TeamInterestManagement.cs 7.3 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. namespace Mirror
  4. {
  5. [AddComponentMenu("Network/ Interest Management/ Team/Team Interest Management")]
  6. public class TeamInterestManagement : InterestManagement
  7. {
  8. readonly Dictionary<string, HashSet<NetworkIdentity>> teamObjects =
  9. new Dictionary<string, HashSet<NetworkIdentity>>();
  10. readonly Dictionary<NetworkIdentity, string> lastObjectTeam =
  11. new Dictionary<NetworkIdentity, string>();
  12. readonly HashSet<string> dirtyTeams = new HashSet<string>();
  13. public override void OnSpawned(NetworkIdentity identity)
  14. {
  15. if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
  16. return;
  17. string currentTeam = networkTeam.teamId;
  18. lastObjectTeam[identity] = currentTeam;
  19. // string.Empty is never a valid teamId...do not add to teamObjects collection
  20. if (currentTeam == string.Empty)
  21. return;
  22. // Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentTeam}");
  23. if (!teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects))
  24. {
  25. objects = new HashSet<NetworkIdentity>();
  26. teamObjects.Add(currentTeam, objects);
  27. }
  28. objects.Add(identity);
  29. }
  30. public override void OnDestroyed(NetworkIdentity identity)
  31. {
  32. lastObjectTeam.TryGetValue(identity, out string currentTeam);
  33. lastObjectTeam.Remove(identity);
  34. if (currentTeam != string.Empty && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
  35. RebuildTeamObservers(currentTeam);
  36. }
  37. // internal so we can update from tests
  38. [ServerCallback]
  39. internal void Update()
  40. {
  41. // for each spawned:
  42. // if team changed:
  43. // add previous to dirty
  44. // add new to dirty
  45. foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
  46. {
  47. // Ignore objects that don't have a NetworkTeam component
  48. if (!netIdentity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
  49. continue;
  50. string newTeam = networkTeam.teamId;
  51. if (!lastObjectTeam.TryGetValue(netIdentity, out string currentTeam))
  52. continue;
  53. // string.Empty is never a valid teamId
  54. // Nothing to do if teamId hasn't changed
  55. if (string.IsNullOrWhiteSpace(newTeam) || newTeam == currentTeam)
  56. continue;
  57. // Mark new/old Teams as dirty so they get rebuilt
  58. UpdateDirtyTeams(newTeam, currentTeam);
  59. // This object is in a new team so observers in the prior team
  60. // and the new team need to rebuild their respective observers lists.
  61. UpdateTeamObjects(netIdentity, newTeam, currentTeam);
  62. }
  63. // rebuild all dirty teams
  64. foreach (string dirtyTeam in dirtyTeams)
  65. RebuildTeamObservers(dirtyTeam);
  66. dirtyTeams.Clear();
  67. }
  68. void UpdateDirtyTeams(string newTeam, string currentTeam)
  69. {
  70. // string.Empty is never a valid teamId
  71. if (currentTeam != string.Empty)
  72. dirtyTeams.Add(currentTeam);
  73. dirtyTeams.Add(newTeam);
  74. }
  75. void UpdateTeamObjects(NetworkIdentity netIdentity, string newTeam, string currentTeam)
  76. {
  77. // Remove this object from the hashset of the team it just left
  78. // string.Empty is never a valid teamId
  79. if (!string.IsNullOrWhiteSpace(currentTeam))
  80. teamObjects[currentTeam].Remove(netIdentity);
  81. // Set this to the new team this object just entered
  82. lastObjectTeam[netIdentity] = newTeam;
  83. // Make sure this new team is in the dictionary
  84. if (!teamObjects.ContainsKey(newTeam))
  85. teamObjects.Add(newTeam, new HashSet<NetworkIdentity>());
  86. // Add this object to the hashset of the new team
  87. teamObjects[newTeam].Add(netIdentity);
  88. }
  89. void RebuildTeamObservers(string teamId)
  90. {
  91. foreach (NetworkIdentity netIdentity in teamObjects[teamId])
  92. if (netIdentity != null)
  93. NetworkServer.RebuildObservers(netIdentity, false);
  94. }
  95. public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
  96. {
  97. // Always observed if no NetworkTeam component
  98. if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam identityNetworkTeam))
  99. return true;
  100. if (identityNetworkTeam.forceShown)
  101. return true;
  102. // string.Empty is never a valid teamId
  103. if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
  104. return false;
  105. // Always observed if no NetworkTeam component
  106. if (!newObserver.identity.TryGetComponent<NetworkTeam>(out NetworkTeam newObserverNetworkTeam))
  107. return true;
  108. if (newObserverNetworkTeam.forceShown)
  109. return true;
  110. // string.Empty is never a valid teamId
  111. if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
  112. return false;
  113. // Observed only if teamId's match
  114. return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
  115. }
  116. public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
  117. {
  118. // If this object doesn't have a NetworkTeam then it's visible to all clients
  119. if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
  120. {
  121. AddAllConnections(newObservers);
  122. return;
  123. }
  124. // If this object has NetworkTeam and forceShown == true then it's visible to all clients
  125. if (networkTeam.forceShown)
  126. {
  127. AddAllConnections(newObservers);
  128. return;
  129. }
  130. // string.Empty is never a valid teamId
  131. if (networkTeam.teamId == string.Empty)
  132. return;
  133. // Abort if this team hasn't been created yet by OnSpawned or UpdateTeamObjects
  134. if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkIdentity> objects))
  135. return;
  136. // Add everything in the hashset for this object's current team
  137. foreach (NetworkIdentity networkIdentity in objects)
  138. if (networkIdentity != null && networkIdentity.connectionToClient != null)
  139. newObservers.Add(networkIdentity.connectionToClient);
  140. }
  141. void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
  142. {
  143. foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
  144. {
  145. // authenticated and joined world with a player?
  146. if (conn != null && conn.isAuthenticated && conn.identity != null)
  147. newObservers.Add(conn);
  148. }
  149. }
  150. }
  151. }