
break;
}
case SceneEventType.LoadEventCompleted:
case SceneEventType.UnloadEventCompleted:
{
WriteSceneEventProgressDone(writer);
break;
}
}
}
/// <summary>
/// Server Side:
/// Called at the end of a <see cref="SceneEventType.Load"/> event once the scene is loaded and scene placed NetworkObjects
/// have been locally spawned
/// </summary>
internal void WriteSceneSynchronizationData(FastBufferWriter writer)
{
// Write the scenes we want to load, in the order we want to load them
writer.WriteValueSafe(ScenesToSynchronize.ToArray());
writer.WriteValueSafe(SceneHandlesToSynchronize.ToArray());
// Store our current position in the stream to come back and say how much data we have written
var positionStart = writer.Position;
// Size Place Holder -- Start
// !!NOTE!!: Since this is a placeholder to be set after we know how much we have written,
// for stream offset purposes this MUST not be a packed value!
writer.WriteValueSafe((int)0);
int totalBytes = 0;
// Write the number of NetworkObjects we are serializing
writer.WriteValueSafe(m_NetworkObjectsSync.Count());
for (var i = 0; i < m_NetworkObjectsSync.Count(); ++i)
{
var noStart = writer.Position;
var sceneObject = m_NetworkObjectsSync[i].GetMessageSceneObject(TargetClientId);
writer.WriteValueSafe(m_NetworkObjectsSync[i].gameObject.scene.handle);
sceneObject.Serialize(writer);
var noStop = writer.Position;
totalBytes += (int)(noStop - noStart);
}
// Size Place Holder -- End
var positionEnd = writer.Position;
var bytesWritten = (uint)(positionEnd - (positionStart + sizeof(uint)));
writer.Seek(positionStart);
// Write the total size written to the stream by NetworkObjects being serialized
writer.WriteValueSafe(bytesWritten);
writer.Seek(positionEnd);
}
/// <summary>
/// Server Side:
/// Called at the end of a <see cref="SceneEventType.Load"/> event once the scene is loaded and scene placed NetworkObjects
/// have been locally spawned
/// Maximum number of objects that could theoretically be synchronized is 65536
/// </summary>
internal void SerializeScenePlacedObjects(FastBufferWriter writer)
{
var numberOfObjects = (ushort)0;
var headPosition = writer.Position;
// Write our count place holder (must not be packed!)
writer.WriteValueSafe((ushort)0);
foreach (var keyValuePairByGlobalObjectIdHash in m_NetworkManager.SceneManager.ScenePlacedObjects)
{
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
{
if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId))
{
// Write our server relative scene handle for the NetworkObject being serialized
writer.WriteValueSafe(keyValuePairBySceneHandle.Key);
// Serialize the NetworkObject
var sceneObject = keyValuePairBySceneHandle.Value.GetMessageSceneObject(TargetClientId);
sceneObject.Serialize(writer);
numberOfObjects++;
}
}
}
var tailPosition = writer.Position;
// Reposition to our count position to the head before we wrote our object count
writer.Seek(headPosition);
// Write number of NetworkObjects serialized (must not be packed!)
writer.WriteValueSafe(numberOfObjects);
// Set our position back to the tail
writer.Seek(tailPosition);
}
/// <summary>
/// Client and Server Side:
/// Deserialize data based on the SceneEvent type.
/// </summary>
/// <param name="reader"></param>
internal void Deserialize(FastBufferReader reader)
{
reader.ReadValueSafe(out SceneEventType);
reader.ReadValueSafe(out LoadSceneMode);
if (SceneEventType != SceneEventType.Synchronize)
{
reader.ReadValueSafe(out SceneEventProgressId);
}
reader.ReadValueSafe(out SceneHash);
reader.ReadValueSafe(out SceneHandle);
switch (SceneEventType)
{
case SceneEventType.Synchronize:
{
CopySceneSynchronizationData(reader);
break;
}
case SceneEventType.SynchronizeComplete:
{
CheckClientSynchronizationResults(reader);
break;
}
case SceneEventType.Load:
{
unsafe
{
// We store off the trailing in-scene placed serialized NetworkObject data to
// be processed once we are done loading.
m_HasInternalBuffer = true;
// We use Allocator.Persistent since scene loading could take longer than 4 frames
InternalBuffer = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.Persistent, reader.Length - reader.Position);
}
break;
}
case SceneEventType.ReSynchronize:
{
ReadClientReSynchronizationData(reader);
break;
}
case SceneEventType.LoadEventCompleted:
case SceneEventType.UnloadEventCompleted:
{
ReadSceneEventProgressDone(reader);
break;
}
}
}
/// <summary>
/// Client Side:
/// Prepares for a scene synchronization event and copies the scene synchronization data
/// into the internal buffer to be used throughout the synchronization process.
