Gonna move to server authority

This commit is contained in:
2022-01-31 17:27:38 +05:30
parent f3d21f4ec6
commit 7368968176
1354 changed files with 107808 additions and 80043 deletions

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using System;
using System.Collections;
using UnityEngine;
namespace Mirror.Authenticators
{
[AddComponentMenu("Network/Authenticators/BasicAuthenticator")]
public class BasicAuthenticator : NetworkAuthenticator
{
[Header("Custom Properties")]
// set these in the inspector
public string username;
public string password;
#region Messages
public struct AuthRequestMessage : NetworkMessage
{
// use whatever credentials make sense for your game
// for example, you might want to pass the accessToken if using oauth
public string authUsername;
public string authPassword;
}
public struct AuthResponseMessage : NetworkMessage
{
public byte code;
public string message;
}
#endregion
#region Server
/// <summary>
/// Called on server from StartServer to initialize the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
/// <summary>
/// Called on server from StopServer to reset the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStopServer()
{
// unregister the handler for the authentication request
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
/// <summary>
/// Called on server from OnServerAuthenticateInternal when a client needs to authenticate
/// </summary>
/// <param name="conn">Connection to client.</param>
public override void OnServerAuthenticate(NetworkConnection conn)
{
// do nothing...wait for AuthRequestMessage from client
}
/// <summary>
/// Called on server when the client's AuthRequestMessage arrives
/// </summary>
/// <param name="conn">Connection to client.</param>
/// <param name="msg">The message payload</param>
public void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
{
// Debug.LogFormat(LogType.Log, "Authentication Request: {0} {1}", msg.authUsername, msg.authPassword);
// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
if (msg.authUsername == username && msg.authPassword == password)
{
// create and send msg to client so it knows to proceed
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 100,
message = "Success"
};
conn.Send(authResponseMessage);
// Accept the successful authentication
ServerAccept(conn);
}
else
{
// create and send msg to client so it knows to disconnect
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 200,
message = "Invalid Credentials"
};
conn.Send(authResponseMessage);
// must set NetworkConnection isAuthenticated = false
conn.isAuthenticated = false;
// disconnect the client after 1 second so that response message gets delivered
StartCoroutine(DelayedDisconnect(conn, 1));
}
}
IEnumerator DelayedDisconnect(NetworkConnection conn, float waitTime)
{
yield return new WaitForSeconds(waitTime);
// Reject the unsuccessful authentication
ServerReject(conn);
}
#endregion
#region Client
/// <summary>
/// Called on client from StartClient to initialize the Authenticator
/// <para>Client message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler<AuthResponseMessage>((Action<AuthResponseMessage>)OnAuthResponseMessage, false);
}
/// <summary>
/// Called on client from StopClient to reset the Authenticator
/// <para>Client message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopClient()
{
// unregister the handler for the authentication response
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
/// <summary>
/// Called on client from OnClientAuthenticateInternal when a client needs to authenticate
/// </summary>
public override void OnClientAuthenticate()
{
AuthRequestMessage authRequestMessage = new AuthRequestMessage
{
authUsername = username,
authPassword = password
};
NetworkClient.connection.Send(authRequestMessage);
}
// Deprecated 2021-04-29
[Obsolete("Call OnAuthResponseMessage without the NetworkConnection parameter. It always points to NetworkClient.connection anyway.")]
public void OnAuthResponseMessage(NetworkConnection conn, AuthResponseMessage msg) => OnAuthResponseMessage(msg);
/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
if (msg.code == 100)
{
// Debug.LogFormat(LogType.Log, "Authentication Response: {0}", msg.message);
// Authentication has been accepted
ClientAccept();
}
else
{
Debug.LogError($"Authentication Response: {msg.message}");
// Authentication has been rejected
ClientReject();
}
}
#endregion
}
}
using System;
using System.Collections;
using UnityEngine;
namespace Mirror.Authenticators
{
[AddComponentMenu("Network/Authenticators/BasicAuthenticator")]
public class BasicAuthenticator : NetworkAuthenticator
{
[Header("Custom Properties")]
// set these in the inspector
public string username;
public string password;
#region Messages
public struct AuthRequestMessage : NetworkMessage
{
// use whatever credentials make sense for your game
// for example, you might want to pass the accessToken if using oauth
public string authUsername;
public string authPassword;
}
public struct AuthResponseMessage : NetworkMessage
{
public byte code;
public string message;
}
#endregion
#region Server
/// <summary>
/// Called on server from StartServer to initialize the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
/// <summary>
/// Called on server from StopServer to reset the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStopServer()
{
// unregister the handler for the authentication request
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
/// <summary>
/// Called on server from OnServerAuthenticateInternal when a client needs to authenticate
/// </summary>
/// <param name="conn">Connection to client.</param>
public override void OnServerAuthenticate(NetworkConnection conn)
{
// do nothing...wait for AuthRequestMessage from client
}
/// <summary>
/// Called on server when the client's AuthRequestMessage arrives
/// </summary>
/// <param name="conn">Connection to client.</param>
/// <param name="msg">The message payload</param>
public void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
{
// Debug.LogFormat(LogType.Log, "Authentication Request: {0} {1}", msg.authUsername, msg.authPassword);
// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
if (msg.authUsername == username && msg.authPassword == password)
{
// create and send msg to client so it knows to proceed
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 100,
message = "Success"
};
conn.Send(authResponseMessage);
// Accept the successful authentication
ServerAccept(conn);
}
else
{
// create and send msg to client so it knows to disconnect
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 200,
message = "Invalid Credentials"
};
conn.Send(authResponseMessage);
// must set NetworkConnection isAuthenticated = false
conn.isAuthenticated = false;
// disconnect the client after 1 second so that response message gets delivered
StartCoroutine(DelayedDisconnect(conn, 1));
}
}
IEnumerator DelayedDisconnect(NetworkConnection conn, float waitTime)
{
yield return new WaitForSeconds(waitTime);
// Reject the unsuccessful authentication
ServerReject(conn);
}
#endregion
#region Client
/// <summary>
/// Called on client from StartClient to initialize the Authenticator
/// <para>Client message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler<AuthResponseMessage>((Action<AuthResponseMessage>)OnAuthResponseMessage, false);
}
/// <summary>
/// Called on client from StopClient to reset the Authenticator
/// <para>Client message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopClient()
{
// unregister the handler for the authentication response
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
/// <summary>
/// Called on client from OnClientAuthenticateInternal when a client needs to authenticate
/// </summary>
public override void OnClientAuthenticate()
{
AuthRequestMessage authRequestMessage = new AuthRequestMessage
{
authUsername = username,
authPassword = password
};
NetworkClient.connection.Send(authRequestMessage);
}
/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
if (msg.code == 100)
{
// Debug.LogFormat(LogType.Log, "Authentication Response: {0}", msg.message);
// Authentication has been accepted
ClientAccept();
}
else
{
Debug.LogError($"Authentication Response: {msg.message}");
// Authentication has been rejected
ClientReject();
}
}
#endregion
}
}

