示例#1
0
 private void OnDestroy()
 {
     if (NetworkManager.Singleton != null)
     {
         NetworkSpawnManager.OnDestroyObject(NetworkObjectId, false);
     }
 }
示例#2
0
        private void SpawnInternal(Stream spawnPayload, bool destroyWithScene, ulong?ownerClientId, bool playerObject)
        {
            if (!NetworkManager.Singleton.IsListening)
            {
                throw new NotListeningException($"{nameof(NetworkManager)} isn't listening, start a server or host before spawning objects.");
            }

            if (!NetworkManager.Singleton.IsServer)
            {
                throw new NotServerException($"Only server can spawn {nameof(NetworkObject)}s");
            }

            if (spawnPayload != null)
            {
                spawnPayload.Position = 0;
            }

            NetworkSpawnManager.SpawnNetworkObjectLocally(this, NetworkSpawnManager.GetNetworkObjectId(), false, playerObject, ownerClientId, spawnPayload, spawnPayload != null, spawnPayload == null ? 0 : (int)spawnPayload.Length, false, destroyWithScene);

            for (int i = 0; i < NetworkManager.Singleton.ConnectedClientsList.Count; i++)
            {
                if (m_Observers.Contains(NetworkManager.Singleton.ConnectedClientsList[i].ClientId))
                {
                    NetworkSpawnManager.SendSpawnCallForObject(NetworkManager.Singleton.ConnectedClientsList[i].ClientId, this, spawnPayload);
                }
            }
        }
示例#3
0
    private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback)
    {
        bool approve            = true;
        bool createPlayerObject = true;

        ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator("MyPrefab");

        callback(createPlayerObject, prefabHash, approve, Vector3.zero, Quaternion.identity);
    }
    public void Awake()
    {
        if (_instance != null)
        {
            Debug.Log("Wut");
        }

        _instance = this;
    }
        /// <summary>
        /// Switches to a scene with a given name. Can only be called from Server
        /// </summary>
        /// <param name="sceneName">The name of the scene to switch to</param>
        public static SceneSwitchProgress SwitchScene(string sceneName)
        {
            if (!NetworkManager.Singleton.IsServer)
            {
                throw new NotServerException("Only server can start a scene switch");
            }

            if (s_IsSwitching)
            {
                if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
                {
                    NetworkLog.LogWarning("Scene switch already in progress");
                }

                return(null);
            }

            if (!RegisteredSceneNames.Contains(sceneName))
            {
                if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
                {
                    NetworkLog.LogWarning($"The scene {sceneName} is not registered as a switchable scene.");
                }

                return(null);
            }

            NetworkSpawnManager.ServerDestroySpawnedSceneObjects(); //Destroy current scene objects before switching.
            s_IsSwitching = true;
            s_LastScene   = SceneManager.GetActiveScene();

            var switchSceneProgress = new SceneSwitchProgress();

            SceneSwitchProgresses.Add(switchSceneProgress.Guid, switchSceneProgress);
            CurrentSceneSwitchProgressGuid = switchSceneProgress.Guid;

            // Move ALL NetworkObjects to the temp scene
            MoveObjectsToDontDestroyOnLoad();

            IsSpawnedObjectsPendingInDontDestroyOnLoad = true;

            // Switch scene
            AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);

            s_NextSceneName = sceneName;

            sceneLoad.completed += (AsyncOperation asyncOp2) => { OnSceneLoaded(switchSceneProgress.Guid, null); };
            switchSceneProgress.SetSceneLoadOperation(sceneLoad);
            OnSceneSwitchStarted?.Invoke(sceneLoad);

            return(switchSceneProgress);
        }
    private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback)
    {
        print("approving...");
        // bool approve = true;
        // bool createPlayerObject = false;

        var payload = System.Text.Encoding.UTF8.GetString(connectionData);

        print($"connected {payload} \nClient: {clientId}");

        ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator("MyPrefab");
        //callback(createPlayerObject, prefabHash, approve, Vector3.zero, Quaternion.identity);
    }
        internal static void HandleDestroyObject(ulong clientId, Stream stream)
        {
#if DEVELOPMENT_BUILD || UNITY_EDITOR
            s_HandleDestroyObject.Begin();
#endif
            using (var reader = PooledNetworkReader.Get(stream))
            {
                ulong networkId = reader.ReadUInt64Packed();
                NetworkSpawnManager.OnDestroyObject(networkId, true);
            }
#if DEVELOPMENT_BUILD || UNITY_EDITOR
            s_HandleDestroyObject.End();
#endif
        }
示例#8
0
        private IEnumerator CoroTryToDoInitialSpawnAfterAWhile(ulong clientId)
        {
            yield return(new WaitForSeconds(3));

            bool didSpawn = DoInitialSpawnIfPossible();

            if (!didSpawn && InitialSpawnDone && NetworkSpawnManager.GetPlayerNetworkObject(clientId) == null)
            {
                //somebody joined after the initial spawn. This is a Late Join scenario. This player may have issues
                //(either because multiple people are late-joining at once, or because some dynamic entities are
                //getting spawned while joining. But that's not something we can fully address by changes in
                //ServerBossRoomState.
                SpawnPlayer(clientId);
            }
        }
示例#9
0
    private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback)
    {
        Debug.Log("Client " + clientId + " is joining server with password: "******"MyPrefabHashGenerator" with the name of a prefab added to the NetworkPrefabs field of your NetworkManager object in the scene
        ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator("Player_Client");

        ////If approve is true, the connection gets added. If it's false. The client gets disconnected
        callback(createPlayerObject, prefabHash, approve, new Vector3(0, 1, 0), new Quaternion());
    }
示例#10
0
        public Spawner(NetworkManager networkManager)
        {
            this.networkManager = networkManager;

            for (var i = 0; i < networkManager.NetworkConfig.NetworkPrefabs.Count; i++)
            {
                var networkPrefab = networkManager.NetworkConfig.NetworkPrefabs[i];
                if (!this.prefab && networkPrefab.Prefab.TryGetComponent(out T prefab))
                {
                    this.prefabHash = NetworkSpawnManager.GetPrefabHashFromIndex(i);
                    this.prefab     = prefab;

                    break;
                }
            }

            NetworkSpawnManager.RegisterSpawnHandler(this.prefabHash, this.OnPrefabSpawned);
        }
示例#11
0
        private void OnClientSceneChanged(ulong clientId, int sceneIndex)
        {
            int serverScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex;

            if (sceneIndex == serverScene)
            {
                Debug.Log($"client={clientId} now in scene {sceneIndex}, server_scene={serverScene}, all players in server scene={m_ServerNetPortal.AreAllClientsInServerScene()}");
                //StartCoroutine(CoroTryToDoInitialSpawnAfterAWhile(clientId));

                bool didSpawn = DoInitialSpawnIfPossible();

                if (!didSpawn && InitialSpawnDone && NetworkSpawnManager.GetPlayerNetworkObject(clientId) == null)
                {
                    //somebody joined after the initial spawn. This is a Late Join scenario. This player may have issues
                    //(either because multiple people are late-joining at once, or because some dynamic entities are
                    //getting spawned while joining. But that's not something we can fully address by changes in
                    //ServerBossRoomState.
                    SpawnPlayer(clientId);
                }
            }
        }
        /// <summary>
        /// Builds up the cache for a prefab.
        /// </summary>
        private void RegisterPrefabInternal(GameObject prefab, int prewarmCount)
        {
            var networkObject = prefab.GetComponent <NetworkObject>();
            var prefabHash    = networkObject.PrefabHash;

            prefabs[prefabHash] = prefab;

            var prefabQueue = new Queue <NetworkObject>();

            pooledObjects[prefabHash] = prefabQueue;

            for (int i = 0; i < prewarmCount; i++)
            {
                var go = CreateInstance(prefabHash);
                ReturnNetworkObject(go.GetComponent <NetworkObject>());
            }

