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NetworkObject.cs
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2135 lines (1881 loc) · 97.5 KB
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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
#if UNITY_EDITOR
using UnityEditor;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#else
using UnityEditor.Experimental.SceneManagement;
#endif
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
/// A component used to identify that a GameObject in the network
/// </summary>
[AddComponentMenu("Netcode/Network Object", -99)]
[DisallowMultipleComponent]
public sealed class NetworkObject : MonoBehaviour
{
[HideInInspector]
[SerializeField]
internal uint GlobalObjectIdHash;
/// <summary>
/// Used to track the source GlobalObjectIdHash value of the associated network prefab.
/// When an override exists or it is in-scene placed, GlobalObjectIdHash and PrefabGlobalObjectIdHash
/// will be different. The PrefabGlobalObjectIdHash value is what is used when sending a <see cref="CreateObjectMessage"/>.
/// </summary>
internal uint PrefabGlobalObjectIdHash;
/// <summary>
/// This is the source prefab of an in-scene placed NetworkObject. This is not set for in-scene
/// placd NetworkObjects that are not prefab instances, dynamically spawned prefab instances,
/// or for network prefab assets.
/// </summary>
[HideInInspector]
[SerializeField]
internal uint InScenePlacedSourceGlobalObjectIdHash;
/// <summary>
/// Gets the Prefab Hash Id of this object if the object is registerd as a prefab otherwise it returns 0
/// </summary>
[HideInInspector]
public uint PrefabIdHash
{
get
{
return GlobalObjectIdHash;
}
}
#if UNITY_EDITOR
private const string k_GlobalIdTemplate = "GlobalObjectId_V1-{0}-{1}-{2}-{3}";
/// <summary>
/// Object Types <see href="https://docs.unity3d.com/ScriptReference/GlobalObjectId.html"/>
/// Parameter 0 of <see cref="k_GlobalIdTemplate"/>
/// </summary>
// 0 = Null (when considered a null object type we can ignore)
// 1 = Imported Asset
// 2 = Scene Object
// 3 = Source Asset.
private const int k_NullObjectType = 0;
private const int k_ImportedAssetObjectType = 1;
private const int k_SceneObjectType = 2;
private const int k_SourceAssetObjectType = 3;
[ContextMenu("Refresh In-Scene Prefab Instances")]
internal void RefreshAllPrefabInstances()
{
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
NetworkObjectRefreshTool.PrefabNetworkObject = this;
if (!PrefabUtility.IsPartOfAnyPrefab(this) || instanceGlobalId.identifierType != k_ImportedAssetObjectType)
{
EditorUtility.DisplayDialog("Network Prefab Assets Only", "This action can only be performed on a network prefab asset.", "Ok");
return;
}
// Handle updating the currently active scene
NetworkObjectRefreshTool.ProcessActiveScene();
// Refresh all build settings scenes
var activeScene = SceneManager.GetActiveScene();
foreach (var editorScene in EditorBuildSettings.scenes)
{
// skip disabled scenes and the currently active scene
if (!editorScene.enabled || activeScene.path == editorScene.path)
{
continue;
}
// Add the scene to be processed
NetworkObjectRefreshTool.ProcessScene(editorScene.path, true);
}
// Process all added scenes
NetworkObjectRefreshTool.ProcessScenes();
}
internal void OnValidate()
{
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
{
return;
}
// do NOT regenerate GlobalObjectIdHash if Editor is transitioning into or out of PlayMode
if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
// Get a global object identifier for this network prefab
var globalId = GetGlobalId();
// if the identifier type is 0, then don't update the GlobalObjectIdHash
if (globalId.identifierType == k_NullObjectType)
{
return;
}
var oldValue = GlobalObjectIdHash;
GlobalObjectIdHash = globalId.ToString().Hash32();
// If the GlobalObjectIdHash value changed, then mark the asset dirty
if (GlobalObjectIdHash != oldValue)
{
// Check if this is an in-scnee placed NetworkObject (Special Case for In-Scene Placed)
if (!IsEditingPrefab() && gameObject.scene.name != null && gameObject.scene.name != gameObject.name)
{
// Sanity check to make sure this is a scene placed object
if (globalId.identifierType != k_SceneObjectType)
{
// This should never happen, but in the event it does throw and error
Debug.LogError($"[{gameObject.name}] is detected as an in-scene placed object but its identifier is of type {globalId.identifierType}! **Report this error**");
}
// If this is a prefab instance
if (PrefabUtility.IsPartOfAnyPrefab(this))
{
// We must invoke this in order for the modifications to get saved with the scene (does not mark scene as dirty)
PrefabUtility.RecordPrefabInstancePropertyModifications(this);
}
}
else // Otherwise, this is a standard network prefab asset so we just mark it dirty for the AssetDatabase to update it
{
EditorUtility.SetDirty(this);
}
}
// Always check for in-scene placed to assure any previous version scene assets with in-scene place NetworkObjects gets updated
CheckForInScenePlaced();
}
private bool IsEditingPrefab()
{
// Check if we are directly editing the prefab
var stage = PrefabStageUtility.GetPrefabStage(gameObject);
// if we are not editing the prefab directly (or a sub-prefab), then return the object identifier
if (stage == null || stage.assetPath == null)
{
return false;
}
return true;
}
/// <summary>
/// This checks to see if this NetworkObject is an in-scene placed prefab instance. If so it will
/// automatically find the source prefab asset's GlobalObjectIdHash value, assign it to
/// InScenePlacedSourceGlobalObjectIdHash and mark this as being in-scene placed.
