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ClientObjectManager.cs
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1111 lines (928 loc) · 46.4 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Cysharp.Threading.Tasks;
using Mirage.Logging;
using Mirage.RemoteCalls;
using Mirage.Serialization;
using UnityEngine;
namespace Mirage
{
[AddComponentMenu("Network/ClientObjectManager")]
[HelpURL("https://miragenet.github.io/Mirage/docs/reference/Mirage/ClientObjectManager")]
[DisallowMultipleComponent]
public class ClientObjectManager : MonoBehaviour
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(ClientObjectManager));
internal RpcHandler _rpcHandler;
internal SyncVarReceiver _syncVarReceiver;
private NetworkClient _client;
public NetworkClient Client => _client;
/// <summary>
/// List of prefabs that will be registered with the spawning system.
/// <para>For each of these prefabs, ClientManager.RegisterPrefab() will be automatically invoke.</para>
/// </summary>
[Header("Prefabs")]
public List<NetworkIdentity> spawnPrefabs = new List<NetworkIdentity>();
/// <summary>
/// A scriptable object that holds all the prefabs that will be registered with the spawning system.
/// <para>For each of these prefabs, ClientManager.RegisterPrefab() will be automatically invoked.</para>
/// </summary>
public NetworkPrefabs NetworkPrefabs;
/// <summary>
/// A filter to only include certain scene objects when spawning.
/// <para>Used by <see cref="PrepareToSpawnSceneObjects"/> when finding scene objects.</para>
/// <para>If the filter is null, all valid scene objects will be included.</para>
/// </summary>
public Func<NetworkIdentity, bool> SceneObjectFilter { get; set; }
/// <summary>
/// This is a dictionary of the prefabs and delegates that are registered on the client with RegisterPrefab().
/// <para>The key to the dictionary is the prefab asset Id.</para>
/// </summary>
internal readonly Dictionary<int, SpawnHandler> _handlers = new Dictionary<int, SpawnHandler>();
/// <summary>
/// List of handler that will be used
/// </summary>
internal readonly List<DynamicSpawnHandlerDelegate> _dynamicHandlers = new List<DynamicSpawnHandlerDelegate>();
/// <summary>
/// This is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server.
/// <para>The key to the dictionary is the NetworkIdentity sceneId.</para>
/// </summary>
public readonly Dictionary<ulong, NetworkIdentity> spawnableObjects = new Dictionary<ulong, NetworkIdentity>();
internal readonly Dictionary<uint, PendingAsyncSpawn> pendingSpawn = new Dictionary<uint, PendingAsyncSpawn>();
internal void ClientStarted(NetworkClient client)
{
if (_client != null && _client != client)
throw new InvalidOperationException($"ClientObjectManager already in use by another NetworkClient, current:{_client}, new:{client}");
_client = client;
_client.Disconnected.AddListener(OnClientDisconnected);
RegisterPrefabs(spawnPrefabs, true);
RegisterPrefabs(NetworkPrefabs?.Prefabs, true);
// prepare objects right away so objects in first scene can be spawned
// if user changes scenes without NetworkSceneManager then they will need to manually call it again
PrepareToSpawnSceneObjects();
if (_client.IsHost)
{
RegisterHostHandlers();
}
else
{
RegisterMessageHandlers();
}
}
private void OnClientDisconnected(ClientStoppedReason reason)
{
DestroyAllClientObjects();
ClearSpawners();
// reset for next run
_client.Disconnected.RemoveListener(OnClientDisconnected);
_client = null;
_rpcHandler = null;
_syncVarReceiver = null;
foreach (var pending in pendingSpawn.Values)
pending.Dispose();
pendingSpawn.Clear();
}
internal void RegisterHostHandlers()
{
_client.MessageHandler.RegisterHandler<ObjectDestroyMessage>(msg => { });
_client.MessageHandler.RegisterHandler<ObjectHideMessage>(msg => { });
_client.MessageHandler.RegisterHandler<SpawnMessage>(OnHostClientSpawn);
_client.MessageHandler.RegisterHandler<RemoveAuthorityMessage>(OnRemoveAuthority);
_client.MessageHandler.RegisterHandler<RemoveCharacterMessage>(OnRemoveCharacter);
}
internal void RegisterMessageHandlers()
{
_client.MessageHandler.RegisterHandler<ObjectDestroyMessage>(OnObjectDestroy);
_client.MessageHandler.RegisterHandler<ObjectHideMessage>(OnObjectHide);
_client.MessageHandler.RegisterHandler<SpawnMessage>(OnSpawn);
_client.MessageHandler.RegisterHandler<RemoveAuthorityMessage>(OnRemoveAuthority);
_client.MessageHandler.RegisterHandler<RemoveCharacterMessage>(OnRemoveCharacter);
_rpcHandler = new RpcHandler(_client.World, RpcInvokeType.ClientRpc);
