Пример #1
0
 private NetworkServer()
 {
     NetworkTransport.Init();
     if (LogFilter.logDev)
     {
         Debug.Log("NetworkServer Created version " + UnityEngine.Networking.Version.Current);
     }
     this.m_RemoveList = new HashSet<NetworkInstanceId>();
     this.m_ExternalConnections = new HashSet<int>();
     this.m_NetworkScene = new NetworkScene();
     this.m_SimpleServerSimple = new ServerSimpleWrapper(this);
 }
Пример #2
0
        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
                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)Object.Instantiate(prefab, s_ObjectSpawnMessage.position, Quaternion.identity);
                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;
                }
                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.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, assetId=" + s_ObjectSpawnMessage.assetId + " netId=" + s_ObjectSpawnMessage.netId);
                }
            }
        }
Пример #3
0
 static public void ClearSpawners()
 {
     NetworkScene.ClearSpawners();
 }
Пример #4
0
 static public void UnregisterSpawnHandler(NetworkHash128 assetId)
 {
     NetworkScene.UnregisterSpawnHandler(assetId);
 }
Пример #5
0
 static public void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 {
     NetworkScene.RegisterSpawnHandler(assetId, spawnHandler, unspawnHandler);
 }
Пример #6
0
 static public void UnregisterPrefab(GameObject prefab)
 {
     NetworkScene.UnregisterPrefab(prefab);
 }
Пример #7
0
 static public void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 {
     NetworkScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
 }
Пример #8
0
 // this assigns the newAssetId to the prefab. This is for registering dynamically created game objects for already know assetIds.
 static public void RegisterPrefab(GameObject prefab, NetworkHash128 newAssetId)
 {
     NetworkScene.RegisterPrefab(prefab, newAssetId);
 }
Пример #9
0
 private static void OnObjectSpawn(NetworkMessage netMsg)
 {
     netMsg.ReadMessage <ObjectSpawnMessage>(ClientScene.s_ObjectSpawnMessage);
     if (!ClientScene.s_ObjectSpawnMessage.assetId.IsValid())
     {
         if (!LogFilter.logError)
         {
             return;
         }
         Debug.LogError((object)("OnObjSpawn netId: " + (object)ClientScene.s_ObjectSpawnMessage.netId + " has invalid asset Id"));
     }
     else
     {
         if (LogFilter.logDebug)
         {
             Debug.Log((object)("Client spawn handler instantiating [netId:" + (object)ClientScene.s_ObjectSpawnMessage.netId + " asset ID:" + (object)ClientScene.s_ObjectSpawnMessage.assetId + " pos:" + (object)ClientScene.s_ObjectSpawnMessage.position + "]"));
         }
         NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Incoming, (short)3, ClientScene.GetStringForAssetId(ClientScene.s_ObjectSpawnMessage.assetId), 1);
         NetworkIdentity uv;
         if (ClientScene.s_NetworkScene.GetNetworkIdentity(ClientScene.s_ObjectSpawnMessage.netId, out uv))
         {
             ClientScene.ApplySpawnPayload(uv, ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.payload, ClientScene.s_ObjectSpawnMessage.netId, (GameObject)null);
         }
         else
         {
             GameObject prefab;
             if (NetworkScene.GetPrefab(ClientScene.s_ObjectSpawnMessage.assetId, out prefab))
             {
                 GameObject newGameObject = (GameObject)Object.Instantiate((Object)prefab, ClientScene.s_ObjectSpawnMessage.position, Quaternion.identity);
                 uv = newGameObject.GetComponent <NetworkIdentity>();
                 if ((Object)uv == (Object)null)
                 {
                     if (!LogFilter.logError)
                     {
                         return;
                     }
                     Debug.LogError((object)("Client object spawned for " + (object)ClientScene.s_ObjectSpawnMessage.assetId + " does not have a NetworkIdentity"));
                 }
                 else
                 {
                     ClientScene.ApplySpawnPayload(uv, ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.payload, ClientScene.s_ObjectSpawnMessage.netId, newGameObject);
                 }
             }
             else
             {
                 SpawnDelegate handler;
                 if (NetworkScene.GetSpawnHandler(ClientScene.s_ObjectSpawnMessage.assetId, out handler))
                 {
                     GameObject newGameObject = handler(ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.assetId);
                     if ((Object)newGameObject == (Object)null)
                     {
                         if (!LogFilter.logWarn)
                         {
                             return;
                         }
                         Debug.LogWarning((object)("Client spawn handler for " + (object)ClientScene.s_ObjectSpawnMessage.assetId + " returned null"));
                     }
                     else
                     {
