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			1443 lines
		
	
	
		
			64 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			1443 lines
		
	
	
		
			64 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
 | |
| using System.Collections.Generic;
 | |
| using System.Linq;
 | |
| using UnityEngine;
 | |
| 
 | |
| namespace Mirror
 | |
| {
 | |
|     public enum ConnectState
 | |
|     {
 | |
|         None,
 | |
|         // connecting between Connect() and OnTransportConnected()
 | |
|         Connecting,
 | |
|         Connected,
 | |
|         // disconnecting between Disconnect() and OnTransportDisconnected()
 | |
|         Disconnecting,
 | |
|         Disconnected
 | |
|     }
 | |
| 
 | |
|     /// <summary>NetworkClient with connection to server.</summary>
 | |
|     public static class NetworkClient
 | |
|     {
 | |
|         // message handlers by messageId
 | |
|         internal static readonly Dictionary<ushort, NetworkMessageDelegate> handlers =
 | |
|             new Dictionary<ushort, NetworkMessageDelegate>();
 | |
| 
 | |
|         /// <summary>All spawned NetworkIdentities by netId.</summary>
 | |
|         // client sees OBSERVED spawned ones.
 | |
|         public static readonly Dictionary<uint, NetworkIdentity> spawned =
 | |
|             new Dictionary<uint, NetworkIdentity>();
 | |
| 
 | |
|         /// <summary>Client's NetworkConnection to server.</summary>
 | |
|         public static NetworkConnection connection { get; internal set; }
 | |
| 
 | |
|         /// <summary>True if client is ready (= joined world).</summary>
 | |
|         // TODO redundant state. point it to .connection.isReady instead (& test)
 | |
|         // TODO OR remove NetworkConnection.isReady? unless it's used on server
 | |
|         //
 | |
|         // TODO maybe ClientState.Connected/Ready/AddedPlayer/etc.?
 | |
|         //      way better for security if we can check states in callbacks
 | |
|         public static bool ready;
 | |
| 
 | |
|         /// <summary>NetworkIdentity of the localPlayer </summary>
 | |
|         public static NetworkIdentity localPlayer { get; internal set; }
 | |
| 
 | |
|         // NetworkClient state
 | |
|         internal static ConnectState connectState = ConnectState.None;
 | |
| 
 | |
|         /// <summary>IP address of the connection to server.</summary>
 | |
|         // empty if the client has not connected yet.
 | |
|         public static string serverIp => connection.address;
 | |
| 
 | |
|         /// <summary>active is true while a client is connecting/connected</summary>
 | |
|         // (= while the network is active)
 | |
|         public static bool active => connectState == ConnectState.Connecting ||
 | |
|                                      connectState == ConnectState.Connected;
 | |
| 
 | |
|         /// <summary>Check if client is connecting (before connected).</summary>
 | |
|         public static bool isConnecting => connectState == ConnectState.Connecting;
 | |
| 
 | |
|         /// <summary>Check if client is connected (after connecting).</summary>
 | |
|         public static bool isConnected => connectState == ConnectState.Connected;
 | |
| 
 | |
|         /// <summary>True if client is running in host mode.</summary>
 | |
|         public static bool isHostClient => connection is LocalConnectionToServer;
 | |
| 
 | |
|         // OnConnected / OnDisconnected used to be NetworkMessages that were
 | |
|         // invoked. this introduced a bug where external clients could send
 | |
|         // Connected/Disconnected messages over the network causing undefined
 | |
|         // behaviour.
 | |
|         // => public so that custom NetworkManagers can hook into it
 | |
|         public static Action OnConnectedEvent;
 | |
|         public static Action OnDisconnectedEvent;
 | |
|         public static Action<Exception> OnErrorEvent;
 | |
| 
 | |
|         /// <summary>Registered spawnable prefabs by assetId.</summary>
 | |
|         public static readonly Dictionary<Guid, GameObject> prefabs =
 | |
|             new Dictionary<Guid, GameObject>();
 | |
| 
 | |
|         // spawn handlers
 | |
|         internal static readonly Dictionary<Guid, SpawnHandlerDelegate> spawnHandlers =
 | |
|             new Dictionary<Guid, SpawnHandlerDelegate>();
 | |
|         internal static readonly Dictionary<Guid, UnSpawnDelegate> unspawnHandlers =
 | |
|             new Dictionary<Guid, UnSpawnDelegate>();
 | |
| 
 | |
|         // spawning
 | |
|         static bool isSpawnFinished;
 | |
| 
 | |
|         // Disabled scene objects that can be spawned again, by sceneId.
 | |
|         internal static readonly Dictionary<ulong, NetworkIdentity> spawnableObjects =
 | |
|             new Dictionary<ulong, NetworkIdentity>();
 | |
| 
 | |
|         static Unbatcher unbatcher = new Unbatcher();
 | |
| 
 | |
|         // interest management component (optional)
 | |
|         // only needed for SetHostVisibility
 | |
|         public static InterestManagement aoi;
 | |
| 
 | |
|         // scene loading
 | |
|         public static bool isLoadingScene;
 | |
| 
 | |
|         // initialization //////////////////////////////////////////////////////
 | |
|         static void AddTransportHandlers()
 | |
|         {
 | |
|             Transport.activeTransport.OnClientConnected = OnTransportConnected;
 | |
|             Transport.activeTransport.OnClientDataReceived = OnTransportData;
 | |
|             Transport.activeTransport.OnClientDisconnected = OnTransportDisconnected;
 | |
|             Transport.activeTransport.OnClientError = OnError;
 | |
|         }
 | |
| 
 | |
|         internal static void RegisterSystemHandlers(bool hostMode)
 | |
|         {
 | |
|             // host mode client / remote client react to some messages differently.
 | |
|             // but we still need to add handlers for all of them to avoid
 | |
|             // 'message id not found' errors.