/// </summary>
/// <remarks>
/// This NetworkObject is considered an in-scene placed prefab asset instance if it is:
/// - Part of a prefab
/// - Not being directly edited
/// - Within a valid scene that is part of the scenes in build list
/// (In-scene defined NetworkObjects that are not part of a prefab instance are excluded.)
/// </remarks>
private void CheckForInScenePlaced()
{
if (gameObject.scene.IsValid() && gameObject.scene.isLoaded && gameObject.scene.buildIndex >= 0)
{
if (PrefabUtility.IsPartOfAnyPrefab(this))
{
var prefab = PrefabUtility.GetCorrespondingObjectFromSource(gameObject);
var assetPath = AssetDatabase.GetAssetPath(prefab);
var sourceAsset = AssetDatabase.LoadAssetAtPath<NetworkObject>(assetPath);
if (sourceAsset != null && sourceAsset.GlobalObjectIdHash != 0 && InScenePlacedSourceGlobalObjectIdHash != sourceAsset.GlobalObjectIdHash)
{
InScenePlacedSourceGlobalObjectIdHash = sourceAsset.GlobalObjectIdHash;
EditorUtility.SetDirty(this);
}
}
IsSceneObject = true;
}
}
private GlobalObjectId GetGlobalId()
{
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
// If not editing a prefab, then just use the generated id
if (!IsEditingPrefab())
{
return instanceGlobalId;
}
// If the asset doesn't exist at the given path, then return the object identifier
var prefabStageAssetPath = PrefabStageUtility.GetPrefabStage(gameObject).assetPath;
// If (for some reason) the asset path is null return the generated id
if (prefabStageAssetPath == null)
{
return instanceGlobalId;
}
var theAsset = AssetDatabase.LoadAssetAtPath<NetworkObject>(prefabStageAssetPath);
// If there is no asset at that path (for some odd/edge case reason), return the generated id
if (theAsset == null)
{
return instanceGlobalId;
}
// If we can't get the asset GUID and/or the file identifier, then return the object identifier
if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(theAsset, out var guid, out long localFileId))
{
return instanceGlobalId;
}
// Note: If we reached this point, then we are most likely opening a prefab to edit.
// The instanceGlobalId will be constructed as if it is a scene object, however when it
// is serialized its value will be treated as a file asset (the "why" to the below code).
// Construct an imported asset identifier with the type being a source asset object type
var prefabGlobalIdText = string.Format(k_GlobalIdTemplate, k_SourceAssetObjectType, guid, (ulong)localFileId, 0);
// If we can't parse the result log an error and return the instanceGlobalId
if (!GlobalObjectId.TryParse(prefabGlobalIdText, out var prefabGlobalId))
{
Debug.LogError($"[GlobalObjectId Gen] Failed to parse ({prefabGlobalIdText}) returning default ({instanceGlobalId})! ** Please Report This Error **");
return instanceGlobalId;
}
// Otherwise, return the constructed identifier for the source prefab asset
return prefabGlobalId;
}
#endif // UNITY_EDITOR
/// <summary>
/// Gets the NetworkManager that owns this NetworkObject instance
/// </summary>
public NetworkManager NetworkManager => NetworkManagerOwner ?? NetworkManager.Singleton;
/// <summary>
/// The NetworkManager that owns this NetworkObject.