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@@ -1,70 +1,70 @@
using System.Collections;
using UnityEngine;
namespace Mirror.Authenticators
{
/// <summary>
/// An authenticator that disconnects connections if they don't
/// authenticate within a specified time limit.
/// </summary>
[AddComponentMenu("Network/Authenticators/TimeoutAuthenticator")]
public class TimeoutAuthenticator : NetworkAuthenticator
{
public NetworkAuthenticator authenticator;
[Range(0, 600), Tooltip("Timeout to auto-disconnect in seconds. Set to 0 for no timeout.")]
public float timeout = 60;
public void Awake()
{
authenticator.OnServerAuthenticated.AddListener(connection => OnServerAuthenticated.Invoke(connection));
authenticator.OnClientAuthenticated.AddListener(connection => OnClientAuthenticated.Invoke(connection));
}
public override void OnStartServer()
{
authenticator.OnStartServer();
}
public override void OnStopServer()
{
authenticator.OnStopServer();
}
public override void OnStartClient()
{
authenticator.OnStartClient();
}
public override void OnStopClient()
{
authenticator.OnStopClient();
}
public override void OnServerAuthenticate(NetworkConnection conn)
{
authenticator.OnServerAuthenticate(conn);
if (timeout > 0)
StartCoroutine(BeginAuthentication(conn));
}
public override void OnClientAuthenticate()
{
authenticator.OnClientAuthenticate();
if (timeout > 0)
StartCoroutine(BeginAuthentication(NetworkClient.connection));
}
IEnumerator BeginAuthentication(NetworkConnection conn)
{
// Debug.Log($"Authentication countdown started {conn} {timeout}");
yield return new WaitForSecondsRealtime(timeout);
if (!conn.isAuthenticated)
{
// Debug.Log($"Authentication Timeout {conn}");
conn.Disconnect();
}
}
}
}
using System.Collections;
using UnityEngine;
namespace Mirror.Authenticators
{
/// <summary>
/// An authenticator that disconnects connections if they don't
/// authenticate within a specified time limit.
/// </summary>
[AddComponentMenu("Network/Authenticators/TimeoutAuthenticator")]
public class TimeoutAuthenticator : NetworkAuthenticator
{
public NetworkAuthenticator authenticator;
[Range(0, 600), Tooltip("Timeout to auto-disconnect in seconds. Set to 0 for no timeout.")]
public float timeout = 60;
public void Awake()
{
authenticator.OnServerAuthenticated.AddListener(connection => OnServerAuthenticated.Invoke(connection));
authenticator.OnClientAuthenticated.AddListener(connection => OnClientAuthenticated.Invoke(connection));
}
public override void OnStartServer()
{
authenticator.OnStartServer();
}
public override void OnStopServer()
{
authenticator.OnStopServer();
}
public override void OnStartClient()
{
authenticator.OnStartClient();
}
public override void OnStopClient()
{
authenticator.OnStopClient();
}
public override void OnServerAuthenticate(NetworkConnection conn)
{
authenticator.OnServerAuthenticate(conn);
if (timeout > 0)
StartCoroutine(BeginAuthentication(conn));
}
public override void OnClientAuthenticate()
{
authenticator.OnClientAuthenticate();
if (timeout > 0)
StartCoroutine(BeginAuthentication(NetworkClient.connection));
}
IEnumerator BeginAuthentication(NetworkConnection conn)
{
// Debug.Log($"Authentication countdown started {conn} {timeout}");
yield return new WaitForSecondsRealtime(timeout);
if (!conn.isAuthenticated)
{
// Debug.Log($"Authentication Timeout {conn}");
conn.Disconnect();
}
}
}
}

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@@ -1,14 +1,14 @@
{
"name": "Mirror.CompilerSymbols",
"references": [],
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"Editor"
],
"excludePlatforms": [],
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@@ -1,50 +1,52 @@
using System.Collections.Generic;
using UnityEditor;
namespace Mirror
{
static class PreprocessorDefine
{
/// <summary>
/// Add define symbols as soon as Unity gets done compiling.
/// </summary>
[InitializeOnLoadMethod]
public static void AddDefineSymbols()
{
string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
HashSet<string> defines = new HashSet<string>(currentDefines.Split(';'))
{
"MIRROR",
"MIRROR_17_0_OR_NEWER",
"MIRROR_18_0_OR_NEWER",
"MIRROR_24_0_OR_NEWER",
"MIRROR_26_0_OR_NEWER",
"MIRROR_27_0_OR_NEWER",
"MIRROR_28_0_OR_NEWER",
"MIRROR_29_0_OR_NEWER",
"MIRROR_30_0_OR_NEWER",
"MIRROR_30_5_2_OR_NEWER",
"MIRROR_32_1_2_OR_NEWER",
"MIRROR_32_1_4_OR_NEWER",
"MIRROR_35_0_OR_NEWER",
"MIRROR_35_1_OR_NEWER",
"MIRROR_37_0_OR_NEWER",
"MIRROR_38_0_OR_NEWER",
"MIRROR_39_0_OR_NEWER",
"MIRROR_40_0_OR_NEWER",
"MIRROR_41_0_OR_NEWER",
"MIRROR_42_0_OR_NEWER",
"MIRROR_43_0_OR_NEWER",
"MIRROR_44_0_OR_NEWER"
};
// only touch PlayerSettings if we actually modified it.
// otherwise it shows up as changed in git each time.
string newDefines = string.Join(";", defines);
if (newDefines != currentDefines)
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newDefines);
}
}
}
}
using System.Collections.Generic;
using UnityEditor;
namespace Mirror
{
static class PreprocessorDefine
{
/// <summary>
/// Add define symbols as soon as Unity gets done compiling.
/// </summary>
[InitializeOnLoadMethod]
public static void AddDefineSymbols()
{
string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
HashSet<string> defines = new HashSet<string>(currentDefines.Split(';'))
{
"MIRROR",
"MIRROR_17_0_OR_NEWER",
"MIRROR_18_0_OR_NEWER",
"MIRROR_24_0_OR_NEWER",
"MIRROR_26_0_OR_NEWER",
"MIRROR_27_0_OR_NEWER",
"MIRROR_28_0_OR_NEWER",
"MIRROR_29_0_OR_NEWER",
"MIRROR_30_0_OR_NEWER",
"MIRROR_30_5_2_OR_NEWER",
"MIRROR_32_1_2_OR_NEWER",
"MIRROR_32_1_4_OR_NEWER",
"MIRROR_35_0_OR_NEWER",
"MIRROR_35_1_OR_NEWER",
"MIRROR_37_0_OR_NEWER",
"MIRROR_38_0_OR_NEWER",
"MIRROR_39_0_OR_NEWER",
"MIRROR_40_0_OR_NEWER",
"MIRROR_41_0_OR_NEWER",
"MIRROR_42_0_OR_NEWER",
"MIRROR_43_0_OR_NEWER",
"MIRROR_44_0_OR_NEWER",
"MIRROR_46_0_OR_NEWER",
"MIRROR_47_0_OR_NEWER"
};
// only touch PlayerSettings if we actually modified it.
// otherwise it shows up as changed in git each time.
string newDefines = string.Join(";", defines);
if (newDefines != currentDefines)
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newDefines);
}
}
}
}

