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- 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 / regular 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<ChangeOwnerMessage>(OnChangeOwner);
- 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<ChangeOwnerMessage>(OnChangeOwner);
- RegisterHandler<ObjectSpawnStartedMessage>(OnObjectSpawnStarted);
- RegisterHandler<ObjectSpawnFinishedMessage>(OnObjectSpawnFinished);
- RegisterHandler<EntityStateMessage>(OnEntityStateMessage);
- }
- 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;
- }
- }
- }
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