forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			877 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			877 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Connection;
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using FishNet.Managing.Logging;
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using FishNet.Managing.Object;
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using FishNet.Managing.Timing;
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using FishNet.Object;
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using FishNet.Serializing;
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using FishNet.Transporting;
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using FishNet.Utility;
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using FishNet.Utility.Extension;
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using FishNet.Utility.Performance;
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using System;
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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.SceneManagement;
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namespace FishNet.Managing.Server
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{
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    /// <summary>
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    /// Handles objects and information about objects for the server. See ManagedObjects for inherited options.
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    /// </summary>
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    public partial class ServerObjects : ManagedObjects
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    {
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        #region Public.
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        /// <summary>
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        /// Called right before client objects are destroyed when a client disconnects.
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        /// </summary>
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        public event Action<NetworkConnection> OnPreDestroyClientObjects;
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        #endregion
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        #region Internal.
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        /// <summary>
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        /// Collection of NetworkObjects recently despawned.
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        /// Key: objectId.
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        /// Value: despawn tick.
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        /// This is used primarily to track if client is sending messages for recently despawned objects.
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        /// Objects are automatically removed after RECENTLY_DESPAWNED_DURATION seconds.
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        /// </summary>
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        internal Dictionary<int, uint> RecentlyDespawnedIds = new Dictionary<int, uint>();
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        #endregion
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        #region Private.
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        /// <summary>
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        /// Cached ObjectIds which may be used when exceeding available ObjectIds.
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        /// </summary>
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        private Queue<int> _objectIdCache = new Queue<int>();
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        /// <summary>
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        /// Returns the ObjectId cache.
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        /// </summary>
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        /// <returns></returns>
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        internal Queue<int> GetObjectIdCache() => _objectIdCache;
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        /// <summary>
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        /// NetworkBehaviours which have dirty SyncVars.
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        /// </summary>
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        private List<NetworkBehaviour> _dirtySyncVarBehaviours = new List<NetworkBehaviour>(20);
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        /// <summary>
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        /// NetworkBehaviours which have dirty SyncObjects.
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        /// </summary>
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        private List<NetworkBehaviour> _dirtySyncObjectBehaviours = new List<NetworkBehaviour>(20);
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        /// <summary>
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        /// Objects which need to be destroyed next tick.
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        /// This is needed when running as host so host client will get any final messages for the object before they're destroyed.
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        /// </summary>
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        private Dictionary<int, NetworkObject> _pendingDestroy = new Dictionary<int, NetworkObject>();
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        /// <summary>
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        /// Scenes which were loaded that need to be setup.
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        /// </summary>
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        private List<(int, Scene)> _loadedScenes = new List<(int frame, Scene scene)>();
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        /// <summary>
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        /// Cache of spawning objects, used for recursively spawning nested NetworkObjects.
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        /// </summary>
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        private ListCache<NetworkObject> _spawnCache = new ListCache<NetworkObject>();
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        /// <summary>
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        /// True if one or more scenes are currently loading through the SceneManager.
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        /// </summary>
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        private bool _scenesLoading;
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        /// <summary>
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        /// Number of ticks which must pass to clear a recently despawned.
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        /// </summary>
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        private uint _cleanRecentlyDespawnedMaxTicks => base.NetworkManager.TimeManager.TimeToTicks(30d, TickRounding.RoundUp);
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        #endregion
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        internal ServerObjects(NetworkManager networkManager)
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        {
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            base.Initialize(networkManager);
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            networkManager.SceneManager.OnLoadStart += SceneManager_OnLoadStart;
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            networkManager.SceneManager.OnActiveSceneSetInternal += SceneManager_OnActiveSceneSet;
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            networkManager.TimeManager.OnUpdate += TimeManager_OnUpdate;
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        }
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        /// <summary>
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        /// Called when MonoBehaviours call Update.
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        /// </summary>
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        private void TimeManager_OnUpdate()
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        {
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            if (!base.NetworkManager.IsServer)
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            {
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                _scenesLoading = false;
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                _loadedScenes.Clear();
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                return;
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            }
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            CleanRecentlyDespawned();
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            if (!_scenesLoading)
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                IterateLoadedScenes(false);
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            Observers_OnUpdate();
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        }
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        #region Checking dirty SyncTypes.
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        /// <summary>
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        /// Iterates NetworkBehaviours with dirty SyncTypes.
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        /// </summary>
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        internal void WriteDirtySyncTypes()
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        {
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            /* Tells networkbehaviours to check their
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             * dirty synctypes. */
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            IterateCollection(_dirtySyncVarBehaviours, false);
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            IterateCollection(_dirtySyncObjectBehaviours, true);
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            void IterateCollection(List<NetworkBehaviour> collection, bool isSyncObject)
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            {
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                for (int i = 0; i < collection.Count; i++)
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                {
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                    bool dirtyCleared = collection[i].WriteDirtySyncTypes(isSyncObject);
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                    if (dirtyCleared)
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                    {
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                        collection.RemoveAt(i);
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                        i--;
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                    }
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                }
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            }
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        }
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        /// <summary>
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        /// Sets that a NetworkBehaviour has a dirty syncVars.