/// This property controls where this NetworkObject belongs.
/// This property is null by default currently, which means that the above NetworkManager getter will return the Singleton.
/// In the future this is the path where alternative NetworkManagers should be injected for running multi NetworkManagers
/// </summary>
internal NetworkManager NetworkManagerOwner;
/// <summary>
/// Gets the unique Id of this object that is synced across the network
/// </summary>
public ulong NetworkObjectId { get; internal set; }
/// <summary>
/// Gets the ClientId of the owner of this NetworkObject
/// </summary>
public ulong OwnerClientId { get; internal set; }
internal ulong PreviousOwnerId;
/// <summary>
/// If true, the object will always be replicated as root on clients and the parent will be ignored.
/// </summary>
public bool AlwaysReplicateAsRoot;
/// <summary>
/// Gets if this object is a player object
/// </summary>
public bool IsPlayerObject { get; internal set; }
/// <summary>
/// Determines if the associated NetworkObject's transform will get
/// synchronized when spawned.
/// </summary>
/// <remarks>
/// For things like in-scene placed NetworkObjects that have no visual
/// components can help reduce the instance's initial synchronization
/// bandwidth cost. This can also be useful for UI elements that have
/// a predetermined fixed position.
/// </remarks>
public bool SynchronizeTransform = true;
/// <summary>
/// Gets if the object is the personal clients player object
/// </summary>
public bool IsLocalPlayer => NetworkManager != null && IsPlayerObject && OwnerClientId == NetworkManager.LocalClientId;
/// <summary>
/// Gets if the object is owned by the local player or if the object is the local player object
/// </summary>
public bool IsOwner => NetworkManager != null && OwnerClientId == NetworkManager.LocalClientId;
/// <summary>
/// Gets Whether or not the object is owned by anyone
/// </summary>
public bool IsOwnedByServer => NetworkManager != null && OwnerClientId == NetworkManager.ServerClientId;
/// <summary>
/// Gets if the object has yet been spawned across the network
/// </summary>
public bool IsSpawned { get; internal set; }
/// <summary>
/// Gets if the object is a SceneObject, null if it's not yet spawned but is a scene object.
/// </summary>
public bool? IsSceneObject { get; internal set; }
/// <summary>
/// Gets whether or not the object should be automatically removed when the scene is unloaded.
/// </summary>
public bool DestroyWithScene { get; set; }
/// <summary>
/// When set to true and the active scene is changed, this will automatically migrate the <see cref="NetworkObject"/>
/// into the new active scene on both the server and client instances.
/// </summary>
/// <remarks>
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
///
/// If there are more than one scenes loaded and the currently active scene is unloaded, then typically
/// the <see cref="SceneManager"/> will automatically assign a new active scene. Similar to <see cref="DestroyWithScene"/>
/// being set to <see cref="false"/>, this prevents any <see cref="NetworkObject"/> from being destroyed
/// with the unloaded active scene by migrating it into the automatically assigned active scene.
/// Additionally, this is can be useful in some seamless scene streaming implementations.
/// Note:
/// Only having <see cref="ActiveSceneSynchronization"/> set to true will *not* synchronize clients when
/// changing a <see cref="NetworkObject"/>'s scene via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>.
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
/// </remarks>
public bool ActiveSceneSynchronization;
/// <summary>
/// When enabled (the default), if a <see cref="NetworkObject"/> is migrated to a different scene (active or not)
/// via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/> on the server side all client
/// instances will be synchronized and the <see cref="NetworkObject"/> migrated into the newly assigned scene.
/// The updated scene migration will get synchronized with late joining clients as well.
/// </summary>
/// <remarks>
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
/// Note:
/// You can have both <see cref="ActiveSceneSynchronization"/> and <see cref="SceneMigrationSynchronization"/> enabled.
