Esempio n. 1
0
        internal NetworkIdentity SpawnSceneObject(SpawnMessage msg)
        {
            var spawned = SpawnSceneObject(msg.sceneId.Value);

            if (spawned == null)
            {
                logger.LogError($"Spawn scene object not found for {msg.sceneId:X} SpawnableObjects.Count={spawnableObjects.Count}");

                // dump the whole spawnable objects dict for easier debugging
                if (logger.LogEnabled())
                {
                    foreach (var kvp in spawnableObjects)
                    {
                        logger.Log($"Spawnable: SceneId={kvp.Key} name={kvp.Value.name}");
                    }
                }
            }

            if (logger.LogEnabled())
            {
                logger.Log($"Client spawn for [netId:{msg.netId}] [sceneId:{msg.sceneId:X}] obj:{spawned}");
            }
            return(spawned);
        }
Esempio n. 2
0
        internal void OnSpawn(SpawnMessage msg)
        {
            if (msg.prefabHash == null && msg.sceneId == null)
            {
                throw new InvalidOperationException($"OnSpawn has empty prefabHash and sceneId for netId: {msg.netId}");
            }
            if (logger.LogEnabled())
            {
                logger.Log($"Client spawn handler instantiating netId={msg.netId} prefabHash={msg.prefabHash:X} sceneId={msg.sceneId:X} pos={msg.position}");
            }

            // was the object already spawned?
            var existing = Client.World.TryGetIdentity(msg.netId, out var identity);

            if (!existing)
            {
                //is the object on the prefab or scene object lists?
                identity = msg.sceneId.HasValue
                    ? SpawnSceneObject(msg)
                    : SpawnPrefab(msg);
            }

            if (identity == null)
            {
                //object could not be found.
                throw new InvalidOperationException($"Could not spawn prefabHash={msg.prefabHash:X} scene={msg.sceneId:X} netId={msg.netId}");
            }

            ApplySpawnPayload(identity, msg);

            // add after applying payload, but only if it is new object
            if (!existing)
            {
                Client.World.AddIdentity(msg.netId, identity);
            }
        }
Esempio n. 3
0
        internal void OnSpawn(SpawnMessage msg)
        {
            if (msg.assetId == Guid.Empty && msg.sceneId == 0)
            {
                throw new InvalidOperationException("OnObjSpawn netId: " + msg.netId + " has invalid asset Id");
            }
            if (logger.LogEnabled())
            {
                logger.Log($"Client spawn handler instantiating netId={msg.netId} assetID={msg.assetId} sceneId={msg.sceneId} pos={msg.position}");
            }

            bool spawned = false;

            // was the object already spawned?
            NetworkIdentity identity = GetExistingObject(msg.netId);

            if (identity == null)
            {
                //is the object on the prefab or scene object lists?
                identity = msg.sceneId == 0 ? SpawnPrefab(msg) : SpawnSceneObject(msg);
                spawned  = true;
            }

            if (identity == null)
            {
                //object could not be found.
                throw new InvalidOperationException($"Could not spawn assetId={msg.assetId} scene={msg.sceneId} netId={msg.netId}");
            }

            ApplySpawnPayload(identity, msg);

            if (spawned)
            {
                Spawned.Invoke(identity);
            }
        }
Esempio n. 4
0
        internal NetworkIdentity SpawnSceneObject(SpawnMessage msg)
        {
            NetworkIdentity spawnedId = SpawnSceneObject(msg.sceneId);

            if (spawnedId == null)
            {
                logger.LogError("Spawn scene object not found for " + msg.sceneId.ToString("X") + " SpawnableObjects.Count=" + spawnableObjects.Count);

                // dump the whole spawnable objects dict for easier debugging
                if (logger.LogEnabled())
                {
                    foreach (KeyValuePair <ulong, NetworkIdentity> kvp in spawnableObjects)
                    {
                        logger.Log("Spawnable: SceneId=" + kvp.Key + " name=" + kvp.Value.name);
                    }
                }
            }

            if (logger.LogEnabled())
            {
                logger.Log("Client spawn for [netId:" + msg.netId + "] [sceneId:" + msg.sceneId + "] obj:" + spawnedId);
            }
            return(spawnedId);
        }
Esempio n. 5
0
        internal void OnSpawn(SpawnMessage msg)
        {
            if (msg.assetId == Guid.Empty && msg.sceneId == 0)
            {
                throw new InvalidOperationException("OnObjSpawn netId: " + msg.netId + " has invalid asset Id");
            }
            if (logger.LogEnabled())
            {
                logger.Log($"Client spawn handler instantiating netId={msg.netId} assetID={msg.assetId} sceneId={msg.sceneId} pos={msg.position}");
            }

            // was the object already spawned?
            bool existing = Client.World.TryGetIdentity(msg.netId, out NetworkIdentity identity);

            if (!existing)
            {
                //is the object on the prefab or scene object lists?
                identity = msg.sceneId == 0
                    ? SpawnPrefab(msg)
                    : SpawnSceneObject(msg);
            }

            if (identity == null)
            {
                //object could not be found.
                throw new InvalidOperationException($"Could not spawn assetId={msg.assetId} scene={msg.sceneId} netId={msg.netId}");
            }

            ApplySpawnPayload(identity, msg);

            // add after applying payload, but only if it is new object
            if (!existing)
            {
                Client.World.AddIdentity(msg.netId, identity);
            }
        }