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        /// </summary>
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        /// <param name="nb"></param>
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        internal void SetDirtySyncType(NetworkBehaviour nb, bool isSyncObject)
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        {
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            if (isSyncObject)
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                _dirtySyncObjectBehaviours.Add(nb);
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            else
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                _dirtySyncVarBehaviours.Add(nb);
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        }
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        #endregion
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        #region Connection Handling.
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        /// <summary>
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        /// Called when the connection state changes for the local server.
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        /// </summary>
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        /// <param name="args"></param>
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        internal void OnServerConnectionState(ServerConnectionStateArgs args)
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        {
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            //If server just connected.
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            if (args.ConnectionState == LocalConnectionState.Started)
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            {
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                /* If there's no servers started besides the one
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                 * that just started then build Ids and setup scene objects. */
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                if (base.NetworkManager.ServerManager.OneServerStarted())
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                {
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                    BuildObjectIdCache();
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                    SetupSceneObjects();
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                }
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            }
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            //Server in anything but started state.
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            else
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            {
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                //If no servers are started then reset.
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                if (!base.NetworkManager.ServerManager.AnyServerStarted())
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                {
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                    base.DespawnWithoutSynchronization(true);
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                    base.SceneObjects.Clear();
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                    _objectIdCache.Clear();
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                    base.NetworkManager.ClearClientsCollection(base.NetworkManager.ServerManager.Clients);
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                }
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            }
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        }
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        /// <summary>
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        /// Called when a client disconnects.
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        /// </summary>
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        /// <param name="connection"></param>
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        internal void ClientDisconnected(NetworkConnection connection)
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        {
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            RemoveFromObserversWithoutSynchronization(connection);
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            OnPreDestroyClientObjects?.Invoke(connection);
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            /* A cache is made because the Objects
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             * collection would end up modified during
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             * iteration from removing ownership and despawning. */
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            ListCache<NetworkObject> cache = ListCaches.GetNetworkObjectCache();
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            foreach (NetworkObject nob in connection.Objects)
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                cache.AddValue(nob);
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            int written = cache.Written;
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            List<NetworkObject> collection = cache.Collection;
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            for (int i = 0; i < written; i++)
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            {
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                /* Objects may already be deinitializing when a client disconnects
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                 * because the root object could have been despawned first, and in result
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                 * all child objects would have been recursively despawned. 
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                 * 
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                 * EG: object is:
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                 *      A (nob)
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                 *          B (nob)
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                 * 
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                 * Both A and B are owned by the client so they will both be
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                 * in collection. Should A despawn first B will recursively despawn
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                 * from it. Then once that finishes and the next index of collection
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                 * is run, which would B, the object B would have already been deinitialized. */
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                if (!collection[i].IsDeinitializing)
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                    base.NetworkManager.ServerManager.Despawn(collection[i]);
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            }
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            ListCaches.StoreCache(cache);
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        }
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        #endregion
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        #region ObjectIds.
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        /// <summary>
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        /// Builds the ObjectId cache with all possible Ids.
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        /// </summary>
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        private void BuildObjectIdCache()
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        {
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            _objectIdCache.Clear();
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            /* Shuffle Ids to make it more difficult
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             * for clients to track spawned object
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             * count. */
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            List<int> shuffledCache = new List<int>();
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            //Ignore ushort.maxvalue as that indicates null.
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            for (int i = 0; i < (ushort.MaxValue - 1); i++)
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                shuffledCache.Add(i);
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            /* Only shuffle when NOT in editor and not
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             * development build.
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             * Debugging could be easier when Ids are ordered. */
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#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
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            shuffledCache.Shuffle();
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#endif
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            //Add shuffled to objectIdCache.
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            //Build Id cache.
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            int cacheCount = shuffledCache.Count;
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            for (int i = 0; i < cacheCount; i++)
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                _objectIdCache.Enqueue(shuffledCache[i]);
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        }
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        /// <summary>
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        /// Caches a NetworkObject ObjectId.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        private void CacheObjectId(NetworkObject nob)
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        {
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            if (nob.ObjectId != NetworkObject.UNSET_OBJECTID_VALUE)
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                CacheObjectId(nob.ObjectId);
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        }
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        /// <summary>
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        /// Adds an ObjectId to objectId cache.
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        /// </summary>
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        /// <param name="id"></param>
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        internal void CacheObjectId(int id)
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        {
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            _objectIdCache.Enqueue(id);
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        }
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        /// <summary>
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        /// Gets the next ObjectId to use for NetworkObjects.
