mirror of
				https://github.com/DerTyp7/defrain-shooter-unity.git
				synced 2025-11-04 07:08:59 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			1344 lines
		
	
	
		
			57 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			1344 lines
		
	
	
		
			57 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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using System.Collections.Generic;
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using System.Linq;
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using kcp2k;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.Serialization;
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namespace Mirror
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{
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    public enum PlayerSpawnMethod { Random, RoundRobin }
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    public enum NetworkManagerMode { Offline, ServerOnly, ClientOnly, Host }
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    [DisallowMultipleComponent]
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    [AddComponentMenu("Network/NetworkManager")]
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    [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-manager")]
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    public class NetworkManager : MonoBehaviour
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    {
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        /// <summary>Enable to keep NetworkManager alive when changing scenes.</summary>
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        // This should be set if your game has a single NetworkManager that exists for the lifetime of the process. If there is a NetworkManager in each scene, then this should not be set.</para>
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        [Header("Configuration")]
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        [FormerlySerializedAs("m_DontDestroyOnLoad")]
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        [Tooltip("Should the Network Manager object be persisted through scene changes?")]
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        public bool dontDestroyOnLoad = true;
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           // Deprecated 2021-03-10
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        // Temporary bool to allow Network Manager to persist to offline scene
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        // Based on Discord convo, BigBox is invoking StopHost in startup sequence, bouncing the server and clients back to offline scene, which resets Network Manager.
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        // Request is for a checkbox to persist Network Manager to offline scene, despite the collision and warning.
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        [Obsolete("This was added temporarily and will be removed in a future release.")]
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        [Tooltip("Should the Network Manager object be persisted through scene change to the offline scene?")]
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        public bool PersistNetworkManagerToOfflineScene;
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     /// <summary>Multiplayer games should always run in the background so the network doesn't time out.</summary>
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        [FormerlySerializedAs("m_RunInBackground")]
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        [Tooltip("Multiplayer games should always run in the background so the network doesn't time out.")]
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        public bool runInBackground = true;
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        /// <summary>Should the server auto-start when 'Server Build' is checked in build settings</summary>
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        [Tooltip("Should the server auto-start when 'Server Build' is checked in build settings")]
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        [FormerlySerializedAs("startOnHeadless")]
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        public bool autoStartServerBuild = true;
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        /// <summary>Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.</summary>
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        [Tooltip("Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
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        public int serverTickRate = 30;
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        /// <summary>Automatically switch to this scene upon going offline (on start / on disconnect / on shutdown).</summary>
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        [Header("Scene Management")]
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        [Scene]
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        [FormerlySerializedAs("m_OfflineScene")]
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        [Tooltip("Scene that Mirror will switch to when the client or server is stopped")]
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        public string offlineScene = "";
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        /// <summary>Automatically switch to this scene upon going online (after connect/startserver).</summary>
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        [Scene]
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        [FormerlySerializedAs("m_OnlineScene")]
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        [Tooltip("Scene that Mirror will switch to when the server is started. Clients will recieve a Scene Message to load the server's current scene when they connect.")]
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        public string onlineScene = "";
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        // transport layer
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        [Header("Network Info")]
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        [Tooltip("Transport component attached to this object that server and client will use to connect")]
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        [SerializeField]
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        protected Transport transport;
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        /// <summary>Server's address for clients to connect to.</summary>
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        [FormerlySerializedAs("m_NetworkAddress")]
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        [Tooltip("Network Address where the client should connect to the server. Server does not use this for anything.")]
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        public string networkAddress = "localhost";
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        /// <summary>The maximum number of concurrent network connections to support.</summary>
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        [FormerlySerializedAs("m_MaxConnections")]
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        [Tooltip("Maximum number of concurrent connections.")]
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        public int maxConnections = 100;
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        [Header("Authentication")]
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        [Tooltip("Authentication component attached to this object")]
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        public NetworkAuthenticator authenticator;
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        /// <summary>The default prefab to be used to create player objects on the server.</summary>
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        // Player objects are created in the default handler for AddPlayer() on
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        // the server. Implementing OnServerAddPlayer overrides this behaviour.
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        [Header("Player Object")]
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        [FormerlySerializedAs("m_PlayerPrefab")]
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        [Tooltip("Prefab of the player object. Prefab must have a Network Identity component. May be an empty game object or a full avatar.")]
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        public GameObject playerPrefab;
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        /// <summary>Enable to automatically create player objects on connect and on scene change.</summary>
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        [FormerlySerializedAs("m_AutoCreatePlayer")]
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        [Tooltip("Should Mirror automatically spawn the player after scene change?")]
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        public bool autoCreatePlayer = true;
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        /// <summary>Where to spawn players.</summary>
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        [FormerlySerializedAs("m_PlayerSpawnMethod")]
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        [Tooltip("Round Robin or Random order of Start Position selection")]
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        public PlayerSpawnMethod playerSpawnMethod;
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        /// <summary>Prefabs that can be spawned over the network need to be registered here.</summary>
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        [FormerlySerializedAs("m_SpawnPrefabs"), HideInInspector]
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        public List<GameObject> spawnPrefabs = new List<GameObject>();
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        /// <summary>List of transforms populated by NetworkStartPositions</summary>
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        public static List<Transform> startPositions = new List<Transform>();
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        public static int startPositionIndex;
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        /// <summary>The one and only NetworkManager</summary>
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        public static NetworkManager singleton { get; private set; }
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        /// <summary>Number of active player objects across all connections on the server.</summary>
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        public int numPlayers => NetworkServer.connections.Count(kv => kv.Value.identity != null);
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        /// <summary>True if the server is running or client is connected/connecting.</summary>
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        public bool isNetworkActive => NetworkServer.active || NetworkClient.active;
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        // TODO remove this
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        static NetworkConnection clientReadyConnection;
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        /// <summary>True if the client loaded a new scene when connecting to the server.</summary>
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        // This is set before OnClientConnect is called, so it can be checked
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        // there to perform different logic if a scene load occurred.
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        [NonSerialized]
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        public bool clientLoadedScene;
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        // helper enum to know if we started the networkmanager as server/client/host.
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        // -> this is necessary because when StartHost changes server scene to
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        //    online scene, FinishLoadScene is called and the host client isn't
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        //    connected yet (no need to connect it before server was fully set up).
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        //    in other words, we need this to know which mode we are running in
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        //    during FinishLoadScene.
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        public NetworkManagerMode mode { get; private set; }
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        // virtual so that inheriting classes' OnValidate() can call base.OnValidate() too
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        public virtual void OnValidate()
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        {
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            // make sure someone doesn't accidentally add another NetworkManager
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            // need transform.root because when adding to a child, the parent's
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            // OnValidate isn't called.
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            foreach (NetworkManager manager in transform.root.GetComponentsInChildren<NetworkManager>())
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            {
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                if (manager != this)
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                {
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                    Debug.LogError($"{name} detected another component of type {typeof(NetworkManager)} in its hierarchy on {manager.name}. There can only be one, please remove one of them.");
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                    // return early so that transport component isn't auto-added
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                    // to the duplicate NetworkManager.
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                    return;
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                }
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            }
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            // add transport if there is none yet. makes upgrading easier.
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            if (transport == null)
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            {
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                // was a transport added yet? if not, add one
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                transport = GetComponent<Transport>();
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                if (transport == null)
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                {
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                    transport = gameObject.AddComponent<KcpTransport>();
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                    Debug.Log("NetworkManager: added default Transport because there was none yet.");
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                }
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#if UNITY_EDITOR
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                // For some insane reason, this line fails when building unless wrapped in this define. Stupid but true.