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@@ -1,9 +1,12 @@
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Mirror.Tests.Common")]
[assembly: InternalsVisibleTo("Mirror.Tests")]
[assembly: InternalsVisibleTo("Mirror.Tests.Generated")]
[assembly: InternalsVisibleTo("Mirror.Tests.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Editor")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Editor")]
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Mirror.Tests.Common")]
[assembly: InternalsVisibleTo("Mirror.Tests")]
// need to use Unity.*.CodeGen assembly name to import Unity.CompilationPipeline
// for ILPostProcessor tests.
[assembly: InternalsVisibleTo("Unity.Mirror.Tests.CodeGen")]
[assembly: InternalsVisibleTo("Mirror.Tests.Generated")]
[assembly: InternalsVisibleTo("Mirror.Tests.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Editor")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Editor")]

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@@ -1,114 +1,114 @@
using System;
using System.Net;
using UnityEngine;
using UnityEngine.Events;
namespace Mirror.Discovery
{
[Serializable]
public class ServerFoundUnityEvent : UnityEvent<ServerResponse> {};
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkDiscovery")]
public class NetworkDiscovery : NetworkDiscoveryBase<ServerRequest, ServerResponse>
{
#region Server
public long ServerId { get; private set; }
[Tooltip("Transport to be advertised during discovery")]
public Transport transport;
[Tooltip("Invoked when a server is found")]
public ServerFoundUnityEvent OnServerFound;
public override void Start()
{
ServerId = RandomLong();
// active transport gets initialized in awake
// so make sure we set it here in Start() (after awakes)
// Or just let the user assign it in the inspector
if (transport == null)
transport = Transport.activeTransport;
base.Start();
}
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected override ServerResponse ProcessRequest(ServerRequest request, IPEndPoint endpoint)
{
// In this case we don't do anything with the request
// but other discovery implementations might want to use the data
// in there, This way the client can ask for
// specific game mode or something
try
{
// this is an example reply message, return your own
// to include whatever is relevant for your game
return new ServerResponse
{
serverId = ServerId,
uri = transport.ServerUri()
};
}
catch (NotImplementedException)
{
Debug.LogError($"Transport {transport} does not support network discovery");
throw;
}
}
#endregion
#region Client
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected override ServerRequest GetRequest() => new ServerRequest();
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected override void ProcessResponse(ServerResponse response, IPEndPoint endpoint)
{
// we received a message from the remote endpoint
response.EndPoint = endpoint;
// although we got a supposedly valid url, we may not be able to resolve
// the provided host
// However we know the real ip address of the server because we just
// received a packet from it, so use that as host.
UriBuilder realUri = new UriBuilder(response.uri)
{
Host = response.EndPoint.Address.ToString()
};
response.uri = realUri.Uri;
OnServerFound.Invoke(response);
}
#endregion
}
}
using System;
using System.Net;
using UnityEngine;
using UnityEngine.Events;
namespace Mirror.Discovery
{
[Serializable]
public class ServerFoundUnityEvent : UnityEvent<ServerResponse> {};
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkDiscovery")]
public class NetworkDiscovery : NetworkDiscoveryBase<ServerRequest, ServerResponse>
{
#region Server
public long ServerId { get; private set; }
[Tooltip("Transport to be advertised during discovery")]
public Transport transport;
[Tooltip("Invoked when a server is found")]
public ServerFoundUnityEvent OnServerFound;
public override void Start()
{
ServerId = RandomLong();
// active transport gets initialized in awake
// so make sure we set it here in Start() (after awakes)
// Or just let the user assign it in the inspector
if (transport == null)
transport = Transport.activeTransport;
base.Start();
}
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected override ServerResponse ProcessRequest(ServerRequest request, IPEndPoint endpoint)
{
// In this case we don't do anything with the request
// but other discovery implementations might want to use the data
// in there, This way the client can ask for
// specific game mode or something
try
{
// this is an example reply message, return your own
// to include whatever is relevant for your game
return new ServerResponse
{
serverId = ServerId,
uri = transport.ServerUri()
};
}
catch (NotImplementedException)
{
Debug.LogError($"Transport {transport} does not support network discovery");
throw;
}
}
#endregion
#region Client
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected override ServerRequest GetRequest() => new ServerRequest();
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected override void ProcessResponse(ServerResponse response, IPEndPoint endpoint)
{
// we received a message from the remote endpoint
response.EndPoint = endpoint;
// although we got a supposedly valid url, we may not be able to resolve
// the provided host
// However we know the real ip address of the server because we just
// received a packet from it, so use that as host.
UriBuilder realUri = new UriBuilder(response.uri)
{
Host = response.EndPoint.Address.ToString()
};
response.uri = realUri.Uri;
OnServerFound.Invoke(response);
}
#endregion
}
}