_client.MessageHandler.RegisterHandler<RpcReply>(_rpcHandler.OnReply); // no pending, but we still need to register it
_client.MessageHandler.RegisterHandler<RpcMessage>(OnRpcMessage);
_client.MessageHandler.RegisterHandler<RpcWithReplyMessage>(OnRpcWithReplyMessage);
_syncVarReceiver = new SyncVarReceiver(_client.World);
_client.MessageHandler.RegisterHandler<UpdateVarsMessage>(OnUpdateVarsMessage);
}
internal void OnRpcMessage(INetworkPlayer player, RpcMessage msg)
{
if (pendingSpawn.Count > 0 && pendingSpawn.TryGetValue(msg.NetId, out var pending)) // async spawning
{
if (logger.LogEnabled()) logger.Log($"Pending spawn for {msg.NetId}, storing new RpcMessage for later");
pending.AddMessage(msg);
return;
}
_rpcHandler.OnRpcMessage(player, msg);
}
internal void OnRpcWithReplyMessage(INetworkPlayer player, RpcWithReplyMessage msg)
{
if (pendingSpawn.Count > 0 && pendingSpawn.TryGetValue(msg.NetId, out var pending)) // async spawning
{
if (logger.LogEnabled()) logger.Log($"Pending spawn for {msg.NetId}, storing new RpcWithReplyMessage for later");
pending.AddMessage(msg);
return;
}
_rpcHandler.OnRpcWithReplyMessage(player, msg);
}
internal void OnUpdateVarsMessage(INetworkPlayer player, UpdateVarsMessage msg)
{
if (pendingSpawn.Count > 0 && pendingSpawn.TryGetValue(msg.NetId, out var pending)) // async spawning
{
if (logger.LogEnabled()) logger.Log($"Pending spawn for {msg.NetId}, storing new UpdateVarsMessage for later");
pending.AddMessage(msg);
return;
}
_syncVarReceiver.OnUpdateVarsMessage(player, msg);
}
private bool ConsiderForSpawning(NetworkIdentity identity)
{
// not spawned yet, not hidden, etc.?
return !identity.IsSpawned &&
identity.gameObject.hideFlags != HideFlags.NotEditable &&
identity.gameObject.hideFlags != HideFlags.HideAndDontSave &&
identity.IsSceneObject;
}
// this is called from message handler for Owner message
internal void InternalAddCharacter(NetworkIdentity identity)
{
if (!_client.Active)
{
throw new InvalidOperationException("Can't add character while client is not active");
}
_client.Player.Identity = identity;
}
/// <summary>
/// Call this after loading/unloading a scene in the client after connection to register the spawnable objects
/// </summary>
public void PrepareToSpawnSceneObjects()
{
// clear up old scene,
// we can just assume PrepareToSpawnSceneObjects is called after loading scene and call remove here
Client.World?.RemoveDestroyedObjects();
// add all unspawned NetworkIdentities to spawnable objects
spawnableObjects.Clear();
foreach (var identity in Resources.FindObjectsOfTypeAll<NetworkIdentity>())
{
if (!ConsiderForSpawning(identity))
continue;
if (SceneObjectFilter != null && !SceneObjectFilter.Invoke(identity))
continue;
spawnableObjects.Add(identity.SceneId, identity);
}
}
#region Spawn Prefabs and handlers
/// <summary>
/// Calls <see cref="RegisterPrefab(NetworkIdentity)"/> on each object in the <paramref name="prefabs"/> collection
/// </summary>
/// <param name="prefabs"></param>
/// <param name="skipExisting">Dont call <see cref="RegisterPrefab"/> for prefab's who's hash is already in the list of handlers. This can happen if custom handler is added for a prefab in the insepctor list</param>
public void RegisterPrefabs(IEnumerable<NetworkIdentity> prefabs, bool skipExisting)
{
if (prefabs == null)
return;
foreach (var prefab in prefabs)
{
if (prefab == null)
continue;
if (skipExisting)
{
// check if the hash is ready in collection
// if it is, then skip
var prefabHash = prefab.PrefabHash;
if (_handlers.ContainsKey(prefabHash))
continue;
}
RegisterPrefab(prefab);
}
}
/// <summary>
/// Find the registered or dynamic handler for <paramref name="prefabHash"/>
/// <para>Useful for debuggers</para>
/// </summary>
/// <param name="prefabHash">asset id of the prefab</param>
/// <returns>true if prefab was registered</returns>
/// <exception cref="ArgumentException">Thrown when <paramref name="prefabHash"/> is 0</exception>
/// <exception cref="SpawnObjectException">Thrown prefab </exception>
public SpawnHandler GetSpawnHandler(int prefabHash)
{
ThrowIfZeroHash(prefabHash);
if (_handlers.TryGetValue(prefabHash, out var registeredHandle))
{
if (logger.LogEnabled()) logger.Log($"Found Registered Handle for {prefabHash:X}");
return registeredHandle;
}
foreach (var dynamicHandler in _dynamicHandlers)
{
var handler = dynamicHandler.Invoke(prefabHash);
if (handler != null)
{
if (logger.LogEnabled()) logger.Log($"Found Dynamic Handle for {prefabHash:X}");
return handler;
}
}
ThrowMissingHandler(prefabHash);
return null;
}
/// <summary>
/// Registers a prefab with the spawning system.