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                // error CS0234: The type or namespace name 'Undo' does not exist in the namespace 'UnityEditor' (are you missing an assembly reference?)
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                UnityEditor.Undo.RecordObject(gameObject, "Added default Transport");
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#endif
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            }
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            // always >= 0
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            maxConnections = Mathf.Max(maxConnections, 0);
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            if (playerPrefab != null && playerPrefab.GetComponent<NetworkIdentity>() == null)
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            {
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                Debug.LogError("NetworkManager - Player Prefab must have a NetworkIdentity.");
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                playerPrefab = null;
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            }
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            // This avoids the mysterious "Replacing existing prefab with assetId ... Old prefab 'Player', New prefab 'Player'" warning.
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            if (playerPrefab != null && spawnPrefabs.Contains(playerPrefab))
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            {
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                Debug.LogWarning("NetworkManager - Player Prefab should not be added to Registered Spawnable Prefabs list...removed it.");
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                spawnPrefabs.Remove(playerPrefab);
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            }
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        }
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        // virtual so that inheriting classes' Awake() can call base.Awake() too
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        public virtual void Awake()
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        {
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            // Don't allow collision-destroyed second instance to continue.
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            if (!InitializeSingleton()) return;
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            Debug.Log("Mirror | mirror-networking.com | discord.gg/N9QVxbM");
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            // Set the networkSceneName to prevent a scene reload
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            // if client connection to server fails.
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            networkSceneName = offlineScene;
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            // setup OnSceneLoaded callback
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            SceneManager.sceneLoaded += OnSceneLoaded;
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        }
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        // virtual so that inheriting classes' Start() can call base.Start() too
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        public virtual void Start()
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        {
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            // headless mode? then start the server
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            // can't do this in Awake because Awake is for initialization.
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            // some transports might not be ready until Start.
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            //
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            // (tick rate is applied in StartServer!)
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#if UNITY_SERVER
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            if (autoStartServerBuild)
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            {
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                StartServer();
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            }
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#endif
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        }
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        // virtual so that inheriting classes' LateUpdate() can call base.LateUpdate() too
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        public virtual void LateUpdate()
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        {
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            UpdateScene();
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        }
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        // keep the online scene change check in a separate function
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        bool IsServerOnlineSceneChangeNeeded()
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        {
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            // Only change scene if the requested online scene is not blank, and is not already loaded
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            return !string.IsNullOrEmpty(onlineScene) && !IsSceneActive(onlineScene) && onlineScene != offlineScene;
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        }
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        public static bool IsSceneActive(string scene)
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        {
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            Scene activeScene = SceneManager.GetActiveScene();
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            return activeScene.path == scene || activeScene.name == scene;
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        }
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        // full server setup code, without spawning objects yet
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        void SetupServer()
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        {
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            // Debug.Log("NetworkManager SetupServer");
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            InitializeSingleton();
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            if (runInBackground)
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                Application.runInBackground = true;
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            if (authenticator != null)
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            {
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                authenticator.OnStartServer();
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                authenticator.OnServerAuthenticated.AddListener(OnServerAuthenticated);
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            }
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            ConfigureHeadlessFrameRate();
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            // start listening to network connections
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            NetworkServer.Listen(maxConnections);
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            // call OnStartServer AFTER Listen, so that NetworkServer.active is
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            // true and we can call NetworkServer.Spawn in OnStartServer
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            // overrides.
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            // (useful for loading & spawning stuff from database etc.)
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            //
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            // note: there is no risk of someone connecting after Listen() and
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            //       before OnStartServer() because this all runs in one thread
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            //       and we don't start processing connects until Update.
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            OnStartServer();
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            // this must be after Listen(), since that registers the default message handlers
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            RegisterServerMessages();
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        }
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        /// <summary>Starts the server, listening for incoming connections.</summary>
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        public void StartServer()
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        {
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            if (NetworkServer.active)
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            {
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                Debug.LogWarning("Server already started.");
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                return;
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            }
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            mode = NetworkManagerMode.ServerOnly;
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            // StartServer is inherently ASYNCHRONOUS (=doesn't finish immediately)
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            //
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            // Here is what it does:
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            //   Listen
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            //   if onlineScene:
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            //       LoadSceneAsync
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            //       ...
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            //       FinishLoadSceneServerOnly
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            //           SpawnObjects
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            //   else:
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            //       SpawnObjects
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            //
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            // there is NO WAY to make it synchronous because both LoadSceneAsync
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            // and LoadScene do not finish loading immediately. as long as we
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            // have the onlineScene feature, it will be asynchronous!
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            SetupServer();
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            // scene change needed? then change scene and spawn afterwards.
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            if (IsServerOnlineSceneChangeNeeded())
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            {
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                ServerChangeScene(onlineScene);
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            }
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            // otherwise spawn directly
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            else
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            {
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                NetworkServer.SpawnObjects();
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            }
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        }
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        /// <summary>Starts the client, connects it to the server with networkAddress.</summary>
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        public void StartClient()
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        {
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            if (NetworkClient.active)
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            {
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                Debug.LogWarning("Client already started.");
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                return;
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            }
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            mode = NetworkManagerMode.ClientOnly;
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            InitializeSingleton();
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            if (runInBackground)
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                Application.runInBackground = true;
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            if (authenticator != null)
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            {
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                authenticator.OnStartClient();
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                authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
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            }
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            // In case this is a headless client...
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            ConfigureHeadlessFrameRate();
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            RegisterClientMessages();
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            if (string.IsNullOrEmpty(networkAddress))
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            {
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                Debug.LogError("Must set the Network Address field in the manager");
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                return;
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            }
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            // Debug.Log($"NetworkManager StartClient address:{networkAddress}");
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            NetworkClient.Connect(networkAddress);
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            OnStartClient();
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        }
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        /// <summary>Starts the client, connects it to the server via Uri</summary>
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        public void StartClient(Uri uri)
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        {
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            if (NetworkClient.active)
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            {
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                Debug.LogWarning("Client already started.");
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                return;
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            }
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            mode = NetworkManagerMode.ClientOnly;
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            InitializeSingleton();
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            if (runInBackground)
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                Application.runInBackground = true;
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            if (authenticator != null)
 | 
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            {
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                authenticator.OnStartClient();
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                authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
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            }
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            RegisterClientMessages();
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            // Debug.Log($"NetworkManager StartClient address:{uri}");
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            networkAddress = uri.Host;
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            NetworkClient.Connect(uri);
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            OnStartClient();
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						|
        }
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 | 
						|
        /// <summary>Starts a network "host" - a server and client in the same application.</summary>
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        public void StartHost()
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        {
 | 
						|
            if (NetworkServer.active || NetworkClient.active)
 | 
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            {
 | 
						|
                Debug.LogWarning("Server or Client already started.");
 | 
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                return;
 | 
						|
            }
 | 
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            mode = NetworkManagerMode.Host;
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 | 
						|
            // StartHost is inherently ASYNCHRONOUS (=doesn't finish immediately)
 | 
						|
            //
 | 
						|
            // Here is what it does:
 | 
						|
            //   Listen
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						|
            //   ConnectHost
 | 
						|
            //   if onlineScene:
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						|
            //       LoadSceneAsync
 | 
						|
            //       ...
