TeamInterestManagement.cs 7.5 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. // Null / Empty string is never a valid teamId...do not add to teamObjects collection
  20. if (string.IsNullOrWhiteSpace(currentTeam))
  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. if (lastObjectTeam.TryGetValue(identity, out string currentTeam))
  33. {
  34. lastObjectTeam.Remove(identity);
  35. if (!string.IsNullOrWhiteSpace(currentTeam)
  36. && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects)
  37. && objects.Remove(identity))
  38. RebuildTeamObservers(currentTeam);
  39. }
  40. }
  41. // internal so we can update from tests
  42. [ServerCallback]
  43. internal void Update()
  44. {
  45. // for each spawned:
  46. // if team changed:
  47. // add previous to dirty
  48. // add new to dirty
  49. foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
  50. {
  51. // Ignore objects that don't have a NetworkTeam component
  52. if (!netIdentity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
  53. continue;
  54. string newTeam = networkTeam.teamId;
  55. if (!lastObjectTeam.TryGetValue(netIdentity, out string currentTeam))
  56. continue;
  57. // Null / Empty string is never a valid teamId
  58. // Nothing to do if teamId hasn't changed
  59. if (string.IsNullOrWhiteSpace(newTeam) || newTeam == currentTeam)
  60. continue;
  61. // Mark new/old Teams as dirty so they get rebuilt
  62. UpdateDirtyTeams(newTeam, currentTeam);
  63. // This object is in a new team so observers in the prior team
  64. // and the new team need to rebuild their respective observers lists.
  65. UpdateTeamObjects(netIdentity, newTeam, currentTeam);
  66. }
  67. // rebuild all dirty teams
  68. foreach (string dirtyTeam in dirtyTeams)
  69. RebuildTeamObservers(dirtyTeam);
  70. dirtyTeams.Clear();
  71. }
  72. void UpdateDirtyTeams(string newTeam, string currentTeam)
  73. {
  74. // Null / Empty string is never a valid teamId
  75. if (!string.IsNullOrWhiteSpace(currentTeam))
  76. dirtyTeams.Add(currentTeam);
  77. dirtyTeams.Add(newTeam);
  78. }
  79. void UpdateTeamObjects(NetworkIdentity netIdentity, string newTeam, string currentTeam)
  80. {
  81. // Remove this object from the hashset of the team it just left
  82. // string.Empty is never a valid teamId
  83. if (!string.IsNullOrWhiteSpace(currentTeam))
  84. teamObjects[currentTeam].Remove(netIdentity);
  85. // Set this to the new team this object just entered
  86. lastObjectTeam[netIdentity] = newTeam;
  87. // Make sure this new team is in the dictionary
  88. if (!teamObjects.ContainsKey(newTeam))
  89. teamObjects.Add(newTeam, new HashSet<NetworkIdentity>());
  90. // Add this object to the hashset of the new team
  91. teamObjects[newTeam].Add(netIdentity);
  92. }
  93. void RebuildTeamObservers(string teamId)
  94. {
  95. foreach (NetworkIdentity netIdentity in teamObjects[teamId])
  96. if (netIdentity != null)
  97. NetworkServer.RebuildObservers(netIdentity, false);
  98. }
  99. public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
  100. {
  101. // Always observed if no NetworkTeam component
  102. if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam identityNetworkTeam))
  103. return true;
  104. if (identityNetworkTeam.forceShown)
  105. return true;
  106. // string.Empty is never a valid teamId
  107. if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
  108. return false;
  109. // Always observed if no NetworkTeam component
  110. if (!newObserver.identity.TryGetComponent<NetworkTeam>(out NetworkTeam newObserverNetworkTeam))
  111. return true;
  112. if (newObserverNetworkTeam.forceShown)
  113. return true;
  114. // Null / Empty string is never a valid teamId
  115. if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
  116. return false;
  117. // Observed only if teamId's match
  118. return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
  119. }
  120. public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
  121. {
  122. // If this object doesn't have a NetworkTeam then it's visible to all clients
  123. if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
  124. {
  125. AddAllConnections(newObservers);
  126. return;
  127. }
  128. // If this object has NetworkTeam and forceShown == true then it's visible to all clients
  129. if (networkTeam.forceShown)
  130. {
  131. AddAllConnections(newObservers);
  132. return;
  133. }
  134. // Null / Empty string is never a valid teamId
  135. if (string.IsNullOrWhiteSpace(networkTeam.teamId))
  136. return;
  137. // Abort if this team hasn't been created yet by OnSpawned or UpdateTeamObjects
  138. if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkIdentity> objects))
  139. return;
  140. // Add everything in the hashset for this object's current team
  141. foreach (NetworkIdentity networkIdentity in objects)
  142. if (networkIdentity != null && networkIdentity.connectionToClient != null)
  143. newObservers.Add(networkIdentity.connectionToClient);
  144. }
  145. void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
  146. {
  147. foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
  148. {
  149. // authenticated and joined world with a player?
  150. if (conn != null && conn.isAuthenticated && conn.identity != null)
  151. newObservers.Add(conn);
  152. }
  153. }
  154. }
  155. }