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@@ -1,11 +1,11 @@
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@@ -1,385 +1,396 @@
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using UnityEngine;
// Based on https://github.com/EnlightenedOne/MirrorNetworkDiscovery
// forked from https://github.com/in0finite/MirrorNetworkDiscovery
// Both are MIT Licensed
namespace Mirror.Discovery
{
/// <summary>
/// Base implementation for Network Discovery. Extend this component
/// to provide custom discovery with game specific data
/// <see cref="NetworkDiscovery">NetworkDiscovery</see> for a sample implementation
/// </summary>
[DisallowMultipleComponent]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour
where Request : NetworkMessage
where Response : NetworkMessage
{
public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } }
// each game should have a random unique handshake, this way you can tell if this is the same game or not
[HideInInspector]
public long secretHandshake;
[SerializeField]
[Tooltip("The UDP port the server will listen for multi-cast messages")]
protected int serverBroadcastListenPort = 47777;
[SerializeField]
[Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")]
public bool enableActiveDiscovery = true;
[SerializeField]
[Tooltip("Time in seconds between multi-cast messages")]
[Range(1, 60)]
float ActiveDiscoveryInterval = 3;
protected UdpClient serverUdpClient;
protected UdpClient clientUdpClient;
#if UNITY_EDITOR
void OnValidate()
{
if (secretHandshake == 0)
{
secretHandshake = RandomLong();
UnityEditor.Undo.RecordObject(this, "Set secret handshake");
}
}
#endif
public static long RandomLong()
{
int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
return value1 + ((long)value2 << 32);
}
/// <summary>
/// virtual so that inheriting classes' Start() can call base.Start() too
/// </summary>
public virtual void Start()
{
// Server mode? then start advertising
#if UNITY_SERVER
AdvertiseServer();
#endif
}
// Ensure the ports are cleared no matter when Game/Unity UI exits
void OnApplicationQuit()
{
//Debug.Log("NetworkDiscoveryBase OnApplicationQuit");
Shutdown();
}
void OnDisable()
{
//Debug.Log("NetworkDiscoveryBase OnDisable");
Shutdown();
}
void OnDestroy()
{
//Debug.Log("NetworkDiscoveryBase OnDestroy");
Shutdown();
}
void Shutdown()
{
if (serverUdpClient != null)
{
try
{
serverUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
serverUdpClient = null;
}
if (clientUdpClient != null)
{
try
{
clientUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
clientUdpClient = null;
}
CancelInvoke();
}
#region Server
/// <summary>
/// Advertise this server in the local network
/// </summary>
public void AdvertiseServer()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
// Setup port -- may throw exception
serverUdpClient = new UdpClient(serverBroadcastListenPort)
{
EnableBroadcast = true,
MulticastLoopback = false
};
// listen for client pings
_ = ServerListenAsync();
}
public async Task ServerListenAsync()
{
while (true)
{
try
{
await ReceiveRequestAsync(serverUdpClient);
}
catch (ObjectDisposedException)
{
// socket has been closed
break;
}
catch (Exception)
{
}
}
}
async Task ReceiveRequestAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer))
{
long handshake = networkReader.ReadLong();
if (handshake != secretHandshake)
{
// message is not for us
throw new ProtocolViolationException("Invalid handshake");
}
Request request = networkReader.Read<Request>();
ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Reply to the client to inform it of this server
/// </summary>
/// <remarks>
/// Override if you wish to ignore server requests based on
/// custom criteria such as language, full server game mode or difficulty
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint)
{
Response info = ProcessRequest(request, endpoint);
if (info == null)
return;
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
try
{
writer.WriteLong(secretHandshake);
writer.Write(info);
ArraySegment<byte> data = writer.ToArraySegment();
// signature matches
// send response
serverUdpClient.Send(data.Array, data.Count, endpoint);
}
catch (Exception ex)
{
Debug.LogException(ex, this);
}
}
}
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected abstract Response ProcessRequest(Request request, IPEndPoint endpoint);
#endregion
#region Client
/// <summary>
/// Start Active Discovery
/// </summary>
public void StartDiscovery()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
try
{
// Setup port
clientUdpClient = new UdpClient(0)
{
EnableBroadcast = true,
MulticastLoopback = false
};
}
catch (Exception)
{
// Free the port if we took it
//Debug.LogError("NetworkDiscoveryBase StartDiscovery Exception");
Shutdown();
throw;
}
_ = ClientListenAsync();
if (enableActiveDiscovery) InvokeRepeating(nameof(BroadcastDiscoveryRequest), 0, ActiveDiscoveryInterval);
}
/// <summary>
/// Stop Active Discovery
/// </summary>
public void StopDiscovery()
{
//Debug.Log("NetworkDiscoveryBase StopDiscovery");
Shutdown();
}
/// <summary>
/// Awaits for server response
/// </summary>
/// <returns>ClientListenAsync Task</returns>
public async Task ClientListenAsync()
{
while (true)
{
try
{
await ReceiveGameBroadcastAsync(clientUdpClient);
}
catch (ObjectDisposedException)
{
// socket was closed, no problem
return;
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
}
/// <summary>
/// Sends discovery request from client
/// </summary>
public void BroadcastDiscoveryRequest()
{
if (clientUdpClient == null)
return;
if (NetworkClient.isConnected)
{
StopDiscovery();
return;
}
IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, serverBroadcastListenPort);
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
writer.WriteLong(secretHandshake);
try
{
Request request = GetRequest();
writer.Write(request);
ArraySegment<byte> data = writer.ToArraySegment();
clientUdpClient.SendAsync(data.Array, data.Count, endPoint);
}
catch (Exception)
{
// It is ok if we can't broadcast to one of the addresses
}
}
}
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected virtual Request GetRequest() => default;
async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer))
{
if (networkReader.ReadLong() != secretHandshake)
return;
Response response = networkReader.Read<Response>();
ProcessResponse(response, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected abstract void ProcessResponse(Response response, IPEndPoint endpoint);
#endregion
}
}
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using UnityEngine;
// Based on https://github.com/EnlightenedOne/MirrorNetworkDiscovery
// forked from https://github.com/in0finite/MirrorNetworkDiscovery