 | 
						|
            //       FinishLoadSceneHost
 | 
						|
            //           FinishStartHost
 | 
						|
            //               SpawnObjects
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						|
            //               StartHostClient      <= not guaranteed to happen after SpawnObjects if onlineScene is set!
 | 
						|
            //                   ClientAuth
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						|
            //                       success: server sends changescene msg to client
 | 
						|
            //   else:
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						|
            //       FinishStartHost
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						|
            //
 | 
						|
            // there is NO WAY to make it synchronous because both LoadSceneAsync
 | 
						|
            // and LoadScene do not finish loading immediately. as long as we
 | 
						|
            // have the onlineScene feature, it will be asynchronous!
 | 
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 | 
						|
            // setup server first
 | 
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            SetupServer();
 | 
						|
 | 
						|
            // call OnStartHost AFTER SetupServer. this way we can use
 | 
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            // NetworkServer.Spawn etc. in there too. just like OnStartServer
 | 
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            // is called after the server is actually properly started.
 | 
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            OnStartHost();
 | 
						|
 | 
						|
            // scene change needed? then change scene and spawn afterwards.
 | 
						|
            // => BEFORE host client connects. if client auth succeeds then the
 | 
						|
            //    server tells it to load 'onlineScene'. we can't do that if
 | 
						|
            //    server is still in 'offlineScene'. so load on server first.
 | 
						|
            if (IsServerOnlineSceneChangeNeeded())
 | 
						|
            {
 | 
						|
                // call FinishStartHost after changing scene.
 | 
						|
                finishStartHostPending = true;
 | 
						|
                ServerChangeScene(onlineScene);
 | 
						|
            }
 | 
						|
            // otherwise call FinishStartHost directly
 | 
						|
            else
 | 
						|
            {
 | 
						|
                FinishStartHost();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // This may be set true in StartHost and is evaluated in FinishStartHost
 | 
						|
        bool finishStartHostPending;
 | 
						|
 | 
						|
        // FinishStartHost is guaranteed to be called after the host server was
 | 
						|
        // fully started and all the asynchronous StartHost magic is finished
 | 
						|
        // (= scene loading), or immediately if there was no asynchronous magic.
 | 
						|
        //
 | 
						|
        // note: we don't really need FinishStartClient/FinishStartServer. the
 | 
						|
        //       host version is enough.
 | 
						|
        void FinishStartHost()
 | 
						|
        {
 | 
						|
            // ConnectHost needs to be called BEFORE SpawnObjects:
 | 
						|
            // https://github.com/vis2k/Mirror/pull/1249/
 | 
						|
            // -> this sets NetworkServer.localConnection.
 | 
						|
            // -> localConnection needs to be set before SpawnObjects because:
 | 
						|
            //    -> SpawnObjects calls OnStartServer in all NetworkBehaviours
 | 
						|
            //       -> OnStartServer might spawn an object and set [SyncVar(hook="OnColorChanged")] object.color = green;
 | 
						|
            //          -> this calls SyncVar.set (generated by Weaver), which has
 | 
						|
            //             a custom case for host mode (because host mode doesn't
 | 
						|
            //             get OnDeserialize calls, where SyncVar hooks are usually
 | 
						|
            //             called):
 | 
						|
            //
 | 
						|
            //               if (!SyncVarEqual(value, ref color))
 | 
						|
            //               {
 | 
						|
            //                   if (NetworkServer.localClientActive && !getSyncVarHookGuard(1uL))
 | 
						|
            //                   {
 | 
						|
            //                       setSyncVarHookGuard(1uL, value: true);
 | 
						|
            //                       OnColorChangedHook(value);
 | 
						|
            //                       setSyncVarHookGuard(1uL, value: false);
 | 
						|
            //                   }
 | 
						|
            //                   SetSyncVar(value, ref color, 1uL);
 | 
						|
            //               }
 | 
						|
            //
 | 
						|
            //          -> localClientActive needs to be true, otherwise the hook
 | 
						|
            //             isn't called in host mode!
 | 
						|
            //
 | 
						|
            // TODO call this after spawnobjects and worry about the syncvar hook fix later?
 | 
						|
            NetworkClient.ConnectHost();
 | 
						|
 | 
						|
            // server scene was loaded. now spawn all the objects
 | 
						|
            NetworkServer.SpawnObjects();
 | 
						|
 | 
						|
            // connect client and call OnStartClient AFTER server scene was
 | 
						|
            // loaded and all objects were spawned.
 | 
						|
            // DO NOT do this earlier. it would cause race conditions where a
 | 
						|
            // client will do things before the server is even fully started.
 | 
						|
            //Debug.Log("StartHostClient called");
 | 
						|
            StartHostClient();
 | 
						|
        }
 | 
						|
 | 
						|
        void StartHostClient()
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager ConnectLocalClient");
 | 
						|
 | 
						|
            if (authenticator != null)
 | 
						|
            {
 | 
						|
                authenticator.OnStartClient();
 | 
						|
                authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
 | 
						|
            }
 | 
						|
 | 
						|
            networkAddress = "localhost";
 | 
						|
            NetworkServer.ActivateHostScene();
 | 
						|
            RegisterClientMessages();
 | 
						|
 | 
						|
            // ConnectLocalServer needs to be called AFTER RegisterClientMessages
 | 
						|
            // (https://github.com/vis2k/Mirror/pull/1249/)
 | 
						|
            NetworkClient.ConnectLocalServer();
 | 
						|
 | 
						|
            OnStartClient();
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>This stops both the client and the server that the manager is using.</summary>
 | 
						|
        public void StopHost()
 | 
						|
        {
 | 
						|
            OnStopHost();
 | 
						|
 | 
						|
            // calling OnTransportDisconnected was needed to fix
 | 
						|
            // https://github.com/vis2k/Mirror/issues/1515
 | 
						|
            // so that the host client receives a DisconnectMessage
 | 
						|
            // TODO reevaluate if this is still needed after all the disconnect
 | 
						|
            //      fixes, and try to put this into LocalConnection.Disconnect!
 | 
						|
            NetworkServer.OnTransportDisconnected(NetworkConnection.LocalConnectionId);
 | 
						|
 | 
						|
            StopClient();
 | 
						|
            StopServer();
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Stops the server from listening and simulating the game.</summary>
 | 
						|
        public void StopServer()
 | 
						|
        {
 | 
						|
            // return if already stopped to avoid recursion deadlock
 | 
						|
            if (!NetworkServer.active)
 | 
						|
                return;
 | 
						|
 | 
						|
            if (authenticator != null)
 | 
						|
            {
 | 
						|
                authenticator.OnServerAuthenticated.RemoveListener(OnServerAuthenticated);
 | 
						|
                authenticator.OnStopServer();
 | 
						|
            }
 | 
						|
 | 
						|
            // Get Network Manager out of DDOL before going to offline scene
 | 
						|
            // to avoid collision and let a fresh Network Manager be created.
 | 
						|
            // IMPORTANT: .gameObject can be null if StopClient is called from
 | 
						|
            //            OnApplicationQuit or from tests!