/// The primary difference between the two is that <see cref="SceneMigrationSynchronization"/> only synchronizes clients
/// when the server migrates a <see cref="NetworkObject"/> to a new scene. If the scene is unloaded and <see cref="DestroyWithScene"/>
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
/// </remarks>
public bool SceneMigrationSynchronization = true;
/// <summary>
/// Notifies when the NetworkObject is migrated into a new scene
/// </summary>
/// <remarks>
/// - <see cref="ActiveSceneSynchronization"/> or <see cref="SceneMigrationSynchronization"/> (or both) need to be enabled
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
/// </remarks>
public Action OnMigratedToNewScene;
/// <summary>
/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
/// </summary>
[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
public bool SpawnWithObservers = true;
/// <summary>
/// Delegate type for checking visibility
/// </summary>
/// <param name="clientId">The clientId to check visibility for</param>
public delegate bool VisibilityDelegate(ulong clientId);
/// <summary>
/// Delegate invoked when the netcode needs to know if the object should be visible to a client, if null it will assume true
/// </summary>
public VisibilityDelegate CheckObjectVisibility = null;
/// <summary>
/// Delegate type for checking spawn options
/// </summary>
/// <param name="clientId">The clientId to check spawn options for</param>
public delegate bool SpawnDelegate(ulong clientId);
/// <summary>
/// Delegate invoked when the netcode needs to know if it should include the transform when spawning the object, if null it will assume true
/// </summary>
public SpawnDelegate IncludeTransformWhenSpawning = null;
/// <summary>
/// Whether or not to destroy this object if it's owner is destroyed.
/// If true, the objects ownership will be given to the server.
/// </summary>
public bool DontDestroyWithOwner;
/// <summary>
/// Whether or not to enable automatic NetworkObject parent synchronization.
/// </summary>
public bool AutoObjectParentSync = true;
internal readonly HashSet<ulong> Observers = new HashSet<ulong>();
#if MULTIPLAYER_TOOLS
private string m_CachedNameForMetrics;
#endif
internal string GetNameForMetrics()
{
#if MULTIPLAYER_TOOLS
return m_CachedNameForMetrics ??= name;
#else
return null;
#endif
}
private readonly HashSet<ulong> m_EmptyULongHashSet = new HashSet<ulong>();
/// <summary>
/// Returns Observers enumerator
/// </summary>
/// <returns>Observers enumerator</returns>
public HashSet<ulong>.Enumerator GetObservers()
{
if (!IsSpawned)
{
return m_EmptyULongHashSet.GetEnumerator();
}
return Observers.GetEnumerator();
}
/// <summary>
/// Whether or not this object is visible to a specific client
/// </summary>
/// <param name="clientId">The clientId of the client</param>
/// <returns>True if the client knows about the object</returns>
public bool IsNetworkVisibleTo(ulong clientId)
{
if (!IsSpawned)
{
return false;
}
return Observers.Contains(clientId);
}
/// <summary>
/// In the event the scene of origin gets unloaded, we keep
/// the most important part to uniquely identify in-scene
/// placed NetworkObjects
/// </summary>
internal int SceneOriginHandle = 0;
/// <summary>
/// The server-side scene origin handle
/// </summary>
internal int NetworkSceneHandle = 0;
private Scene m_SceneOrigin;
/// <summary>
/// The scene where the NetworkObject was first instantiated
/// Note: Primarily for in-scene placed NetworkObjects
/// We need to keep track of the original scene of origin for
/// the NetworkObject in order to be able to uniquely identify it
/// using the scene of origin's handle.
/// </summary>
internal Scene SceneOrigin
{
get
{
return m_SceneOrigin;
}
set
{
// The scene origin should only be set once.
// Once set, it should never change.
if (SceneOriginHandle == 0 && value.IsValid() && value.isLoaded)
{
m_SceneOrigin = value;
SceneOriginHandle = value.handle;
}
}
}
/// <summary>
/// Helper method to return the correct scene handle
/// Note: Do not use this within NetworkSpawnManager.SpawnNetworkObjectLocallyCommon
/// </summary>
internal int GetSceneOriginHandle()
{
if (SceneOriginHandle == 0 && IsSpawned && IsSceneObject != false)
{
throw new Exception($"{nameof(GetSceneOriginHandle)} called when {nameof(SceneOriginHandle)} is still zero but the {nameof(NetworkObject)} is already spawned!");
}
return SceneOriginHandle != 0 ? SceneOriginHandle : gameObject.scene.handle;
}
private void Awake()
{
m_ChildNetworkBehaviours = null;
SetCachedParent(transform.parent);
SceneOrigin = gameObject.scene;
}
/// <summary>
/// Makes the previously hidden <see cref="NetworkObject"/> "netcode visible" to the targeted client.