 | |
|             if (hostMode)
 | |
|             {
 | |
|                 RegisterHandler<ObjectDestroyMessage>(OnHostClientObjectDestroy);
 | |
|                 RegisterHandler<ObjectHideMessage>(OnHostClientObjectHide);
 | |
|                 RegisterHandler<NetworkPongMessage>(msg => {}, false);
 | |
|                 RegisterHandler<SpawnMessage>(OnHostClientSpawn);
 | |
|                 // host mode doesn't need spawning
 | |
|                 RegisterHandler<ObjectSpawnStartedMessage>(msg => {});
 | |
|                 // host mode doesn't need spawning
 | |
|                 RegisterHandler<ObjectSpawnFinishedMessage>(msg => {});
 | |
|                 // host mode doesn't need state updates
 | |
|                 RegisterHandler<EntityStateMessage>(msg => {});
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 RegisterHandler<ObjectDestroyMessage>(OnObjectDestroy);
 | |
|                 RegisterHandler<ObjectHideMessage>(OnObjectHide);
 | |
|                 RegisterHandler<NetworkPongMessage>(NetworkTime.OnClientPong, false);
 | |
|                 RegisterHandler<SpawnMessage>(OnSpawn);
 | |
|                 RegisterHandler<ObjectSpawnStartedMessage>(OnObjectSpawnStarted);
 | |
|                 RegisterHandler<ObjectSpawnFinishedMessage>(OnObjectSpawnFinished);
 | |
|                 RegisterHandler<EntityStateMessage>(OnEntityStateMessage);
 | |
|             }
 | |
| 
 | |
|             // These handlers are the same for host and remote clients
 | |
|             RegisterHandler<ChangeOwnerMessage>(OnChangeOwner);
 | |
|             RegisterHandler<RpcMessage>(OnRPCMessage);
 | |
|         }
 | |
| 
 | |
|         // connect /////////////////////////////////////////////////////////////
 | |
|         /// <summary>Connect client to a NetworkServer by address.</summary>
 | |
|         public static void Connect(string address)
 | |
|         {
 | |
|             // Debug.Log($"Client Connect: {address}");
 | |
|             Debug.Assert(Transport.activeTransport != null, "There was no active transport when calling NetworkClient.Connect, If you are calling Connect manually then make sure to set 'Transport.activeTransport' first");
 | |
| 
 | |
|             RegisterSystemHandlers(false);
 | |
|             Transport.activeTransport.enabled = true;
 | |
|             AddTransportHandlers();
 | |
| 
 | |
|             connectState = ConnectState.Connecting;
 | |
|             Transport.activeTransport.ClientConnect(address);
 | |
| 
 | |
|             connection = new NetworkConnectionToServer();
 | |
|         }
 | |
| 
 | |
|         /// <summary>Connect client to a NetworkServer by Uri.</summary>
 | |
|         public static void Connect(Uri uri)
 | |
|         {
 | |
|             // Debug.Log($"Client Connect: {uri}");
 | |
|             Debug.Assert(Transport.activeTransport != null, "There was no active transport when calling NetworkClient.Connect, If you are calling Connect manually then make sure to set 'Transport.activeTransport' first");
 | |
| 
 | |
|             RegisterSystemHandlers(false);
 | |
|             Transport.activeTransport.enabled = true;
 | |
|             AddTransportHandlers();
 | |
| 
 | |
|             connectState = ConnectState.Connecting;
 | |
|             Transport.activeTransport.ClientConnect(uri);
 | |
| 
 | |
|             connection = new NetworkConnectionToServer();
 | |
|         }
 | |
| 
 | |
|         // TODO why are there two connect host methods?
 | |
|         // called from NetworkManager.FinishStartHost()
 | |
|         public static void ConnectHost()
 | |
|         {
 | |
|             //Debug.Log("Client Connect Host to Server");
 | |
| 
 | |
|             RegisterSystemHandlers(true);
 | |
| 
 | |
|             connectState = ConnectState.Connected;
 | |
| 
 | |
|             // create local connection objects and connect them
 | |
|             LocalConnectionToServer connectionToServer = new LocalConnectionToServer();
 | |
|             LocalConnectionToClient connectionToClient = new LocalConnectionToClient();
 | |
|             connectionToServer.connectionToClient = connectionToClient;
 | |
|             connectionToClient.connectionToServer = connectionToServer;
 | |
| 
 | |
|             connection = connectionToServer;
 | |
| 
 | |
|             // create server connection to local client
 | |
|             NetworkServer.SetLocalConnection(connectionToClient);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Connect host mode</summary>
 | |
|         // called from NetworkManager.StartHostClient
 | |
|         // TODO why are there two connect host methods?
 | |
|         public static void ConnectLocalServer()
 | |
|         {
 | |
|             // call server OnConnected with server's connection to client
 | |
|             NetworkServer.OnConnected(NetworkServer.localConnection);
 | |
| 
 | |
|             // call client OnConnected with client's connection to server
 | |
|             // => previously we used to send a ConnectMessage to
 | |
|             //    NetworkServer.localConnection. this would queue the message
 | |
|             //    until NetworkClient.Update processes it.
 | |
|             // => invoking the client's OnConnected event directly here makes
 | |
|             //    tests fail. so let's do it exactly the same order as before by
 | |
|             //    queueing the event for next Update!
 | |
|             //OnConnectedEvent?.Invoke(connection);
 | |
|             ((LocalConnectionToServer)connection).QueueConnectedEvent();
 | |
|         }
 | |
| 
 | |
|         // disconnect //////////////////////////////////////////////////////////
 | |
|         /// <summary>Disconnect from server.</summary>
 | |
|         public static void Disconnect()
 | |
|         {
 | |
|             // only if connected or connecting.
 | |
|             // don't disconnect() again if already in the process of
 | |
|             // disconnecting or fully disconnected.
 | |
|             if (connectState != ConnectState.Connecting &&
 | |
|                 connectState != ConnectState.Connected)
 | |
|                 return;
 | |
| 
 | |
|             // we are disconnecting until OnTransportDisconnected is called.
 | |
|             // setting state to Disconnected would stop OnTransportDisconnected
 | |
|             // from calling cleanup code because it would think we are already
 | |
|             // disconnected fully.
 | |
|             // TODO move to 'cleanup' code below if safe
 | |
|             connectState = ConnectState.Disconnecting;
 | |
|             ready = false;
 | |
| 
 | |
|             // call Disconnect on the NetworkConnection
 | |
|             connection?.Disconnect();
 | |
| 
 | |
|             // IMPORTANT: do NOT clear connection here yet.
 | |
|             // we still need it in OnTransportDisconnected for callbacks.
 | |
|             // connection = null;
 | |
|         }
 | |
| 
 | |
|         // transport events ////////////////////////////////////////////////////
 | |
|         // called by Transport
 | |
|         static void OnTransportConnected()
 | |
|         {
 | |
|             if (connection != null)
 | |
|             {
 | |
|                 // reset network time stats
 | |
|                 NetworkTime.Reset();
 | |
| 
 | |
|                 // reset unbatcher in case any batches from last session remain.
 | |
|                 unbatcher = new Unbatcher();
 | |
| 
 | |
|                 // the handler may want to send messages to the client
 | |
|                 // thus we should set the connected state before calling the handler
 | |
|                 connectState = ConnectState.Connected;
 | |
|                 NetworkTime.UpdateClient();
 | |
|                 OnConnectedEvent?.Invoke();
 | |
|             }
 | |
|             else Debug.LogError("Skipped Connect message handling because connection is null.");
 | |
|         }
 | |
| 
 | |
|         // helper function
 | |
|         static bool UnpackAndInvoke(NetworkReader reader, int channelId)
 | |
|         {
 | |
|             if (MessagePacking.Unpack(reader, out ushort msgType))
 | |
|             {
 | |
|                 // try to invoke the handler for that message
 | |
|                 if (handlers.TryGetValue(msgType, out NetworkMessageDelegate handler))
 | |
|                 {
 | |
|                     handler.Invoke(connection, reader, channelId);
 | |
| 
 | |
|                     // message handler may disconnect client, making connection = null
 | |
|                     // therefore must check for null to avoid NRE.
 | |
|                     if (connection != null)
 | |
|                         connection.lastMessageTime = Time.time;
 | |
| 
 | |
|                     return true;
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     // message in a batch are NOT length prefixed to save bandwidth.
 | |
|                     // every message needs to be handled and read until the end.
 | |
|                     // otherwise it would overlap into the next message.
 | |
|                     // => need to warn and disconnect to avoid undefined behaviour.
 | |
|                     // => WARNING, not error. can happen if attacker sends random data.
 | |
|                     Debug.LogWarning($"Unknown message id: {msgType}. This can happen if no handler was registered for this message.");
 | |
|                     // simply return false. caller is responsible for disconnecting.
 | |
|                     //connection.Disconnect();
 | |
|                     return false;
 | |
|                 }
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // => WARNING, not error. can happen if attacker sends random data.