/// <para>
/// When a NetworkIdentity object is spawned on the server with ServerObjectManager.Spawn(),
/// the server will send a spawn message to the client with the PrefabHash.
/// the client then finds the prefab registered with RegisterPrefab() to instantiate the client object.
/// </para>
/// <para>The ClientObjectManager has a list of spawnable prefabs, it uses this function to register them.</para>
/// <para>The set of current spawnable object is available in the <see cref="spawnableObjects"/> dictionary.</para>
/// </summary>
/// <param name="identity">A Prefab that will be spawned.</param>
/// <param name="newPrefabHash">A hash to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.</param>
public void RegisterPrefab(NetworkIdentity identity, int newPrefabHash)
{
identity.PrefabHash = newPrefabHash;
RegisterPrefab(identity);
}
/// <summary>
/// Registers a prefab with the spawning system.
/// <para>
/// When a NetworkIdentity object is spawned on the server with ServerObjectManager.Spawn(),
/// the server will send a spawn message to the client with the PrefabHash.
/// the client then finds the prefab registered with RegisterPrefab() to instantiate the client object.
/// </para>
/// <para>The ClientObjectManager has a list of spawnable prefabs, it uses this function to register them.</para>
/// <para>The set of current spawnable object is available in the <see cref="spawnableObjects"/> dictionary.</para>
/// </summary>
/// <param name="identity">A Prefab that will be spawned.</param>
// todo does inheritdoc here? instead of having duplicate doc comments for each RegisterPrefab
public void RegisterPrefab(NetworkIdentity identity)
{
ThrowIfZeroHash(identity);
var prefabHash = identity.PrefabHash;
ThrowIfExists(prefabHash, identity);
if (logger.LogEnabled()) logger.Log($"Registering prefab '{identity.name}' as asset:{prefabHash:X}");
_handlers[prefabHash] = new SpawnHandler(identity);
}
/// <summary>
/// Registers an unspawn handler for a prefab
/// <para>Should be called after RegisterPrefab</para>
/// </summary>
/// <param name="identity">Prefab to add handler for</param>
/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
public void RegisterUnspawnHandler(NetworkIdentity identity, UnSpawnDelegate unspawnHandler)
{
if (unspawnHandler == null)
throw new ArgumentNullException(nameof(unspawnHandler));
ThrowIfZeroHash(identity);
var prefabHash = identity.PrefabHash;
if (!_handlers.ContainsKey(prefabHash))
{
throw new InvalidOperationException($"No prefab with hash {prefabHash:X}. Prefab must be registered before adding unspawn handler");
}
if (_handlers[prefabHash].Prefab == null)
{
throw new InvalidOperationException($"Existing handler for {prefabHash:X} was not a prefab. Prefab must be registered before adding unspawn handler");
}
if (logger.LogEnabled()) logger.Log($"Registering custom prefab '{identity.name}' as asset:{prefabHash:X} {unspawnHandler.Method.Name}");
_handlers[prefabHash].AddUnspawnHandler(unspawnHandler);
}
/// <summary>
/// Removes a registered spawn prefab that was setup with RegisterPrefab.