/// </summary>
/// <remarks>
/// Usage: Use to start sending updates for a previously hidden <see cref="NetworkObject"/> to the targeted client.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be instantiated and spawned on the targeted client side.<br />
/// In-Scene Placed: The instantiated but despawned <see cref="NetworkObject"/>s will be spawned on the targeted client side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkShow(ulong)"/><br />
/// <see cref="NetworkHide(ulong)"/> or <see cref="NetworkHide(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="clientId">The targeted client</param>
public void NetworkShow(ulong clientId)
{
if (!IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
}
if (!NetworkManager.IsServer)
{
throw new NotServerException("Only server can change visibility");
}
if (Observers.Contains(clientId))
{
throw new VisibilityChangeException("The object is already visible");
}
if (CheckObjectVisibility != null && !CheckObjectVisibility(clientId))
{
if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"[NetworkShow] Trying to make {nameof(NetworkObject)} {gameObject.name} visible to client ({clientId}) but {nameof(CheckObjectVisibility)} returned false!");
}
return;
}
NetworkManager.SpawnManager.MarkObjectForShowingTo(this, clientId);
Observers.Add(clientId);
}
/// <summary>
/// Makes a list of previously hidden <see cref="NetworkObject"/>s "netcode visible" for the client specified.
/// </summary>
/// <remarks>
/// Usage: Use to start sending updates for previously hidden <see cref="NetworkObject"/>s to the targeted client.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be instantiated and spawned on the targeted client's side.<br />
/// In-Scene Placed: Already instantiated but despawned <see cref="NetworkObject"/>s will be spawned on the targeted client's side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkShow(ulong)"/><br />
/// <see cref="NetworkHide(ulong)"/> or <see cref="NetworkHide(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="networkObjects">The objects to become "netcode visible" to the targeted client</param>
/// <param name="clientId">The targeted client</param>
public static void NetworkShow(List<NetworkObject> networkObjects, ulong clientId)
{
if (networkObjects == null || networkObjects.Count == 0)
{
throw new ArgumentNullException("At least one " + nameof(NetworkObject) + " has to be provided");
}
NetworkManager networkManager = networkObjects[0].NetworkManager;
if (!networkManager.IsServer)
{
throw new NotServerException("Only server can change visibility");
}
// Do the safety loop first to prevent putting the netcode in an invalid state.
for (int i = 0; i < networkObjects.Count; i++)
{
if (!networkObjects[i].IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
}
if (networkObjects[i].Observers.Contains(clientId))
{
throw new VisibilityChangeException($"{nameof(NetworkObject)} with NetworkId: {networkObjects[i].NetworkObjectId} is already visible");
}
if (networkObjects[i].NetworkManager != networkManager)
{
throw new ArgumentNullException("All " + nameof(NetworkObject) + "s must belong to the same " + nameof(NetworkManager));
}
}
foreach (var networkObject in networkObjects)
{
networkObject.NetworkShow(clientId);
}
}
/// <summary>
/// Hides the <see cref="NetworkObject"/> from the targeted client.
/// </summary>
/// <remarks>
/// Usage: Use to stop sending updates to the targeted client, "netcode invisible", for a currently visible <see cref="NetworkObject"/>.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be despawned and destroyed on the targeted client's side.<br />
/// In-Scene Placed: <see cref="NetworkObject"/>s will only be despawned on the targeted client's side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkHide(List{NetworkObject}, ulong)"/><br />
/// <see cref="NetworkShow(ulong)"/> or <see cref="NetworkShow(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="clientId">The targeted client</param>
public void NetworkHide(ulong clientId)
{
if (!IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
}
if (!NetworkManager.IsServer)
{
throw new NotServerException("Only server can change visibility");
}
if (clientId == NetworkManager.ServerClientId)
{
throw new VisibilityChangeException("Cannot hide an object from the server");
}
if (!NetworkManager.SpawnManager.RemoveObjectFromShowingTo(this, clientId))
{
if (!Observers.Contains(clientId))
{
throw new VisibilityChangeException("The object is already hidden");
}
Observers.Remove(clientId);
var message = new DestroyObjectMessage
{
NetworkObjectId = NetworkObjectId,
DestroyGameObject = !IsSceneObject.Value
};
// Send destroy call
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
}
}
/// <summary>
/// Hides a list of <see cref="NetworkObject"/>s from the targeted client.
