[Add] FishNet
This commit is contained in:
@@ -0,0 +1,90 @@
|
||||
using FishNet.Managing;
|
||||
using FishNet.Object;
|
||||
using GameKit.Dependencies.Utilities;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace FishNet.Utility.Extension
|
||||
{
|
||||
public static class Scenes
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets all NetworkObjects in a scene.
|
||||
/// </summary>
|
||||
/// <param name = "s">Scene to get objects in.</param>
|
||||
/// <param name = "firstOnly">True to only return the first NetworkObject within an object chain. False will return nested NetworkObjects.</param>
|
||||
/// <returns></returns>
|
||||
public static void GetSceneNetworkObjects(Scene s, bool firstOnly, bool errorOnDuplicates, bool ignoreUnsetSceneIds, ref List<NetworkObject> result)
|
||||
{
|
||||
List<NetworkObject> nobCacheA = CollectionCaches<NetworkObject>.RetrieveList();
|
||||
List<NetworkObject> nobCacheB = CollectionCaches<NetworkObject>.RetrieveList();
|
||||
List<GameObject> gameObjectCache = CollectionCaches<GameObject>.RetrieveList();
|
||||
Dictionary<ulong, NetworkObject> sceneIds = CollectionCaches<ulong, NetworkObject>.RetrieveDictionary();
|
||||
|
||||
// Iterate all root objects for the scene.
|
||||
s.GetRootGameObjects(gameObjectCache);
|
||||
foreach (GameObject go in gameObjectCache)
|
||||
{
|
||||
// Get NetworkObjects within children of each root.
|
||||
go.GetComponentsInChildren(true, nobCacheA);
|
||||
// If network objects are found.
|
||||
if (nobCacheA.Count > 0)
|
||||
{
|
||||
// Add only the first networkobject
|
||||
if (firstOnly)
|
||||
{
|
||||
/* The easiest way to see if a nob is nested is to
|
||||
* get nobs in parent and if the count is greater than 1, then
|
||||
* it is nested. The technique used here isn't exactly fast but
|
||||
* it will only occur during scene loads, so I'm trading off speed
|
||||
* for effort and readability. */
|
||||
foreach (NetworkObject nob in nobCacheA)
|
||||
{
|
||||
if (ignoreUnsetSceneIds && !nob.IsSceneObject)
|
||||
continue;
|
||||
|
||||
nob.GetComponentsInParent(true, nobCacheB);
|
||||
// No extra nobs, only this one.
|
||||
if (nobCacheB.Count == 1 && !TryDisplayDuplicateError(nob))
|
||||
result.Add(nob);
|
||||
}
|
||||
}
|
||||
// Not first only, add them all.
|
||||
else
|
||||
{
|
||||
foreach (NetworkObject item in nobCacheA)
|
||||
{
|
||||
if (ignoreUnsetSceneIds && !item.IsSceneObject)
|
||||
continue;
|
||||
if (!TryDisplayDuplicateError(item))
|
||||
result.Add(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CollectionCaches<ulong, NetworkObject>.Store(sceneIds);
|
||||
|
||||
bool TryDisplayDuplicateError(NetworkObject nob)
|
||||
{
|
||||
if (!errorOnDuplicates)
|
||||
return false;
|
||||
|
||||
ulong id = nob.SceneId;
|
||||
// There is a duplicate.
|
||||
if (sceneIds.TryGetValue(id, out NetworkObject originalNob))
|
||||
{
|
||||
string err = $"Object {nob.name} and {originalNob.name} in scene {nob.gameObject.scene.name} have the same sceneId of {id}. This will result in spawning errors. Exit play mode and use the Fish-Networking menu to reserialize sceneIds for scene {nob.gameObject.scene.name}.";
|
||||
NetworkManagerExtensions.LogError(err);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
sceneIds[id] = nob;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user