            // Register MLAPI Spawn handlers

            NetworkSpawnManager.RegisterDestroyHandler(prefabHash, ReturnNetworkObject);
            NetworkSpawnManager.RegisterSpawnHandler(prefabHash, (position, rotation) => GetNetworkObjectInternal(prefabHash, position, rotation));
        }
示例#13
0
        /// <summary>
        /// Shows a previously hidden object to a client
        /// </summary>
        /// <param name="clientId">The client to show the object to</param>
        /// <param name="payload">An optional payload to send as part of the spawn</param>
        public void NetworkShow(ulong clientId, Stream payload = null)
        {
            if (!IsSpawned)
            {
                throw new SpawnStateException("Object is not spawned");
            }

            if (!NetworkManager.Singleton.IsServer)
            {
                throw new NotServerException("Only server can change visibility");
            }

            if (m_Observers.Contains(clientId))
            {
                throw new VisibilityChangeException("The object is already visible");
            }

            // Send spawn call
            m_Observers.Add(clientId);

            NetworkSpawnManager.SendSpawnCallForObject(clientId, this, payload);
        }
    private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback)
    {
        //Your logic here
        bool approve            = true;
        bool createPlayerObject = true;

        // The prefab hash. Use null to use the default player prefab
        // If using this hash, replace "MyPrefabHashGenerator" with the name wof a prefab added to the NetworkPrefabs field of your NetworkManager object in the scene
        ulong?prefabHashKid   = NetworkSpawnManager.GetPrefabHashFromGenerator("KID");
        ulong?prefabHashSnail = NetworkSpawnManager.GetPrefabHashFromGenerator("SNAIL");

        //If approve is true, the connection gets added. If it's false. The client gets disconnected
        if (counter % 2 == 1)
        {
            callback(createPlayerObject, prefabHashSnail, approve, snailSpawn[Random.Range(0, snailSpawn.Length)].position, quaternion.identity);
        }
        else
        {
            callback(createPlayerObject, prefabHashKid, approve, kidSpawn[Random.Range(0, kidSpawn.Length)].position, quaternion.identity);
        }

        counter++;
    }
示例#15
0
        /// <summary>
        /// Shows a list of previously hidden objects to a client
        /// </summary>
        /// <param name="networkObjects">The objects to show</param>
        /// <param name="clientId">The client to show the objects to</param>
        /// <param name="payload">An optional payload to send as part of the spawns</param>
        public static void NetworkShow(List <NetworkObject> networkObjects, ulong clientId, Stream payload = null)
        {
            if (!NetworkManager.Singleton.IsServer)
            {
                throw new NotServerException("Only server can change visibility");
            }

            // Do the safety loop first to prevent putting the MLAPI in an invalid state.
            for (int i = 0; i < networkObjects.Count; i++)
            {
                if (!networkObjects[i].IsSpawned)
                {
                    throw new SpawnStateException("Object is not spawned");
                }

                if (networkObjects[i].m_Observers.Contains(clientId))
                {
                    throw new VisibilityChangeException($"{nameof(NetworkObject)} with NetworkId: {networkObjects[i].NetworkObjectId} is already visible");
                }
            }

            using (var buffer = PooledNetworkBuffer.Get())
                using (var writer = PooledNetworkWriter.Get(buffer))
                {
                    writer.WriteUInt16Packed((ushort)networkObjects.Count);

                    for (int i = 0; i < networkObjects.Count; i++)
                    {
                        // Send spawn call
                        networkObjects[i].m_Observers.Add(clientId);

                        NetworkSpawnManager.WriteSpawnCallForObject(buffer, clientId, networkObjects[i], payload);
                    }