// Both are MIT Licensed
namespace Mirror.Discovery
{
/// <summary>
/// Base implementation for Network Discovery. Extend this component
/// to provide custom discovery with game specific data
/// <see cref="NetworkDiscovery">NetworkDiscovery</see> for a sample implementation
/// </summary>
[DisallowMultipleComponent]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour
where Request : NetworkMessage
where Response : NetworkMessage
{
public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } }
// each game should have a random unique handshake, this way you can tell if this is the same game or not
[HideInInspector]
public long secretHandshake;
[SerializeField]
[Tooltip("The UDP port the server will listen for multi-cast messages")]
protected int serverBroadcastListenPort = 47777;
[SerializeField]
[Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")]
public bool enableActiveDiscovery = true;
[SerializeField]
[Tooltip("Time in seconds between multi-cast messages")]
[Range(1, 60)]
float ActiveDiscoveryInterval = 3;
protected UdpClient serverUdpClient;
protected UdpClient clientUdpClient;
#if UNITY_EDITOR
void OnValidate()
{
if (secretHandshake == 0)
{
secretHandshake = RandomLong();
UnityEditor.Undo.RecordObject(this, "Set secret handshake");
}
}
#endif
public static long RandomLong()
{
int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
return value1 + ((long)value2 << 32);
}
/// <summary>
/// virtual so that inheriting classes' Start() can call base.Start() too
/// </summary>
public virtual void Start()
{
// Server mode? then start advertising
#if UNITY_SERVER
AdvertiseServer();
#endif
}
// Ensure the ports are cleared no matter when Game/Unity UI exits
void OnApplicationQuit()
{
//Debug.Log("NetworkDiscoveryBase OnApplicationQuit");
Shutdown();
}
void OnDisable()
{
//Debug.Log("NetworkDiscoveryBase OnDisable");
Shutdown();
}
void OnDestroy()
{
//Debug.Log("NetworkDiscoveryBase OnDestroy");
Shutdown();
}
void Shutdown()
{
if (serverUdpClient != null)
{
try
{
serverUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
serverUdpClient = null;
}
if (clientUdpClient != null)
{
try
{
clientUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
clientUdpClient = null;
}
CancelInvoke();
}
#region Server
/// <summary>
/// Advertise this server in the local network
/// </summary>
public void AdvertiseServer()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
// Setup port -- may throw exception
serverUdpClient = new UdpClient(serverBroadcastListenPort)
{
EnableBroadcast = true,
MulticastLoopback = false
};
// listen for client pings
_ = ServerListenAsync();
}
public async Task ServerListenAsync()
{
while (true)
{
try
{
await ReceiveRequestAsync(serverUdpClient);
}
catch (ObjectDisposedException)
{
// socket has been closed
break;
}
catch (Exception)
{
}
}
}
async Task ReceiveRequestAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer))
{
long handshake = networkReader.ReadLong();
if (handshake != secretHandshake)
{
// message is not for us
throw new ProtocolViolationException("Invalid handshake");
}
Request request = networkReader.Read<Request>();
ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Reply to the client to inform it of this server
/// </summary>
/// <remarks>
/// Override if you wish to ignore server requests based on
/// custom criteria such as language, full server game mode or difficulty
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint)
{
Response info = ProcessRequest(request, endpoint);
if (info == null)
return;
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
try
{
writer.WriteLong(secretHandshake);
writer.Write(info);
ArraySegment<byte> data = writer.ToArraySegment();
// signature matches
// send response
serverUdpClient.Send(data.Array, data.Count, endpoint);
}
catch (Exception ex)
{
Debug.LogException(ex, this);
}
}
}
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected abstract Response ProcessRequest(Request request, IPEndPoint endpoint);
#endregion
#region Client
/// <summary>
/// Start Active Discovery
/// </summary>
public void StartDiscovery()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
try
{
// Setup port
clientUdpClient = new UdpClient(0)
{
EnableBroadcast = true,
MulticastLoopback = false
};
}
catch (Exception)
{
// Free the port if we took it
//Debug.LogError("NetworkDiscoveryBase StartDiscovery Exception");
Shutdown();
throw;
}
_ = ClientListenAsync();
if (enableActiveDiscovery) InvokeRepeating(nameof(BroadcastDiscoveryRequest), 0, ActiveDiscoveryInterval);
}
/// <summary>
/// Stop Active Discovery
/// </summary>
public void StopDiscovery()
{
//Debug.Log("NetworkDiscoveryBase StopDiscovery");
Shutdown();
}
/// <summary>
/// Awaits for server response
/// </summary>
/// <returns>ClientListenAsync Task</returns>
public async Task ClientListenAsync()
{
// while clientUpdClient to fix:
// https://github.com/vis2k/Mirror/pull/2908
//
// If, you cancel discovery the clientUdpClient is set to null.
// However, nothing cancels ClientListenAsync. If we change the if(true)
// to check if the client is null. You can properly cancel the discovery,
// and kill the listen thread.
//
// Prior to this fix, if you cancel the discovery search. It crashes the
// thread, and is super noisy in the output. As well as causes issues on
// the quest.
while (clientUdpClient != null)
{
try
{
await ReceiveGameBroadcastAsync(clientUdpClient);
}
catch (ObjectDisposedException)
{
// socket was closed, no problem
return;
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
}
/// <summary>
/// Sends discovery request from client
/// </summary>
public void BroadcastDiscoveryRequest()
{
if (clientUdpClient == null)
return;
if (NetworkClient.isConnected)
{
StopDiscovery();
return;
}
IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, serverBroadcastListenPort);
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
writer.WriteLong(secretHandshake);
try
{
Request request = GetRequest();
writer.Write(request);
ArraySegment<byte> data = writer.ToArraySegment();
clientUdpClient.SendAsync(data.Array, data.Count, endPoint);
}
catch (Exception)
{
// It is ok if we can't broadcast to one of the addresses
}
}
}
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected virtual Request GetRequest() => default;
async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer))
{
if (networkReader.ReadLong() != secretHandshake)
return;
Response response = networkReader.Read<Response>();
ProcessResponse(response, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected abstract void ProcessResponse(Response response, IPEndPoint endpoint);
#endregion
}
}