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        /// </summary>
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        /// <returns></returns>
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        protected internal override int GetNextNetworkObjectId(bool errorCheck = true)
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        {
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            //Either something went wrong or user actually managed to spawn ~64K networked objects.
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            if (_objectIdCache.Count == 0)
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            {
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                base.NetworkManager.LogError($"No more available ObjectIds. How the heck did you manage to have {ushort.MaxValue} objects spawned at once?");
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                return -1;
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            }
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            else
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            {
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                return _objectIdCache.Dequeue();
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            }
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        }
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        #endregion
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        #region Initializing Objects In Scenes.
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        /// <summary>
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        /// Called when a scene load starts.
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        /// </summary>
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        private void SceneManager_OnLoadStart(Scened.SceneLoadStartEventArgs obj)
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        {
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            _scenesLoading = true;
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        }
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        /// <summary>
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        /// Called after the active scene has been scene, immediately after scene loads.
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        /// </summary>
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        private void SceneManager_OnActiveSceneSet()
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        {
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            _scenesLoading = false;
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            IterateLoadedScenes(true);
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        }
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        /// <summary>
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        /// Iterates loaded scenes and sets them up.
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        /// </summary>
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        /// <param name="ignoreFrameRestriction">True to ignore the frame restriction when iterating.</param>
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        internal void IterateLoadedScenes(bool ignoreFrameRestriction)
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        {
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            //Not started, clear loaded scenes.
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            if (!NetworkManager.ServerManager.Started)
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                _loadedScenes.Clear();
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            for (int i = 0; i < _loadedScenes.Count; i++)
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            {
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                (int frame, Scene scene) value = _loadedScenes[i];
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                if (ignoreFrameRestriction || (Time.frameCount > value.frame))
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                {
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                    SetupSceneObjects(value.scene);
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                    _loadedScenes.RemoveAt(i);
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                    i--;
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                }
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            }
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        }
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        /// <summary>
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        /// Called when a scene loads on the server.
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        /// </summary>
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        /// <param name="s"></param>
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        /// <param name="arg1"></param>
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        protected internal override void SceneManager_sceneLoaded(Scene s, LoadSceneMode arg1)
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        {
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            base.SceneManager_sceneLoaded(s, arg1);
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            if (!NetworkManager.ServerManager.Started)
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                return;
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            //Add to loaded scenes so that they are setup next frame.
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            _loadedScenes.Add((Time.frameCount, s));
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        }
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        /// <summary>
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        /// Setup all NetworkObjects in scenes. Should only be called when server is active.
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        /// </summary>
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        protected internal void SetupSceneObjects()
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        {
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            for (int i = 0; i < SceneManager.sceneCount; i++)
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                SetupSceneObjects(SceneManager.GetSceneAt(i));
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            Scene ddolScene = DDOLFinder.GetDDOL().gameObject.scene;
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            if (ddolScene.isLoaded)
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                SetupSceneObjects(ddolScene);
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        }
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        /// <summary>
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        /// Setup NetworkObjects in a scene. Should only be called when server is active.
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        /// </summary>
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        /// <param name="s"></param>
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        private void SetupSceneObjects(Scene s)
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        {
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            ListCache<NetworkObject> nobs;
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            SceneFN.GetSceneNetworkObjects(s, false, out nobs);
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            bool isHost = base.NetworkManager.IsHost;
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            for (int i = 0; i < nobs.Written; i++)
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            {
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                NetworkObject nob = nobs.Collection[i];
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                //Only setup if a scene object and not initialzied.
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                if (nob.IsNetworked && nob.IsSceneObject && nob.IsDeinitializing)
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                {
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                    base.UpdateNetworkBehavioursForSceneObject(nob, true);
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                    base.AddToSceneObjects(nob);
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                    /* If was active in the editor (before hitting play), or currently active
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                     * then PreInitialize without synchronizing to clients. There is no reason
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                     * to synchronize to clients because the scene just loaded on server,
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                     * which means clients are not yet in the scene. */
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                    if (nob.ActiveDuringEdit || nob.gameObject.activeInHierarchy)
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                    {
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                        //If not host then object doesn't need to be spawned until a client joins.
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                        if (!isHost)
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                            SetupWithoutSynchronization(nob);
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                        //Otherwise spawn object so observers update for clientHost.
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                        else
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                            SpawnWithoutChecks(nob);
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                    }
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                }
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            }
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            ListCaches.StoreCache(nobs);
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        }
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        /// <summary>
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        /// Performs setup on a NetworkObject without synchronizing the actions to clients.