                         uv = newGameObject.GetComponent <NetworkIdentity>();
                         if ((Object)uv == (Object)null)
                         {
                             if (!LogFilter.logError)
                             {
                                 return;
                             }
                             Debug.LogError((object)("Client object spawned for " + (object)ClientScene.s_ObjectSpawnMessage.assetId + " does not have a network identity"));
                         }
                         else
                         {
                             uv.SetDynamicAssetId(ClientScene.s_ObjectSpawnMessage.assetId);
                             ClientScene.ApplySpawnPayload(uv, ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.payload, ClientScene.s_ObjectSpawnMessage.netId, newGameObject);
                         }
                     }
                 }
                 else
                 {
                     if (!LogFilter.logError)
                     {
                         return;
                     }
                     Debug.LogError((object)("Failed to spawn server object, assetId=" + (object)ClientScene.s_ObjectSpawnMessage.assetId + " netId=" + (object)ClientScene.s_ObjectSpawnMessage.netId));
                 }
             }
         }
     }
 }
Пример #10
0
 /// <summary>
 ///   <para>Registers a prefab with the UNET spawning system.</para>
 /// </summary>
 /// <param name="prefab">A Prefab that will be spawned.</param>
 /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param>
 /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
 /// <param name="newAssetId">An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.</param>
 public static void RegisterPrefab(GameObject prefab)
 {
     NetworkScene.RegisterPrefab(prefab);
 }
Пример #11
0
 private static void OnObjectSpawn(NetworkMessage netMsg)
 {
     netMsg.ReadMessage <ObjectSpawnMessage>(ClientScene.s_ObjectSpawnMessage);
     if (!ClientScene.s_ObjectSpawnMessage.assetId.IsValid())
     {
         if (LogFilter.logError)
         {
             Debug.LogError("OnObjSpawn netId: " + ClientScene.s_ObjectSpawnMessage.netId + " has invalid asset Id");
         }
     }
     else
     {
         if (LogFilter.logDebug)
         {
             Debug.Log(string.Concat(new object[]
             {
                 "Client spawn handler instantiating [netId:",
                 ClientScene.s_ObjectSpawnMessage.netId,
                 " asset ID:",
                 ClientScene.s_ObjectSpawnMessage.assetId,
                 " pos:",
                 ClientScene.s_ObjectSpawnMessage.position,
                 "]"
             }));
         }
         NetworkIdentity component;
         GameObject      original;
         SpawnDelegate   spawnDelegate;
         if (ClientScene.s_NetworkScene.GetNetworkIdentity(ClientScene.s_ObjectSpawnMessage.netId, out component))
         {
             ClientScene.ApplySpawnPayload(component, ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.payload, ClientScene.s_ObjectSpawnMessage.netId, null);
         }
         else if (NetworkScene.GetPrefab(ClientScene.s_ObjectSpawnMessage.assetId, out original))
         {
             GameObject gameObject = Object.Instantiate <GameObject>(original, ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.rotation);
             if (LogFilter.logDebug)
             {
                 Debug.Log(string.Concat(new object[]
                 {
                     "Client spawn handler instantiating [netId:",
                     ClientScene.s_ObjectSpawnMessage.netId,
                     " asset ID:",
                     ClientScene.s_ObjectSpawnMessage.assetId,
                     " pos:",
                     ClientScene.s_ObjectSpawnMessage.position,
                     " rotation: ",
                     ClientScene.s_ObjectSpawnMessage.rotation,
                     "]"
                 }));
             }
             component = gameObject.GetComponent <NetworkIdentity>();
             if (component == null)
             {
                 if (LogFilter.logError)
                 {
                     Debug.LogError("Client object spawned for " + ClientScene.s_ObjectSpawnMessage.assetId + " does not have a NetworkIdentity");
                 }
             }
             else
             {
                 component.Reset();
                 ClientScene.ApplySpawnPayload(component, ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.payload, ClientScene.s_ObjectSpawnMessage.netId, gameObject);
             }
         }
         else if (NetworkScene.GetSpawnHandler(ClientScene.s_ObjectSpawnMessage.assetId, out spawnDelegate))
         {
             GameObject gameObject2 = spawnDelegate(ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.assetId);
             if (gameObject2 == null)
             {
                 if (LogFilter.logWarn)
                 {
                     Debug.LogWarning("Client spawn handler for " + ClientScene.s_ObjectSpawnMessage.assetId + " returned null");