 | |
|                 Debug.LogWarning("Invalid message header.");
 | |
|                 // simply return false. caller is responsible for disconnecting.
 | |
|                 //connection.Disconnect();
 | |
|                 return false;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // called by Transport
 | |
|         internal static void OnTransportData(ArraySegment<byte> data, int channelId)
 | |
|         {
 | |
|             if (connection != null)
 | |
|             {
 | |
|                 // server might batch multiple messages into one packet.
 | |
|                 // feed it to the Unbatcher.
 | |
|                 // NOTE: we don't need to associate a channelId because we
 | |
|                 //       always process all messages in the batch.
 | |
|                 if (!unbatcher.AddBatch(data))
 | |
|                 {
 | |
|                     Debug.LogWarning($"NetworkClient: failed to add batch, disconnecting.");
 | |
|                     connection.Disconnect();
 | |
|                     return;
 | |
|                 }
 | |
| 
 | |
|                 // process all messages in the batch.
 | |
|                 // only while NOT loading a scene.
 | |
|                 // if we get a scene change message, then we need to stop
 | |
|                 // processing. otherwise we might apply them to the old scene.
 | |
|                 // => fixes https://github.com/vis2k/Mirror/issues/2651
 | |
|                 //
 | |
|                 // NOTE: is scene starts loading, then the rest of the batch
 | |
|                 //       would only be processed when OnTransportData is called
 | |
|                 //       the next time.
 | |
|                 //       => consider moving processing to NetworkEarlyUpdate.
 | |
|                 while (!isLoadingScene &&
 | |
|                        unbatcher.GetNextMessage(out NetworkReader reader, out double remoteTimestamp))
 | |
|                 {
 | |
|                     // enough to read at least header size?
 | |
|                     if (reader.Remaining >= MessagePacking.HeaderSize)
 | |
|                     {
 | |
|                         // make remoteTimeStamp available to the user
 | |
|                         connection.remoteTimeStamp = remoteTimestamp;
 | |
| 
 | |
|                         // handle message
 | |
|                         if (!UnpackAndInvoke(reader, channelId))
 | |
|                         {
 | |
|                             // warn, disconnect and return if failed
 | |
|                             // -> warning because attackers might send random data
 | |
|                             // -> messages in a batch aren't length prefixed.
 | |
|                             //    failing to read one would cause undefined
 | |
|                             //    behaviour for every message afterwards.
 | |
|                             //    so we need to disconnect.
 | |
|                             // -> return to avoid the below unbatches.count error.
 | |
|                             //    we already disconnected and handled it.
 | |
|                             Debug.LogWarning($"NetworkClient: failed to unpack and invoke message. Disconnecting.");
 | |
|                             connection.Disconnect();
 | |
|                             return;
 | |
|                         }
 | |
|                     }
 | |
|                     // otherwise disconnect
 | |
|                     else
 | |
|                     {
 | |
|                         // WARNING, not error. can happen if attacker sends random data.
 | |
|                         Debug.LogWarning($"NetworkClient: received Message was too short (messages should start with message id)");
 | |
|                         connection.Disconnect();
 | |
|                         return;
 | |
|                     }
 | |
|                 }
 | |
| 
 | |
|                 // if we weren't interrupted by a scene change,
 | |
|                 // then all batched messages should have been processed now.
 | |
|                 // if not, we need to log an error to avoid debugging hell.
 | |
|                 // otherwise batches would silently grow.
 | |
|                 // we need to log an error to avoid debugging hell.
 | |
|                 //
 | |
|                 // EXAMPLE: https://github.com/vis2k/Mirror/issues/2882
 | |
|                 // -> UnpackAndInvoke silently returned because no handler for id
 | |
|                 // -> Reader would never be read past the end
 | |
|                 // -> Batch would never be retired because end is never reached
 | |
|                 //
 | |
|                 // NOTE: prefixing every message in a batch with a length would
 | |
|                 //       avoid ever not reading to the end. for extra bandwidth.
 | |
|                 //
 | |
|                 // IMPORTANT: always keep this check to detect memory leaks.
 | |
|                 //            this took half a day to debug last time.
 | |
|                 if (!isLoadingScene && unbatcher.BatchesCount > 0)
 | |
|                 {
 | |
|                     Debug.LogError($"Still had {unbatcher.BatchesCount} batches remaining after processing, even though processing was not interrupted by a scene change. This should never happen, as it would cause ever growing batches.\nPossible reasons:\n* A message didn't deserialize as much as it serialized\n*There was no message handler for a message id, so the reader wasn't read until the end.");
 | |
|                 }
 | |
|             }
 | |
|             else Debug.LogError("Skipped Data message handling because connection is null.");
 | |
|         }
 | |
| 
 | |
|         // called by Transport
 | |
|         // IMPORTANT: often times when disconnecting, we call this from Mirror
 | |
|         //            too because we want to remove the connection and handle
 | |
|         //            the disconnect immediately.
 | |
|         //            => which is fine as long as we guarantee it only runs once
 | |
|         //            => which we do by setting the state to Disconnected!
 | |
|         internal static void OnTransportDisconnected()
 | |
|         {
 | |
|             // StopClient called from user code triggers Disconnected event
 | |
|             // from transport which calls StopClient again, so check here
 | |
|             // and short circuit running the Shutdown process twice.
 | |
|             if (connectState == ConnectState.Disconnected) return;
 | |
| 
 | |
|             // Raise the event before changing ConnectState
 | |
|             // because 'active' depends on this during shutdown
 | |
|             if (connection != null) OnDisconnectedEvent?.Invoke();
 | |
| 
 | |
|             connectState = ConnectState.Disconnected;
 | |
|             ready = false;
 | |
| 
 | |
|             // now that everything was handled, clear the connection.
 | |
|             // previously this was done in Disconnect() already, but we still
 | |
|             // need it for the above OnDisconnectedEvent.
 | |
|             connection = null;
 | |
|         }
 | |
| 
 | |
|         static void OnError(Exception exception)
 | |
|         {
 | |
|             Debug.LogException(exception);
 | |
|             OnErrorEvent?.Invoke(exception);
 | |
|         }
 | |
| 
 | |
|         // send ////////////////////////////////////////////////////////////////
 | |
|         /// <summary>Send a NetworkMessage to the server over the given channel.</summary>
 | |
|         public static void Send<T>(T message, int channelId = Channels.Reliable)
 | |
|             where T : struct, NetworkMessage
 | |
|         {
 | |
|             if (connection != null)
 | |
|             {
 | |
|                 if (connectState == ConnectState.Connected)
 | |
|                 {
 | |
|                     connection.Send(message, channelId);
 | |
|                 }
 | |
|                 else Debug.LogError("NetworkClient Send when not connected to a server");
 | |
|             }
 | |
|             else Debug.LogError("NetworkClient Send with no connection");
 | |
|         }
 | |
| 
 | |
|         // message handlers ////////////////////////////////////////////////////
 | |
|         /// <summary>Register a handler for a message type T. Most should require authentication.</summary>
 | |
|         public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true)
 | |
|             where T : struct, NetworkMessage
 | |
|         {
 | |
|             ushort msgType = MessagePacking.GetId<T>();
 | |
|             if (handlers.ContainsKey(msgType))
 | |
|             {
 | |
|                 Debug.LogWarning($"NetworkClient.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
 | |
|             }
 | |
|             // we use the same WrapHandler function for server and client.
 | |
|             // so let's wrap it to ignore the NetworkConnection parameter.