                    InternalMessageSender.Send(clientId, NetworkConstants.ADD_OBJECTS, NetworkChannel.Internal, buffer);
                }
        }
        internal static void HandleAddObject(ulong clientId, Stream stream)
        {
#if DEVELOPMENT_BUILD || UNITY_EDITOR
            s_HandleAddObject.Begin();
#endif
            using (var reader = PooledNetworkReader.Get(stream))
            {
                bool  isPlayerObject  = reader.ReadBool();
                ulong networkId       = reader.ReadUInt64Packed();
                ulong ownerId         = reader.ReadUInt64Packed();
                bool  hasParent       = reader.ReadBool();
                ulong?parentNetworkId = null;

                if (hasParent)
                {
                    parentNetworkId = reader.ReadUInt64Packed();
                }

                ulong prefabHash;
                ulong instanceId;
                bool  softSync;

                if (!NetworkManager.Singleton.NetworkConfig.EnableSceneManagement || NetworkManager.Singleton.NetworkConfig.UsePrefabSync)
                {
                    softSync   = false;
                    instanceId = 0;
                    prefabHash = reader.ReadUInt64Packed();
                }
                else
                {
                    softSync = reader.ReadBool();

                    if (softSync)
                    {
                        instanceId = reader.ReadUInt64Packed();
                        prefabHash = 0;
                    }
                    else
                    {
                        prefabHash = reader.ReadUInt64Packed();
                        instanceId = 0;
                    }
                }

                Vector3?   pos = null;
                Quaternion?rot = null;
                if (reader.ReadBool())
                {
                    pos = new Vector3(reader.ReadSinglePacked(), reader.ReadSinglePacked(), reader.ReadSinglePacked());
                    rot = Quaternion.Euler(reader.ReadSinglePacked(), reader.ReadSinglePacked(), reader.ReadSinglePacked());
                }

                bool hasPayload    = reader.ReadBool();
                int  payLoadLength = hasPayload ? reader.ReadInt32Packed() : 0;

                var networkObject = NetworkSpawnManager.CreateLocalNetworkObject(softSync, instanceId, prefabHash, parentNetworkId, pos, rot);
                NetworkSpawnManager.SpawnNetworkObjectLocally(networkObject, networkId, softSync, isPlayerObject, ownerId, stream, hasPayload, payLoadLength, true, false);

                Queue <BufferManager.BufferedMessage> bufferQueue = BufferManager.ConsumeBuffersForNetworkId(networkId);

                // Apply buffered messages
                if (bufferQueue != null)
                {
                    while (bufferQueue.Count > 0)
                    {
                        BufferManager.BufferedMessage message = bufferQueue.Dequeue();
                        NetworkManager.Singleton.HandleIncomingData(message.SenderClientId, message.NetworkChannel, new ArraySegment <byte>(message.NetworkBuffer.GetBuffer(), (int)message.NetworkBuffer.Position, (int)message.NetworkBuffer.Length), message.ReceiveTime, false);
                        BufferManager.RecycleConsumedBufferedMessage(message);
                    }
                }
            }
#if DEVELOPMENT_BUILD || UNITY_EDITOR
            s_HandleAddObject.End();
#endif
        }
 // Use this for initialization
 void Start()
 {
     _spawner = NetworkSpawnManager.getManager();
     overheadCam = PlayerManager.getManager().GetPlayerObject().playerCamera;
 }
示例#18
0
 // Use this for initialization
 void Start()
 {
     _spawner = NetworkSpawnManager.getManager();
 }
        private static void OnSceneUnloadClient(Guid switchSceneGuid, Stream objectStream)
        {
            if (!NetworkManager.Singleton.NetworkConfig.EnableSceneManagement || NetworkManager.Singleton.NetworkConfig.UsePrefabSync)
            {
                NetworkSpawnManager.DestroySceneObjects();

                using (var reader = PooledNetworkReader.Get(objectStream))
                {
                    uint newObjectsCount = reader.ReadUInt32Packed();

                    for (int i = 0; i < newObjectsCount; i++)
                    {
                        bool  isPlayerObject  = reader.ReadBool();
                        ulong networkId       = reader.ReadUInt64Packed();
                        ulong owner           = reader.ReadUInt64Packed();
                        bool  hasParent       = reader.ReadBool();
                        ulong?parentNetworkId = null;

