// received on both host and clients void OnPeerClientAuthority(NetworkMessage netMsg) { var msg = netMsg.ReadMessage <PeerAuthorityMessage>(); if (LogFilter.logDebug) { Debug.Log("OnPeerClientAuthority for netId:" + msg.netId); } if (m_Peers == null) { // havent received peers yet. just ignore this. the peer list will contain this data. return; } // find the peer for connId for (int peerId = 0; peerId < m_Peers.Length; peerId++) { var p = m_Peers[peerId]; if (p.connectionId == msg.connectionId) { if (p.playerIds == null) { p.playerIds = new PeerInfoPlayer[0]; } if (msg.authorityState) { for (int i = 0; i < p.playerIds.Length; i++) { if (p.playerIds[i].netId == msg.netId) { // already in list return; } } var newPlayerId = new PeerInfoPlayer(); newPlayerId.netId = msg.netId; newPlayerId.playerControllerId = -1; var pl = new List <PeerInfoPlayer>(p.playerIds); pl.Add(newPlayerId); p.playerIds = pl.ToArray(); } else { for (int i = 0; i < p.playerIds.Length; i++) { if (p.playerIds[i].netId == msg.netId) { var pl = new List <PeerInfoPlayer>(p.playerIds); pl.RemoveAt(i); p.playerIds = pl.ToArray(); break; } } } } } var foundObj = ClientScene.FindLocalObject(msg.netId); OnAuthorityUpdated(foundObj, msg.connectionId, msg.authorityState); }
static void OnObjectSpawn(NetworkMessage netMsg) { netMsg.ReadMessage(s_ObjectSpawnMessage); if (!s_ObjectSpawnMessage.assetId.IsValid()) { if (LogFilter.logError) { Debug.LogError("OnObjSpawn netId: " + s_ObjectSpawnMessage.netId + " has invalid asset Id"); } return; } if (LogFilter.logDebug) { Debug.Log("Client spawn handler instantiating [netId:" + s_ObjectSpawnMessage.netId + " asset ID:" + s_ObjectSpawnMessage.assetId + " pos:" + s_ObjectSpawnMessage.position + "]"); } #if UNITY_EDITOR //UnityEditor.NetworkDetailStats.IncrementStat( // UnityEditor.NetworkDetailStats.NetworkDirection.Incoming, // MsgType.ObjectSpawn, GetStringForAssetId(s_ObjectSpawnMessage.assetId), 1); #endif NetworkIdentity localNetworkIdentity; if (s_NetworkScene.GetNetworkIdentity(s_ObjectSpawnMessage.netId, out localNetworkIdentity)) { // this object already exists (was in the scene), just apply the update to existing object localNetworkIdentity.Reset(); ApplySpawnPayload(localNetworkIdentity, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, null); return; } GameObject prefab; SpawnDelegate handler; if (NetworkScene.GetPrefab(s_ObjectSpawnMessage.assetId, out prefab)) { var obj = (GameObject)UnityEngine.Object.Instantiate(prefab, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.rotation); if (LogFilter.logDebug) { Debug.Log("Client spawn handler instantiating [netId:" + s_ObjectSpawnMessage.netId + " asset ID:" + s_ObjectSpawnMessage.assetId + " pos:" + s_ObjectSpawnMessage.position + " rotation: " + s_ObjectSpawnMessage.rotation + "]"); } localNetworkIdentity = obj.GetComponent <NetworkIdentity>(); if (localNetworkIdentity == null) { if (LogFilter.logError) { Debug.LogError("Client object spawned for " + s_ObjectSpawnMessage.assetId + " does not have a NetworkIdentity"); } return; } localNetworkIdentity.Reset(); ApplySpawnPayload(localNetworkIdentity, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, obj); } // lookup registered factory for type: else if (NetworkScene.GetSpawnHandler(s_ObjectSpawnMessage.assetId, out handler)) { GameObject obj = handler(s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.assetId); if (obj == null) { if (LogFilter.logWarn) { Debug.LogWarning("Client spawn handler for " + s_ObjectSpawnMessage.assetId + " returned null"); } return; } localNetworkIdentity = obj.GetComponent <NetworkIdentity>(); if (localNetworkIdentity == null) { if (LogFilter.logError) { Debug.LogError("Client object spawned for " + s_ObjectSpawnMessage.assetId + " does not have a network identity"); } return; } localNetworkIdentity.Reset(); localNetworkIdentity.SetDynamicAssetId(s_ObjectSpawnMessage.assetId); ApplySpawnPayload(localNetworkIdentity, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, obj); } else { if (LogFilter.logError) { Debug.LogError("Failed to spawn server object, did you forget to add it to the NetworkManager? assetId=" + s_ObjectSpawnMessage.assetId + " netId=" + s_ObjectSpawnMessage.netId); } } }
void OnCRC(NetworkMessage netMsg) { netMsg.ReadMessage(s_CRCMessage); NetworkCRC.Validate(s_CRCMessage.scripts, numChannels); }