 | 
						|
#pragma warning disable 618
 | 
						|
            if (gameObject != null && !PersistNetworkManagerToOfflineScene &&
 | 
						|
                gameObject.scene.name == "DontDestroyOnLoad"
 | 
						|
                && !string.IsNullOrEmpty(offlineScene)
 | 
						|
                && SceneManager.GetActiveScene().path != offlineScene)
 | 
						|
                SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
 | 
						|
#pragma warning restore 618
 | 
						|
 | 
						|
            OnStopServer();
 | 
						|
 | 
						|
            //Debug.Log("NetworkManager StopServer");
 | 
						|
            NetworkServer.Shutdown();
 | 
						|
 | 
						|
            // set offline mode BEFORE changing scene so that FinishStartScene
 | 
						|
            // doesn't think we need initialize anything.
 | 
						|
            mode = NetworkManagerMode.Offline;
 | 
						|
 | 
						|
            if (!string.IsNullOrEmpty(offlineScene))
 | 
						|
            {
 | 
						|
                ServerChangeScene(offlineScene);
 | 
						|
            }
 | 
						|
 | 
						|
            startPositionIndex = 0;
 | 
						|
 | 
						|
            networkSceneName = "";
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Stops and disconnects the client.</summary>
 | 
						|
        public void StopClient()
 | 
						|
        {
 | 
						|
            if (mode == NetworkManagerMode.Offline)
 | 
						|
                return;
 | 
						|
 | 
						|
            if (authenticator != null)
 | 
						|
            {
 | 
						|
                authenticator.OnClientAuthenticated.RemoveListener(OnClientAuthenticated);
 | 
						|
                authenticator.OnStopClient();
 | 
						|
            }
 | 
						|
 | 
						|
            // Get Network Manager out of DDOL before going to offline scene
 | 
						|
            // to avoid collision and let a fresh Network Manager be created.
 | 
						|
            // IMPORTANT: .gameObject can be null if StopClient is called from
 | 
						|
            //            OnApplicationQuit or from tests!
 | 
						|
#pragma warning disable 618
 | 
						|
            if (gameObject != null && !PersistNetworkManagerToOfflineScene &&
 | 
						|
                gameObject.scene.name == "DontDestroyOnLoad"
 | 
						|
                && !string.IsNullOrEmpty(offlineScene)
 | 
						|
                && SceneManager.GetActiveScene().path != offlineScene)
 | 
						|
                SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
 | 
						|
#pragma warning restore 618
 | 
						|
 | 
						|
            OnStopClient();
 | 
						|
 | 
						|
            //Debug.Log("NetworkManager StopClient");
 | 
						|
 | 
						|
            // set offline mode BEFORE changing scene so that FinishStartScene
 | 
						|
            // doesn't think we need initialize anything.
 | 
						|
            // set offline mode BEFORE NetworkClient.Disconnect so StopClient
 | 
						|
            // only runs once.
 | 
						|
            mode = NetworkManagerMode.Offline;
 | 
						|
 | 
						|
            // shutdown client
 | 
						|
            NetworkClient.Disconnect();
 | 
						|
            NetworkClient.Shutdown();
 | 
						|
 | 
						|
            // If this is the host player, StopServer will already be changing scenes.
 | 
						|
            // Check loadingSceneAsync to ensure we don't double-invoke the scene change.
 | 
						|
            // Check if NetworkServer.active because we can get here via Disconnect before server has started to change scenes.
 | 
						|
            if (!string.IsNullOrEmpty(offlineScene) && !IsSceneActive(offlineScene) && loadingSceneAsync == null && !NetworkServer.active)
 | 
						|
            {
 | 
						|
                ClientChangeScene(offlineScene, SceneOperation.Normal);
 | 
						|
            }
 | 
						|
 | 
						|
            networkSceneName = "";
 | 
						|
        }
 | 
						|
 | 
						|
        // called when quitting the application by closing the window / pressing
 | 
						|
        // stop in the editor. virtual so that inheriting classes'
 | 
						|
        // OnApplicationQuit() can call base.OnApplicationQuit() too
 | 
						|
        public virtual void OnApplicationQuit()
 | 
						|
        {
 | 
						|
            // stop client first
 | 
						|
            // (we want to send the quit packet to the server instead of waiting
 | 
						|
            //  for a timeout)
 | 
						|
            if (NetworkClient.isConnected)
 | 
						|
            {
 | 
						|
                StopClient();
 | 
						|
                //Debug.Log("OnApplicationQuit: stopped client");
 | 
						|
            }
 | 
						|
 | 
						|
            // stop server after stopping client (for proper host mode stopping)
 | 
						|
            if (NetworkServer.active)
 | 
						|
            {
 | 
						|
                StopServer();
 | 
						|
                //Debug.Log("OnApplicationQuit: stopped server");
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Deprecated 2021-07-21
 | 
						|
        [Obsolete("Renamed to ConfigureHeadlessFrameRate()")]
 | 
						|
        public virtual void ConfigureServerFrameRate() {}
 | 
						|
 | 
						|
        /// <summary>Set the frame rate for a headless builds. Override to disable or modify.</summary>
 | 
						|
        // useful for dedicated servers.
 | 
						|
        // useful for headless benchmark clients.
 | 
						|
        public virtual void ConfigureHeadlessFrameRate()
 | 
						|
        {
 | 
						|
#if UNITY_SERVER
 | 
						|
            Application.targetFrameRate = serverTickRate;
 | 
						|
            // Debug.Log($"Server Tick Rate set to {Application.targetFrameRate} Hz.");
 | 
						|
#endif
 | 
						|
 | 
						|
            // call the obsolete function in case someone did anything important
 | 
						|
#pragma warning disable 618
 | 
						|
            ConfigureServerFrameRate();
 | 
						|
#pragma warning restore 618
 | 
						|
        }
 | 
						|
 | 
						|
        bool InitializeSingleton()
 | 
						|
        {
 | 
						|
            if (singleton != null && singleton == this)
 | 
						|
                return true;
 | 
						|
 | 
						|
            if (dontDestroyOnLoad)
 | 
						|
            {
 | 
						|
                if (singleton != null)
 | 
						|
                {
 | 
						|
                    Debug.LogWarning("Multiple NetworkManagers detected in the scene. Only one NetworkManager can exist at a time. The duplicate NetworkManager will be destroyed.");
 | 
						|
                    Destroy(gameObject);
 | 
						|
 | 
						|
                    // Return false to not allow collision-destroyed second instance to continue.
 | 
						|
                    return false;
 | 
						|
                }
 | 
						|
                //Debug.Log("NetworkManager created singleton (DontDestroyOnLoad)");
 | 
						|
                singleton = this;
 | 
						|
                if (Application.isPlaying)
 | 
						|
                {
 | 
						|
                    // Force the object to scene root, in case user made it a child of something
 | 
						|
                    // in the scene since DDOL is only allowed for scene root objects
 | 
						|
                    transform.SetParent(null);
 | 
						|
                    DontDestroyOnLoad(gameObject);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                //Debug.Log("NetworkManager created singleton (ForScene)");
 | 
						|
                singleton = this;
 | 
						|
            }
 | 
						|
 | 
						|
            // set active transport AFTER setting singleton.
 | 
						|
            // so only if we didn't destroy ourselves.
 | 
						|
            Transport.activeTransport = transport;
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        void RegisterServerMessages()
 | 
						|
        {
 | 
						|
            NetworkServer.OnConnectedEvent = OnServerConnectInternal;
 | 
						|
            NetworkServer.OnDisconnectedEvent = OnServerDisconnect;
 | 
						|
            NetworkServer.OnErrorEvent = OnServerError;
 | 
						|
            NetworkServer.RegisterHandler<AddPlayerMessage>(OnServerAddPlayerInternal);
 | 
						|
 | 
						|
            // Network Server initially registers its own handler for this, so we replace it here.
