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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Mirror
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{
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[AddComponentMenu("Network/ Interest Management/ Scene/Scene Interest Management")]
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public class SceneInterestManagement : InterestManagement
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{
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// Use Scene instead of string scene.name because when additively
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// loading multiples of a subscene the name won't be unique
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readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
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new Dictionary<Scene, HashSet<NetworkIdentity>>();
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readonly Dictionary<NetworkIdentity, Scene> lastObjectScene =
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new Dictionary<NetworkIdentity, Scene>();
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HashSet<Scene> dirtyScenes = new HashSet<Scene>();
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[ServerCallback]
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public override void OnSpawned(NetworkIdentity identity)
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{
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Scene currentScene = identity.gameObject.scene;
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lastObjectScene[identity] = currentScene;
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// Debug.Log($"SceneInterestManagement.OnSpawned({identity.name}) currentScene: {currentScene}");
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if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
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{
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objects = new HashSet<NetworkIdentity>();
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sceneObjects.Add(currentScene, objects);
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}
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objects.Add(identity);
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}
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[ServerCallback]
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public override void OnDestroyed(NetworkIdentity identity)
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{
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// Don't RebuildSceneObservers here - that will happen in Update.
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// Multiple objects could be destroyed in same frame and we don't
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// want to rebuild for each one...let Update do it once.
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// We must add the current scene to dirtyScenes for Update to rebuild it.
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if (lastObjectScene.TryGetValue(identity, out Scene currentScene))
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{
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lastObjectScene.Remove(identity);
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if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
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dirtyScenes.Add(currentScene);
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}
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}
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// internal so we can update from tests
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[ServerCallback]
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internal void Update()
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{
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// for each spawned:
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// if scene changed:
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// add previous to dirty
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// add new to dirty
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foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
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{
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if (!lastObjectScene.TryGetValue(identity, out Scene currentScene))
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continue;
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Scene newScene = identity.gameObject.scene;
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if (newScene == currentScene)
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continue;
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// Mark new/old scenes as dirty so they get rebuilt
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dirtyScenes.Add(currentScene);
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dirtyScenes.Add(newScene);
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// This object is in a new scene so observers in the prior scene
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// and the new scene need to rebuild their respective observers lists.
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// Remove this object from the hashset of the scene it just left
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sceneObjects[currentScene].Remove(identity);
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// Set this to the new scene this object just entered
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lastObjectScene[identity] = newScene;
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// Make sure this new scene is in the dictionary
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if (!sceneObjects.ContainsKey(newScene))
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sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
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// Add this object to the hashset of the new scene
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sceneObjects[newScene].Add(identity);
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}
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// rebuild all dirty scenes
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foreach (Scene dirtyScene in dirtyScenes)
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RebuildSceneObservers(dirtyScene);
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dirtyScenes.Clear();
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}
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void RebuildSceneObservers(Scene scene)
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{
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foreach (NetworkIdentity netIdentity in sceneObjects[scene])
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if (netIdentity != null)
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NetworkServer.RebuildObservers(netIdentity, false);
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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return identity.gameObject.scene == newObserver.identity.gameObject.scene;
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}
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
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{
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if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
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return;
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// Add everything in the hashset for this object's current scene
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foreach (NetworkIdentity networkIdentity in objects)
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if (networkIdentity != null && networkIdentity.connectionToClient != null)
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newObservers.Add(networkIdentity.connectionToClient);
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}
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}
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}
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