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        /// </summary>
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        /// <param name="objectId">Override ObjectId to use.</param>
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        private void SetupWithoutSynchronization(NetworkObject nob, NetworkConnection ownerConnection = null, int? objectId = null)
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        {
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            if (nob.IsNetworked)
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            {
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                if (objectId == null)
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                    objectId = GetNextNetworkObjectId();
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                nob.Preinitialize_Internal(NetworkManager, objectId.Value, ownerConnection, true);
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                base.AddToSpawned(nob, true);
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                nob.gameObject.SetActive(true);
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                nob.Initialize(true, true);
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            }
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        }
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        #endregion
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        #region Spawning.
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        /// <summary>
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        /// Spawns an object over the network.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void Spawn(NetworkObject networkObject, NetworkConnection ownerConnection = null)
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        {
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            //Default as false, will change if needed.
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            bool predictedSpawn = false;
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            if (networkObject == null)
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            {
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                base.NetworkManager.LogError($"Specified networkObject is null.");
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                return;
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            }
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            if (!NetworkManager.ServerManager.Started)
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            {
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                //Neither server nor client are started.
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                if (!NetworkManager.ClientManager.Started)
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                {
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                    base.NetworkManager.LogWarning("Cannot spawn object because server nor client are active.");
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                    return;
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                }
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                //Server has predicted spawning disabled.
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                if (!NetworkManager.PredictionManager.GetAllowPredictedSpawning())
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                {
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                    base.NetworkManager.LogWarning("Cannot spawn object because server is not active and predicted spawning is not enabled.");
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                    return;
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                }
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                //Various predicted spawn checks.
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                if (!base.CanPredictedSpawn(networkObject, NetworkManager.ClientManager.Connection, ownerConnection, false))
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                    return;
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                predictedSpawn = true;
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            }
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            if (!networkObject.gameObject.scene.IsValid())
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            {
 | 
						|
                base.NetworkManager.LogError($"{networkObject.name} is a prefab. You must instantiate the prefab first, then use Spawn on the instantiated copy.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
            if (ownerConnection != null && ownerConnection.IsActive && !ownerConnection.LoadedStartScenes(!predictedSpawn))
 | 
						|
            {
 | 
						|
                base.NetworkManager.LogWarning($"{networkObject.name} was spawned but it's recommended to not spawn objects for connections until they have loaded start scenes. You can be notified when a connection loads start scenes by using connection.OnLoadedStartScenes on the connection, or SceneManager.OnClientLoadStartScenes.");
 | 
						|
            }
 | 
						|
            if (networkObject.IsSpawned)
 | 
						|
            {
 | 
						|
                base.NetworkManager.LogWarning($"{networkObject.name} is already spawned.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
            if (networkObject.ParentNetworkObject != null && !networkObject.ParentNetworkObject.IsSpawned)
 | 
						|
            {
 | 
						|
                base.NetworkManager.LogError($"{networkObject.name} cannot be spawned because it has a parent NetworkObject {networkObject.ParentNetworkObject} which is not spawned.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            if (predictedSpawn)
 | 
						|
                base.NetworkManager.ClientManager.Objects.PredictedSpawn(networkObject, ownerConnection);
 | 
						|
            else
 | 
						|
                SpawnWithoutChecks(networkObject, ownerConnection);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Spawns networkObject without any checks.
 | 
						|
        /// </summary>
 | 
						|
        private void SpawnWithoutChecks(NetworkObject networkObject, NetworkConnection ownerConnection = null, int? objectId = null)
 | 
						|
        {
 | 
						|
            /* Setup locally without sending to clients.
 | 
						|
            * When observers are built for the network object
 | 
						|
            * during initialization spawn messages will
 | 
						|
            * be sent. */
 | 
						|
            networkObject.SetIsNetworked(true);
 | 
						|
            _spawnCache.AddValue(networkObject);
 | 
						|
            SetupWithoutSynchronization(networkObject, ownerConnection, objectId);
 | 
						|
 | 
						|
            foreach (NetworkObject item in networkObject.ChildNetworkObjects)
 | 
						|
            {
 | 
						|
                /* Only spawn recursively if the nob state is unset.
 | 
						|
                 * Unset indicates that the nob has not been */
 | 
						|
                if (item.gameObject.activeInHierarchy || item.State == NetworkObjectState.Spawned)
 | 
						|
                    SpawnWithoutChecks(item, ownerConnection);
 | 
						|
            }
 | 
						|
 | 
						|
            /* Copy to a new cache then reset _spawnCache
 | 
						|
             * just incase rebuilding observers would lead to 
 | 
						|
             * more additions into _spawnCache. EG: rebuilding
 | 
						|
             * may result in additional objects being spawned
 | 
						|
             * for clients and if _spawnCache were not reset
 | 
						|
             * the same objects would be rebuilt again. This likely
 | 
						|
             * would not affect anything other than perf but who
 | 
						|
             * wants that. */
 | 
						|
            ListCache<NetworkObject> spawnCacheCopy = ListCaches.GetNetworkObjectCache();
 | 
						|
            spawnCacheCopy.AddValues(_spawnCache);
 | 
						|
            _spawnCache.Reset();
 | 
						|
            //Also rebuild observers for the object so it spawns for others.