                        if (hasParent)
                        {
                            parentNetworkId = reader.ReadUInt64Packed();
                        }

                        ulong prefabHash = reader.ReadUInt64Packed();

                        Vector3?   position = null;
                        Quaternion?rotation = null;
                        if (reader.ReadBool())
                        {
                            position = new Vector3(reader.ReadSinglePacked(), reader.ReadSinglePacked(), reader.ReadSinglePacked());
                            rotation = Quaternion.Euler(reader.ReadSinglePacked(), reader.ReadSinglePacked(), reader.ReadSinglePacked());
                        }

                        var networkObject = NetworkSpawnManager.CreateLocalNetworkObject(false, 0, prefabHash, parentNetworkId, position, rotation);
                        NetworkSpawnManager.SpawnNetworkObjectLocally(networkObject, networkId, true, isPlayerObject, owner, objectStream, false, 0, true, false);

                        var bufferQueue = BufferManager.ConsumeBuffersForNetworkId(networkId);

                        // Apply buffered messages
                        if (bufferQueue != null)
                        {
                            while (bufferQueue.Count > 0)
                            {
                                BufferManager.BufferedMessage message = bufferQueue.Dequeue();
                                NetworkManager.Singleton.HandleIncomingData(message.SenderClientId, message.NetworkChannel, new ArraySegment <byte>(message.NetworkBuffer.GetBuffer(), (int)message.NetworkBuffer.Position, (int)message.NetworkBuffer.Length), message.ReceiveTime, false);
                                BufferManager.RecycleConsumedBufferedMessage(message);
                            }
                        }
                    }
                }
            }
            else
            {
                var networkObjects = MonoBehaviour.FindObjectsOfType <NetworkObject>();
                NetworkSpawnManager.ClientCollectSoftSyncSceneObjectSweep(networkObjects);

                using (var reader = PooledNetworkReader.Get(objectStream))
                {
                    uint newObjectsCount = reader.ReadUInt32Packed();

                    for (int i = 0; i < newObjectsCount; i++)
                    {
                        bool  isPlayerObject  = reader.ReadBool();
                        ulong networkId       = reader.ReadUInt64Packed();
                        ulong owner           = reader.ReadUInt64Packed();
                        bool  hasParent       = reader.ReadBool();
                        ulong?parentNetworkId = null;

                        if (hasParent)
                        {
                            parentNetworkId = reader.ReadUInt64Packed();
                        }

                        ulong instanceId = reader.ReadUInt64Packed();

                        var networkObject = NetworkSpawnManager.CreateLocalNetworkObject(true, instanceId, 0, parentNetworkId, null, null);
                        NetworkSpawnManager.SpawnNetworkObjectLocally(networkObject, networkId, true, isPlayerObject, owner, objectStream, false, 0, true, false);

                        var bufferQueue = BufferManager.ConsumeBuffersForNetworkId(networkId);

                        // Apply buffered messages
                        if (bufferQueue != null)
                        {
                            while (bufferQueue.Count > 0)
                            {
                                BufferManager.BufferedMessage message = bufferQueue.Dequeue();
                                NetworkManager.Singleton.HandleIncomingData(message.SenderClientId, message.NetworkChannel, new ArraySegment <byte>(message.NetworkBuffer.GetBuffer(), (int)message.NetworkBuffer.Position, (int)message.NetworkBuffer.Length), message.ReceiveTime, false);
                                BufferManager.RecycleConsumedBufferedMessage(message);
                            }
                        }
                    }
                }
            }

            using (var buffer = PooledNetworkBuffer.Get())
                using (var writer = PooledNetworkWriter.Get(buffer))
                {
                    writer.WriteByteArray(switchSceneGuid.ToByteArray());
                    InternalMessageSender.Send(NetworkManager.Singleton.ServerClientId, NetworkConstants.CLIENT_SWITCH_SCENE_COMPLETED, NetworkChannel.Internal, buffer);
                }

            s_IsSwitching = false;