 | 
						|
            NetworkServer.ReplaceHandler<ReadyMessage>(OnServerReadyMessageInternal);
 | 
						|
        }
 | 
						|
 | 
						|
        void RegisterClientMessages()
 | 
						|
        {
 | 
						|
            NetworkClient.OnConnectedEvent = OnClientConnectInternal;
 | 
						|
            NetworkClient.OnDisconnectedEvent = OnClientDisconnectInternal;
 | 
						|
            NetworkClient.OnErrorEvent = OnClientError;
 | 
						|
            NetworkClient.RegisterHandler<NotReadyMessage>(OnClientNotReadyMessageInternal);
 | 
						|
            NetworkClient.RegisterHandler<SceneMessage>(OnClientSceneInternal, false);
 | 
						|
 | 
						|
            if (playerPrefab != null)
 | 
						|
                NetworkClient.RegisterPrefab(playerPrefab);
 | 
						|
 | 
						|
            foreach (GameObject prefab in spawnPrefabs.Where(t => t != null))
 | 
						|
                NetworkClient.RegisterPrefab(prefab);
 | 
						|
        }
 | 
						|
 | 
						|
        // This is the only way to clear the singleton, so another instance can be created.
 | 
						|
        public static void Shutdown()
 | 
						|
        {
 | 
						|
            if (singleton == null)
 | 
						|
                return;
 | 
						|
 | 
						|
            startPositions.Clear();
 | 
						|
            startPositionIndex = 0;
 | 
						|
            clientReadyConnection = null;
 | 
						|
 | 
						|
            singleton.StopHost();
 | 
						|
            singleton = null;
 | 
						|
        }
 | 
						|
 | 
						|
        // virtual so that inheriting classes' OnDestroy() can call base.OnDestroy() too
 | 
						|
        public virtual void OnDestroy()
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager destroyed");
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>The name of the current network scene.</summary>
 | 
						|
        // set by NetworkManager when changing the scene.
 | 
						|
        // new clients will automatically load this scene.
 | 
						|
        // Loading a scene manually won't set it.
 | 
						|
        public static string networkSceneName { get; protected set; } = "";
 | 
						|
 | 
						|
        public static AsyncOperation loadingSceneAsync;
 | 
						|
 | 
						|
        /// <summary>Change the server scene and all client's scenes across the network.</summary>
 | 
						|
        // Called automatically if onlineScene or offlineScene are set, but it
 | 
						|
        // can be called from user code to switch scenes again while the game is
 | 
						|
        // in progress. This automatically sets clients to be not-ready during
 | 
						|
        // the change and ready again to participate in the new scene.
 | 
						|
        public virtual void ServerChangeScene(string newSceneName)
 | 
						|
        {
 | 
						|
            if (string.IsNullOrEmpty(newSceneName))
 | 
						|
            {
 | 
						|
                Debug.LogError("ServerChangeScene empty scene name");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            if (NetworkServer.isLoadingScene && newSceneName == networkSceneName)
 | 
						|
            {
 | 
						|
                Debug.LogError($"Scene change is already in progress for {newSceneName}");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            // Debug.Log($"ServerChangeScene {newSceneName}");
 | 
						|
            NetworkServer.SetAllClientsNotReady();
 | 
						|
            networkSceneName = newSceneName;
 | 
						|
 | 
						|
            // Let server prepare for scene change
 | 
						|
            OnServerChangeScene(newSceneName);
 | 
						|
 | 
						|
            // set server flag to stop processing messages while changing scenes
 | 
						|
            // it will be re-enabled in FinishLoadScene.
 | 
						|
            NetworkServer.isLoadingScene = true;
 | 
						|
 | 
						|
            loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName);
 | 
						|
 | 
						|
            // ServerChangeScene can be called when stopping the server
 | 
						|
            // when this happens the server is not active so does not need to tell clients about the change
 | 
						|
            if (NetworkServer.active)
 | 
						|
            {
 | 
						|
                // notify all clients about the new scene
 | 
						|
                NetworkServer.SendToAll(new SceneMessage { sceneName = newSceneName });
 | 
						|
            }
 | 
						|
 | 
						|
            startPositionIndex = 0;
 | 
						|
            startPositions.Clear();
 | 
						|
        }
 | 
						|
 | 
						|
        // This is only set in ClientChangeScene below...never on server.
 | 
						|
        // We need to check this in OnClientSceneChanged called from FinishLoadSceneClientOnly
 | 
						|
        // to prevent AddPlayer message after loading/unloading additive scenes
 | 
						|
        SceneOperation clientSceneOperation = SceneOperation.Normal;
 | 
						|
 | 
						|
        internal void ClientChangeScene(string newSceneName, SceneOperation sceneOperation = SceneOperation.Normal, bool customHandling = false)
 | 
						|
        {
 | 
						|
            if (string.IsNullOrEmpty(newSceneName))
 | 
						|
            {
 | 
						|
                Debug.LogError("ClientChangeScene empty scene name");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            //Debug.Log($"ClientChangeScene newSceneName: {newSceneName} networkSceneName{networkSceneName}");
 | 
						|
 | 
						|
            // Let client prepare for scene change
 | 
						|
            OnClientChangeScene(newSceneName, sceneOperation, customHandling);
 | 
						|
 | 
						|
            // After calling OnClientChangeScene, exit if server since server is already doing
 | 
						|
            // the actual scene change, and we don't need to do it for the host client
 | 
						|
            if (NetworkServer.active)
 | 
						|
                return;
 | 
						|
 | 
						|
            // set client flag to stop processing messages while loading scenes.
 | 
						|
            // otherwise we would process messages and then lose all the state
 | 
						|
            // as soon as the load is finishing, causing all kinds of bugs
 | 
						|
            // because of missing state.
 | 
						|
            // (client may be null after StopClient etc.)
 | 
						|
            // Debug.Log("ClientChangeScene: pausing handlers while scene is loading to avoid data loss after scene was loaded.");
 | 
						|
            NetworkClient.isLoadingScene = true;
 | 
						|
 | 
						|
            // Cache sceneOperation so we know what was requested by the
 | 
						|
            // Scene message in OnClientChangeScene and OnClientSceneChanged
 | 
						|
            clientSceneOperation = sceneOperation;
 | 
						|
 | 
						|
            // scene handling will happen in overrides of OnClientChangeScene and/or OnClientSceneChanged
 | 
						|
            // Do not call FinishLoadScene here. Custom handler will assign loadingSceneAsync and we need
 | 
						|
            // to wait for that to finish. UpdateScene already checks for that to be not null and isDone.