 | |
|             // it's not needed on client. it's always NetworkClient.connection.
 | |
|             void HandlerWrapped(NetworkConnection _, T value) => handler(value);
 | |
|             handlers[msgType] = MessagePacking.WrapHandler((Action<NetworkConnection, T>) HandlerWrapped, requireAuthentication);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Replace a handler for a particular message type. Should require authentication by default.</summary>
 | |
|         // RegisterHandler throws a warning (as it should) if a handler is assigned twice
 | |
|         // Use of ReplaceHandler makes it clear the user intended to replace the handler
 | |
|         public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true)
 | |
|             where T : struct, NetworkMessage
 | |
|         {
 | |
|             ushort msgType = MessagePacking.GetId<T>();
 | |
|             handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Replace a handler for a particular message type. Should require authentication by default.</summary>
 | |
|         // RegisterHandler throws a warning (as it should) if a handler is assigned twice
 | |
|         // Use of ReplaceHandler makes it clear the user intended to replace the handler
 | |
|         public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true)
 | |
|             where T : struct, NetworkMessage
 | |
|         {
 | |
|             ReplaceHandler((NetworkConnection _, T value) => { handler(value); }, requireAuthentication);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Unregister a message handler of type T.</summary>
 | |
|         public static bool UnregisterHandler<T>()
 | |
|             where T : struct, NetworkMessage
 | |
|         {
 | |
|             // use int to minimize collisions
 | |
|             ushort msgType = MessagePacking.GetId<T>();
 | |
|             return handlers.Remove(msgType);
 | |
|         }
 | |
| 
 | |
|         // spawnable prefabs ///////////////////////////////////////////////////
 | |
|         /// <summary>Find the registered prefab for this asset id.</summary>
 | |
|         // Useful for debuggers
 | |
|         public static bool GetPrefab(Guid assetId, out GameObject prefab)
 | |
|         {
 | |
|             prefab = null;
 | |
|             return assetId != Guid.Empty &&
 | |
|                    prefabs.TryGetValue(assetId, out prefab) && prefab != null;
 | |
|         }
 | |
| 
 | |
|         /// <summary>Validates Prefab then adds it to prefabs dictionary.</summary>
 | |
|         static void RegisterPrefabIdentity(NetworkIdentity prefab)
 | |
|         {
 | |
|             if (prefab.assetId == Guid.Empty)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (prefab.sceneId != 0)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
 | |
|             if (identities.Length > 1)
 | |
|             {
 | |
|                 Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
 | |
|             }
 | |
| 
 | |
|             if (prefabs.ContainsKey(prefab.assetId))
 | |
|             {
 | |
|                 GameObject existingPrefab = prefabs[prefab.assetId];
 | |
|                 Debug.LogWarning($"Replacing existing prefab with assetId '{prefab.assetId}'. Old prefab '{existingPrefab.name}', New prefab '{prefab.name}'");
 | |
|             }
 | |
| 
 | |
|             if (spawnHandlers.ContainsKey(prefab.assetId) || unspawnHandlers.ContainsKey(prefab.assetId))
 | |
|             {
 | |
|                 Debug.LogWarning($"Adding prefab '{prefab.name}' with assetId '{prefab.assetId}' when spawnHandlers with same assetId already exists.");
 | |
|             }
 | |
| 
 | |
|             // Debug.Log($"Registering prefab '{prefab.name}' as asset:{prefab.assetId}");
 | |
| 
 | |
|             prefabs[prefab.assetId] = prefab.gameObject;
 | |
|         }
 | |
| 
 | |
|         /// <summary>Register spawnable prefab with custom assetId.</summary>
 | |
|         // Note: newAssetId can not be set on GameObjects that already have an assetId
 | |
|         // Note: registering with assetId is useful for assetbundles etc. a lot
 | |
|         //       of people use this.
 | |
|         public static void RegisterPrefab(GameObject prefab, Guid newAssetId)
 | |
|         {
 | |
|             if (prefab == null)
 | |
|             {
 | |
|                 Debug.LogError("Could not register prefab because it was null");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (newAssetId == Guid.Empty)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register '{prefab.name}' with new assetId because the new assetId was empty");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (identity.assetId != Guid.Empty && identity.assetId != newAssetId)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register '{prefab.name}' to {newAssetId} because it already had an AssetId, Existing assetId {identity.assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             identity.assetId = newAssetId;
 | |
| 
 | |
|             RegisterPrefabIdentity(identity);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Register spawnable prefab.</summary>
 | |
|         public static void RegisterPrefab(GameObject prefab)
 | |
|         {
 | |
|             if (prefab == null)
 | |
|             {
 | |
|                 Debug.LogError("Could not register prefab because it was null");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             RegisterPrefabIdentity(identity);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Register a spawnable prefab with custom assetId and custom spawn/unspawn handlers.</summary>
 | |
|         // Note: newAssetId can not be set on GameObjects that already have an assetId
 | |
|         // Note: registering with assetId is useful for assetbundles etc. a lot
 | |
|         //       of people use this.
 | |
|         // TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
 | |
|         public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 | |
|         {
 | |
|             // We need this check here because we don't want a null handler in the lambda expression below
 | |
|             if (spawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null SpawnHandler for {newAssetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             RegisterPrefab(prefab, newAssetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Register a spawnable prefab with custom spawn/unspawn handlers.</summary>
 | |
|         // TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
 | |
|         public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 | |
|         {
 | |
|             if (prefab == null)
 | |
|             {
 | |
|                 Debug.LogError("Could not register handler for prefab because the prefab was null");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (identity.sceneId != 0)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             Guid assetId = identity.assetId;
 | |
| 
 | |
|             if (assetId == Guid.Empty)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             // We need this check here because we don't want a null handler in the lambda expression below
 | |
|             if (spawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             RegisterPrefab(prefab, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
 | |
|         }
 | |
| 
 | |
|         /// <summary>Register a spawnable prefab with custom assetId and custom spawn/unspawn handlers.</summary>
 | |
|         // Note: newAssetId can not be set on GameObjects that already have an assetId
 | |
|         // Note: registering with assetId is useful for assetbundles etc. a lot
 | |
|         //       of people use this.