 | 
						|
            RebuildObservers(spawnCacheCopy);
 | 
						|
 | 
						|
            /* If also client then we need to make sure the object renderers have correct visibility.
 | 
						|
             * Set visibility based on if the observers contains the clientHost connection. */
 | 
						|
            if (NetworkManager.IsClient)
 | 
						|
            {
 | 
						|
                int count = spawnCacheCopy.Written;
 | 
						|
                List<NetworkObject> collection = spawnCacheCopy.Collection;
 | 
						|
                for (int i = 0; i < count; i++)
 | 
						|
                    collection[i].SetRenderersVisible(networkObject.Observers.Contains(NetworkManager.ClientManager.Connection));
 | 
						|
            }
 | 
						|
 | 
						|
            ListCaches.StoreCache(spawnCacheCopy);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Reads a predicted spawn.
 | 
						|
        /// </summary>
 | 
						|
        internal void ReadPredictedSpawn(PooledReader reader, NetworkConnection conn)
 | 
						|
        {
 | 
						|
            sbyte initializeOrder;
 | 
						|
            ushort collectionId;
 | 
						|
            int prefabId;
 | 
						|
            int objectId = reader.ReadNetworkObjectForSpawn(out initializeOrder, out collectionId, out _);
 | 
						|
            //If objectId is not within predicted ids for conn.
 | 
						|
            if (!conn.PredictedObjectIds.Contains(objectId))
 | 
						|
            {
 | 
						|
                reader.Clear();
 | 
						|
                conn.Kick(KickReason.ExploitAttempt, LoggingType.Common, $"Connection {conn.ClientId} used predicted spawning with a non-reserved objectId of {objectId}.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            NetworkConnection owner = reader.ReadNetworkConnection();
 | 
						|
            SpawnType st = (SpawnType)reader.ReadByte();
 | 
						|
            //Not used at the moment.
 | 
						|
            byte componentIndex = reader.ReadByte();
 | 
						|
 | 
						|
            //Read transform values which differ from serialized values.
 | 
						|
            Vector3? localPosition;
 | 
						|
            Quaternion? localRotation;
 | 
						|
            Vector3? localScale;
 | 
						|
            base.ReadTransformProperties(reader, out localPosition, out localRotation, out localScale);
 | 
						|
 | 
						|
            NetworkObject nob;
 | 
						|
            bool isGlobal = false;
 | 
						|
            if (SpawnTypeEnum.Contains(st, SpawnType.Scene))
 | 
						|
            {
 | 
						|
                ulong sceneId = reader.ReadUInt64(AutoPackType.Unpacked);
 | 
						|
                nob = base.GetSceneNetworkObject(sceneId);
 | 
						|
                if (!base.CanPredictedSpawn(nob, conn, owner, true))
 | 
						|
                    return;
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                //Not used right now.
 | 
						|
                SpawnParentType spt = (SpawnParentType)reader.ReadByte();
 | 
						|
                prefabId = reader.ReadNetworkObjectId();
 | 
						|
                //Invalid prefabId.
 | 
						|
                if (prefabId == NetworkObject.UNSET_PREFABID_VALUE)
 | 
						|
                {
 | 
						|
                    reader.Clear();
 | 
						|
                    conn.Kick(KickReason.UnusualActivity, LoggingType.Common, $"Spawned object has an invalid prefabId of {prefabId}. Make sure all objects which are being spawned over the network are within SpawnableObjects on the NetworkManager. Connection {conn.ClientId} will be kicked immediately.");
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
 | 
						|
                PrefabObjects prefabObjects = NetworkManager.GetPrefabObjects<PrefabObjects>(collectionId, false);
 | 
						|
                //PrefabObjects not found.
 | 
						|
                if (prefabObjects == null)
 | 
						|
                {
 | 
						|
                    reader.Clear();
 | 
						|
                    conn.Kick(KickReason.UnusualActivity, LoggingType.Common, $"PrefabObjects collection is not found for CollectionId {collectionId}. Be sure to add your addressables NetworkObject prefabs to the collection on server and client before attempting to spawn them over the network. Connection {conn.ClientId} will be kicked immediately.");
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
                //Check if prefab allows predicted spawning.
 | 
						|
                NetworkObject nPrefab = prefabObjects.GetObject(true, prefabId);
 | 
						|
                if (!base.CanPredictedSpawn(nPrefab, conn, owner, true))
 | 
						|
                    return;
 | 
						|
 | 
						|
                nob = NetworkManager.GetPooledInstantiated(prefabId, false);
 | 
						|
                isGlobal = SpawnTypeEnum.Contains(st, SpawnType.InstantiatedGlobal);
 | 
						|
            }
 | 
						|
 | 
						|
            Transform t = nob.transform;
 | 
						|
            //Parenting predicted spawns is not supported yet.