/// </summary>
/// <remarks>
/// Usage: Use to stop sending updates to the targeted client, "netcode invisible", for the currently visible <see cref="NetworkObject"/>s.<br />
/// <br />
/// Dynamically Spawned: <see cref="NetworkObject"/>s will be despawned and destroyed on the targeted client's side.<br />
/// In-Scene Placed: <see cref="NetworkObject"/>s will only be despawned on the targeted client's side.<br />
/// <br />
/// See Also:<br />
/// <see cref="NetworkHide(ulong)"/><br />
/// <see cref="NetworkShow(ulong)"/> or <see cref="NetworkShow(List{NetworkObject}, ulong)"/><br />
/// </remarks>
/// <param name="networkObjects">The <see cref="NetworkObject"/>s that will become "netcode invisible" to the targeted client</param>
/// <param name="clientId">The targeted client</param>
public static void NetworkHide(List<NetworkObject> networkObjects, ulong clientId)
{
if (networkObjects == null || networkObjects.Count == 0)
{
throw new ArgumentNullException("At least one " + nameof(NetworkObject) + " has to be provided");
}
var networkManager = networkObjects[0].NetworkManager;
if (!networkManager.IsServer)
{
throw new NotServerException("Only server can change visibility");
}
if (clientId == NetworkManager.ServerClientId)
{
throw new VisibilityChangeException("Cannot hide an object from the server");
}
// Do the safety loop first to prevent putting the netcode in an invalid state.
for (int i = 0; i < networkObjects.Count; i++)
{
if (!networkObjects[i].IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
}
if (!networkObjects[i].Observers.Contains(clientId))
{
throw new VisibilityChangeException($"{nameof(NetworkObject)} with {nameof(NetworkObjectId)}: {networkObjects[i].NetworkObjectId} is already hidden");
}
if (networkObjects[i].NetworkManager != networkManager)
{
throw new ArgumentNullException("All " + nameof(NetworkObject) + "s must belong to the same " + nameof(NetworkManager));
}
}
foreach (var networkObject in networkObjects)
{
networkObject.NetworkHide(clientId);
}
}
private void OnDestroy()
{
// If no NetworkManager is assigned, then just exit early
if (!NetworkManager)
{
return;
}
if (NetworkManager.IsListening && !NetworkManager.IsServer && IsSpawned &&
(IsSceneObject == null || (IsSceneObject.Value != true)))
{
// Clients should not despawn NetworkObjects while connected to a session, but we don't want to destroy the current call stack
// if this happens. Instead, we should just generate a network log error and exit early (as long as we are not shutting down).
if (!NetworkManager.ShutdownInProgress)
{
// Since we still have a session connection, log locally and on the server to inform user of this issue.
if (NetworkManager.LogLevel <= LogLevel.Error)
{
NetworkLog.LogErrorServer($"[Invalid Destroy][{gameObject.name}][NetworkObjectId:{NetworkObjectId}] Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
}
return;
}
// Otherwise, clients can despawn NetworkObjects while shutting down and should not generate any messages when this happens
}
if (NetworkManager.SpawnManager != null && NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{
if (this == networkObject)
{
NetworkManager.SpawnManager.OnDespawnObject(networkObject, false);
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void SpawnInternal(bool destroyWithScene, ulong ownerClientId, bool playerObject)
{
if (!NetworkManager.IsListening)
{
throw new NotListeningException($"{nameof(NetworkManager)} is not listening, start a server or host before spawning objects");
}
if (!NetworkManager.IsServer)
{
throw new NotServerException($"Only server can spawn {nameof(NetworkObject)}s");
}
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(this, NetworkManager.SpawnManager.GetNetworkObjectId(), IsSceneObject.HasValue && IsSceneObject.Value, playerObject, ownerClientId, destroyWithScene);
for (int i = 0; i < NetworkManager.ConnectedClientsList.Count; i++)
{
if (Observers.Contains(NetworkManager.ConnectedClientsList[i].ClientId))
{
NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ConnectedClientsList[i].ClientId, this);
}
}
}
/// <summary>
/// This invokes <see cref="NetworkSpawnManager.InstantiateAndSpawn(NetworkObject, ulong, bool, bool, bool, Vector3, Quaternion)"/>.