 | 
						|
            if (customHandling)
 | 
						|
                return;
 | 
						|
 | 
						|
            switch (sceneOperation)
 | 
						|
            {
 | 
						|
                case SceneOperation.Normal:
 | 
						|
                    loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName);
 | 
						|
                    break;
 | 
						|
                case SceneOperation.LoadAdditive:
 | 
						|
                    // Ensure additive scene is not already loaded on client by name or path
 | 
						|
                    // since we don't know which was passed in the Scene message
 | 
						|
                    if (!SceneManager.GetSceneByName(newSceneName).IsValid() && !SceneManager.GetSceneByPath(newSceneName).IsValid())
 | 
						|
                        loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName, LoadSceneMode.Additive);
 | 
						|
                    else
 | 
						|
                    {
 | 
						|
                        Debug.LogWarning($"Scene {newSceneName} is already loaded");
 | 
						|
 | 
						|
                        // Reset the flag that we disabled before entering this switch
 | 
						|
                        NetworkClient.isLoadingScene = false;
 | 
						|
                    }
 | 
						|
                    break;
 | 
						|
                case SceneOperation.UnloadAdditive:
 | 
						|
                    // Ensure additive scene is actually loaded on client by name or path
 | 
						|
                    // since we don't know which was passed in the Scene message
 | 
						|
                    if (SceneManager.GetSceneByName(newSceneName).IsValid() || SceneManager.GetSceneByPath(newSceneName).IsValid())
 | 
						|
                        loadingSceneAsync = SceneManager.UnloadSceneAsync(newSceneName, UnloadSceneOptions.UnloadAllEmbeddedSceneObjects);
 | 
						|
                    else
 | 
						|
                    {
 | 
						|
                        Debug.LogWarning($"Cannot unload {newSceneName} with UnloadAdditive operation");
 | 
						|
 | 
						|
                        // Reset the flag that we disabled before entering this switch
 | 
						|
                        NetworkClient.isLoadingScene = false;
 | 
						|
                    }
 | 
						|
                    break;
 | 
						|
            }
 | 
						|
 | 
						|
            // don't change the client's current networkSceneName when loading additive scene content
 | 
						|
            if (sceneOperation == SceneOperation.Normal)
 | 
						|
                networkSceneName = newSceneName;
 | 
						|
        }
 | 
						|
 | 
						|
        // support additive scene loads:
 | 
						|
        //   NetworkScenePostProcess disables all scene objects on load, and
 | 
						|
        //   * NetworkServer.SpawnObjects enables them again on the server when
 | 
						|
        //     calling OnStartServer
 | 
						|
        //   * NetworkClient.PrepareToSpawnSceneObjects enables them again on the
 | 
						|
        //     client after the server sends ObjectSpawnStartedMessage to client
 | 
						|
        //     in SpawnObserversForConnection. this is only called when the
 | 
						|
        //     client joins, so we need to rebuild scene objects manually again
 | 
						|
        // TODO merge this with FinishLoadScene()?
 | 
						|
        void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 | 
						|
        {
 | 
						|
            if (mode == LoadSceneMode.Additive)
 | 
						|
            {
 | 
						|
                if (NetworkServer.active)
 | 
						|
                {
 | 
						|
                    // TODO only respawn the server objects from that scene later!
 | 
						|
                    NetworkServer.SpawnObjects();
 | 
						|
                    // Debug.Log($"Respawned Server objects after additive scene load: {scene.name}");
 | 
						|
                }
 | 
						|
                if (NetworkClient.active)
 | 
						|
                {
 | 
						|
                    NetworkClient.PrepareToSpawnSceneObjects();
 | 
						|
                    // Debug.Log($"Rebuild Client spawnableObjects after additive scene load: {scene.name}");
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        void UpdateScene()
 | 
						|
        {
 | 
						|
            if (loadingSceneAsync != null && loadingSceneAsync.isDone)
 | 
						|
            {
 | 
						|
                //Debug.Log($"ClientChangeScene done readyConn {clientReadyConnection}");
 | 
						|
 | 
						|
                // try-finally to guarantee loadingSceneAsync being cleared.
 | 
						|
                // fixes https://github.com/vis2k/Mirror/issues/2517 where if
 | 
						|
                // FinishLoadScene throws an exception, loadingSceneAsync would
 | 
						|
                // never be cleared and this code would run every Update.
 | 
						|
                try
 | 
						|
                {
 | 
						|
                    FinishLoadScene();
 | 
						|
                }
 | 
						|
                finally
 | 
						|
                {
 | 
						|
                    loadingSceneAsync.allowSceneActivation = true;
 | 
						|
                    loadingSceneAsync = null;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        protected void FinishLoadScene()
 | 
						|
        {
 | 
						|
            // NOTE: this cannot use NetworkClient.allClients[0] - that client may be for a completely different purpose.
 | 
						|
 | 
						|
            // process queued messages that we received while loading the scene
 | 
						|
            Debug.Log("FinishLoadScene: resuming handlers after scene was loading.");
 | 
						|
            NetworkServer.isLoadingScene = false;
 | 
						|
            NetworkClient.isLoadingScene = false;
 | 
						|
 | 
						|
            // host mode?
 | 
						|
            if (mode == NetworkManagerMode.Host)
 | 
						|
            {
 | 
						|
                FinishLoadSceneHost();
 | 
						|
            }
 | 
						|
            // server-only mode?
 | 
						|
            else if (mode == NetworkManagerMode.ServerOnly)
 | 
						|
            {
 | 
						|
                FinishLoadSceneServerOnly();
 | 
						|
            }
 | 
						|
            // client-only mode?
 | 
						|
            else if (mode == NetworkManagerMode.ClientOnly)
 | 
						|
            {
 | 
						|
                FinishLoadSceneClientOnly();
 | 
						|
            }
 | 
						|
            // otherwise we called it after stopping when loading offline scene.
 | 
						|
            // do nothing then.
 | 
						|
        }
 | 
						|
 | 
						|
        // finish load scene part for host mode. makes code easier and is
 | 
						|
        // necessary for FinishStartHost later.
 | 
						|
        // (the 3 things have to happen in that exact order)
 | 
						|
        void FinishLoadSceneHost()
 | 
						|
        {
 | 
						|
            // debug message is very important. if we ever break anything then
 | 
						|
            // it's very obvious to notice.
 | 
						|
            Debug.Log("Finished loading scene in host mode.");
 | 
						|
 | 
						|
            if (clientReadyConnection != null)
 | 
						|
            {
 | 
						|
                OnClientConnect(clientReadyConnection);
 | 
						|
                clientLoadedScene = true;
 | 
						|
                clientReadyConnection = null;
 | 
						|
            }
 | 
						|
 | 
						|
            // do we need to finish a StartHost() call?
 | 
						|
            // then call FinishStartHost and let it take care of spawning etc.
 | 
						|
            if (finishStartHostPending)
 | 
						|
            {
 | 
						|
                finishStartHostPending = false;
 | 
						|
                FinishStartHost();
 | 
						|
 | 
						|
                // call OnServerSceneChanged
 | 
						|
                OnServerSceneChanged(networkSceneName);
 | 
						|
 | 
						|
                // DO NOT call OnClientSceneChanged here.
 | 
						|
                // the scene change happened because StartHost loaded the
 | 
						|
                // server's online scene. it has nothing to do with the client.
 | 
						|
                // this was not meant as a client scene load, so don't call it.
 | 
						|
                //
 | 
						|
                // otherwise AddPlayer would be called twice:
 | 
						|
                // -> once for client OnConnected
 | 
						|
                // -> once in OnClientSceneChanged
 | 
						|
            }
 | 
						|
            // otherwise we just changed a scene in host mode
 | 
						|
            else
 | 
						|
            {
 | 
						|
                // spawn server objects
 | 
						|
                NetworkServer.SpawnObjects();
 | 
						|
 | 
						|
                // call OnServerSceneChanged
 | 
						|
                OnServerSceneChanged(networkSceneName);
 | 
						|
 | 
						|
                if (NetworkClient.isConnected)
 | 
						|
                {
 | 
						|
                    // let client know that we changed scene
 | 
						|
                    OnClientSceneChanged(NetworkClient.connection);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // finish load scene part for server-only. . makes code easier and is
 | 
						|
        // necessary for FinishStartServer later.