 | 
						|
            t.SetParent(null, true);
 | 
						|
            base.GetTransformProperties(localPosition, localRotation, localScale, t, out Vector3 pos, out Quaternion rot, out Vector3 scale);
 | 
						|
            t.SetLocalPositionRotationAndScale(pos, rot, scale);
 | 
						|
            nob.SetIsGlobal(isGlobal);
 | 
						|
 | 
						|
            //Initialize for prediction.
 | 
						|
            nob.InitializePredictedObject_Server(base.NetworkManager, conn);
 | 
						|
 | 
						|
            /* Only read sync types if allowed for the object.
 | 
						|
             * If the client did happen to send synctypes while not allowed
 | 
						|
             * this will create a parse error on the server,
 | 
						|
             * resulting in the client being kicked. */
 | 
						|
            if (nob.AllowPredictedSyncTypes)
 | 
						|
            {
 | 
						|
                ArraySegment<byte> syncValues = reader.ReadArraySegmentAndSize();
 | 
						|
                PooledReader syncTypeReader = ReaderPool.GetReader(syncValues, base.NetworkManager);
 | 
						|
                foreach (NetworkBehaviour nb in nob.NetworkBehaviours)
 | 
						|
                {
 | 
						|
                    //SyncVars.
 | 
						|
                    int length = syncTypeReader.ReadInt32();
 | 
						|
                    nb.OnSyncType(syncTypeReader, length, false, true);
 | 
						|
                    //SyncObjects
 | 
						|
                    length = syncTypeReader.ReadInt32();
 | 
						|
                    nb.OnSyncType(syncTypeReader, length, true, true);
 | 
						|
                }
 | 
						|
                syncTypeReader.Dispose();
 | 
						|
            }
 | 
						|
 | 
						|
            SpawnWithoutChecks(nob, owner, objectId);
 | 
						|
 | 
						|
            //Send the spawner a new reservedId.
 | 
						|
            WriteResponse(true);
 | 
						|
            //Writes a predicted spawn result to a client.
 | 
						|
            void WriteResponse(bool success)
 | 
						|
            {
 | 
						|
                PooledWriter writer = WriterPool.GetWriter();
 | 
						|
                writer.WritePacketId(PacketId.PredictedSpawnResult);
 | 
						|
                writer.WriteNetworkObjectId(nob.ObjectId);
 | 
						|
                writer.WriteBoolean(success);
 | 
						|
 | 
						|
                if (success)
 | 
						|
                {
 | 
						|
                    Queue<int> objectIdCache = NetworkManager.ServerManager.Objects.GetObjectIdCache();
 | 
						|
                    //Write next objectId to use.
 | 
						|
                    int invalidId = NetworkObject.UNSET_OBJECTID_VALUE;
 | 
						|
                    int nextId = (objectIdCache.Count > 0) ? objectIdCache.Dequeue() : invalidId;
 | 
						|
                    writer.WriteNetworkObjectId(nextId);
 | 
						|
                    //If nextId is valid then also add it to spawners local cache.
 | 
						|
                    if (nextId != invalidId)
 | 
						|
                        conn.PredictedObjectIds.Enqueue(nextId);
 | 
						|
                    ////Update RPC links.
 | 
						|
                    //foreach (NetworkBehaviour nb in nob.NetworkBehaviours)
 | 
						|
                    //    nb.WriteRpcLinks(writer);
 | 
						|
                }
 | 
						|
 | 
						|
                conn.SendToClient((byte)Channel.Reliable, writer.GetArraySegment());
 | 
						|
            }
 | 
						|
 | 
						|
        }
 | 
						|
        #endregion
 | 
						|
 | 
						|
        #region Despawning.
 | 
						|
        /// <summary>
 | 
						|
        /// Cleans recently despawned objects.
 | 
						|
        /// </summary>
 | 
						|
        private void CleanRecentlyDespawned()
 | 
						|
        {
 | 
						|
            //Only iterate if frame ticked to save perf.
 | 
						|
            if (!base.NetworkManager.TimeManager.FrameTicked)
 | 
						|
                return;
 | 
						|
 | 
						|
            ListCache<int> intCache = ListCaches.GetIntCache();
 | 
						|
 | 
						|
            uint requiredTicks = _cleanRecentlyDespawnedMaxTicks;
 | 
						|
            uint currentTick = base.NetworkManager.TimeManager.LocalTick;
 | 
						|
            //Iterate 20, or 5% of the collection, whichever is higher.
