TeamInterestManagement.cs 8.1 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 = new Dictionary<string, HashSet<NetworkIdentity>>();
  9. readonly Dictionary<NetworkIdentity, string> lastObjectTeam = new Dictionary<NetworkIdentity, string>();
  10. readonly HashSet<string> dirtyTeams = new HashSet<string>();
  11. [ServerCallback]
  12. public override void OnSpawned(NetworkIdentity identity)
  13. {
  14. if (!identity.TryGetComponent(out NetworkTeam identityNetworkTeam))
  15. return;
  16. string networkTeamId = identityNetworkTeam.teamId;
  17. lastObjectTeam[identity] = networkTeamId;
  18. // Null / Empty string is never a valid teamId...do not add to teamObjects collection
  19. if (string.IsNullOrWhiteSpace(networkTeamId))
  20. return;
  21. //Debug.Log($"TeamInterestManagement.OnSpawned {identity.name} {networkTeamId}");
  22. if (!teamObjects.TryGetValue(networkTeamId, out HashSet<NetworkIdentity> objects))
  23. {
  24. objects = new HashSet<NetworkIdentity>();
  25. teamObjects.Add(networkTeamId, objects);
  26. }
  27. objects.Add(identity);
  28. // Team ID could have been set in NetworkBehaviour::OnStartServer on this object.
  29. // Since that's after OnCheckObserver is called it would be missed, so force Rebuild here.
  30. // Add the current team to dirtyTeams for Update to rebuild it.
  31. dirtyTeams.Add(networkTeamId);
  32. }
  33. [ServerCallback]
  34. public override void OnDestroyed(NetworkIdentity identity)
  35. {
  36. // Don't RebuildSceneObservers here - that will happen in Update.
  37. // Multiple objects could be destroyed in same frame and we don't
  38. // want to rebuild for each one...let Update do it once.
  39. // We must add the current team to dirtyTeams for Update to rebuild it.
  40. if (lastObjectTeam.TryGetValue(identity, out string currentTeam))
  41. {
  42. lastObjectTeam.Remove(identity);
  43. if (!string.IsNullOrWhiteSpace(currentTeam) && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
  44. dirtyTeams.Add(currentTeam);
  45. }
  46. }
  47. // internal so we can update from tests
  48. [ServerCallback]
  49. internal void Update()
  50. {
  51. // for each spawned:
  52. // if team changed:
  53. // add previous to dirty
  54. // add new to dirty
  55. foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
  56. {
  57. // Ignore objects that don't have a NetworkTeam component
  58. if (!netIdentity.TryGetComponent(out NetworkTeam identityNetworkTeam))
  59. continue;
  60. string networkTeamId = identityNetworkTeam.teamId;
  61. if (!lastObjectTeam.TryGetValue(netIdentity, out string currentTeam))
  62. continue;
  63. // Null / Empty string is never a valid teamId
  64. // Nothing to do if teamId hasn't changed
  65. if (string.IsNullOrWhiteSpace(networkTeamId) || networkTeamId == currentTeam)
  66. continue;
  67. // Mark new/old Teams as dirty so they get rebuilt
  68. UpdateDirtyTeams(networkTeamId, currentTeam);
  69. // This object is in a new team so observers in the prior team
  70. // and the new team need to rebuild their respective observers lists.
  71. UpdateTeamObjects(netIdentity, networkTeamId, currentTeam);
  72. }
  73. // rebuild all dirty teams
  74. foreach (string dirtyTeam in dirtyTeams)
  75. RebuildTeamObservers(dirtyTeam);
  76. dirtyTeams.Clear();
  77. }
  78. void UpdateDirtyTeams(string newTeam, string currentTeam)
  79. {
  80. // Null / Empty string is never a valid teamId
  81. if (!string.IsNullOrWhiteSpace(currentTeam))
  82. dirtyTeams.Add(currentTeam);
  83. dirtyTeams.Add(newTeam);
  84. }
  85. void UpdateTeamObjects(NetworkIdentity netIdentity, string newTeam, string currentTeam)
  86. {
  87. // Remove this object from the hashset of the team it just left
  88. // string.Empty is never a valid teamId
  89. if (!string.IsNullOrWhiteSpace(currentTeam))
  90. teamObjects[currentTeam].Remove(netIdentity);
  91. // Set this to the new team this object just entered
  92. lastObjectTeam[netIdentity] = newTeam;
  93. // Make sure this new team is in the dictionary
  94. if (!teamObjects.ContainsKey(newTeam))
  95. teamObjects.Add(newTeam, new HashSet<NetworkIdentity>());
  96. // Add this object to the hashset of the new team
  97. teamObjects[newTeam].Add(netIdentity);
  98. }
  99. void RebuildTeamObservers(string teamId)
  100. {
  101. foreach (NetworkIdentity netIdentity in teamObjects[teamId])
  102. if (netIdentity != null)
  103. NetworkServer.RebuildObservers(netIdentity, false);
  104. }
  105. public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
  106. {
  107. // Always observed if no NetworkTeam component
  108. if (!identity.TryGetComponent(out NetworkTeam identityNetworkTeam))
  109. return true;
  110. if (identityNetworkTeam.forceShown)
  111. return true;
  112. // string.Empty is never a valid teamId
  113. if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
  114. return false;
  115. // Always observed if no NetworkTeam component
  116. if (!newObserver.identity.TryGetComponent(out NetworkTeam newObserverNetworkTeam))
  117. return true;
  118. // Null / Empty string is never a valid teamId
  119. if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
  120. return false;
  121. //Debug.Log($"TeamInterestManagement.OnCheckObserver {identity.name} {identityNetworkTeam.teamId} | {newObserver.identity.name} {newObserverNetworkTeam.teamId}");
  122. // Observed only if teamId's match
  123. return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
  124. }
  125. public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
  126. {
  127. // If this object doesn't have a NetworkTeam then it's visible to all clients
  128. if (!identity.TryGetComponent(out NetworkTeam networkTeam))
  129. {
  130. AddAllConnections(newObservers);
  131. return;
  132. }
  133. // If this object has NetworkTeam and forceShown == true then it's visible to all clients
  134. if (networkTeam.forceShown)
  135. {
  136. AddAllConnections(newObservers);
  137. return;
  138. }
  139. // Null / Empty string is never a valid teamId
  140. if (string.IsNullOrWhiteSpace(networkTeam.teamId))
  141. return;
  142. // Abort if this team hasn't been created yet by OnSpawned or UpdateTeamObjects
  143. if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkIdentity> objects))
  144. return;
  145. // Add everything in the hashset for this object's current team
  146. foreach (NetworkIdentity networkIdentity in objects)
  147. if (networkIdentity != null && networkIdentity.connectionToClient != null)
  148. newObservers.Add(networkIdentity.connectionToClient);
  149. }
  150. void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
  151. {
  152. foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
  153. {
  154. // authenticated and joined world with a player?
  155. if (conn != null && conn.isAuthenticated && conn.identity != null)
  156. newObservers.Add(conn);
  157. }
  158. }
  159. }
  160. }