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