[Add] FishNet
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using FishNet.Component.Observing;
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using FishNet.Connection;
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using FishNet.Object;
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using FishNet.Observing;
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using FishNet.Utility;
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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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[assembly: InternalsVisibleTo(UtilityConstants.DEMOS_ASSEMBLY_NAME)]
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[assembly: InternalsVisibleTo(UtilityConstants.TEST_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 Serialized.
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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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[Tooltip("True to update visibility for clientHost based on if they are an observer or not.")]
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[SerializeField]
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private bool _updateHostVisibility = true;
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/// <summary>
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/// Maximum duration the server will take to update timed observer conditions as server load increases. Lower values will result in timed conditions being checked quicker at the cost of performance..
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/// </summary>
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public float MaximumTimedObserversDuration
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{
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get => _maximumTimedObserversDuration;
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private set => _maximumTimedObserversDuration = value;
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}
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[Tooltip("Maximum duration the server will take to update timed observer conditions as server load increases. Lower values will result in timed conditions being checked quicker at the cost of performance.")]
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[SerializeField]
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[Range(MINIMUM_TIMED_OBSERVERS_DURATION, MAXIMUM_TIMED_OBSERVERS_DURATION)]
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private float _maximumTimedObserversDuration = 10f;
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/// <summary>
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/// Sets the MaximumTimedObserversDuration value.
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/// </summary>
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/// <param name = "value">New maximum duration to update timed observers over.</param>
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public void SetMaximumTimedObserversDuration(float value) => MaximumTimedObserversDuration = System.Math.Clamp(value, MINIMUM_TIMED_OBSERVERS_DURATION, MAXIMUM_TIMED_OBSERVERS_DURATION);
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/// <summary>
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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();
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#endregion
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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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#endregion
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#region Consts.
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/// <summary>
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/// Minimum time allowed for timed observers to rebuild.
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/// </summary>
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private const float MINIMUM_TIMED_OBSERVERS_DURATION = 0.1f;
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/// <summary>
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/// Maxmimum time allowed for timed observers to rebuild.
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/// </summary>
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private const float MAXIMUM_TIMED_OBSERVERS_DURATION = 20f;
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#endregion
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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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// Update the current value to itself so it becomes clamped. This is just to protect against the user manually setting it outside clamp somehow.
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SetMaximumTimedObserversDuration(MaximumTimedObserversDuration);
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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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/* 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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/* 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.IsServerStarted && 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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// 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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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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/// <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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NetworkObserver result;
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if (!nob.TryGetComponent(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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// If already setup by this manager then return.
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if (result.ConditionsSetByObserverManager)
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return result;
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obsAdded = false;
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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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// 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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// 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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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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result.ConditionsSetByObserverManager = true;
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return result;
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}
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}
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}
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