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- using System;
- using System.Collections.Generic;
- namespace Mirror
- {
- public class MatchInterestManagement : InterestManagement
- {
- readonly Dictionary<Guid, HashSet<NetworkIdentity>> matchObjects =
- new Dictionary<Guid, HashSet<NetworkIdentity>>();
- readonly Dictionary<NetworkIdentity, Guid> lastObjectMatch =
- new Dictionary<NetworkIdentity, Guid>();
- HashSet<Guid> dirtyMatches = new HashSet<Guid>();
- public override void OnSpawned(NetworkIdentity identity)
- {
- Guid currentMatch = identity.GetComponent<NetworkMatch>().matchId;
- lastObjectMatch[identity] = currentMatch;
-
- // Guid.Empty is never a valid matchId...do not add to matchObjects collection
- if (currentMatch == Guid.Empty) return;
-
- // Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentMatch}");
- if (!matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects))
- {
- objects = new HashSet<NetworkIdentity>();
- matchObjects.Add(currentMatch, objects);
- }
- objects.Add(identity);
- }
- public override void OnDestroyed(NetworkIdentity identity)
- {
- Guid currentMatch = lastObjectMatch[identity];
- lastObjectMatch.Remove(identity);
- if (currentMatch != Guid.Empty && matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
- RebuildMatchObservers(currentMatch);
- }
- void Update()
- {
- // only on server
- if (!NetworkServer.active) return;
- // for each spawned:
- // if match changed:
- // add previous to dirty
- // add new to dirty
- foreach (NetworkIdentity netIdentity in NetworkIdentity.spawned.Values)
- {
- Guid currentMatch = lastObjectMatch[netIdentity];
- Guid newMatch = netIdentity.GetComponent<NetworkMatch>().matchId;
- if (newMatch == currentMatch) continue;
- // Mark new/old scenes as dirty so they get rebuilt
- // Guid.Empty is never a valid matchId
- if (currentMatch != Guid.Empty)
- dirtyMatches.Add(currentMatch);
- dirtyMatches.Add(newMatch);
- // This object is in a new match so observers in the prior match
- // and the new scene need to rebuild their respective observers lists.
- // Remove this object from the hashset of the match it just left
- // Guid.Empty is never a valid matchId
- if (currentMatch != Guid.Empty)
- matchObjects[currentMatch].Remove(netIdentity);
- // Set this to the new match this object just entered
- lastObjectMatch[netIdentity] = newMatch;
-
- // Guid.Empty is never a valid matchId...do not add to matchObjects collection
- if (newMatch == Guid.Empty) continue;
-
- // Make sure this new match is in the dictionary
- if (!matchObjects.ContainsKey(newMatch))
- matchObjects.Add(newMatch, new HashSet<NetworkIdentity>());
- // Add this object to the hashset of the new match
- matchObjects[newMatch].Add(netIdentity);
- }
- // rebuild all dirty matchs
- foreach (Guid dirtyMatch in dirtyMatches)
- {
- RebuildMatchObservers(dirtyMatch);
- }
- dirtyMatches.Clear();
- }
- void RebuildMatchObservers(Guid matchId)
- {
- foreach (NetworkIdentity netIdentity in matchObjects[matchId])
- if (netIdentity != null)
- NetworkServer.RebuildObservers(netIdentity, false);
- }
- public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
- {
- return identity.GetComponent<NetworkMatch>().matchId ==
- newObserver.identity.GetComponent<NetworkMatch>().matchId;
- }
- public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers,
- bool initialize)
- {
- Guid matchId = identity.GetComponent<NetworkMatch>().matchId;
-
- // Guid.Empty is never a valid matchId
- if (matchId == Guid.Empty) return;
-
- if (!matchObjects.TryGetValue(matchId, out HashSet<NetworkIdentity> objects))
- return;
- // Add everything in the hashset for this object's current match
- foreach (NetworkIdentity networkIdentity in objects)
- if (networkIdentity != null && networkIdentity.connectionToClient != null)
- newObservers.Add(networkIdentity.connectionToClient);
- }
- }
- }
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