/// </summary>
/// <param name="identity">The prefab to be removed from registration.</param>
public void UnregisterPrefab(NetworkIdentity identity)
{
var prefabHash = identity.PrefabHash;
_handlers.Remove(prefabHash);
}
/// <summary>
/// Registers custom handlers for a prefab with the spawning system.
/// <para>
/// When a NetworkIdentity object is spawned on the server with ServerObjectManager.Spawn(),
/// the server will send a spawn message to the client with the PrefabHash.
/// the client then finds the prefab registered with RegisterPrefab() to instantiate the client object.
/// </para>
/// <para>The ClientObjectManager has a list of spawnable prefabs, it uses this function to register them.</para>
/// <para>The set of current spawnable object is available in the <see cref="spawnableObjects"/> dictionary.</para>
/// </summary>
/// <seealso cref="RegisterUnspawnHandler"/>
/// <param name="identity">A Prefab that will be spawned.</param>
/// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param>
/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
public void RegisterSpawnHandler(NetworkIdentity identity, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
// check identity has a hash before Validate so that there is good error meessage
ThrowIfZeroHash(identity);
var prefabHash = identity.PrefabHash;
ValidateRegisterSpawnHandler(prefabHash, identity, spawnHandler, unspawnHandler);
_handlers[prefabHash] = new SpawnHandler(identity, spawnHandler, unspawnHandler);
}
/// <summary>
/// This is an advanced spawning function that registers a custom prefabHash with the UNET spawning system.
/// <para>This can be used to register custom spawning methods for an prefabHash - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para>
/// </summary>
/// <param name="prefabHash"></param>
/// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param>
/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
public void RegisterSpawnHandler(int prefabHash, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
ValidateRegisterSpawnHandler(prefabHash, null, spawnHandler, unspawnHandler);
_handlers[prefabHash] = new SpawnHandler(spawnHandler, unspawnHandler);
}
public void RegisterSpawnHandler(NetworkIdentity identity, SpawnHandlerAsyncDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
// check identity has a hash before Validate so that there is good error meessage
ThrowIfZeroHash(identity);
var prefabHash = identity.PrefabHash;
ValidateRegisterSpawnHandler(prefabHash, identity, spawnHandler, unspawnHandler);
_handlers[prefabHash] = new SpawnHandler(identity, spawnHandler, unspawnHandler);
}
public void RegisterSpawnHandler(int prefabHash, SpawnHandlerAsyncDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
ValidateRegisterSpawnHandler(prefabHash, null, spawnHandler, unspawnHandler);
_handlers[prefabHash] = new SpawnHandler(spawnHandler, unspawnHandler);
}
private void ValidateRegisterSpawnHandler(int prefabHash, NetworkIdentity prefab, Delegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
if (spawnHandler == null)
throw new ArgumentNullException(nameof(spawnHandler));
ThrowIfZeroHash(prefabHash);
ThrowIfExists(prefabHash, prefab);
if (logger.LogEnabled())
{
var spawnName = spawnHandler?.Method.Name ?? "<NULL>";
var unspawnName = unspawnHandler?.Method.Name ?? "<NULL>";
logger.Log($"RegisterSpawnHandler PrefabHash:'{prefabHash:X}' Spawn:{spawnName} UnSpawn:{unspawnName}");
}
}
/// <summary>
/// Removes a registered spawn handler function that was registered with RegisterSpawnHandler().
/// </summary>
/// <param name="prefabHash">The prefabHash for the handler to be removed for.</param>
public void UnregisterSpawnHandler(int prefabHash)
{
_handlers.Remove(prefabHash);
}
/// <summary>
/// This clears the registered spawn prefabs and spawn handler functions for this client.