 | |
|         // TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
 | |
|         public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 | |
|         {
 | |
|             if (newAssetId == Guid.Empty)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register handler for '{prefab.name}' with new assetId because the new assetId was empty");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (prefab == null)
 | |
|             {
 | |
|                 Debug.LogError("Could not register handler for prefab because the prefab was null");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (identity.assetId != Guid.Empty && identity.assetId != newAssetId)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register Handler for '{prefab.name}' to {newAssetId} because it already had an AssetId, Existing assetId {identity.assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (identity.sceneId != 0)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             identity.assetId = newAssetId;
 | |
|             Guid assetId = identity.assetId;
 | |
| 
 | |
|             if (spawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (unspawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
 | |
|             {
 | |
|                 Debug.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
 | |
|             }
 | |
| 
 | |
|             if (prefabs.ContainsKey(assetId))
 | |
|             {
 | |
|                 // this is error because SpawnPrefab checks prefabs before handler
 | |
|                 Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
 | |
|             if (identities.Length > 1)
 | |
|             {
 | |
|                 Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
 | |
|             }
 | |
| 
 | |
|             //Debug.Log($"Registering custom prefab {prefab.name} as asset:{assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
 | |
| 
 | |
|             spawnHandlers[assetId] = spawnHandler;
 | |
|             unspawnHandlers[assetId] = unspawnHandler;
 | |
|         }
 | |
| 
 | |
|         /// <summary>Register a spawnable prefab with custom spawn/unspawn handlers.</summary>
 | |
|         // TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
 | |
|         public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 | |
|         {
 | |
|             if (prefab == null)
 | |
|             {
 | |
|                 Debug.LogError("Could not register handler for prefab because the prefab was null");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (identity.sceneId != 0)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             Guid assetId = identity.assetId;
 | |
| 
 | |
|             if (assetId == Guid.Empty)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (spawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (unspawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
 | |
|             {
 | |
|                 Debug.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
 | |
|             }
 | |
| 
 | |
|             if (prefabs.ContainsKey(assetId))
 | |
|             {
 | |
|                 // this is error because SpawnPrefab checks prefabs before handler
 | |
|                 Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
 | |
|             if (identities.Length > 1)
 | |
|             {
 | |
|                 Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
 | |
|             }
 | |
| 
 | |
|             //Debug.Log($"Registering custom prefab {prefab.name} as asset:{assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
 | |
| 
 | |
|             spawnHandlers[assetId] = spawnHandler;
 | |
|             unspawnHandlers[assetId] = unspawnHandler;
 | |
|         }
 | |
| 
 | |
|         /// <summary>Removes a registered spawn prefab that was setup with NetworkClient.RegisterPrefab.</summary>
 | |
|         public static void UnregisterPrefab(GameObject prefab)
 | |
|         {
 | |
|             if (prefab == null)
 | |
|             {
 | |
|                 Debug.LogError("Could not unregister prefab because it was null");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             NetworkIdentity identity = prefab.GetComponent<NetworkIdentity>();
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Could not unregister '{prefab.name}' since it contains no NetworkIdentity component");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             Guid assetId = identity.assetId;
 | |
| 
 | |
|             prefabs.Remove(assetId);
 | |
|             spawnHandlers.Remove(assetId);
 | |
|             unspawnHandlers.Remove(assetId);
 | |
|         }
 | |
| 
 | |
|         // spawn handlers //////////////////////////////////////////////////////
 | |
|         /// <summary>This is an advanced spawning function that registers a custom assetId with the spawning system.</summary>
 | |
|         // This can be used to register custom spawning methods for an assetId -
 | |
|         // instead of the usual method of registering spawning methods for a
 | |
|         // prefab. This should be used when no prefab exists for the spawned
 | |
|         // objects - such as when they are constructed dynamically at runtime
 | |
|         // from configuration data.
 | |
|         public static void RegisterSpawnHandler(Guid assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 | |
|         {
 | |
|             // We need this check here because we don't want a null handler in the lambda expression below
 | |
|             if (spawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             RegisterSpawnHandler(assetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
 | |
|         }
 | |
| 
 | |
|         /// <summary>This is an advanced spawning function that registers a custom assetId with the spawning system.</summary>
 | |
|         // This can be used to register custom spawning methods for an assetId -
 | |
|         // instead of the usual method of registering spawning methods for a
 | |
|         // prefab. This should be used when no prefab exists for the spawned
 | |
|         // objects - such as when they are constructed dynamically at runtime
 | |
|         // from configuration data.
 | |
|         public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
 | |
|         {
 | |
|             if (spawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (unspawnHandler == null)
 | |
|             {
 | |
|                 Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (assetId == Guid.Empty)
 | |
|             {
 | |
|                 Debug.LogError("Can not Register SpawnHandler for empty Guid");
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
 | |
|             {
 | |
|                 Debug.LogWarning($"Replacing existing spawnHandlers for {assetId}");
 | |
|             }
 | |
| 
 | |
|             if (prefabs.ContainsKey(assetId))
 | |
|             {
 | |
|                 // this is error because SpawnPrefab checks prefabs before handler
 | |
|                 Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}'");
 | |
|             }
 | |
| 
 | |
|             // Debug.Log("RegisterSpawnHandler asset {assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
 | |
| 
 | |
|             spawnHandlers[assetId] = spawnHandler;
 | |
|             unspawnHandlers[assetId] = unspawnHandler;
 | |
|         }
 | |
| 
 | |
|         /// <summary> Removes a registered spawn handler function that was registered with NetworkClient.RegisterHandler().</summary>
 | |
|         public static void UnregisterSpawnHandler(Guid assetId)
 | |
|         {
 | |
|             spawnHandlers.Remove(assetId);
 | |
|             unspawnHandlers.Remove(assetId);
 | |
|         }
 | |
| 
 | |
|         /// <summary>This clears the registered spawn prefabs and spawn handler functions for this client.</summary>
 | |
|         public static void ClearSpawners()
 | |
|         {
 | |
|             prefabs.Clear();
 | |
|             spawnHandlers.Clear();
 | |
|             unspawnHandlers.Clear();
 | |
|         }
 | |
| 
 | |
|         internal static bool InvokeUnSpawnHandler(Guid assetId, GameObject obj)
 | |
|         {
 | |
|             if (unspawnHandlers.TryGetValue(assetId, out UnSpawnDelegate handler) && handler != null)
 | |
|             {
 | |
|                 handler(obj);
 | |
|                 return true;
 | |
|             }
 | |
|             return false;
 | |
|         }
 | |
| 
 | |
|         // ready ///////////////////////////////////////////////////////////////
 | |
|         /// <summary>Sends Ready message to server, indicating that we loaded the scene, ready to enter the game.</summary>
 | |
|         // This could be for example when a client enters an ongoing game and
 | |
|         // has finished loading the current scene. The server should respond to
 | |
|         // the SYSTEM_READY event with an appropriate handler which instantiates
 | |
|         // the players object for example.
 | |
|         public static bool Ready()
 | |
|         {
 | |
|             // Debug.Log($"NetworkClient.Ready() called with connection {conn}");
 | |
|             if (ready)
 | |
|             {
 | |
|                 Debug.LogError("NetworkClient is already ready. It shouldn't be called twice.");
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             // need a valid connection to become ready
 | |
|             if (connection == null)
 | |
|             {
 | |
|                 Debug.LogError("Ready() called with invalid connection object: conn=null");
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             // Set these before sending the ReadyMessage, otherwise host client
 | |
|             // will fail in InternalAddPlayer with null readyConnection.
 | |
|             // TODO this is redundant. have one source of truth for .ready
 | |
|             ready = true;
 | |
|             connection.isReady = true;
 | |
| 
 | |
|             // Tell server we're ready to have a player object spawned
 | |
|             connection.Send(new ReadyMessage());
 | |
|             return true;
 | |
|         }
 | |
| 
 | |
|         // add player //////////////////////////////////////////////////////////
 | |
|         // called from message handler for Owner message
 | |
|         internal static void InternalAddPlayer(NetworkIdentity identity)
 | |
|         {
 | |
|             //Debug.Log("NetworkClient.InternalAddPlayer");
 | |
| 
 | |
|             // NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated.
 | |
|             // But, the player structures are not cleaned up, we'll just replace the old player
 | |
|             localPlayer = identity;
 | |
| 
 | |
|             // NOTE: we DONT need to set isClient=true here, because OnStartClient
 | |
|             // is called before OnStartLocalPlayer, hence it's already set.