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@@ -1,11 +1,11 @@
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@@ -1,132 +1,132 @@
using System.Collections.Generic;
using UnityEngine;
namespace Mirror.Discovery
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkDiscoveryHUD")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
[RequireComponent(typeof(NetworkDiscovery))]
public class NetworkDiscoveryHUD : MonoBehaviour
{
readonly Dictionary<long, ServerResponse> discoveredServers = new Dictionary<long, ServerResponse>();
Vector2 scrollViewPos = Vector2.zero;
public NetworkDiscovery networkDiscovery;
#if UNITY_EDITOR
void OnValidate()
{
if (networkDiscovery == null)
{
networkDiscovery = GetComponent<NetworkDiscovery>();
UnityEditor.Events.UnityEventTools.AddPersistentListener(networkDiscovery.OnServerFound, OnDiscoveredServer);
UnityEditor.Undo.RecordObjects(new Object[] { this, networkDiscovery }, "Set NetworkDiscovery");
}
}
#endif
void OnGUI()
{
if (NetworkManager.singleton == null)
return;
if (!NetworkClient.isConnected && !NetworkServer.active && !NetworkClient.active)
DrawGUI();
if (NetworkServer.active || NetworkClient.active)
StopButtons();
}
void DrawGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 300, 500));
GUILayout.BeginHorizontal();
if (GUILayout.Button("Find Servers"))
{
discoveredServers.Clear();
networkDiscovery.StartDiscovery();
}
// LAN Host
if (GUILayout.Button("Start Host"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartHost();
networkDiscovery.AdvertiseServer();
}
// Dedicated server
if (GUILayout.Button("Start Server"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartServer();
networkDiscovery.AdvertiseServer();
}
GUILayout.EndHorizontal();
// show list of found server
GUILayout.Label($"Discovered Servers [{discoveredServers.Count}]:");
// servers
scrollViewPos = GUILayout.BeginScrollView(scrollViewPos);
foreach (ServerResponse info in discoveredServers.Values)
if (GUILayout.Button(info.EndPoint.Address.ToString()))
Connect(info);
GUILayout.EndScrollView();
GUILayout.EndArea();
}
void StopButtons()
{
GUILayout.BeginArea(new Rect(10, 40, 100, 25));
// stop host if host mode
if (NetworkServer.active && NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Host"))
{
NetworkManager.singleton.StopHost();
networkDiscovery.StopDiscovery();
}
}
// stop client if client-only
else if (NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Client"))
{
NetworkManager.singleton.StopClient();
networkDiscovery.StopDiscovery();
}
}
// stop server if server-only
else if (NetworkServer.active)
{
if (GUILayout.Button("Stop Server"))
{
NetworkManager.singleton.StopServer();
networkDiscovery.StopDiscovery();
}
}
GUILayout.EndArea();
}
void Connect(ServerResponse info)
{
networkDiscovery.StopDiscovery();
NetworkManager.singleton.StartClient(info.uri);
}
public void OnDiscoveredServer(ServerResponse info)
{
// Note that you can check the versioning to decide if you can connect to the server or not using this method
discoveredServers[info.serverId] = info;
}
}
}
using System.Collections.Generic;
using UnityEngine;
namespace Mirror.Discovery
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkDiscoveryHUD")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
[RequireComponent(typeof(NetworkDiscovery))]
public class NetworkDiscoveryHUD : MonoBehaviour
{
readonly Dictionary<long, ServerResponse> discoveredServers = new Dictionary<long, ServerResponse>();
Vector2 scrollViewPos = Vector2.zero;
public NetworkDiscovery networkDiscovery;
#if UNITY_EDITOR
void OnValidate()
{
if (networkDiscovery == null)
{
networkDiscovery = GetComponent<NetworkDiscovery>();
UnityEditor.Events.UnityEventTools.AddPersistentListener(networkDiscovery.OnServerFound, OnDiscoveredServer);
UnityEditor.Undo.RecordObjects(new Object[] { this, networkDiscovery }, "Set NetworkDiscovery");
}
}
#endif
void OnGUI()
{
if (NetworkManager.singleton == null)
return;
if (!NetworkClient.isConnected && !NetworkServer.active && !NetworkClient.active)
DrawGUI();
if (NetworkServer.active || NetworkClient.active)
StopButtons();
}
void DrawGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 300, 500));
GUILayout.BeginHorizontal();
if (GUILayout.Button("Find Servers"))
{
discoveredServers.Clear();
networkDiscovery.StartDiscovery();
}
// LAN Host
if (GUILayout.Button("Start Host"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartHost();
networkDiscovery.AdvertiseServer();
}
// Dedicated server
if (GUILayout.Button("Start Server"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartServer();
networkDiscovery.AdvertiseServer();
}
GUILayout.EndHorizontal();
// show list of found server
GUILayout.Label($"Discovered Servers [{discoveredServers.Count}]:");
// servers
scrollViewPos = GUILayout.BeginScrollView(scrollViewPos);
foreach (ServerResponse info in discoveredServers.Values)
if (GUILayout.Button(info.EndPoint.Address.ToString()))
Connect(info);
GUILayout.EndScrollView();
GUILayout.EndArea();
}
void StopButtons()
{
GUILayout.BeginArea(new Rect(10, 40, 100, 25));
// stop host if host mode
if (NetworkServer.active && NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Host"))
{
NetworkManager.singleton.StopHost();
networkDiscovery.StopDiscovery();
}
}
// stop client if client-only
else if (NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Client"))
{
NetworkManager.singleton.StopClient();
networkDiscovery.StopDiscovery();
}
}
// stop server if server-only
else if (NetworkServer.active)
{
if (GUILayout.Button("Stop Server"))
{
NetworkManager.singleton.StopServer();
networkDiscovery.StopDiscovery();
}
}
GUILayout.EndArea();
}
void Connect(ServerResponse info)
{
networkDiscovery.StopDiscovery();
NetworkManager.singleton.StartClient(info.uri);
}
public void OnDiscoveredServer(ServerResponse info)
{
// Note that you can check the versioning to decide if you can connect to the server or not using this method
discoveredServers[info.serverId] = info;
}
}
}