/// </summary>
public void ClearSpawners()
{
_handlers.Clear();
}
public void RegisterDynamicSpawnHandler(DynamicSpawnHandlerDelegate dynamicHandler)
{
if (dynamicHandler == null)
throw new ArgumentNullException(nameof(dynamicHandler));
_dynamicHandlers.Add(dynamicHandler);
}
private static void ThrowIfZeroHash(int prefabHash)
{
if (prefabHash == 0)
throw new ArgumentException("prefabHash is zero", nameof(prefabHash));
}
private static void ThrowIfZeroHash(NetworkIdentity identity)
{
if (identity.PrefabHash == 0)
{
throw new ArgumentException($"prefabHash is zero on {identity.name}", nameof(identity));
}
}
private static void ThrowMissingHandler(int prefabHash)
{
throw new SpawnObjectException($"No prefab for {prefabHash:X}. did you forget to add it to the ClientObjectManager?");
}
private void ThrowIfExists(int prefabHash, NetworkIdentity newPrefab = null)
{
if (_handlers.ContainsKey(prefabHash))
{
var old = _handlers[prefabHash];
// if trying to register the same prefab, dont throw
if (newPrefab != null && old.Prefab == newPrefab)
return;
var typeString = old.Prefab != null
? "Prefab"
: "Handlers";
throw new InvalidOperationException($"{typeString} with hash {prefabHash:X} already registered. " +
$"Unregister before adding new or prefabshandlers. Too add Unspawn handler to prefab use RegisterUnspawnHandler instead");
}
}
#endregion
private void UnSpawn(NetworkIdentity identity)
{
// have to store netid, so we can remove it from world, this is because NetworkReset will clear it
var netId = identity.NetId;
logger.Assert(!_client.IsHost, "UnSpawn should not be called in host mode");
// it is useful to remove authority when destroying the object
// this can be useful to clean up stuff after a local player is destroyed
// call before StopClient, but dont reset the HasAuthority bool, people might want to use HasAuthority from stopclient or destroy
if (identity.HasAuthority)
identity.CallStopAuthority();
identity.StopClient();
if (_handlers.TryGetValue(identity.PrefabHash, out var handler) && handler.UnspawnHandler != null)
{
handler.UnspawnHandler.Invoke(identity);
// need to call reset incase user puts object in pool and wants to re-use it later
// it needs to be dont after the handler so user still has access to network fields while cleaning it up
identity.NetworkReset();
}
else if (!identity.IsSceneObject)
{
Destroy(identity.gameObject);
}
else
{
identity.NetworkReset();
identity.gameObject.SetActive(false);
spawnableObjects[identity.SceneId] = identity;
}
_client.World.RemoveIdentity(netId);
}
/// <summary>
/// Destroys all networked objects on the client.
/// <para>This can be used to clean up when a network connection is closed.</para>
/// </summary>
public void DestroyAllClientObjects()
{
// dont destroy objects if we are server
if (_client.IsHost)
{
if (logger.LogEnabled()) logger.Log("Skipping DestroyAllClientObjects because we are host client");
return;
}
// create copy so they can be removed inside loop
// allocation here are fine because is part of clean up
var all = _client.World.SpawnedIdentities.ToArray();
foreach (var identity in all)
{
// check if destroyed
if (identity != null && identity.gameObject != null)
{
// if not destoryed, do null unspawn with callbacks
UnSpawn(identity);
}
else
{
// if destroyed, we just want to remove it from the dictionary
_client.World.RemoveIdentity(identity);
}
}
Debug.Assert(_client.World.SpawnedIdentities.Count == 0, "All Identities should have been removed by UnSpawn above");
_client.World.ClearSpawnedObjects();
}
private void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage msg)
{
if (msg.PrefabHash.HasValue)
identity.PrefabHash = msg.PrefabHash.Value;
identity.SetClientValues(this, msg);
if (msg.IsLocalPlayer)
InternalAddCharacter(identity);
// deserialize components if any payload
// (Count is 0 if there were no components)
if (msg.Payload.Count > 0)
{
using (var payloadReader = NetworkReaderPool.GetReader(msg.Payload, _client.World))
{
identity.OnDeserializeAll(payloadReader, true);
}
}
// objects spawned as part of initial state are started on a second pass
identity.NotifyAuthority();
identity.StartClient();
CheckForLocalPlayer(identity);
}
internal void OnSpawn(SpawnMessage msg)
{
// pendingSpawn.Count check to skip dictionary lookup if empty
if (pendingSpawn.Count > 0 && pendingSpawn.TryGetValue(msg.NetId, out var pending)) // async spawning
{
if (logger.LogEnabled()) logger.Log($"Pending spawn for {msg.NetId}, storing new SpawnMessage for later");
pending.AddMessage(msg);
return;
}
if (msg.PrefabHash == null && msg.SceneId == null)
throw new SpawnObjectException($"Empty prefabHash and sceneId for netId: {msg.NetId}");
if (logger.LogEnabled()) logger.Log($"[ClientObjectManager] Spawn: {msg}");
// was the object already spawned?
var existing = _client.World.TryGetIdentity(msg.NetId, out var identity);
if (!existing)
{
//is the object on the prefab or scene object lists?