            OnSceneSwitched?.Invoke();
        }
        private static void OnSceneUnloadServer(Guid switchSceneGuid)
        {
            // Justification: Rare alloc, could(should?) reuse
            var newSceneObjects = new List <NetworkObject>();

            {
                var networkObjects = MonoBehaviour.FindObjectsOfType <NetworkObject>();
                for (int i = 0; i < networkObjects.Length; i++)
                {
                    if (networkObjects[i].IsSceneObject == null)
                    {
                        NetworkSpawnManager.SpawnNetworkObjectLocally(networkObjects[i], NetworkSpawnManager.GetNetworkObjectId(), true, false, null, null, false, 0, false, true);
                        newSceneObjects.Add(networkObjects[i]);
                    }
                }
            }

            for (int j = 0; j < NetworkManager.Singleton.ConnectedClientsList.Count; j++)
            {
                if (NetworkManager.Singleton.ConnectedClientsList[j].ClientId != NetworkManager.Singleton.ServerClientId)
                {
                    using (var buffer = PooledNetworkBuffer.Get())
                        using (var writer = PooledNetworkWriter.Get(buffer))
                        {
                            writer.WriteUInt32Packed(CurrentActiveSceneIndex);
                            writer.WriteByteArray(switchSceneGuid.ToByteArray());

                            uint sceneObjectsToSpawn = 0;
                            for (int i = 0; i < newSceneObjects.Count; i++)
                            {
                                if (newSceneObjects[i].m_Observers.Contains(NetworkManager.Singleton.ConnectedClientsList[j].ClientId))
                                {
                                    sceneObjectsToSpawn++;
                                }
                            }

                            writer.WriteUInt32Packed(sceneObjectsToSpawn);

                            for (int i = 0; i < newSceneObjects.Count; i++)
                            {
                                if (newSceneObjects[i].m_Observers.Contains(NetworkManager.Singleton.ConnectedClientsList[j].ClientId))
                                {
                                    writer.WriteBool(newSceneObjects[i].IsPlayerObject);
                                    writer.WriteUInt64Packed(newSceneObjects[i].NetworkObjectId);
                                    writer.WriteUInt64Packed(newSceneObjects[i].OwnerClientId);

                                    NetworkObject parentNetworkObject = null;

                                    if (!newSceneObjects[i].AlwaysReplicateAsRoot && newSceneObjects[i].transform.parent != null)
                                    {
                                        parentNetworkObject = newSceneObjects[i].transform.parent.GetComponent <NetworkObject>();
                                    }

                                    if (parentNetworkObject == null)
                                    {
                                        writer.WriteBool(false);
                                    }
                                    else
                                    {
                                        writer.WriteBool(true);
                                        writer.WriteUInt64Packed(parentNetworkObject.NetworkObjectId);
                                    }

                                    if (!NetworkManager.Singleton.NetworkConfig.EnableSceneManagement || NetworkManager.Singleton.NetworkConfig.UsePrefabSync)
                                    {
                                        writer.WriteUInt64Packed(newSceneObjects[i].PrefabHash);

                                        writer.WriteSinglePacked(newSceneObjects[i].transform.position.x);
                                        writer.WriteSinglePacked(newSceneObjects[i].transform.position.y);
                                        writer.WriteSinglePacked(newSceneObjects[i].transform.position.z);

                                        writer.WriteSinglePacked(newSceneObjects[i].transform.rotation.eulerAngles.x);
                                        writer.WriteSinglePacked(newSceneObjects[i].transform.rotation.eulerAngles.y);
                                        writer.WriteSinglePacked(newSceneObjects[i].transform.rotation.eulerAngles.z);
                                    }
                                    else
                                    {
                                        writer.WriteUInt64Packed(newSceneObjects[i].NetworkInstanceId);
                                    }