View File

@@ -1,11 +1,11 @@
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@@ -1,4 +1,4 @@
namespace Mirror.Discovery
{
public struct ServerRequest : NetworkMessage {}
}
namespace Mirror.Discovery
{
public struct ServerRequest : NetworkMessage {}
}

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@@ -1,11 +1,11 @@
fileFormatVersion: 2
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@@ -1,18 +1,18 @@
using System;
using System.Net;
namespace Mirror.Discovery
{
public struct ServerResponse : NetworkMessage
{
// The server that sent this
// this is a property so that it is not serialized, but the
// client fills this up after we receive it
public IPEndPoint EndPoint { get; set; }
public Uri uri;
// Prevent duplicate server appearance when a connection can be made via LAN on multiple NICs
public long serverId;
}
using System;
using System.Net;
namespace Mirror.Discovery
{
public struct ServerResponse : NetworkMessage
{
// The server that sent this
// this is a property so that it is not serialized, but the
// client fills this up after we receive it
public IPEndPoint EndPoint { get; set; }
public Uri uri;
// Prevent duplicate server appearance when a connection can be made via LAN on multiple NICs
public long serverId;
}
}

View File

@@ -1,11 +1,11 @@
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@@ -1,93 +1,93 @@
using UnityEngine;
namespace Mirror.Experimental
{
[AddComponentMenu("Network/Experimental/NetworkLerpRigidbody")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-lerp-rigidbody")]
public class NetworkLerpRigidbody : NetworkBehaviour
{
[Header("Settings")]
[SerializeField] internal Rigidbody target = null;
[Tooltip("How quickly current velocity approaches target velocity")]
[SerializeField] float lerpVelocityAmount = 0.5f;
[Tooltip("How quickly current position approaches target position")]
[SerializeField] float lerpPositionAmount = 0.5f;
[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
[SerializeField] bool clientAuthority = false;
float nextSyncTime;
[SyncVar()]
Vector3 targetVelocity;
[SyncVar()]
Vector3 targetPosition;
/// <summary>
/// Ignore value if is host or client with Authority
/// </summary>
/// <returns></returns>
bool IgnoreSync => isServer || ClientWithAuthority;
bool ClientWithAuthority => clientAuthority && hasAuthority;
void OnValidate()
{
if (target == null)
{
target = GetComponent<Rigidbody>();
}
}
void Update()
{
if (isServer)
{
SyncToClients();
}
else if (ClientWithAuthority)
{
SendToServer();
}
}
void SyncToClients()
{
targetVelocity = target.velocity;
targetPosition = target.position;
}
void SendToServer()
{
float now = Time.time;
if (now > nextSyncTime)
{
nextSyncTime = now + syncInterval;
CmdSendState(target.velocity, target.position);
}
}
[Command]
void CmdSendState(Vector3 velocity, Vector3 position)
{
target.velocity = velocity;
target.position = position;
targetVelocity = velocity;
targetPosition = position;
}
void FixedUpdate()
{
if (IgnoreSync) { return; }
target.velocity = Vector3.Lerp(target.velocity, targetVelocity, lerpVelocityAmount);
target.position = Vector3.Lerp(target.position, targetPosition, lerpPositionAmount);
// add velocity to position as position would have moved on server at that velocity
targetPosition += target.velocity * Time.fixedDeltaTime;
// TODO does this also need to sync acceleration so and update velocity?
}
}
}
using UnityEngine;
namespace Mirror.Experimental
{
[AddComponentMenu("Network/Experimental/NetworkLerpRigidbody")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-lerp-rigidbody")]
public class NetworkLerpRigidbody : NetworkBehaviour
{
[Header("Settings")]
[SerializeField] internal Rigidbody target = null;
[Tooltip("How quickly current velocity approaches target velocity")]
[SerializeField] float lerpVelocityAmount = 0.5f;
[Tooltip("How quickly current position approaches target position")]
[SerializeField] float lerpPositionAmount = 0.5f;
[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
[SerializeField] bool clientAuthority = false;
float nextSyncTime;
[SyncVar()]
Vector3 targetVelocity;
[SyncVar()]
Vector3 targetPosition;
/// <summary>
/// Ignore value if is host or client with Authority
/// </summary>
/// <returns></returns>
bool IgnoreSync => isServer || ClientWithAuthority;
bool ClientWithAuthority => clientAuthority && hasAuthority;
void OnValidate()
{
if (target == null)
{
target = GetComponent<Rigidbody>();
}
}
void Update()
{
if (isServer)
{
SyncToClients();
}
else if (ClientWithAuthority)
{
SendToServer();
}
}
void SyncToClients()
{
targetVelocity = target.velocity;
targetPosition = target.position;
}
void SendToServer()
{
float now = Time.time;
if (now > nextSyncTime)
{
nextSyncTime = now + syncInterval;
CmdSendState(target.velocity, target.position);
}
}
[Command]
void CmdSendState(Vector3 velocity, Vector3 position)
{
target.velocity = velocity;
target.position = position;
targetVelocity = velocity;
targetPosition = position;
}
void FixedUpdate()
{
if (IgnoreSync) { return; }
target.velocity = Vector3.Lerp(target.velocity, targetVelocity, lerpVelocityAmount);
target.position = Vector3.Lerp(target.position, targetPosition, lerpPositionAmount);
// add velocity to position as position would have moved on server at that velocity
targetPosition += target.velocity * Time.fixedDeltaTime;
// TODO does this also need to sync acceleration so and update velocity?
}
}
}

