2023-05-08 15:56:10 +03:00

315 lines
12 KiB
C#

using FishNet.Connection; //remove on 2023/01/01 move to correct folder.
using FishNet.Object;
using FishNet.Observing;
using FishNet.Utility.Constant;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.Serialization;
[assembly: InternalsVisibleTo(UtilityConstants.DEMOS_ASSEMBLY_NAME)]
namespace FishNet.Managing.Observing
{
/// <summary>
/// Additional options for managing the observer system.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/ObserverManager")]
public sealed class ObserverManager : MonoBehaviour
{
#region Internal.
/// <summary>
/// Current index to use for level of detail based on tick.
/// </summary>
internal byte LevelOfDetailIndex { get; private set; }
#endregion
#region Serialized.
/// <summary>
///
/// </summary>
[Tooltip("True to use the NetworkLOD system.")]
[SerializeField]
private bool _useNetworkLod;
/// <summary>
/// True to use the NetworkLOD system.
/// </summary>
/// <returns></returns>
internal bool GetUseNetworkLod() => _useNetworkLod;
/// <summary>
/// Distance for each level of detal.
/// </summary>
internal List<float> GetLevelOfDetailDistances() => (_useNetworkLod) ? _levelOfDetailDistances : _singleLevelOfDetailDistances;
[Tooltip("Distance for each level of detal.")]
[SerializeField]
private List<float> _levelOfDetailDistances = new List<float>();
/// <summary>
/// Returned when network LOD is off. Value contained is one level of detail with max distance.
/// </summary>
private List<float> _singleLevelOfDetailDistances = new List<float>() { float.MaxValue };
/// <summary>
///
/// </summary>
[Tooltip("True to update visibility for clientHost based on if they are an observer or not.")]
[FormerlySerializedAs("_setHostVisibility")]
[SerializeField]
private bool _updateHostVisibility = true;
/// <summary>
/// True to update visibility for clientHost based on if they are an observer or not.
/// </summary>
public bool UpdateHostVisibility
{
get => _updateHostVisibility;
private set => _updateHostVisibility = value;
}
/// <summary>
///
/// </summary>
[Tooltip("Default observer conditions for networked objects.")]
[SerializeField]
private List<ObserverCondition> _defaultConditions = new List<ObserverCondition>();
#endregion
#region Private.
/// <summary>
/// NetworkManager on object.
/// </summary>
private NetworkManager _networkManager;
/// <summary>
/// Intervals for each level of detail.
/// </summary>
private uint[] _levelOfDetailIntervals;
#endregion
/// <summary>
/// Initializes this script for use.
/// </summary>
/// <param name="manager"></param>
internal void InitializeOnce_Internal(NetworkManager manager)
{
_networkManager = manager;
ValidateLevelOfDetails();
}
/// <summary>
/// Sets a new value for UpdateHostVisibility.
/// </summary>
/// <param name="value">New value.</param>
/// <param name="updateType">Which objects to update.</param>
public void SetUpdateHostVisibility(bool value, HostVisibilityUpdateTypes updateType)
{
//Unchanged.
if (value == UpdateHostVisibility)
return;
/* Update even if server state is not known.
* The setting should be updated so when the server
* does start spawned objects have latest setting. */
if (HostVisibilityUpdateContains(updateType, HostVisibilityUpdateTypes.Manager))
UpdateHostVisibility = value;
/* If to update spawned as well then update all networkobservers
* with the setting and also update renderers. */
if (_networkManager.IsServer && HostVisibilityUpdateContains(updateType, HostVisibilityUpdateTypes.Spawned))
{
NetworkConnection clientConn = _networkManager.ClientManager.Connection;
foreach (NetworkObject n in _networkManager.ServerManager.Objects.Spawned.Values)
{
n.NetworkObserver.SetUpdateHostVisibility(value);
//Only check to update renderers if clientHost. If not client then clientConn won't be active.
if (clientConn.IsActive)
n.SetRenderersVisible(n.Observers.Contains(clientConn), true);
}
}
bool HostVisibilityUpdateContains(HostVisibilityUpdateTypes whole, HostVisibilityUpdateTypes part)
{
return (whole & part) == part;
}
}
/// <summary>
/// Adds default observer conditions to nob and returns the NetworkObserver used.
/// </summary>
internal NetworkObserver AddDefaultConditions(NetworkObject nob)
{
bool isGlobal = (nob.IsGlobal && !nob.IsSceneObject);
bool obsAdded;
NetworkObserver result;
if (!nob.TryGetComponent<NetworkObserver>(out result))
{
obsAdded = true;
result = nob.gameObject.AddComponent<NetworkObserver>();
}
else
{
obsAdded = false;
}
/* NetworkObserver is null and there are no
* conditions to add. Nothing will change by adding
* the NetworkObserver component so exit early. */
if (!obsAdded && _defaultConditions.Count == 0)
return result;
//If the NetworkObserver component was just added.
if (obsAdded)
{
/* Global nobs do not need a NetworkObserver.