if (msg.SceneId.HasValue)
{
identity = SpawnSceneObject(msg);
}
else if (msg.PrefabHash.HasValue)
{
var handler = GetSpawnHandler(msg.PrefabHash.Value);
if (handler.IsAsyncSpawn())
{
OnSpawnAsync(handler.HandlerAsync, msg).Forget();
return;
}
else
{
identity = SpawnPrefab(msg, handler);
}
}
else
{
// note should never get here, because of check at start of method
// throw just incase
throw new SpawnObjectException("Spawn message did not have a SceneId or PrefabHash");
}
}
AfterSpawn(msg, existing, identity);
}
private void AfterSpawn(SpawnMessage msg, bool alreadyExisted, NetworkIdentity spawnedIdentity)
{
// should never happen, Spawn methods above should throw instead
Debug.Assert(spawnedIdentity != null, "AfterSpawn");
if (spawnedIdentity.NetId != 0 && spawnedIdentity.NetId != msg.NetId)
logger.LogWarning($"Spawn Identity already had a netId but SpawnMessage has a different NetId. Current Id={spawnedIdentity.NetId}, SpawnMessag Id={msg.NetId}");
ApplySpawnPayload(spawnedIdentity, msg);
// add after applying payload, but only if it is new object
if (!alreadyExisted)
_client.World.AddIdentity(msg.NetId, spawnedIdentity);
}
private async UniTaskVoid OnSpawnAsync(SpawnHandlerAsyncDelegate spawnHandler, SpawnMessage msg)
{
try
{
// copy payload into new buffer, because it will be release and re-used when this function awaits
// todo can this be optimized
using (var writer = NetworkWriterPool.GetWriter())
{
writer.Write(msg.Payload);
// use read and write so that payload will look the same as original
using (var reader = NetworkReaderPool.GetReader(writer.ToArraySegment(), null))
{
msg.Payload = reader.Read<ArraySegment<byte>>();
var pending = new PendingAsyncSpawn(msg.NetId);
pendingSpawn.Add(msg.NetId, pending);
try
{
var identity = await spawnHandler.Invoke(msg);
if (identity == null)
throw new SpawnObjectException($"Async Spawn handler for prefabHash={msg.PrefabHash:X} returned null");
AfterSpawn(msg, false, identity);
// IMPORTANT: remove from pendingSpawn first, so that methods will be invoked instead of adding to pending a 2nd time
pendingSpawn.Remove(msg.NetId);
pending.ApplyAll(this);
}
finally
{
// ensure we always clean up, even if spawn fails
pending.Dispose();
// double check it is removed, incase we throw while spawning
pendingSpawn.Remove(msg.NetId);
}
}
}
}
// todo, should we allow async message handler? then we can just try/catch in there. Would also simplify spawnasync
// this async is called from message handler, so we want to catch and maybe disconnect
catch (Exception e)
{
_client.MessageHandler.HandleExceptionInMessage(_client.Player, e);
}
}
private NetworkIdentity SpawnPrefab(SpawnMessage msg, SpawnHandler handler)
{
var spawnHandler = handler.Handler;
if (spawnHandler != null)
{
if (logger.LogEnabled()) logger.Log($"[ClientObjectManager] Custom handler for netid:{msg.NetId}");
var obj = spawnHandler.Invoke(msg);
if (obj == null)
throw new SpawnObjectException($"Spawn handler for prefabHash={msg.PrefabHash:X} returned null");
return obj;
}
// double check async handler is null
Debug.Assert(handler.HandlerAsync == null);
var prefab = handler.Prefab;
if (logger.LogEnabled()) logger.Log($"[ClientObjectManager] Instantiate Prefab for netid:{msg.NetId}, hash:{msg.PrefabHash.Value:X}, prefab:{prefab.name}");
// we need to set position and rotation here incase that their values are used from awake/onenable
var pos = msg.SpawnValues.Position ?? prefab.transform.position;
var rot = msg.SpawnValues.Rotation ?? prefab.transform.rotation;
var clone = Instantiate(prefab, pos, rot);
if (msg.SpawnValues.Parent.HasValue && msg.SpawnValues.Parent.Value.TryGet(_client.World, out var parentTransform))
{
clone.transform.SetParent(parentTransform, false);
}
return clone;
}
internal NetworkIdentity SpawnSceneObject(SpawnMessage msg)
{
var sceneId = msg.SceneId.Value;
if (spawnableObjects.TryGetValue(sceneId, out var foundSceneObject))
{
spawnableObjects.Remove(sceneId);