 | |
|             // localPlayer.isClient = true;
 | |
| 
 | |
|             // TODO this check might not be necessary
 | |
|             //if (readyConnection != null)
 | |
|             if (ready && connection != null)
 | |
|             {
 | |
|                 connection.identity = identity;
 | |
|             }
 | |
|             else Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
 | |
|         }
 | |
| 
 | |
|         /// <summary>Sends AddPlayer message to the server, indicating that we want to join the world.</summary>
 | |
|         public static bool AddPlayer()
 | |
|         {
 | |
|             // ensure valid ready connection
 | |
|             if (connection == null)
 | |
|             {
 | |
|                 Debug.LogError("AddPlayer requires a valid NetworkClient.connection.");
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             // UNET checked 'if readyConnection != null'.
 | |
|             // in other words, we need a connection and we need to be ready.
 | |
|             if (!ready)
 | |
|             {
 | |
|                 Debug.LogError("AddPlayer requires a ready NetworkClient.");
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             if (connection.identity != null)
 | |
|             {
 | |
|                 Debug.LogError("NetworkClient.AddPlayer: a PlayerController was already added. Did you call AddPlayer twice?");
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             // Debug.Log($"NetworkClient.AddPlayer() called with connection {readyConnection}");
 | |
|             connection.Send(new AddPlayerMessage());
 | |
|             return true;
 | |
|         }
 | |
| 
 | |
|         // spawning ////////////////////////////////////////////////////////////
 | |
|         internal static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage message)
 | |
|         {
 | |
|             if (message.assetId != Guid.Empty)
 | |
|                 identity.assetId = message.assetId;
 | |
| 
 | |
|             if (!identity.gameObject.activeSelf)
 | |
|             {
 | |
|                 identity.gameObject.SetActive(true);
 | |
|             }
 | |
| 
 | |
|             // apply local values for VR support
 | |
|             identity.transform.localPosition = message.position;
 | |
|             identity.transform.localRotation = message.rotation;
 | |
|             identity.transform.localScale = message.scale;
 | |
|             identity.hasAuthority = message.isOwner;
 | |
|             identity.netId = message.netId;
 | |
| 
 | |
|             if (message.isLocalPlayer)
 | |
|                 InternalAddPlayer(identity);
 | |
| 
 | |
|             // deserialize components if any payload
 | |
|             // (Count is 0 if there were no components)
 | |
|             if (message.payload.Count > 0)
 | |
|             {
 | |
|                 using (PooledNetworkReader payloadReader = NetworkReaderPool.GetReader(message.payload))
 | |
|                 {
 | |
|                     identity.OnDeserializeAllSafely(payloadReader, true);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             spawned[message.netId] = identity;
 | |
| 
 | |
|             // objects spawned as part of initial state are started on a second pass
 | |
|             if (isSpawnFinished)
 | |
|             {
 | |
|                 identity.NotifyAuthority();
 | |
|                 identity.OnStartClient();
 | |
|                 CheckForLocalPlayer(identity);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         internal static void ChangeOwner(NetworkIdentity identity, ChangeOwnerMessage message)
 | |
|         {
 | |
|             identity.hasAuthority = message.isOwner;
 | |
|             identity.NotifyAuthority();
 | |
|         }
 | |
| 
 | |
|         // Finds Existing Object with NetId or spawns a new one using AssetId or sceneId
 | |
|         internal static bool FindOrSpawnObject(SpawnMessage message, out NetworkIdentity identity)
 | |
|         {
 | |
|             // was the object already spawned?
 | |
|             identity = GetExistingObject(message.netId);
 | |
| 
 | |
|             // if found, return early
 | |
|             if (identity != null)
 | |
|             {
 | |
|                 return true;
 | |
|             }
 | |
| 
 | |
|             if (message.assetId == Guid.Empty && message.sceneId == 0)
 | |
|             {
 | |
|                 Debug.LogError($"OnSpawn message with netId '{message.netId}' has no AssetId or sceneId");
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             identity = message.sceneId == 0 ? SpawnPrefab(message) : SpawnSceneObject(message);
 | |
| 
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Could not spawn assetId={message.assetId} scene={message.sceneId:X} netId={message.netId}");
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             return true;
 | |
|         }
 | |
| 
 | |
|         static NetworkIdentity GetExistingObject(uint netid)
 | |
|         {
 | |
|             spawned.TryGetValue(netid, out NetworkIdentity localObject);
 | |
|             return localObject;
 | |
|         }
 | |
| 
 | |
|         static NetworkIdentity SpawnPrefab(SpawnMessage message)
 | |
|         {
 | |
|             if (GetPrefab(message.assetId, out GameObject prefab))
 | |
|             {
 | |
|                 GameObject obj = GameObject.Instantiate(prefab, message.position, message.rotation);
 | |
|                 //Debug.Log($"Client spawn handler instantiating [netId{message.netId} asset ID:{message.assetId} pos:{message.position} rotation:{message.rotation}]");
 | |
|                 return obj.GetComponent<NetworkIdentity>();
 | |
|             }
 | |
|             if (spawnHandlers.TryGetValue(message.assetId, out SpawnHandlerDelegate handler))
 | |
|             {
 | |
|                 GameObject obj = handler(message);
 | |
|                 if (obj == null)
 | |
|                 {
 | |
|                     Debug.LogError($"Spawn Handler returned null, Handler assetId '{message.assetId}'");
 | |
|                     return null;
 | |
|                 }
 | |
|                 NetworkIdentity identity = obj.GetComponent<NetworkIdentity>();
 | |
|                 if (identity == null)
 | |
|                 {
 | |
|                     Debug.LogError($"Object Spawned by handler did not have a NetworkIdentity, Handler assetId '{message.assetId}'");
 | |
|                     return null;
 | |
|                 }
 | |
|                 return identity;
 | |
|             }
 | |
|             Debug.LogError($"Failed to spawn server object, did you forget to add it to the NetworkManager? assetId={message.assetId} netId={message.netId}");
 | |
|             return null;
 | |
|         }
 | |
| 
 | |
|         static NetworkIdentity SpawnSceneObject(SpawnMessage message)
 | |
|         {
 | |
|             NetworkIdentity identity = GetAndRemoveSceneObject(message.sceneId);
 | |
|             if (identity == null)
 | |
|             {
 | |
|                 Debug.LogError($"Spawn scene object not found for {message.sceneId:X}. Make sure that client and server use exactly the same project. This only happens if the hierarchy gets out of sync.");
 | |
| 
 | |
|                 // dump the whole spawnable objects dict for easier debugging
 | |
|                 //foreach (KeyValuePair<ulong, NetworkIdentity> kvp in spawnableObjects)
 | |
|                 //    Debug.Log($"Spawnable: SceneId={kvp.Key:X} name={kvp.Value.name}");
 | |
|             }
 | |
|             //else Debug.Log($"Client spawn for [netId:{msg.netId}] [sceneId:{msg.sceneId:X}] obj:{identity}");
 | |
|             return identity;
 | |
|         }
 | |
| 
 | |
|         static NetworkIdentity GetAndRemoveSceneObject(ulong sceneId)
 | |
|         {
 | |
|             if (spawnableObjects.TryGetValue(sceneId, out NetworkIdentity identity))
 | |
|             {
 | |
|                 spawnableObjects.Remove(sceneId);
 | |
|                 return identity;
 | |
|             }
 | |
|             return null;
 | |
|         }
 | |
| 
 | |
|         // Checks if identity is not spawned yet, not hidden and has sceneId
 | |
|         static bool ConsiderForSpawning(NetworkIdentity identity)
 | |
|         {
 | |
|             // not spawned yet, not hidden, etc.?