* Ultimately, a global NetworkObject is one without
* any conditions. */
if (isGlobal)
return result;
//If there are no conditions then there's nothing to add.
if (_defaultConditions.Count == 0)
return result;
/* If here then there not a global networkobject and there are conditions to use.
* Since the NetworkObserver is being added fresh, set OverrideType to UseManager
* so that the NetworkObserver is populated with the manager conditions. */
result.OverrideType = NetworkObserver.ConditionOverrideType.UseManager;
}
//NetworkObject has a NetworkObserver already on it.
else
{
//If global the NetworkObserver has to be cleared and set to ignore manager.
if (isGlobal)
{
result.ObserverConditionsInternal.Clear();
result.OverrideType = NetworkObserver.ConditionOverrideType.IgnoreManager;
}
}
//If ignoring manager then use whatever is already configured.
if (result.OverrideType == NetworkObserver.ConditionOverrideType.IgnoreManager)
{
//Do nothing.
}
//If using manager then replace all with conditions.
else if (result.OverrideType == NetworkObserver.ConditionOverrideType.UseManager)
{
result.ObserverConditionsInternal.Clear();
AddMissing(result);
}
//Adding only new.
else if (result.OverrideType == NetworkObserver.ConditionOverrideType.AddMissing)
{
AddMissing(result);
}
void AddMissing(NetworkObserver networkObserver)
{
int count = _defaultConditions.Count;
for (int i = 0; i < count; i++)
{
ObserverCondition oc = _defaultConditions[i];
if (!networkObserver.ObserverConditionsInternal.Contains(oc))
networkObserver.ObserverConditionsInternal.Add(oc);
}
}
return result;
}
/// <summary>
/// Gets the tick interval to use for a lod level.
/// </summary>
/// <param name="lodLevel"></param>
/// <returns></returns>
public byte GetLevelOfDetailInterval(byte lodLevel)
{
if (LevelOfDetailIndex == 0)
return 1;
return (byte)System.Math.Pow(2, lodLevel);
}
/// <summary>
/// Calculates and sets the current level of detail index for the tick.
/// </summary>
internal void CalculateLevelOfDetail(uint tick)
{
int count = GetLevelOfDetailDistances().Count;
for (int i = (count - 1); i > 0; i--)
{
uint interval = _levelOfDetailIntervals[i];
if (tick % interval == 0)
{
LevelOfDetailIndex = (byte)i;
return;
}
}
//If here then index is 0 and interval is every tick.
LevelOfDetailIndex = 0;
}
/// <summary>
/// Validates that level of detail intervals are proper.
/// </summary>
private void ValidateLevelOfDetails()
{
if (!_useNetworkLod)
return;
//No distances specified.
if (_levelOfDetailDistances == null || _levelOfDetailDistances.Count == 0)
{
if (_networkManager != null)
{
_networkManager.LogWarning("Level of detail distances contains no entries. NetworkLOD has been disabled.");
_useNetworkLod = false;
}
return;
}
//Make sure every distance is larger than the last.
float lastDistance = float.MinValue;
foreach (float dist in _levelOfDetailDistances)
{
if (dist <= 0f || dist <= lastDistance)
{
if (_networkManager != null)
{
_networkManager.LogError($"Level of detail distances must be greater than 0f, and each distance larger than the previous. NetworkLOD has been disabled.");
_useNetworkLod = false;
}
return;
}
lastDistance = dist;
}
int maxEntries = 8;
//Too many distances.
if (_levelOfDetailDistances.Count > maxEntries)
{
_networkManager?.LogWarning("There can be a maximum of 8 level of detail distances. Entries beyond this quantity have been discarded.");
while (_levelOfDetailDistances.Count > maxEntries)
_levelOfDetailDistances.RemoveAt(_levelOfDetailDistances.Count - 1);
}
if (Application.isPlaying)
{
//Build intervals and sqr distances.
int count = _levelOfDetailDistances.Count;
_levelOfDetailIntervals = new uint[count];
for (int i = (count - 1); i > 0; i--)
{
uint power = (uint)Mathf.Pow(2, i);
_levelOfDetailIntervals[i] = power;
}
//Sqr
for (int i = 0; i < count; i++)
{
float dist = _levelOfDetailDistances[i];
dist *= dist;
_levelOfDetailDistances[i] = dist;
}
}
}
}
}