 | 
						|
        void FinishLoadSceneServerOnly()
 | 
						|
        {
 | 
						|
            // debug message is very important. if we ever break anything then
 | 
						|
            // it's very obvious to notice.
 | 
						|
            Debug.Log("Finished loading scene in server-only mode.");
 | 
						|
 | 
						|
            NetworkServer.SpawnObjects();
 | 
						|
            OnServerSceneChanged(networkSceneName);
 | 
						|
        }
 | 
						|
 | 
						|
        // finish load scene part for client-only. makes code easier and is
 | 
						|
        // necessary for FinishStartClient later.
 | 
						|
        void FinishLoadSceneClientOnly()
 | 
						|
        {
 | 
						|
            // debug message is very important. if we ever break anything then
 | 
						|
            // it's very obvious to notice.
 | 
						|
            Debug.Log("Finished loading scene in client-only mode.");
 | 
						|
 | 
						|
            if (clientReadyConnection != null)
 | 
						|
            {
 | 
						|
                OnClientConnect(clientReadyConnection);
 | 
						|
                clientLoadedScene = true;
 | 
						|
                clientReadyConnection = null;
 | 
						|
            }
 | 
						|
 | 
						|
            if (NetworkClient.isConnected)
 | 
						|
            {
 | 
						|
                OnClientSceneChanged(NetworkClient.connection);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Registers the transform of a game object as a player spawn location.
 | 
						|
        /// <para>This is done automatically by NetworkStartPosition components, but can be done manually from user script code.</para>
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="start">Transform to register.</param>
 | 
						|
        public static void RegisterStartPosition(Transform start)
 | 
						|
        {
 | 
						|
            // Debug.Log($"RegisterStartPosition: {start.gameObject.name} {start.position}");
 | 
						|
            startPositions.Add(start);
 | 
						|
 | 
						|
            // reorder the list so that round-robin spawning uses the start positions
 | 
						|
            // in hierarchy order.  This assumes all objects with NetworkStartPosition
 | 
						|
            // component are siblings, either in the scene root or together as children
 | 
						|
            // under a single parent in the scene.
 | 
						|
            startPositions = startPositions.OrderBy(transform => transform.GetSiblingIndex()).ToList();
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Unregister a Transform from start positions.</summary>
 | 
						|
        // TODO why is this static?
 | 
						|
        public static void UnRegisterStartPosition(Transform start)
 | 
						|
        {
 | 
						|
            //Debug.Log($"UnRegisterStartPosition: {start.name} {start.position}");
 | 
						|
            startPositions.Remove(start);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Get the next NetworkStartPosition based on the selected PlayerSpawnMethod.</summary>
 | 
						|
        public Transform GetStartPosition()
 | 
						|
        {
 | 
						|
            // first remove any dead transforms
 | 
						|
            startPositions.RemoveAll(t => t == null);
 | 
						|
 | 
						|
            if (startPositions.Count == 0)
 | 
						|
                return null;
 | 
						|
 | 
						|
            if (playerSpawnMethod == PlayerSpawnMethod.Random)
 | 
						|
            {
 | 
						|
                return startPositions[UnityEngine.Random.Range(0, startPositions.Count)];
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                Transform startPosition = startPositions[startPositionIndex];
 | 
						|
                startPositionIndex = (startPositionIndex + 1) % startPositions.Count;
 | 
						|
                return startPosition;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        void OnServerConnectInternal(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnServerConnectInternal");
 | 
						|
 | 
						|
            if (authenticator != null)
 | 
						|
            {
 | 
						|
                // we have an authenticator - let it handle authentication
 | 
						|
                authenticator.OnServerAuthenticate(conn);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                // authenticate immediately
 | 
						|
                OnServerAuthenticated(conn);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // called after successful authentication
 | 
						|
        // TODO do the NetworkServer.OnAuthenticated thing from x branch
 | 
						|
        void OnServerAuthenticated(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnServerAuthenticated");
 | 
						|
 | 
						|
            // set connection to authenticated
 | 
						|
            conn.isAuthenticated = true;
 | 
						|
 | 
						|
            // proceed with the login handshake by calling OnServerConnect
 | 
						|
            if (networkSceneName != "" && networkSceneName != offlineScene)
 | 
						|
            {
 | 
						|
                SceneMessage msg = new SceneMessage() { sceneName = networkSceneName };
 | 
						|
                conn.Send(msg);
 | 
						|
            }
 | 
						|
 | 
						|
            OnServerConnect(conn);
 | 
						|
        }
 | 
						|
 | 
						|
        void OnServerReadyMessageInternal(NetworkConnection conn, ReadyMessage msg)
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnServerReadyMessageInternal");
 | 
						|
            OnServerReady(conn);
 | 
						|
        }
 | 
						|
 | 
						|
        void OnServerAddPlayerInternal(NetworkConnection conn, AddPlayerMessage msg)
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnServerAddPlayer");
 | 
						|
 | 
						|
            if (autoCreatePlayer && playerPrefab == null)
 | 
						|
            {
 | 
						|
                Debug.LogError("The PlayerPrefab is empty on the NetworkManager. Please setup a PlayerPrefab object.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            if (autoCreatePlayer && playerPrefab.GetComponent<NetworkIdentity>() == null)
 | 
						|
            {
 | 
						|
                Debug.LogError("The PlayerPrefab does not have a NetworkIdentity. Please add a NetworkIdentity to the player prefab.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            if (conn.identity != null)
 | 
						|
            {
 | 
						|
                Debug.LogError("There is already a player for this connection.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            OnServerAddPlayer(conn);
 | 
						|
        }
 | 
						|
 | 
						|
        void OnClientConnectInternal()
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnClientConnectInternal");
 | 
						|
 | 
						|
            if (authenticator != null)
 | 
						|
            {
 | 
						|
                // we have an authenticator - let it handle authentication
 | 
						|
                authenticator.OnClientAuthenticate();
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                // authenticate immediately
 | 
						|
                OnClientAuthenticated(NetworkClient.connection);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // called after successful authentication
 | 
						|
        void OnClientAuthenticated(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnClientAuthenticated");
 | 
						|
 | 
						|
            // set connection to authenticated
 | 
						|
            conn.isAuthenticated = true;
 | 
						|
 | 
						|
            // proceed with the login handshake by calling OnClientConnect
 | 
						|
            if (string.IsNullOrEmpty(onlineScene) || onlineScene == offlineScene || IsSceneActive(onlineScene))
 | 
						|
            {
 | 
						|
                clientLoadedScene = false;
 | 
						|
                OnClientConnect(conn);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                // will wait for scene id to come from the server.
 | 
						|
                clientLoadedScene = true;
 | 
						|
                clientReadyConnection = conn;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // TODO call OnClientDisconnect directly, don't pass the connection
 | 
						|
        void OnClientDisconnectInternal()
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnClientDisconnectInternal");
 | 
						|
            OnClientDisconnect(NetworkClient.connection);
 | 
						|
        }
 | 
						|
 | 
						|
        void OnClientNotReadyMessageInternal(NotReadyMessage msg)
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnClientNotReadyMessageInternal");
 | 
						|
            NetworkClient.ready = false;
 | 
						|
            OnClientNotReady(NetworkClient.connection);
 | 
						|
            // NOTE: clientReadyConnection is not set here! don't want OnClientConnect to be invoked again after scene changes.
