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			143 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			143 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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    /// <summary>
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    /// Component that controls visibility of networked objects based on match id.
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    /// <para>Any object with this component on it will only be visible to other objects in the same match.</para>
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    /// <para>This would be used to isolate players to their respective matches within a single game server instance. </para>
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    /// </summary>
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    // Deprecated 2021-07-16
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    [Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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    [DisallowMultipleComponent]
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    [AddComponentMenu("Network/NetworkMatchChecker")]
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    [RequireComponent(typeof(NetworkIdentity))]
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    [RequireComponent(typeof(NetworkMatch))]
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    [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-match-checker")]
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    public class NetworkMatchChecker : NetworkVisibility
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    {
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        // internal for tests
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        internal static readonly Dictionary<Guid, HashSet<NetworkIdentity>> matchPlayers =
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            new Dictionary<Guid, HashSet<NetworkIdentity>>();
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        // internal for tests
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        internal Guid currentMatch
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        {
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            get => GetComponent<NetworkMatch>().matchId;
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            set => GetComponent<NetworkMatch>().matchId = value;
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        }
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        internal Guid lastMatch;
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        public override void OnStartServer()
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        {
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            if (currentMatch == Guid.Empty) return;
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            if (!matchPlayers.ContainsKey(currentMatch))
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                matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
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            matchPlayers[currentMatch].Add(netIdentity);
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            // No need to rebuild anything here.
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            // identity.RebuildObservers is called right after this from NetworkServer.SpawnObject
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        }
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        public override void OnStopServer()
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        {
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            if (currentMatch == Guid.Empty) return;
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            if (matchPlayers.ContainsKey(currentMatch) && matchPlayers[currentMatch].Remove(netIdentity))
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                RebuildMatchObservers(currentMatch);
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        }
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        void RebuildMatchObservers(Guid specificMatch)
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        {
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            foreach (NetworkIdentity networkIdentity in matchPlayers[specificMatch])
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                networkIdentity?.RebuildObservers(false);
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        }
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        #region Observers
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        /// <summary>
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        /// Callback used by the visibility system to determine if an observer (player) can see this object.
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        /// <para>If this function returns true, the network connection will be added as an observer.</para>
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        /// </summary>
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        /// <param name="conn">Network connection of a player.</param>
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        /// <returns>True if the player can see this object.</returns>
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        public override bool OnCheckObserver(NetworkConnection conn)
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        {
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            // Not Visible if not in a match
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            if (currentMatch == Guid.Empty)
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                return false;
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            NetworkMatchChecker networkMatchChecker = conn.identity.GetComponent<NetworkMatchChecker>();
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            if (networkMatchChecker == null)
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                return false;
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            return networkMatchChecker.currentMatch == currentMatch;
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        }
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        /// <summary>
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        /// Callback used by the visibility system to (re)construct the set of observers that can see this object.
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        /// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
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        /// </summary>
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        /// <param name="observers">The new set of observers for this object.</param>
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        /// <param name="initialize">True if the set of observers is being built for the first time.</param>
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        public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
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        {
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            if (currentMatch == Guid.Empty) return;
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            foreach (NetworkIdentity networkIdentity in matchPlayers[currentMatch])
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                if (networkIdentity != null && networkIdentity.connectionToClient != null)
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                    observers.Add(networkIdentity.connectionToClient);
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        }
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        #endregion
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        [ServerCallback]
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        void Update()
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        {
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            // only if changed
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            if (currentMatch == lastMatch)
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                return;
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            // This object is in a new match so observers in the prior match
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            // and the new match need to rebuild their respective observers lists.
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            // Remove this object from the hashset of the match it just left
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            if (lastMatch != Guid.Empty)
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            {
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                matchPlayers[lastMatch].Remove(netIdentity);
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                // RebuildObservers of all NetworkIdentity's in the match this
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                // object just left
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                RebuildMatchObservers(lastMatch);
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            }
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            if (currentMatch != Guid.Empty)
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            {
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                // Make sure this new match is in the dictionary
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                if (!matchPlayers.ContainsKey(currentMatch))
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                    matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
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                // Add this object to the hashset of the new match
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                matchPlayers[currentMatch].Add(netIdentity);
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                // RebuildObservers of all NetworkIdentity's in the match this object just entered
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                RebuildMatchObservers(currentMatch);
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            }
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            else
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            {
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                // Not in any match now...RebuildObservers will clear and add self
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                netIdentity.RebuildObservers(false);
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            }
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            // save last rebuild's match
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            lastMatch = currentMatch;
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        }
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    }
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}
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