 | |
|             return !identity.gameObject.activeSelf &&
 | |
|                    identity.gameObject.hideFlags != HideFlags.NotEditable &&
 | |
|                    identity.gameObject.hideFlags != HideFlags.HideAndDontSave &&
 | |
|                    identity.sceneId != 0;
 | |
|         }
 | |
| 
 | |
|         /// <summary>Call this after loading/unloading a scene in the client after connection to register the spawnable objects</summary>
 | |
|         public static void PrepareToSpawnSceneObjects()
 | |
|         {
 | |
|             // remove existing items, they will be re-added below
 | |
|             spawnableObjects.Clear();
 | |
| 
 | |
|             // finds all NetworkIdentity currently loaded by unity (includes disabled objects)
 | |
|             NetworkIdentity[] allIdentities = Resources.FindObjectsOfTypeAll<NetworkIdentity>();
 | |
|             foreach (NetworkIdentity identity in allIdentities)
 | |
|             {
 | |
|                 // add all unspawned NetworkIdentities to spawnable objects
 | |
|                 if (ConsiderForSpawning(identity))
 | |
|                 {
 | |
|                     spawnableObjects.Add(identity.sceneId, identity);
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         internal static void OnObjectSpawnStarted(ObjectSpawnStartedMessage _)
 | |
|         {
 | |
|             // Debug.Log("SpawnStarted");
 | |
|             PrepareToSpawnSceneObjects();
 | |
|             isSpawnFinished = false;
 | |
|         }
 | |
| 
 | |
|         internal static void OnObjectSpawnFinished(ObjectSpawnFinishedMessage _)
 | |
|         {
 | |
|             //Debug.Log("SpawnFinished");
 | |
|             ClearNullFromSpawned();
 | |
| 
 | |
|             // paul: Initialize the objects in the same order as they were
 | |
|             // initialized in the server. This is important if spawned objects
 | |
|             // use data from scene objects
 | |
|             foreach (NetworkIdentity identity in spawned.Values.OrderBy(uv => uv.netId))
 | |
|             {
 | |
|                 identity.NotifyAuthority();
 | |
|                 identity.OnStartClient();
 | |
|                 CheckForLocalPlayer(identity);
 | |
|             }
 | |
|             isSpawnFinished = true;
 | |
|         }
 | |
| 
 | |
|         static readonly List<uint> removeFromSpawned = new List<uint>();
 | |
|         static void ClearNullFromSpawned()
 | |
|         {
 | |
|             // spawned has null objects after changing scenes on client using
 | |
|             // NetworkManager.ServerChangeScene remove them here so that 2nd
 | |
|             // loop below does not get NullReferenceException
 | |
|             // see https://github.com/vis2k/Mirror/pull/2240
 | |
|             // TODO fix scene logic so that client scene doesn't have null objects
 | |
|             foreach (KeyValuePair<uint, NetworkIdentity> kvp in spawned)
 | |
|             {
 | |
|                 if (kvp.Value == null)
 | |
|                 {
 | |
|                     removeFromSpawned.Add(kvp.Key);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             // can't modify NetworkIdentity.spawned inside foreach so need 2nd loop to remove
 | |
|             foreach (uint id in removeFromSpawned)
 | |
|             {
 | |
|                 spawned.Remove(id);
 | |
|             }
 | |
|             removeFromSpawned.Clear();
 | |
|         }
 | |
| 
 | |
|         // host mode callbacks /////////////////////////////////////////////////
 | |
|         static void OnHostClientObjectDestroy(ObjectDestroyMessage message)
 | |
|         {
 | |
|             //Debug.Log($"NetworkClient.OnLocalObjectObjDestroy netId:{message.netId}");
 | |
|             spawned.Remove(message.netId);
 | |
|         }
 | |
| 
 | |
|         static void OnHostClientObjectHide(ObjectHideMessage message)
 | |
|         {
 | |
|             //Debug.Log($"ClientScene::OnLocalObjectObjHide netId:{message.netId}");
 | |
|             if (spawned.TryGetValue(message.netId, out NetworkIdentity localObject) &&
 | |
|                 localObject != null)
 | |
|             {
 | |
|                 // obsolete legacy system support (for now)
 | |
| #pragma warning disable 618
 | |
|                 if (localObject.visibility != null)
 | |
|                     localObject.visibility.OnSetHostVisibility(false);
 | |
| #pragma warning restore 618
 | |
|                 else if (aoi != null)
 | |
|                     aoi.SetHostVisibility(localObject, false);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         internal static void OnHostClientSpawn(SpawnMessage message)
 | |
|         {
 | |
|             // on host mode, the object already exist in NetworkServer.spawned.
 | |
|             // simply add it to NetworkClient.spawned too.
 | |
|             if (NetworkServer.spawned.TryGetValue(message.netId, out NetworkIdentity localObject) && localObject != null)
 | |
|             {
 | |
|                 spawned[message.netId] = localObject;
 | |
| 
 | |
|                 // now do the actual 'spawning' on host mode
 | |
|                 if (message.isLocalPlayer)
 | |
|                     InternalAddPlayer(localObject);
 | |
| 
 | |
|                 localObject.hasAuthority = message.isOwner;
 | |
|                 localObject.NotifyAuthority();
 | |
|                 localObject.OnStartClient();
 | |
| 
 | |
|                 // obsolete legacy system support (for now)
 | |
| #pragma warning disable 618
 | |
|                 if (localObject.visibility != null)
 | |
|                     localObject.visibility.OnSetHostVisibility(true);
 | |
| #pragma warning restore 618
 | |
|                 else if (aoi != null)
 | |
|                     aoi.SetHostVisibility(localObject, true);
 | |
| 
 | |
|                 CheckForLocalPlayer(localObject);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // client-only mode callbacks //////////////////////////////////////////
 | |
|         static void OnEntityStateMessage(EntityStateMessage message)
 | |
|         {
 | |
|             // Debug.Log($"NetworkClient.OnUpdateVarsMessage {msg.netId}");
 | |
|             if (spawned.TryGetValue(message.netId, out NetworkIdentity localObject) && localObject != null)
 | |
|             {
 | |
|                 using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(message.payload))
 | |
|                     localObject.OnDeserializeAllSafely(networkReader, false);
 | |
|             }
 | |
|             else Debug.LogWarning($"Did not find target for sync message for {message.netId} . Note: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message.");
 | |
|         }
 | |
| 
 | |
|         static void OnRPCMessage(RpcMessage message)
 | |
|         {
 | |
|             // Debug.Log($"NetworkClient.OnRPCMessage hash:{msg.functionHash} netId:{msg.netId}");
 | |
|             if (spawned.TryGetValue(message.netId, out NetworkIdentity identity))
 | |
|             {
 | |
|                 using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(message.payload))
 | |
|                     identity.HandleRemoteCall(message.componentIndex, message.functionHash, MirrorInvokeType.ClientRpc, networkReader);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         static void OnObjectHide(ObjectHideMessage message) => DestroyObject(message.netId);
 | |
| 
 | |
|         internal static void OnObjectDestroy(ObjectDestroyMessage message) => DestroyObject(message.netId);
 | |
| 
 | |
|         internal static void OnSpawn(SpawnMessage message)
 | |
|         {
 | |
|             // Debug.Log($"Client spawn handler instantiating netId={msg.netId} assetID={msg.assetId} sceneId={msg.sceneId:X} pos={msg.position}");
 | |
|             if (FindOrSpawnObject(message, out NetworkIdentity identity))
 | |
|             {
 | |
|                 ApplySpawnPayload(identity, message);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         internal static void OnChangeOwner(ChangeOwnerMessage message)
 | |
|         {
 | |