/// </summary>
/// <param name="networkPrefab">The NetworkPrefab to instantiate and spawn.</param>
/// <param name="networkManager">The local instance of the NetworkManager connected to an session in progress.</param>
/// <param name="ownerClientId">The owner of the <see cref="NetworkObject"/> instance (defaults to server).</param>
/// <param name="destroyWithScene">Whether the <see cref="NetworkObject"/> instance will be destroyed when the scene it is located within is unloaded (default is false).</param>
/// <param name="isPlayerObject">Whether the <see cref="NetworkObject"/> instance is a player object or not (default is false).</param>
/// <param name="forceOverride">Whether you want to force spawning the override when running as a host or server or if you want it to spawn the override for host mode and
/// the source prefab for server. If there is an override, clients always spawn that as opposed to the source prefab (defaults to false). </param>
/// <param name="position">The starting poisiton of the <see cref="NetworkObject"/> instance.</param>
/// <param name="rotation">The starting rotation of the <see cref="NetworkObject"/> instance.</param>
/// <returns>The newly instantiated and spawned <see cref="NetworkObject"/> prefab instance.</returns>
public static NetworkObject InstantiateAndSpawn(GameObject networkPrefab, NetworkManager networkManager, ulong ownerClientId = NetworkManager.ServerClientId, bool destroyWithScene = false, bool isPlayerObject = false, bool forceOverride = false, Vector3 position = default, Quaternion rotation = default)
{
var networkObject = networkPrefab.GetComponent<NetworkObject>();
if (networkObject == null)
{
Debug.LogError($"The {nameof(NetworkPrefab)} {networkPrefab.name} does not have a {nameof(NetworkObject)} component!");
return null;
}
return networkObject.InstantiateAndSpawn(networkManager, ownerClientId, destroyWithScene, isPlayerObject, forceOverride, position, rotation);
}
/// <summary>
/// This invokes <see cref="NetworkSpawnManager.InstantiateAndSpawn(NetworkObject, ulong, bool, bool, bool, Vector3, Quaternion)"/>.
/// </summary>
/// <param name="networkManager">The local instance of the NetworkManager connected to an session in progress.</param>
/// <param name="ownerClientId">The owner of the <see cref="NetworkObject"/> instance (defaults to server).</param>
/// <param name="destroyWithScene">Whether the <see cref="NetworkObject"/> instance will be destroyed when the scene it is located within is unloaded (default is false).</param>
/// <param name="isPlayerObject">Whether the <see cref="NetworkObject"/> instance is a player object or not (default is false).</param>
/// <param name="forceOverride">Whether you want to force spawning the override when running as a host or server or if you want it to spawn the override for host mode and
/// the source prefab for server. If there is an override, clients always spawn that as opposed to the source prefab (defaults to false). </param>
/// <param name="position">The starting poisiton of the <see cref="NetworkObject"/> instance.</param>
/// <param name="rotation">The starting rotation of the <see cref="NetworkObject"/> instance.</param>
/// <returns>The newly instantiated and spawned <see cref="NetworkObject"/> prefab instance.</returns>
public NetworkObject InstantiateAndSpawn(NetworkManager networkManager, ulong ownerClientId = NetworkManager.ServerClientId, bool destroyWithScene = false, bool isPlayerObject = false, bool forceOverride = false, Vector3 position = default, Quaternion rotation = default)
{
if (networkManager == null)
{
Debug.LogError(NetworkSpawnManager.InstantiateAndSpawnErrors[NetworkSpawnManager.InstantiateAndSpawnErrorTypes.NetworkManagerNull]);
return null;
}
if (!networkManager.IsListening)
{
Debug.LogError(NetworkSpawnManager.InstantiateAndSpawnErrors[NetworkSpawnManager.InstantiateAndSpawnErrorTypes.NoActiveSession]);
return null;
}
if (!networkManager.IsServer)
{
Debug.LogError(NetworkSpawnManager.InstantiateAndSpawnErrors[NetworkSpawnManager.InstantiateAndSpawnErrorTypes.NotAuthority]);
return null;
}
if (NetworkManager.ShutdownInProgress)
{
Debug.LogWarning(NetworkSpawnManager.InstantiateAndSpawnErrors[NetworkSpawnManager.InstantiateAndSpawnErrorTypes.InvokedWhenShuttingDown]);
return null;
}
// Verify it is actually a valid prefab
if (!NetworkManager.NetworkConfig.Prefabs.Contains(gameObject))
{
Debug.LogError(NetworkSpawnManager.InstantiateAndSpawnErrors[NetworkSpawnManager.InstantiateAndSpawnErrorTypes.NotRegisteredNetworkPrefab]);
return null;