/// </summary>
/// <param name="reader"></param>
internal void CopySceneSynchronizationData(FastBufferReader reader)
{
m_NetworkObjectsSync.Clear();
reader.ReadValueSafe(out uint[] scenesToSynchronize);
reader.ReadValueSafe(out uint[] sceneHandlesToSynchronize);
ScenesToSynchronize = new Queue<uint>(scenesToSynchronize);
SceneHandlesToSynchronize = new Queue<uint>(sceneHandlesToSynchronize);
// is not packed!
reader.ReadValueSafe(out int sizeToCopy);
unsafe
{
if (!reader.TryBeginRead(sizeToCopy))
{
throw new OverflowException("Not enough space in the buffer to read recorded synchronization data size.");
}
m_HasInternalBuffer = true;
// We use Allocator.Persistent since scene synchronization will most likely take longer than 4 frames
InternalBuffer = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.Persistent, sizeToCopy);
}
}
/// <summary>
/// Client Side:
/// This needs to occur at the end of a <see cref="SceneEventType.Load"/> event when the scene has finished loading
/// Maximum number of objects that could theoretically be synchronized is 65536
/// </summary>
internal void DeserializeScenePlacedObjects()
{
try
{
// is not packed!
InternalBuffer.ReadValueSafe(out ushort newObjectsCount);
for (ushort i = 0; i < newObjectsCount; i++)
{
InternalBuffer.ReadValueSafe(out int sceneHandle);
// Set our relative scene to the NetworkObject
m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(sceneHandle);
// Deserialize the NetworkObject
var sceneObject = new NetworkObject.SceneObject();
sceneObject.Deserialize(InternalBuffer);
NetworkObject.AddSceneObject(sceneObject, InternalBuffer, m_NetworkManager);
}
}
finally
{
InternalBuffer.Dispose();
m_HasInternalBuffer = false;
}
}
/// <summary>
/// Client Side:
/// If there happens to be NetworkObjects in the final Event_Sync_Complete message that are no longer spawned,
/// the server will compile a list and send back an Event_ReSync message to the client. This is where the
/// client handles any returned values by the server.
/// </summary>
/// <param name="reader"></param>
internal void ReadClientReSynchronizationData(FastBufferReader reader)
{
reader.ReadValueSafe(out uint[] networkObjectsToRemove);
if (networkObjectsToRemove.Length > 0)
{
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
var networkObjectIdToNetworkObject = new Dictionary<ulong, NetworkObject>();
foreach (var networkObject in networkObjects)
{
if (!networkObjectIdToNetworkObject.ContainsKey(networkObject.NetworkObjectId))
{
networkObjectIdToNetworkObject.Add(networkObject.NetworkObjectId, networkObject);
}
}
foreach (var networkObjectId in networkObjectsToRemove)
{
if (networkObjectIdToNetworkObject.ContainsKey(networkObjectId))
{
var networkObject = networkObjectIdToNetworkObject[networkObjectId];
networkObjectIdToNetworkObject.Remove(networkObjectId);
networkObject.IsSpawned = false;
if (m_NetworkManager.PrefabHandler.ContainsHandler(networkObject))
{
// Since this is the client side and we have missed the delete message, until the Snapshot system is in place for spawn and despawn handling
// we have to remove this from the list of spawned objects manually or when a NetworkObjectId is recycled the client will throw an error
// about the id already being assigned.
if (m_NetworkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
m_NetworkManager.SpawnManager.SpawnedObjects.Remove(networkObjectId);
}
if (m_NetworkManager.SpawnManager.SpawnedObjectsList.Contains(networkObject))
{
m_NetworkManager.SpawnManager.SpawnedObjectsList.Remove(networkObject);
}
NetworkManager.Singleton.PrefabHandler.HandleNetworkPrefabDestroy(networkObject);
}
else
{
UnityEngine.Object.DestroyImmediate(networkObject.gameObject);
}
}
}
}
}
/// <summary>
/// Server Side:
/// If there happens to be NetworkObjects in the final Event_Sync_Complete message that are no longer spawned,
/// the server will compile a list and send back an Event_ReSync message to the client.
/// </summary>
/// <param name="writer"></param>
internal void WriteClientReSynchronizationData(FastBufferWriter writer)
{
//Write how many objects need to be removed
writer.WriteValueSafe(m_NetworkObjectsToBeRemoved.ToArray());
}
/// <summary>
/// Server Side:
/// Determines if the client needs to be slightly re-synchronized if during the deserialization
/// process the server finds NetworkObjects that the client still thinks are spawned.