 | 
						|
        }
 | 
						|
 | 
						|
        void OnClientSceneInternal(SceneMessage msg)
 | 
						|
        {
 | 
						|
            //Debug.Log("NetworkManager.OnClientSceneInternal");
 | 
						|
 | 
						|
            // This needs to run for host client too. NetworkServer.active is checked there
 | 
						|
            if (NetworkClient.isConnected)
 | 
						|
            {
 | 
						|
                ClientChangeScene(msg.sceneName, msg.sceneOperation, msg.customHandling);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Called on the server when a new client connects.</summary>
 | 
						|
        public virtual void OnServerConnect(NetworkConnection conn) {}
 | 
						|
 | 
						|
        /// <summary>Called on the server when a client disconnects.</summary>
 | 
						|
        // Called by NetworkServer.OnTransportDisconnect!
 | 
						|
        public virtual void OnServerDisconnect(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            // by default, this function destroys the connection's player.
 | 
						|
            // can be overwritten for cases like delayed logouts in MMOs to
 | 
						|
            // avoid players escaping from PvP situations by logging out.
 | 
						|
            NetworkServer.DestroyPlayerForConnection(conn);
 | 
						|
            //Debug.Log("OnServerDisconnect: Client disconnected.");
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Called on the server when a client is ready (= loaded the scene)</summary>
 | 
						|
        public virtual void OnServerReady(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            if (conn.identity == null)
 | 
						|
            {
 | 
						|
                // this is now allowed (was not for a while)
 | 
						|
                //Debug.Log("Ready with no player object");
 | 
						|
            }
 | 
						|
            NetworkServer.SetClientReady(conn);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Called on server when a client requests to add the player. Adds playerPrefab by default. Can be overwritten.</summary>
 | 
						|
        // The default implementation for this function creates a new player object from the playerPrefab.
 | 
						|
        public virtual void OnServerAddPlayer(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            Transform startPos = GetStartPosition();
 | 
						|
            GameObject player = startPos != null
 | 
						|
                ? Instantiate(playerPrefab, startPos.position, startPos.rotation)
 | 
						|
                : Instantiate(playerPrefab);
 | 
						|
 | 
						|
            // instantiating a "Player" prefab gives it the name "Player(clone)"
 | 
						|
            // => appending the connectionId is WAY more useful for debugging!
 | 
						|
            player.name = $"{playerPrefab.name} [connId={conn.connectionId}]";
 | 
						|
            NetworkServer.AddPlayerForConnection(conn, player);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Called on server when transport raises an exception. NetworkConnection may be null.</summary>
 | 
						|
        public virtual void OnServerError(NetworkConnection conn, Exception exception) {}
 | 
						|
 | 
						|
        /// <summary>Called from ServerChangeScene immediately before SceneManager.LoadSceneAsync is executed</summary>
 | 
						|
        public virtual void OnServerChangeScene(string newSceneName) {}
 | 
						|
 | 
						|
        /// <summary>Called on server after a scene load with ServerChangeScene() is completed.</summary>
 | 
						|
        public virtual void OnServerSceneChanged(string sceneName) {}
 | 
						|
 | 
						|
        /// <summary>Called on the client when connected to a server. By default it sets client as ready and adds a player.</summary>
 | 
						|
        // TODO client only ever uses NetworkClient.connection. this parameter is redundant.
 | 
						|
        public virtual void OnClientConnect(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            // OnClientConnect by default calls AddPlayer but it should not do
 | 
						|
            // that when we have online/offline scenes. so we need the
 | 
						|
            // clientLoadedScene flag to prevent it.
 | 
						|
            if (!clientLoadedScene)
 | 
						|
            {
 | 
						|
                // Ready/AddPlayer is usually triggered by a scene load
 | 
						|
                // completing. if no scene was loaded, then Ready/AddPlayer it
 | 
						|
                // here instead.
 | 
						|
                if (!NetworkClient.ready) NetworkClient.Ready();
 | 
						|
                if (autoCreatePlayer)
 | 
						|
                {
 | 
						|
                    NetworkClient.AddPlayer();
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Called on clients when disconnected from a server.</summary>
 | 
						|
        // TODO client only ever uses NetworkClient.connection. this parameter is redundant.
 | 
						|
        public virtual void OnClientDisconnect(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            if (mode == NetworkManagerMode.Offline)
 | 
						|
                return;
 | 
						|
 | 
						|
            StopClient();
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>Called on client when transport raises an exception.</summary>
 | 
						|
        public virtual void OnClientError(Exception exception) {}
 | 
						|
 | 
						|
        /// <summary>Called on clients when a servers tells the client it is no longer ready, e.g. when switching scenes.</summary>
 | 
						|
        // TODO client only ever uses NetworkClient.connection. this parameter is redundant.
 | 
						|
        public virtual void OnClientNotReady(NetworkConnection conn) {}
 | 
						|
 | 
						|
        /// <summary>Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed</summary>
 | 
						|
        // customHandling: indicates if scene loading will be handled through overrides
 | 
						|
        public virtual void OnClientChangeScene(string newSceneName, SceneOperation sceneOperation, bool customHandling) {}
 | 
						|
 | 
						|
        /// <summary>Called on clients when a scene has completed loaded, when the scene load was initiated by the server.</summary>
 | 
						|
        // Scene changes can cause player objects to be destroyed. The default
 | 
						|
        // implementation of OnClientSceneChanged in the NetworkManager is to
 | 
						|
        // add a player object for the connection if no player object exists.
 | 
						|
        // TODO client only ever uses NetworkClient.connection. this parameter is redundant.
 | 
						|
        public virtual void OnClientSceneChanged(NetworkConnection conn)
 | 
						|
        {
 | 
						|
            // always become ready.
 | 
						|
            if (!NetworkClient.ready) NetworkClient.Ready();
 | 
						|
 | 
						|
            // Only call AddPlayer for normal scene changes, not additive load/unload
 | 
						|
            if (clientSceneOperation == SceneOperation.Normal && autoCreatePlayer && NetworkClient.localPlayer == null)
 | 
						|
            {
 | 
						|
                // add player if existing one is null
 | 
						|
                NetworkClient.AddPlayer();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Since there are multiple versions of StartServer, StartClient and
 | 
						|
        // StartHost, to reliably customize their functionality, users would
 | 
						|
        // need override all the versions. Instead these callbacks are invoked
 | 
						|
        // from all versions, so users only need to implement this one case.
 | 
						|
 | 
						|
        /// <summary>This is invoked when a host is started.</summary>
 | 
						|
        public virtual void OnStartHost() {}
 | 
						|
 | 
						|
        /// <summary>This is invoked when a server is started - including when a host is started.</summary>
 | 
						|
        public virtual void OnStartServer() {}
 | 
						|
 | 
						|
        /// <summary>This is invoked when the client is started.</summary>
 | 
						|
        public virtual void OnStartClient() {}
 | 
						|
 | 
						|
        /// <summary>This is called when a server is stopped - including when a host is stopped.</summary>
 | 
						|
        public virtual void OnStopServer() {}
 | 
						|
 | 
						|
        /// <summary>This is called when a client is stopped.</summary>
 | 
						|
        public virtual void OnStopClient() {}
 | 
						|
 | 
						|
        /// <summary>This is called when a host is stopped.</summary>
 | 
						|
        public virtual void OnStopHost() {}
 | 
						|
    }
 | 
						|
}
 |