mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-30 13:07:10 +01:00
CHANGED TO MIRROR
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@@ -0,0 +1,147 @@
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using System;
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using System.Collections.Generic;
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namespace Mirror
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{
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public class MatchInterestManagement : InterestManagement
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{
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readonly Dictionary<Guid, HashSet<NetworkIdentity>> matchObjects =
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new Dictionary<Guid, HashSet<NetworkIdentity>>();
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readonly Dictionary<NetworkIdentity, Guid> lastObjectMatch =
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new Dictionary<NetworkIdentity, Guid>();
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HashSet<Guid> dirtyMatches = new HashSet<Guid>();
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public override void OnSpawned(NetworkIdentity identity)
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{
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if (!identity.TryGetComponent<NetworkMatch>(out NetworkMatch networkMatch))
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return;
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Guid currentMatch = networkMatch.matchId;
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lastObjectMatch[identity] = currentMatch;
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// Guid.Empty is never a valid matchId...do not add to matchObjects collection
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if (currentMatch == Guid.Empty)
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return;
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// Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentMatch}");
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if (!matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects))
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{
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objects = new HashSet<NetworkIdentity>();
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matchObjects.Add(currentMatch, objects);
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}
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objects.Add(identity);
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}
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public override void OnDestroyed(NetworkIdentity identity)
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{
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lastObjectMatch.TryGetValue(identity, out Guid currentMatch);
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lastObjectMatch.Remove(identity);
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if (currentMatch != Guid.Empty && matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
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RebuildMatchObservers(currentMatch);
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}
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[ServerCallback]
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void Update()
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{
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// for each spawned:
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// if match changed:
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// add previous to dirty
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// add new to dirty
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foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
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{
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// Ignore objects that don't have a NetworkMatch component
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if (!netIdentity.TryGetComponent<NetworkMatch>(out NetworkMatch networkMatch))
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continue;
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Guid newMatch = networkMatch.matchId;
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lastObjectMatch.TryGetValue(netIdentity, out Guid currentMatch);
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// Guid.Empty is never a valid matchId
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// Nothing to do if matchId hasn't changed
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if (newMatch == Guid.Empty || newMatch == currentMatch)
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continue;
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// Mark new/old matches as dirty so they get rebuilt
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UpdateDirtyMatches(newMatch, currentMatch);
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// This object is in a new match so observers in the prior match
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// and the new match need to rebuild their respective observers lists.
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UpdateMatchObjects(netIdentity, newMatch, currentMatch);
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}
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// rebuild all dirty matchs
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foreach (Guid dirtyMatch in dirtyMatches)
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RebuildMatchObservers(dirtyMatch);
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dirtyMatches.Clear();
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}
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void UpdateDirtyMatches(Guid newMatch, Guid currentMatch)
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{
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// Guid.Empty is never a valid matchId
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if (currentMatch != Guid.Empty)
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dirtyMatches.Add(currentMatch);
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dirtyMatches.Add(newMatch);
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}
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void UpdateMatchObjects(NetworkIdentity netIdentity, Guid newMatch, Guid currentMatch)
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{
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// Remove this object from the hashset of the match it just left
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// Guid.Empty is never a valid matchId
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if (currentMatch != Guid.Empty)
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matchObjects[currentMatch].Remove(netIdentity);
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// Set this to the new match this object just entered
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lastObjectMatch[netIdentity] = newMatch;
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// Make sure this new match is in the dictionary
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if (!matchObjects.ContainsKey(newMatch))
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matchObjects.Add(newMatch, new HashSet<NetworkIdentity>());
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// Add this object to the hashset of the new match
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matchObjects[newMatch].Add(netIdentity);
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}
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void RebuildMatchObservers(Guid matchId)
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{
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foreach (NetworkIdentity netIdentity in matchObjects[matchId])
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if (netIdentity != null)
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NetworkServer.RebuildObservers(netIdentity, false);
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
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{
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if (!identity.TryGetComponent<NetworkMatch>(out NetworkMatch identityNetworkMatch))
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return false;
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if (!newObserver.identity.TryGetComponent<NetworkMatch>(out NetworkMatch newObserverNetworkMatch))
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return false;
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return identityNetworkMatch.matchId == newObserverNetworkMatch.matchId;
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}
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
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{
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if (!identity.TryGetComponent<NetworkMatch>(out NetworkMatch networkMatch))
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return;
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Guid matchId = networkMatch.matchId;
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// Guid.Empty is never a valid matchId
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if (matchId == Guid.Empty)
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return;
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if (!matchObjects.TryGetValue(matchId, out HashSet<NetworkIdentity> objects))
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return;
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// Add everything in the hashset for this object's current match
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foreach (NetworkIdentity networkIdentity in objects)
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if (networkIdentity != null && networkIdentity.connectionToClient != null)
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newObservers.Add(networkIdentity.connectionToClient);
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}
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}
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}
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