                                    if (NetworkManager.Singleton.NetworkConfig.EnableNetworkVariable)
                                    {
                                        newSceneObjects[i].WriteNetworkVariableData(buffer, NetworkManager.Singleton.ConnectedClientsList[j].ClientId);
                                    }
                                }
                            }

                            InternalMessageSender.Send(NetworkManager.Singleton.ConnectedClientsList[j].ClientId, NetworkConstants.SWITCH_SCENE, NetworkChannel.Internal, buffer);
                        }
                }
            }

            //Tell server that scene load is completed
            if (NetworkManager.Singleton.IsHost)
            {
                OnClientSwitchSceneCompleted(NetworkManager.Singleton.LocalClientId, switchSceneGuid);
            }

            s_IsSwitching = false;

            OnSceneSwitched?.Invoke();
        }
示例#21
0
        private static void ClientConnectionApproval(byte[] connectionData, ulong clientId, NetworkManager.ConnectionApprovedDelegate callback)
        {
            ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator(PlayerPrefabHashString);

            callback(true, prefabHash, true, SpawnLocationManager.GetRandomSpawn(), Quaternion.identity);
        }
示例#22
0
 /// <summary>
 /// Changes the owner of the object. Can only be called from server
 /// </summary>
 /// <param name="newOwnerClientId">The new owner clientId</param>
 public void ChangeOwnership(ulong newOwnerClientId)
 {
     NetworkSpawnManager.ChangeOwnership(this, newOwnerClientId);
 }
示例#23
0
 /// <summary>
 /// Removes all ownership of an object from any client. Can only be called from server
 /// </summary>
 public void RemoveOwnership()
 {
     NetworkSpawnManager.RemoveOwnership(this);
 }
示例#24
0
 public void Dispose()
 {
     NetworkSpawnManager.UnregisterSpawnHandler(this.prefabHash);
 }
        internal static void HandleConnectionApproved(ulong clientId, Stream stream, float receiveTime)
        {
#if DEVELOPMENT_BUILD || UNITY_EDITOR
            s_HandleConnectionApproved.Begin();
#endif
            using (var reader = PooledNetworkReader.Get(stream))
            {
                NetworkManager.Singleton.LocalClientId = reader.ReadUInt64Packed();

                uint sceneIndex = 0;
                Guid sceneSwitchProgressGuid = new Guid();

                if (NetworkManager.Singleton.NetworkConfig.EnableSceneManagement)
                {
                    sceneIndex = reader.ReadUInt32Packed();
                    sceneSwitchProgressGuid = new Guid(reader.ReadByteArray());
                }

                bool sceneSwitch = NetworkManager.Singleton.NetworkConfig.EnableSceneManagement && NetworkSceneManager.HasSceneMismatch(sceneIndex);

                float netTime = reader.ReadSinglePacked();
                NetworkManager.Singleton.UpdateNetworkTime(clientId, netTime, receiveTime, true);

                NetworkManager.Singleton.ConnectedClients.Add(NetworkManager.Singleton.LocalClientId, new NetworkClient {
                    ClientId = NetworkManager.Singleton.LocalClientId
                });


                void DelayedSpawnAction(Stream continuationStream)
                {
                    using (var continuationReader = PooledNetworkReader.Get(continuationStream))
                    {
                        if (!NetworkManager.Singleton.NetworkConfig.EnableSceneManagement || NetworkManager.Singleton.NetworkConfig.UsePrefabSync)
                        {
                            NetworkSpawnManager.DestroySceneObjects();
                        }
                        else
                        {
                            NetworkSpawnManager.ClientCollectSoftSyncSceneObjectSweep(null);
                        }

                        uint objectCount = continuationReader.ReadUInt32Packed();
                        for (int i = 0; i < objectCount; i++)
                        {
                            bool  isPlayerObject  = continuationReader.ReadBool();
                            ulong networkId       = continuationReader.ReadUInt64Packed();
                            ulong ownerId         = continuationReader.ReadUInt64Packed();
                            bool  hasParent       = continuationReader.ReadBool();
                            ulong?parentNetworkId = null;