if (foundSceneObject == null)
throw new SpawnObjectException($"Scene object is null, sceneId={msg.SceneId:X}, NetId={msg.NetId}");
if (logger.LogEnabled()) logger.Log($"[ClientObjectManager] Found scene object for netid:{msg.NetId}, sceneId:{msg.SceneId.Value:X}, obj:{foundSceneObject}");
if (msg.SpawnValues.Parent.HasValue && msg.SpawnValues.Parent.Value.TryGet(_client.World, out var parentTransform))
{
foundSceneObject.transform.SetParent(parentTransform, false);
}
return foundSceneObject;
}
// failed to spawn
var errorMsg = $"Could not find scene object with sceneId={msg.SceneId:X}, NetId={msg.NetId}. Enable full logs in project settings to see current list of SpawnableObjects in the scene";
// dump the whole spawnable objects dict for easier debugging
if (logger.LogEnabled())
{
var builder = new StringBuilder();
builder.AppendLine($"{errorMsg} SpawnableObjects.Count={spawnableObjects.Count}");
foreach (var kvp in spawnableObjects)
builder.AppendLine($"Spawnable: SceneId={kvp.Key:X} name={kvp.Value.name}");
logger.Log(builder.ToString());
}
throw new SpawnObjectException(errorMsg);
}
internal void OnRemoveAuthority(RemoveAuthorityMessage msg)
{
if (pendingSpawn.Count > 0 && pendingSpawn.TryGetValue(msg.NetId, out var pending)) // async spawning
{
if (logger.LogEnabled()) logger.Log($"Pending spawn for {msg.NetId}, storing new RemoveAuthorityMessage for later");
pending.AddMessage(msg);
return;
}
if (logger.LogEnabled()) logger.Log($"Client remove auth handler");
// was the object already spawned?
var existing = _client.World.TryGetIdentity(msg.NetId, out var identity);
if (!existing)
{
logger.LogWarning($"Could not find object with id {msg.NetId}");
return;
}
identity.HasAuthority = false;
identity.NotifyAuthority();
}
internal void OnRemoveCharacter(RemoveCharacterMessage msg)
{
if (logger.LogEnabled()) logger.Log($"Client remove character handler");
var player = _client.Player;
var identity = player.Identity;
if (identity == null)
{
logger.LogWarning($"Could not find player's character");
return;
}
player.Identity = null;
identity.HasAuthority = msg.KeepAuthority;
identity.NotifyAuthority();
}
internal void OnObjectHide(ObjectHideMessage msg)
{
if (pendingSpawn.Count > 0 && pendingSpawn.TryGetValue(msg.NetId, out var pending)) // async spawning
{
if (logger.LogEnabled()) logger.Log($"Pending spawn for {msg.NetId}, storing new ObjectHideMessage for later");
pending.AddMessage(msg);
return;
}
DestroyObject(msg.NetId);
}
internal void OnObjectDestroy(ObjectDestroyMessage msg)
{
if (pendingSpawn.Count > 0 && pendingSpawn.TryGetValue(msg.NetId, out var pending)) // async spawning
{
if (logger.LogEnabled()) logger.Log($"Pending spawn for {msg.NetId}, storing new ObjectDestroyMessage for later");
pending.AddMessage(msg);
return;
}
DestroyObject(msg.NetId);
}
private void DestroyObject(uint netId)
{
if (logger.LogEnabled()) logger.Log($"OnObjectDestroy netId:{netId}");
if (_client.World.TryGetIdentity(netId, out var localObject))
{
UnSpawn(localObject);
}
else
{
logger.LogWarning("Did not find target for destroy message for " + netId);
}
}
internal void OnHostClientSpawn(SpawnMessage msg)
{
if (_client.World.TryGetIdentity(msg.NetId, out var localObject))
{
if (msg.IsLocalPlayer)
InternalAddCharacter(localObject);
localObject.SetClientValues(this, msg);
localObject.NotifyAuthority();
localObject.StartClient();
CheckForLocalPlayer(localObject);
}
}
private void CheckForLocalPlayer(NetworkIdentity identity)
{
if (identity && identity == _client.Player?.Identity)
{
// Set isLocalPlayer to true on this NetworkIdentity and trigger OnStartLocalPlayer in all scripts on the same GO
identity.StartLocalPlayer();
if (logger.LogEnabled()) logger.Log($"OnOwnerMessage player={identity.name}");
}
}
#if UNITY_EDITOR
private readonly Dictionary<int, NetworkIdentity> _validateCache = new Dictionary<int, NetworkIdentity>();
private void OnValidate()
{
// clear before just incase it didn't clear last time