}
return NetworkManager.SpawnManager.InstantiateAndSpawnNoParameterChecks(this, ownerClientId, destroyWithScene, isPlayerObject, forceOverride, position, rotation);
}
/// <summary>
/// Spawns this <see cref="NetworkObject"/> across the network. Can only be called from the Server
/// </summary>
/// <param name="destroyWithScene">Should the object be destroyed when the scene is changed</param>
public void Spawn(bool destroyWithScene = false)
{
SpawnInternal(destroyWithScene, NetworkManager.ServerClientId, false);
}
/// <summary>
/// Spawns a <see cref="NetworkObject"/> across the network with a given owner. Can only be called from server
/// </summary>
/// <param name="clientId">The clientId to own the object</param>
/// <param name="destroyWithScene">Should the object be destroyed when the scene is changed</param>
public void SpawnWithOwnership(ulong clientId, bool destroyWithScene = false)
{
SpawnInternal(destroyWithScene, clientId, false);
}
/// <summary>
/// Spawns a <see cref="NetworkObject"/> across the network and makes it the player object for the given client
/// </summary>
/// <param name="clientId">The clientId who's player object this is</param>
/// <param name="destroyWithScene">Should the object be destroyed when the scene is changed</param>
public void SpawnAsPlayerObject(ulong clientId, bool destroyWithScene = false)
{
SpawnInternal(destroyWithScene, clientId, true);
}
/// <summary>
/// Despawns the <see cref="GameObject"/> of this <see cref="NetworkObject"/> and sends a destroy message for it to all connected clients.
/// </summary>
/// <param name="destroy">(true) the <see cref="GameObject"/> will be destroyed (false) the <see cref="GameObject"/> will persist after being despawned</param>
public void Despawn(bool destroy = true)
{
MarkVariablesDirty(false);
NetworkManager.SpawnManager.DespawnObject(this, destroy);
}
/// <summary>
/// Removes all ownership of an object from any client. Can only be called from server
/// </summary>
public void RemoveOwnership()
{
NetworkManager.SpawnManager.RemoveOwnership(this);
}
/// <summary>
/// Changes the owner of the object. Can only be called from server
/// </summary>
/// <param name="newOwnerClientId">The new owner clientId</param>
public void ChangeOwnership(ulong newOwnerClientId)
{
NetworkManager.SpawnManager.ChangeOwnership(this, newOwnerClientId);
}
internal void InvokeBehaviourOnLostOwnership()
{
// Server already handles this earlier, hosts should ignore, all clients should update
if (!NetworkManager.IsServer)
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId, true);
}
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].InternalOnLostOwnership();
}
}
internal void InvokeBehaviourOnGainedOwnership()
{
// Server already handles this earlier, hosts should ignore and only client owners should update
if (!NetworkManager.IsServer && NetworkManager.LocalClientId == OwnerClientId)
{
NetworkManager.SpawnManager.UpdateOwnershipTable(this, OwnerClientId);
}
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnGainedOwnership();
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
}
}
}
internal void InvokeOwnershipChanged(ulong previous, ulong next)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnOwnershipChanged(previous, next);
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
}
}
}
internal void InvokeBehaviourOnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
ChildNetworkBehaviours[i].OnNetworkObjectParentChanged(parentNetworkObject);
}
}
private ulong? m_LatestParent; // What is our last set parent NetworkObject's ID?
private Transform m_CachedParent; // What is our last set parent Transform reference?
private bool m_CachedWorldPositionStays = true; // Used to preserve the world position stays parameter passed in TrySetParent
/// <summary>
/// Returns the last known cached WorldPositionStays value for this NetworkObject
/// </summary>
/// <remarks>
/// When parenting NetworkObjects, the optional WorldPositionStays value is cached and synchronized with clients.
/// This method provides access to the instance relative cached value.
/// <see cref="TrySetParent(GameObject, bool)"/>
/// <see cref="TrySetParent(NetworkObject, bool)"/>
/// <see cref="TrySetParent(Transform, bool)"/>
/// </remarks>
/// <returns><see cref="true"/> or <see cref="false"/></returns>
public bool WorldPositionStays()
{
return m_CachedWorldPositionStays;
}
internal void SetCachedParent(Transform parentTransform)
{
m_CachedParent = parentTransform;
}
internal Transform GetCachedParent()
{
return m_CachedParent;