 | 
						|
            int iterations = Mathf.Max(20, (int)(RecentlyDespawnedIds.Count * 0.05f));
 | 
						|
            /* Given this is a dictionary there is no gaurantee which order objects are
 | 
						|
             * added. Because of this it's possible some objects may take much longer to
 | 
						|
             * be removed. This is okay so long as a consistent chunk of objects are removed
 | 
						|
             * at a time; eventually all objects will be iterated. */
 | 
						|
            int count = 0;
 | 
						|
            foreach (KeyValuePair<int, uint> kvp in RecentlyDespawnedIds)
 | 
						|
            {
 | 
						|
                long result = (currentTick - kvp.Value);
 | 
						|
                //If enough ticks have passed to remove.
 | 
						|
                if (result > requiredTicks)
 | 
						|
                    intCache.AddValue(kvp.Key);
 | 
						|
 | 
						|
                count++;
 | 
						|
                if (count == iterations)
 | 
						|
                    break;
 | 
						|
            }
 | 
						|
 | 
						|
            //Remove cached entries.
 | 
						|
            List<int> collection = intCache.Collection;
 | 
						|
            int cCount = collection.Count;
 | 
						|
            for (int i = 0; i < cCount; i++)
 | 
						|
                RecentlyDespawnedIds.Remove(collection[i]);
 | 
						|
 | 
						|
            ListCaches.StoreCache(intCache);
 | 
						|
        }
 | 
						|
        /// <summary>
 | 
						|
        /// Returns if an objectId was recently despawned.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="objectId">ObjectId to check.</param>
 | 
						|
        /// <param name="ticks">Passed ticks to be within to be considered recently despawned.</param>
 | 
						|
        /// <returns>True if an objectId was despawned with specified number of ticks.</returns>
 | 
						|
        public bool RecentlyDespawned(int objectId, uint ticks)
 | 
						|
        {
 | 
						|
            uint despawnTick;
 | 
						|
            if (!RecentlyDespawnedIds.TryGetValue(objectId, out despawnTick))
 | 
						|
                return false;
 | 
						|
 | 
						|
            return ((NetworkManager.TimeManager.LocalTick - despawnTick) <= ticks);
 | 
						|
        }
 | 
						|
        /// <summary>
 | 
						|
        /// Adds to objects pending destroy due to clientHost environment.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="nob"></param>
 | 
						|
        internal void AddToPending(NetworkObject nob)
 | 
						|
        {
 | 
						|
            _pendingDestroy[nob.ObjectId] = nob;
 | 
						|
        }
 | 
						|
        /// <summary>
 | 
						|
        /// Tries to removes objectId from PendingDestroy and returns if successful.
 | 
						|
        /// </summary>
 | 
						|
        internal bool RemoveFromPending(int objectId)
 | 
						|
        {
 | 
						|
            return _pendingDestroy.Remove(objectId);
 | 
						|
        }
 | 
						|
        /// <summary>
 | 
						|
        /// Returns a NetworkObject in PendingDestroy.
 | 
						|
        /// </summary>
 | 
						|
        internal NetworkObject GetFromPending(int objectId)
 | 
						|
        {
 | 
						|
            NetworkObject nob;
 | 
						|
            _pendingDestroy.TryGetValue(objectId, out nob);
 | 
						|
            return nob;
 | 
						|
        }
 | 
						|
        /// <summary>
 | 
						|
        /// Destroys NetworkObjects pending for destruction.
 | 
						|
        /// </summary>
 | 
						|
        internal void DestroyPending()
 | 
						|
        {
 | 
						|
            foreach (NetworkObject item in _pendingDestroy.Values)
 | 
						|
            {
 | 
						|
                if (item != null)
 | 
						|
                    MonoBehaviour.Destroy(item.gameObject);
 | 
						|
            }
 | 
						|
 | 
						|
            _pendingDestroy.Clear();
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Despawns an object over the network.
 | 
						|
        /// </summary>
 | 
						|
        internal override void Despawn(NetworkObject networkObject, DespawnType despawnType, bool asServer)
 | 
						|
        {
 | 
						|
            //Default as false, will change if needed.
 | 
						|
            bool predictedDespawn = false;
 | 
						|
 | 
						|
            if (networkObject == null)
 | 
						|
            {
 | 
						|
                base.NetworkManager.LogWarning($"NetworkObject cannot be despawned because it is null.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
            if (networkObject.IsDeinitializing)
 | 
						|
            {
 | 
						|
                base.NetworkManager.LogWarning($"Object {networkObject.name} cannot be despawned because it is already deinitializing.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            if (!NetworkManager.ServerManager.Started)
 | 
						|
            {
 | 
						|
                //Neither server nor client are started.
 | 
						|
                if (!NetworkManager.ClientManager.Started)
 | 
						|
                {
 | 
						|
                    base.NetworkManager.LogWarning("Cannot despawn object because server nor client are active.");
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
                //Server has predicted spawning disabled.