_validateCache.Clear();
ValidatePrefabs(spawnPrefabs);
ValidatePrefabs(NetworkPrefabs?.Prefabs);
// clear after so unity can release prefabs if it wants to
_validateCache.Clear();
}
private void ValidatePrefabs(IEnumerable<NetworkIdentity> prefabs)
{
if (prefabs == null)
return;
foreach (var prefab in prefabs)
{
if (prefab == null)
continue;
var hash = prefab.PrefabHash;
if (_validateCache.TryGetValue(hash, out var existing))
{
if (prefab == existing)
continue;
var pathA = UnityEditor.AssetDatabase.GetAssetPath(prefab);
var pathB = UnityEditor.AssetDatabase.GetAssetPath(existing);
logger.Assert(prefab.PrefabHash == existing.PrefabHash);
logger.LogError($"2 prefabs had the same hash:'{hash}', A:'{prefab.name}' B:'{existing.name}'. Path A:{pathA} Path B:{pathB}");
}
_validateCache[hash] = prefab;
}
}
#endif
}
public class SpawnHandler
{
public readonly NetworkIdentity Prefab;
public readonly SpawnHandlerDelegate Handler;
public readonly SpawnHandlerAsyncDelegate HandlerAsync;
public UnSpawnDelegate UnspawnHandler { get; private set; }
public SpawnHandler(NetworkIdentity prefab)
{
Prefab = prefab ?? throw new ArgumentNullException(nameof(prefab));
}
public SpawnHandler(SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
Handler = spawnHandler ?? throw new ArgumentNullException(nameof(spawnHandler));
// unspawn is allowed to be null
UnspawnHandler = unspawnHandler;
}
public SpawnHandler(NetworkIdentity prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
Prefab = prefab ?? throw new ArgumentNullException(nameof(prefab));
Handler = spawnHandler ?? throw new ArgumentNullException(nameof(spawnHandler));
// unspawn is allowed to be null
UnspawnHandler = unspawnHandler;
}
public SpawnHandler(SpawnHandlerAsyncDelegate spawnHandlerAsync, UnSpawnDelegate unspawnHandler)
{
HandlerAsync = spawnHandlerAsync ?? throw new ArgumentNullException(nameof(spawnHandlerAsync));
// unspawn is allowed to be null
UnspawnHandler = unspawnHandler;
}
public SpawnHandler(NetworkIdentity prefab, SpawnHandlerAsyncDelegate spawnHandlerAsync, UnSpawnDelegate unspawnHandler)
{
Prefab = prefab ?? throw new ArgumentNullException(nameof(prefab));
HandlerAsync = spawnHandlerAsync ?? throw new ArgumentNullException(nameof(spawnHandlerAsync));
// unspawn is allowed to be null
UnspawnHandler = unspawnHandler;
}
public void AddUnspawnHandler(UnSpawnDelegate unspawnHandler)
{
if (Prefab == null)
{
throw new InvalidOperationException("Can only add unspawn handler if prefab is already registered");
}
UnspawnHandler = unspawnHandler;
}
public bool IsAsyncSpawn()
{
return HandlerAsync != null;
}
}
public class PendingAsyncSpawn : IDisposable
{
private static readonly ILogger logger = LogFactory.GetLogger(typeof(ClientObjectManager));
public readonly uint NetId;
/// <summary>
/// extra messages to apply in order after spawning is complete
/// </summary>
private List<MessageType> _messageTypes;
private PooledNetworkWriter _messageBytes;
public int PendingCount => _messageTypes?.Count ?? 0;
public PendingAsyncSpawn(uint netid)
{
NetId = netid;
}
public void AddMessage(ObjectDestroyMessage message) => AddMessageInternal(MessageType.ObjectDestroyMessage, message);
public void AddMessage(ObjectHideMessage message) => AddMessageInternal(MessageType.ObjectHideMessage, message);
public void AddMessage(SpawnMessage message) => AddMessageInternal(MessageType.SpawnMessage, message);
public void AddMessage(RemoveAuthorityMessage message) => AddMessageInternal(MessageType.RemoveAuthorityMessage, message);
public void AddMessage(RpcMessage message) => AddMessageInternal(MessageType.RpcMessage, message);
public void AddMessage(RpcWithReplyMessage message) => AddMessageInternal(MessageType.RpcWithReplyMessage, message);
public void AddMessage(UpdateVarsMessage message) => AddMessageInternal(MessageType.UpdateVarsMessage, message);
private void AddMessageInternal<T>(MessageType messageType, T message) where T : struct