                 }
             }
             else
             {
                 component = gameObject2.GetComponent <NetworkIdentity>();
                 if (component == null)
                 {
                     if (LogFilter.logError)
                     {
                         Debug.LogError("Client object spawned for " + ClientScene.s_ObjectSpawnMessage.assetId + " does not have a network identity");
                     }
                 }
                 else
                 {
                     component.Reset();
                     component.SetDynamicAssetId(ClientScene.s_ObjectSpawnMessage.assetId);
                     ClientScene.ApplySpawnPayload(component, ClientScene.s_ObjectSpawnMessage.position, ClientScene.s_ObjectSpawnMessage.payload, ClientScene.s_ObjectSpawnMessage.netId, gameObject2);
                 }
             }
         }
         else if (LogFilter.logError)
         {
             Debug.LogError(string.Concat(new object[]
             {
                 "Failed to spawn server object, did you forget to add it to the NetworkManager? assetId=",
                 ClientScene.s_ObjectSpawnMessage.assetId,
                 " netId=",
                 ClientScene.s_ObjectSpawnMessage.netId
             }));
         }
     }
 }
Пример #12
0
 private static void OnObjectSpawn(NetworkMessage netMsg)
 {
     netMsg.ReadMessage <ObjectSpawnMessage>(s_ObjectSpawnMessage);
     if (!s_ObjectSpawnMessage.assetId.IsValid())
     {
         if (LogFilter.logError)
         {
             Debug.LogError("OnObjSpawn netId: " + s_ObjectSpawnMessage.netId + " has invalid asset Id");
         }
     }
     else
     {
         NetworkIdentity component;
         if (LogFilter.logDebug)
         {
             Debug.Log(string.Concat(new object[] { "Client spawn handler instantiating [netId:", s_ObjectSpawnMessage.netId, " asset ID:", s_ObjectSpawnMessage.assetId, " pos:", s_ObjectSpawnMessage.position, "]" }));
         }
         NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Incoming, 3, GetStringForAssetId(s_ObjectSpawnMessage.assetId), 1);
         if (s_NetworkScene.GetNetworkIdentity(s_ObjectSpawnMessage.netId, out component))
         {
             ApplySpawnPayload(component, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, null);
         }
         else
         {
             GameObject obj2;
             if (NetworkScene.GetPrefab(s_ObjectSpawnMessage.assetId, out obj2))
             {
                 GameObject newGameObject = (GameObject)UnityEngine.Object.Instantiate(obj2, s_ObjectSpawnMessage.position, Quaternion.identity);
                 component = newGameObject.GetComponent <NetworkIdentity>();
                 if (component == null)
                 {
                     if (LogFilter.logError)
                     {
                         Debug.LogError("Client object spawned for " + s_ObjectSpawnMessage.assetId + " does not have a NetworkIdentity");
                     }
                 }
                 else
                 {
                     ApplySpawnPayload(component, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, newGameObject);
                 }
             }
             else
             {
                 SpawnDelegate delegate2;
                 if (NetworkScene.GetSpawnHandler(s_ObjectSpawnMessage.assetId, out delegate2))
                 {
                     GameObject obj4 = delegate2(s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.assetId);
                     if (obj4 == null)
                     {
                         if (LogFilter.logWarn)
                         {
                             Debug.LogWarning("Client spawn handler for " + s_ObjectSpawnMessage.assetId + " returned null");
                         }
                     }
                     else
                     {
                         component = obj4.GetComponent <NetworkIdentity>();
                         if (component == null)
                         {
                             if (LogFilter.logError)
                             {
                                 Debug.LogError("Client object spawned for " + s_ObjectSpawnMessage.assetId + " does not have a network identity");
                             }
                         }
                         else
                         {
                             component.SetDynamicAssetId(s_ObjectSpawnMessage.assetId);
                             ApplySpawnPayload(component, s_ObjectSpawnMessage.position, s_ObjectSpawnMessage.payload, s_ObjectSpawnMessage.netId, obj4);
                         }
                     }
                 }
                 else if (LogFilter.logError)
                 {
                     Debug.LogError(string.Concat(new object[] { "Failed to spawn server object, assetId=", s_ObjectSpawnMessage.assetId, " netId=", s_ObjectSpawnMessage.netId }));
                 }
             }
         }
     }
 }