 | 
						|
                if (!NetworkManager.PredictionManager.GetAllowPredictedSpawning())
 | 
						|
                {
 | 
						|
                    base.NetworkManager.LogWarning("Cannot despawn object because server is not active and predicted spawning is not enabled.");
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
                //Various predicted despawn checks.
 | 
						|
                if (!base.CanPredictedDespawn(networkObject, NetworkManager.ClientManager.Connection, false))
 | 
						|
                    return;
 | 
						|
 | 
						|
                predictedDespawn = true;
 | 
						|
            }
 | 
						|
            if (!networkObject.gameObject.scene.IsValid())
 | 
						|
            {
 | 
						|
                base.NetworkManager.LogError($"{networkObject.name} is a prefab. You must instantiate the prefab first, then use Spawn on the instantiated copy.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            if (predictedDespawn)
 | 
						|
            {
 | 
						|
                base.NetworkManager.ClientManager.Objects.PredictedDespawn(networkObject);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                FinalizeDespawn(networkObject, despawnType);
 | 
						|
                RecentlyDespawnedIds[networkObject.ObjectId] = base.NetworkManager.TimeManager.LocalTick;
 | 
						|
                base.Despawn(networkObject, despawnType, asServer);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Called when a NetworkObject is destroyed without being deactivated first.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="nob"></param>
 | 
						|
        internal override void NetworkObjectUnexpectedlyDestroyed(NetworkObject nob, bool asServer)
 | 
						|
        {
 | 
						|
            FinalizeDespawn(nob, DespawnType.Destroy);
 | 
						|
            base.NetworkObjectUnexpectedlyDestroyed(nob, asServer);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Finalizes the despawn process. By the time this is called the object is considered unaccessible.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="nob"></param>
 | 
						|
        private void FinalizeDespawn(NetworkObject nob, DespawnType despawnType)
 | 
						|
        {
 | 
						|
            if (nob != null && nob.ObjectId != NetworkObject.UNSET_OBJECTID_VALUE)
 | 
						|
            {
 | 
						|
                nob.WriteDirtySyncTypes();
 | 
						|
                WriteDespawnAndSend(nob, despawnType);
 | 
						|
                CacheObjectId(nob);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Writes a despawn and sends it to clients.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="nob"></param>
 | 
						|
        private void WriteDespawnAndSend(NetworkObject nob, DespawnType despawnType)
 | 
						|
        {
 | 
						|
            PooledWriter everyoneWriter = WriterPool.GetWriter();
 | 
						|
            WriteDespawn(nob, despawnType, everyoneWriter);
 | 
						|
 | 
						|
            ArraySegment<byte> despawnSegment = everyoneWriter.GetArraySegment();
 | 
						|
 | 
						|
            //Add observers to a list cache.
 | 
						|
            ListCache<NetworkConnection> cache = ListCaches.GetNetworkConnectionCache();
 | 
						|
            cache.Reset();
 | 
						|
            cache.AddValues(nob.Observers);
 | 
						|
            int written = cache.Written;
 | 
						|
            for (int i = 0; i < written; i++)
 | 
						|
            {
 | 
						|
                //Invoke ondespawn and send despawn.
 | 
						|
                NetworkConnection conn = cache.Collection[i];
 | 
						|
                nob.InvokeOnServerDespawn(conn);
 | 
						|
                NetworkManager.TransportManager.SendToClient((byte)Channel.Reliable, despawnSegment, conn);
 | 
						|
                //Remove from observers.
 | 
						|
                //nob.Observers.Remove(conn);
 | 
						|
            }
 | 
						|
 | 
						|
            everyoneWriter.Dispose();
 | 
						|
            ListCaches.StoreCache(cache);
 | 
						|
        }
 | 
						|
        /// <summary>
 | 
						|
        /// Reads a predicted despawn.
 | 
						|
        /// </summary>
 | 
						|
        internal void ReadPredictedDespawn(Reader reader, NetworkConnection conn)
 | 
						|
        {
 | 
						|
            NetworkObject nob = reader.ReadNetworkObject();
 | 
						|
 | 
						|
            //Maybe server destroyed the object so don't kick if null.
 | 
						|
            if (nob == null)
 | 
						|
            {
 | 
						|
                reader.Clear();
 | 
						|
                return;
 | 
						|
            }
 | 
						|
            //Does not allow predicted despawning.
 | 
						|
            if (!nob.AllowPredictedDespawning)
 | 
						|
            {
 | 
						|
                reader.Clear();
 | 
						|
                conn.Kick(KickReason.ExploitAttempt, LoggingType.Common, $"Connection {conn.ClientId} used predicted despawning for object {nob.name} when it does not support predicted despawning.");
 | 
						|
            }
 | 
						|
 | 
						|
            //Despawn object.
 | 
						|
            nob.Despawn();
 | 
						|
        }
 | 
						|
        #endregion
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
}
 |