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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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[AddComponentMenu("Network/ Interest Management/ Team/Team Interest Management")]
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public class TeamInterestManagement : InterestManagement
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{
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readonly Dictionary<string, HashSet<NetworkTeam>> teamObjects =
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new Dictionary<string, HashSet<NetworkTeam>>();
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readonly HashSet<string> dirtyTeams = new HashSet<string>();
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// LateUpdate so that all spawns/despawns/changes are done
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[ServerCallback]
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void LateUpdate()
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{
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// Rebuild all dirty teams
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// dirtyTeams will be empty if no teams changed members
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// by spawning or destroying or changing teamId in this frame.
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foreach (string dirtyTeam in dirtyTeams)
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{
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// rebuild always, even if teamObjects[dirtyTeam] is empty.
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// Players might have left the team, but they may still be spawned.
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RebuildTeamObservers(dirtyTeam);
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// clean up empty entries in the dict
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if (teamObjects[dirtyTeam].Count == 0)
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teamObjects.Remove(dirtyTeam);
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}
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dirtyTeams.Clear();
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}
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[ServerCallback]
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void RebuildTeamObservers(string teamId)
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{
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foreach (NetworkTeam networkTeam in teamObjects[teamId])
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if (networkTeam.netIdentity != null)
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NetworkServer.RebuildObservers(networkTeam.netIdentity, false);
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}
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// called by NetworkTeam.teamId setter
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[ServerCallback]
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internal void OnTeamChanged(NetworkTeam networkTeam, string oldTeam)
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{
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// This object is in a new team so observers in the prior team
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// and the new team need to rebuild their respective observers lists.
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// Remove this object from the hashset of the team it just left
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// Null / Empty string is never a valid teamId
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if (!string.IsNullOrWhiteSpace(oldTeam))
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{
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dirtyTeams.Add(oldTeam);
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teamObjects[oldTeam].Remove(networkTeam);
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}
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// Null / Empty string is never a valid teamId
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if (string.IsNullOrWhiteSpace(networkTeam.teamId))
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return;
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dirtyTeams.Add(networkTeam.teamId);
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// Make sure this new team is in the dictionary
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if (!teamObjects.ContainsKey(networkTeam.teamId))
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teamObjects[networkTeam.teamId] = new HashSet<NetworkTeam>();
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// Add this object to the hashset of the new team
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teamObjects[networkTeam.teamId].Add(networkTeam);
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}
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[ServerCallback]
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public override void OnSpawned(NetworkIdentity identity)
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{
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if (!identity.TryGetComponent(out NetworkTeam networkTeam))
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return;
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string networkTeamId = networkTeam.teamId;
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// Null / Empty string is never a valid teamId...do not add to teamObjects collection
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if (string.IsNullOrWhiteSpace(networkTeamId))
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return;
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// Debug.Log($"TeamInterestManagement.OnSpawned({identity.name}) currentTeam: {currentTeam}");
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if (!teamObjects.TryGetValue(networkTeamId, out HashSet<NetworkTeam> objects))
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{
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objects = new HashSet<NetworkTeam>();
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teamObjects.Add(networkTeamId, objects);
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}
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objects.Add(networkTeam);
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// Team ID could have been set in NetworkBehaviour::OnStartServer on this object.
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// Since that's after OnCheckObserver is called it would be missed, so force Rebuild here.
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// Add the current team to dirtyTeames for LateUpdate to rebuild it.
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dirtyTeams.Add(networkTeamId);
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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 LateUpdate.
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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 LateUpdate do it once.
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// We must add the current team to dirtyTeames for LateUpdate to rebuild it.
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if (identity.TryGetComponent(out NetworkTeam currentTeam))
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{
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if (!string.IsNullOrWhiteSpace(currentTeam.teamId) &&
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teamObjects.TryGetValue(currentTeam.teamId, out HashSet<NetworkTeam> objects) &&
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objects.Remove(currentTeam))
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dirtyTeams.Add(currentTeam.teamId);
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}
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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// Always observed if no NetworkTeam component
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if (!identity.TryGetComponent(out NetworkTeam identityNetworkTeam))
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return true;
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if (identityNetworkTeam.forceShown)
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return true;
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// Null / Empty string is never a valid teamId
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if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
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return false;
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// Always observed if no NetworkTeam component
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if (!newObserver.identity.TryGetComponent(out NetworkTeam newObserverNetworkTeam))
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return true;
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// Null / Empty string is never a valid teamId
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if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
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return false;
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//Debug.Log($"TeamInterestManagement.OnCheckObserver {identity.name} {identityNetworkTeam.teamId} | {newObserver.identity.name} {newObserverNetworkTeam.teamId}");
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// Observed only if teamId's team
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return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
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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 this object doesn't have a NetworkTeam then it's visible to all clients
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if (!identity.TryGetComponent(out NetworkTeam networkTeam))
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{
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AddAllConnections(newObservers);
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return;
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}
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// If this object has NetworkTeam and forceShown == true then it's visible to all clients
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if (networkTeam.forceShown)
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{
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AddAllConnections(newObservers);
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return;
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}
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// Null / Empty string is never a valid teamId
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if (string.IsNullOrWhiteSpace(networkTeam.teamId))
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return;
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// Abort if this team hasn't been created yet by OnSpawned or OnTeamChanged
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if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkTeam> objects))
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return;
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// Add everything in the hashset for this object's current team
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foreach (NetworkTeam netTeam in objects)
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if (netTeam.netIdentity != null && netTeam.netIdentity.connectionToClient != null)
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newObservers.Add(netTeam.netIdentity.connectionToClient);
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}
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void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
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{
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foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
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{
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// authenticated and joined world with a player?
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if (conn != null && conn.isAuthenticated && conn.identity != null)
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newObservers.Add(conn);
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}
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}
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}
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}
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