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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- namespace Mirror
- {
- /// <summary>
- /// Component that controls visibility of networked objects between scenes.
- /// <para>Any object with this component on it will only be visible to other objects in the same scene</para>
- /// <para>This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes</para>
- /// </summary>
- // Deprecated 2021-02-17
- [Obsolete(NetworkVisibilityObsoleteMessage.Message)]
- [DisallowMultipleComponent]
- [AddComponentMenu("Network/NetworkSceneChecker")]
- [RequireComponent(typeof(NetworkIdentity))]
- [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-scene-checker")]
- public class NetworkSceneChecker : NetworkVisibility
- {
- /// <summary>
- /// Flag to force this object to be hidden from all observers.
- /// <para>If this object is a player object, it will not be hidden for that client.</para>
- /// </summary>
- [Tooltip("Enable to force this object to be hidden from all observers.")]
- public bool forceHidden;
- // Use Scene instead of string scene.name because when additively loading multiples of a subscene the name won't be unique
- static readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneCheckerObjects = new Dictionary<Scene, HashSet<NetworkIdentity>>();
- Scene currentScene;
- [ServerCallback]
- void Awake()
- {
- currentScene = gameObject.scene;
- // Debug.Log($"NetworkSceneChecker.Awake currentScene: {currentScene}");
- }
- public override void OnStartServer()
- {
- if (!sceneCheckerObjects.ContainsKey(currentScene))
- sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
- sceneCheckerObjects[currentScene].Add(netIdentity);
- }
- public override void OnStopServer()
- {
- if (sceneCheckerObjects.ContainsKey(currentScene) && sceneCheckerObjects[currentScene].Remove(netIdentity))
- RebuildSceneObservers();
- }
- [ServerCallback]
- void Update()
- {
- if (currentScene == gameObject.scene)
- return;
- // This object is in a new scene so observers in the prior scene
- // and the new scene need to rebuild their respective observers lists.
- // Remove this object from the hashset of the scene it just left
- sceneCheckerObjects[currentScene].Remove(netIdentity);
- // RebuildObservers of all NetworkIdentity's in the scene this object just left
- RebuildSceneObservers();
- // Set this to the new scene this object just entered
- currentScene = gameObject.scene;
- // Make sure this new scene is in the dictionary
- if (!sceneCheckerObjects.ContainsKey(currentScene))
- sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
- // Add this object to the hashset of the new scene
- sceneCheckerObjects[currentScene].Add(netIdentity);
- // RebuildObservers of all NetworkIdentity's in the scene this object just entered
- RebuildSceneObservers();
- }
- void RebuildSceneObservers()
- {
- foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
- if (networkIdentity != null)
- networkIdentity.RebuildObservers(false);
- }
- /// <summary>
- /// Callback used by the visibility system to determine if an observer (player) can see this object.
- /// <para>If this function returns true, the network connection will be added as an observer.</para>
- /// </summary>
- /// <param name="conn">Network connection of a player.</param>
- /// <returns>True if the player can see this object.</returns>
- public override bool OnCheckObserver(NetworkConnection conn)
- {
- if (forceHidden)
- return false;
- return conn.identity.gameObject.scene == gameObject.scene;
- }
- /// <summary>
- /// Callback used by the visibility system to (re)construct the set of observers that can see this object.
- /// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
- /// </summary>
- /// <param name="observers">The new set of observers for this object.</param>
- /// <param name="initialize">True if the set of observers is being built for the first time.</param>
- public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
- {
- // If forceHidden then return without adding any observers.
- if (forceHidden)
- return;
- // Add everything in the hashset for this object's current scene
- foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
- if (networkIdentity != null && networkIdentity.connectionToClient != null)
- observers.Add(networkIdentity.connectionToClient);
- }
- }
- }
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