                            if (hasParent)
                            {
                                parentNetworkId = continuationReader.ReadUInt64Packed();
                            }

                            ulong prefabHash;
                            ulong instanceId;
                            bool  softSync;

                            if (!NetworkManager.Singleton.NetworkConfig.EnableSceneManagement || NetworkManager.Singleton.NetworkConfig.UsePrefabSync)
                            {
                                softSync   = false;
                                instanceId = 0;
                                prefabHash = continuationReader.ReadUInt64Packed();
                            }
                            else
                            {
                                softSync = continuationReader.ReadBool();

                                if (softSync)
                                {
                                    instanceId = continuationReader.ReadUInt64Packed();
                                    prefabHash = 0;
                                }
                                else
                                {
                                    prefabHash = continuationReader.ReadUInt64Packed();
                                    instanceId = 0;
                                }
                            }

                            Vector3?   pos = null;
                            Quaternion?rot = null;
                            if (continuationReader.ReadBool())
                            {
                                pos = new Vector3(continuationReader.ReadSinglePacked(), continuationReader.ReadSinglePacked(), continuationReader.ReadSinglePacked());
                                rot = Quaternion.Euler(continuationReader.ReadSinglePacked(), continuationReader.ReadSinglePacked(), continuationReader.ReadSinglePacked());
                            }

                            var networkObject = NetworkSpawnManager.CreateLocalNetworkObject(softSync, instanceId, prefabHash, parentNetworkId, pos, rot);
                            NetworkSpawnManager.SpawnNetworkObjectLocally(networkObject, networkId, softSync, isPlayerObject, ownerId, continuationStream, false, 0, true, false);

                            Queue <BufferManager.BufferedMessage> bufferQueue = BufferManager.ConsumeBuffersForNetworkId(networkId);

                            // Apply buffered messages
                            if (bufferQueue != null)
                            {
                                while (bufferQueue.Count > 0)
                                {
                                    BufferManager.BufferedMessage message = bufferQueue.Dequeue();
                                    NetworkManager.Singleton.HandleIncomingData(message.SenderClientId, message.NetworkChannel, new ArraySegment <byte>(message.NetworkBuffer.GetBuffer(), (int)message.NetworkBuffer.Position, (int)message.NetworkBuffer.Length), message.ReceiveTime, false);
                                    BufferManager.RecycleConsumedBufferedMessage(message);
                                }
                            }
                        }

                        NetworkSpawnManager.CleanDiffedSceneObjects();
                        NetworkManager.Singleton.IsConnectedClient = true;
                        NetworkManager.Singleton.InvokeOnClientConnectedCallback(NetworkManager.Singleton.LocalClientId);
                    }
                }

                if (sceneSwitch)
                {
                    UnityAction <Scene, Scene> onSceneLoaded = null;

                    var continuationBuffer = new NetworkBuffer();
                    continuationBuffer.CopyUnreadFrom(stream);
                    continuationBuffer.Position = 0;

                    void OnSceneLoadComplete()
                    {
                        SceneManager.activeSceneChanged -= onSceneLoaded;
                        NetworkSceneManager.IsSpawnedObjectsPendingInDontDestroyOnLoad = false;
                        DelayedSpawnAction(continuationBuffer);
                    }

                    onSceneLoaded = (oldScene, newScene) => { OnSceneLoadComplete(); };
                    SceneManager.activeSceneChanged += onSceneLoaded;
                    NetworkSceneManager.OnFirstSceneSwitchSync(sceneIndex, sceneSwitchProgressGuid);
                }
                else
                {
                    DelayedSpawnAction(stream);
                }
            }
#if DEVELOPMENT_BUILD || UNITY_EDITOR
            s_HandleConnectionApproved.End();
#endif
        }
示例#26
0
 /// <summary>
 /// Despawns this GameObject and destroys it for other clients. This should be used if the object should be kept on the server
 /// </summary>
 public void Despawn(bool destroy = false)
 {
     NetworkSpawnManager.DespawnObject(this, destroy);
 }