/// </summary>
/// <returns></returns>
internal bool ClientNeedsReSynchronization()
{
return (m_NetworkObjectsToBeRemoved.Count > 0);
}
/// <summary>
/// Server Side:
/// Determines if the client needs to be re-synchronized if during the deserialization
/// process the server finds NetworkObjects that the client still thinks are spawned but
/// have since been despawned.
/// </summary>
/// <param name="reader"></param>
internal void CheckClientSynchronizationResults(FastBufferReader reader)
{
m_NetworkObjectsToBeRemoved.Clear();
reader.ReadValueSafe(out uint networkObjectIdCount);
for (int i = 0; i < networkObjectIdCount; i++)
{
reader.ReadValueSafe(out uint networkObjectId);
if (!m_NetworkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
m_NetworkObjectsToBeRemoved.Add(networkObjectId);
}
}
}
/// <summary>
/// Client Side:
/// During the deserialization process of the servers Event_Sync, the client builds a list of
/// all NetworkObjectIds that were spawned. Upon responding to the server with the Event_Sync_Complete
/// this list is included for the server to review over and determine if the client needs a minor resynchronization
/// of NetworkObjects that might have been despawned while the client was processing the Event_Sync.
/// </summary>
/// <param name="writer"></param>
internal void WriteClientSynchronizationResults(FastBufferWriter writer)
{
//Write how many objects were spawned
writer.WriteValueSafe((uint)m_NetworkObjectsSync.Count);
foreach (var networkObject in m_NetworkObjectsSync)
{
writer.WriteValueSafe((uint)networkObject.NetworkObjectId);
}
}
/// <summary>
/// Client Side:
/// During the processing of a server sent Event_Sync, this method will be called for each scene once
/// it is finished loading. The client will also build a list of NetworkObjects that it spawned during
/// this process which will be used as part of the Event_Sync_Complete response.
/// </summary>
/// <param name="networkManager"></param>
internal void SynchronizeSceneNetworkObjects(NetworkManager networkManager)
{
try
{
// Process all NetworkObjects for this scene
InternalBuffer.ReadValueSafe(out int newObjectsCount);
for (int i = 0; i < newObjectsCount; i++)
{
// We want to make sure for each NetworkObject we have the appropriate scene selected as the scene that is
// currently being synchronized. This assures in-scene placed NetworkObjects will use the right NetworkObject
// from the list of populated <see cref="NetworkSceneManager.ScenePlacedObjects"/>
InternalBuffer.ReadValueSafe(out int handle);
m_NetworkManager.SceneManager.SetTheSceneBeingSynchronized(handle);
var sceneObject = new NetworkObject.SceneObject();
sceneObject.Deserialize(InternalBuffer);
var spawnedNetworkObject = NetworkObject.AddSceneObject(sceneObject, InternalBuffer, networkManager);
if (!m_NetworkObjectsSync.Contains(spawnedNetworkObject))
{
m_NetworkObjectsSync.Add(spawnedNetworkObject);
}
}
}
finally
{
InternalBuffer.Dispose();
m_HasInternalBuffer = false;
}
}
/// <summary>
/// Writes the all clients loaded or unloaded completed and timed out lists
/// </summary>
/// <param name="writer"></param>
internal void WriteSceneEventProgressDone(FastBufferWriter writer)
{
writer.WriteValueSafe((ushort)ClientsCompleted.Count);
foreach (var clientId in ClientsCompleted)
{
writer.WriteValueSafe(clientId);
}
writer.WriteValueSafe((ushort)ClientsTimedOut.Count);
foreach (var clientId in ClientsTimedOut)
{
writer.WriteValueSafe(clientId);
}
}
/// <summary>
/// Reads the all clients loaded or unloaded completed and timed out lists
/// </summary>
/// <param name="reader"></param>
internal void ReadSceneEventProgressDone(FastBufferReader reader)
{
reader.ReadValueSafe(out ushort completedCount);
ClientsCompleted = new List<ulong>();
for (int i = 0; i < completedCount; i++)
{
reader.ReadValueSafe(out ulong clientId);
ClientsCompleted.Add(clientId);
}
reader.ReadValueSafe(out ushort timedOutCount);
ClientsTimedOut = new List<ulong>();
for (int i = 0; i < timedOutCount; i++)
{
reader.ReadValueSafe(out ulong clientId);
ClientsTimedOut.Add(clientId);
}
}
/// <summary>
/// Used to release the pooled network buffer
/// </summary>
public void Dispose()
{
if (m_HasInternalBuffer)
{
InternalBuffer.Dispose();
m_HasInternalBuffer = false;
}
}
/// <summary>
/// Constructor for SceneEventData
/// </summary>
internal SceneEventData(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
SceneEventId = XXHash.Hash32(Guid.NewGuid().ToString());
}
}
}