|             NetworkIdentity identity = GetExistingObject(message.netId);
 | |
| 
 | |
|             if (identity != null)
 | |
|                 ChangeOwner(identity, message);
 | |
|             else
 | |
|                 Debug.LogError($"OnChangeOwner: Could not find object with netId {message.netId}");
 | |
|         }
 | |
| 
 | |
|         internal static void CheckForLocalPlayer(NetworkIdentity identity)
 | |
|         {
 | |
|             if (identity == localPlayer)
 | |
|             {
 | |
|                 // Set isLocalPlayer to true on this NetworkIdentity and trigger
 | |
|                 // OnStartLocalPlayer in all scripts on the same GO
 | |
|                 identity.connectionToServer = connection;
 | |
|                 identity.OnStartLocalPlayer();
 | |
|                 // Debug.Log($"NetworkClient.OnOwnerMessage player:{identity.name}");
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // destroy /////////////////////////////////////////////////////////////
 | |
|         static void DestroyObject(uint netId)
 | |
|         {
 | |
|             // Debug.Log($"NetworkClient.OnObjDestroy netId: {netId}");
 | |
|             if (spawned.TryGetValue(netId, out NetworkIdentity localObject) && localObject != null)
 | |
|             {
 | |
|                 localObject.OnStopClient();
 | |
| 
 | |
|                 // user handling
 | |
|                 if (InvokeUnSpawnHandler(localObject.assetId, localObject.gameObject))
 | |
|                 {
 | |
|                     // reset object after user's handler
 | |
|                     localObject.Reset();
 | |
|                 }
 | |
|                 // default handling
 | |
|                 else if (localObject.sceneId == 0)
 | |
|                 {
 | |
|                     // don't call reset before destroy so that values are still set in OnDestroy
 | |
|                     GameObject.Destroy(localObject.gameObject);
 | |
|                 }
 | |
|                 // scene object.. disable it in scene instead of destroying
 | |
|                 else
 | |
|                 {
 | |
|                     localObject.gameObject.SetActive(false);
 | |
|                     spawnableObjects[localObject.sceneId] = localObject;
 | |
|                     // reset for scene objects
 | |
|                     localObject.Reset();
 | |
|                 }
 | |
| 
 | |
|                 // remove from dictionary no matter how it is unspawned
 | |
|                 spawned.Remove(netId);
 | |
|             }
 | |
|             //else Debug.LogWarning($"Did not find target for destroy message for {netId}");
 | |
|         }
 | |
| 
 | |
|         // update //////////////////////////////////////////////////////////////
 | |
|         // NetworkEarlyUpdate called before any Update/FixedUpdate
 | |
|         // (we add this to the UnityEngine in NetworkLoop)
 | |
|         internal static void NetworkEarlyUpdate()
 | |
|         {
 | |
|             // process all incoming messages first before updating the world
 | |
|             if (Transport.activeTransport != null)
 | |
|                 Transport.activeTransport.ClientEarlyUpdate();
 | |
|         }
 | |
| 
 | |
|         // NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
 | |
|         // (we add this to the UnityEngine in NetworkLoop)
 | |
|         internal static void NetworkLateUpdate()
 | |
|         {
 | |
|             // local connection?
 | |
|             if (connection is LocalConnectionToServer localConnection)
 | |
|             {
 | |
|                 localConnection.Update();
 | |
|             }
 | |
|             // remote connection?
 | |
|             else if (connection is NetworkConnectionToServer remoteConnection)
 | |
|             {
 | |
|                 // only update things while connected
 | |
|                 if (active && connectState == ConnectState.Connected)
 | |
|                 {
 | |
|                     // update NetworkTime
 | |
|                     NetworkTime.UpdateClient();
 | |
| 
 | |
|                     // update connection to flush out batched messages
 | |
|                     remoteConnection.Update();
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             // process all outgoing messages after updating the world
 | |
|             if (Transport.activeTransport != null)
 | |
|                 Transport.activeTransport.ClientLateUpdate();
 | |
|         }
 | |
| 
 | |
|         // shutdown ////////////////////////////////////////////////////////////
 | |
|         /// <summary>Destroys all networked objects on the client.</summary>
 | |
|         // Note: NetworkServer.CleanupNetworkIdentities does the same on server.
 | |
|         public static void DestroyAllClientObjects()
 | |
|         {
 | |
|             // user can modify spawned lists which causes InvalidOperationException
 | |
|             // list can modified either in UnSpawnHandler or in OnDisable/OnDestroy
 | |
|             // we need the Try/Catch so that the rest of the shutdown does not get stopped
 | |
|             try
 | |
|             {
 | |
|                 foreach (NetworkIdentity identity in spawned.Values)
 | |
|                 {
 | |
|                     if (identity != null && identity.gameObject != null)
 | |
|                     {
 | |
|                         identity.OnStopClient();
 | |
|                         bool wasUnspawned = InvokeUnSpawnHandler(identity.assetId, identity.gameObject);
 | |
|                         if (!wasUnspawned)
 | |
|                         {
 | |
|                             // scene objects are reset and disabled.
 | |
|                             // they always stay in the scene, we don't destroy them.
 | |
|                             if (identity.sceneId != 0)
 | |
|                             {
 | |
|                                 identity.Reset();
 | |
|                                 identity.gameObject.SetActive(false);
 | |
|                             }
 | |
|                             // spawned objects are destroyed
 | |
|                             else
 | |
|                             {
 | |
|                                 GameObject.Destroy(identity.gameObject);
 | |
|                             }
 | |
|                         }
 | |
|                     }
 | |
|                 }
 | |
|                 spawned.Clear();
 | |
|             }
 | |
|             catch (InvalidOperationException e)
 | |
|             {
 | |
|                 Debug.LogException(e);
 | |
|                 Debug.LogError("Could not DestroyAllClientObjects because spawned list was modified during loop, make sure you are not modifying NetworkIdentity.spawned by calling NetworkServer.Destroy or NetworkServer.Spawn in OnDestroy or OnDisable.");
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         /// <summary>Shutdown the client.</summary>
 | |
|         public static void Shutdown()
 | |
|         {
 | |
|             //Debug.Log("Shutting down client.");
 | |
|             ClearSpawners();
 | |
|             spawnableObjects.Clear();
 | |
|             ready = false;
 | |
|             isSpawnFinished = false;
 | |
|             DestroyAllClientObjects();
 | |
|             connectState = ConnectState.None;
 | |
|             handlers.Clear();
 | |
|             spawned.Clear();
 | |
|             // disconnect the client connection.
 | |
|             // we do NOT call Transport.Shutdown, because someone only called
 | |
|             // NetworkClient.Shutdown. we can't assume that the server is
 | |
|             // supposed to be shut down too!
 | |
|             if (Transport.activeTransport != null)
 | |
|                 Transport.activeTransport.ClientDisconnect();
 | |
|             connection = null;
 | |
| 
 | |
|             // clear events. someone might have hooked into them before, but
 | |
|             // we don't want to use those hooks after Shutdown anymore.
 | |
|             OnConnectedEvent = null;
 | |
|             OnDisconnectedEvent = null;
 | |
|         }
 | |
|     }
 | |
| }
 | 