View File

@@ -1,11 +1,11 @@
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View File

@@ -1,361 +1,361 @@
using UnityEngine;
namespace Mirror.Experimental
{
[AddComponentMenu("Network/Experimental/NetworkRigidbody")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-rigidbody")]
public class NetworkRigidbody : NetworkBehaviour
{
[Header("Settings")]
[SerializeField] internal Rigidbody target = null;
[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
public bool clientAuthority = false;
[Header("Velocity")]
[Tooltip("Syncs Velocity every SyncInterval")]
[SerializeField] bool syncVelocity = true;
[Tooltip("Set velocity to 0 each frame (only works if syncVelocity is false")]
[SerializeField] bool clearVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float velocitySensitivity = 0.1f;
[Header("Angular Velocity")]
[Tooltip("Syncs AngularVelocity every SyncInterval")]
[SerializeField] bool syncAngularVelocity = true;
[Tooltip("Set angularVelocity to 0 each frame (only works if syncAngularVelocity is false")]
[SerializeField] bool clearAngularVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float angularVelocitySensitivity = 0.1f;
/// <summary>
/// Values sent on client with authority after they are sent to the server
/// </summary>
readonly ClientSyncState previousValue = new ClientSyncState();
void OnValidate()
{
if (target == null)
{
target = GetComponent<Rigidbody>();
}
}
#region Sync vars
[SyncVar(hook = nameof(OnVelocityChanged))]
Vector3 velocity;
[SyncVar(hook = nameof(OnAngularVelocityChanged))]
Vector3 angularVelocity;
[SyncVar(hook = nameof(OnIsKinematicChanged))]
bool isKinematic;
[SyncVar(hook = nameof(OnUseGravityChanged))]
bool useGravity;
[SyncVar(hook = nameof(OnuDragChanged))]
float drag;
[SyncVar(hook = nameof(OnAngularDragChanged))]
float angularDrag;
/// <summary>
/// Ignore value if is host or client with Authority
/// </summary>
/// <returns></returns>
bool IgnoreSync => isServer || ClientWithAuthority;
bool ClientWithAuthority => clientAuthority && hasAuthority;
void OnVelocityChanged(Vector3 _, Vector3 newValue)
{
if (IgnoreSync)
return;
target.velocity = newValue;
}
void OnAngularVelocityChanged(Vector3 _, Vector3 newValue)
{
if (IgnoreSync)
return;
target.angularVelocity = newValue;
}
void OnIsKinematicChanged(bool _, bool newValue)
{
if (IgnoreSync)
return;
target.isKinematic = newValue;
}
void OnUseGravityChanged(bool _, bool newValue)
{
if (IgnoreSync)
return;
target.useGravity = newValue;
}
void OnuDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.drag = newValue;
}
void OnAngularDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.angularDrag = newValue;
}
#endregion
internal void Update()
{
if (isServer)
{
SyncToClients();
}
else if (ClientWithAuthority)
{
SendToServer();
}
}
internal void FixedUpdate()
{
if (clearAngularVelocity && !syncAngularVelocity)
{
target.angularVelocity = Vector3.zero;
}
if (clearVelocity && !syncVelocity)
{
target.velocity = Vector3.zero;
}
}
/// <summary>
/// Updates sync var values on server so that they sync to the client
/// </summary>
[Server]
void SyncToClients()
{
// only update if they have changed more than Sensitivity
Vector3 currentVelocity = syncVelocity ? target.velocity : default;
Vector3 currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && ((previousValue.angularVelocity - currentAngularVelocity).sqrMagnitude > angularVelocitySensitivity * angularVelocitySensitivity);
if (velocityChanged)
{
velocity = currentVelocity;
previousValue.velocity = currentVelocity;
}
if (angularVelocityChanged)
{
angularVelocity = currentAngularVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
// other rigidbody settings
isKinematic = target.isKinematic;
useGravity = target.useGravity;
drag = target.drag;
angularDrag = target.angularDrag;
}
/// <summary>
/// Uses Command to send values to server
/// </summary>
[Client]
void SendToServer()
{
if (!hasAuthority)
{
Debug.LogWarning("SendToServer called without authority");
return;
}
SendVelocity();
SendRigidBodySettings();
}
[Client]
void SendVelocity()
{
float now = Time.time;
if (now < previousValue.nextSyncTime)
return;
Vector3 currentVelocity = syncVelocity ? target.velocity : default;
Vector3 currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && ((previousValue.angularVelocity - currentAngularVelocity).sqrMagnitude > angularVelocitySensitivity * angularVelocitySensitivity);
// if angularVelocity has changed it is likely that velocity has also changed so just sync both values
// however if only velocity has changed just send velocity
if (angularVelocityChanged)
{
CmdSendVelocityAndAngular(currentVelocity, currentAngularVelocity);
previousValue.velocity = currentVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
else if (velocityChanged)
{
CmdSendVelocity(currentVelocity);
previousValue.velocity = currentVelocity;
}
// only update syncTime if either has changed
if (angularVelocityChanged || velocityChanged)
{
previousValue.nextSyncTime = now + syncInterval;
}
}
[Client]
void SendRigidBodySettings()
{
// These shouldn't change often so it is ok to send in their own Command
if (previousValue.isKinematic != target.isKinematic)
{
CmdSendIsKinematic(target.isKinematic);
previousValue.isKinematic = target.isKinematic;
}
if (previousValue.useGravity != target.useGravity)
{
CmdSendUseGravity(target.useGravity);
previousValue.useGravity = target.useGravity;
}
if (previousValue.drag != target.drag)
{
CmdSendDrag(target.drag);
previousValue.drag = target.drag;
}
if (previousValue.angularDrag != target.angularDrag)
{
CmdSendAngularDrag(target.angularDrag);
previousValue.angularDrag = target.angularDrag;
}
}
/// <summary>
/// Called when only Velocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocity(Vector3 velocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.velocity = velocity;
target.velocity = velocity;
}
/// <summary>
/// Called when angularVelocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocityAndAngular(Vector3 velocity, Vector3 angularVelocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
if (syncVelocity)
{
this.velocity = velocity;
target.velocity = velocity;
}
this.angularVelocity = angularVelocity;
target.angularVelocity = angularVelocity;
}
[Command]
void CmdSendIsKinematic(bool isKinematic)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.isKinematic = isKinematic;
target.isKinematic = isKinematic;
}
[Command]
void CmdSendUseGravity(bool useGravity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.useGravity = useGravity;
target.useGravity = useGravity;
}
[Command]
void CmdSendDrag(float drag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.drag = drag;
target.drag = drag;
}
[Command]
void CmdSendAngularDrag(float angularDrag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.angularDrag = angularDrag;
target.angularDrag = angularDrag;
}
/// <summary>
/// holds previously synced values
/// </summary>
public class ClientSyncState
{
/// <summary>
/// Next sync time that velocity will be synced, based on syncInterval.
/// </summary>
public float nextSyncTime;
public Vector3 velocity;
public Vector3 angularVelocity;
public bool isKinematic;
public bool useGravity;
public float drag;
public float angularDrag;
}
}
}
using UnityEngine;
namespace Mirror.Experimental
{
[AddComponentMenu("Network/Experimental/NetworkRigidbody")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-rigidbody")]
public class NetworkRigidbody : NetworkBehaviour
{
[Header("Settings")]
[SerializeField] internal Rigidbody target = null;
[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
public bool clientAuthority = false;
[Header("Velocity")]
[Tooltip("Syncs Velocity every SyncInterval")]
[SerializeField] bool syncVelocity = true;
[Tooltip("Set velocity to 0 each frame (only works if syncVelocity is false")]
[SerializeField] bool clearVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float velocitySensitivity = 0.1f;
[Header("Angular Velocity")]
[Tooltip("Syncs AngularVelocity every SyncInterval")]
[SerializeField] bool syncAngularVelocity = true;
[Tooltip("Set angularVelocity to 0 each frame (only works if syncAngularVelocity is false")]
[SerializeField] bool clearAngularVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float angularVelocitySensitivity = 0.1f;
/// <summary>
/// Values sent on client with authority after they are sent to the server
/// </summary>
readonly ClientSyncState previousValue = new ClientSyncState();
void OnValidate()
{
if (target == null)
{
target = GetComponent<Rigidbody>();
}
}
#region Sync vars
[SyncVar(hook = nameof(OnVelocityChanged))]
Vector3 velocity;
[SyncVar(hook = nameof(OnAngularVelocityChanged))]
Vector3 angularVelocity;
[SyncVar(hook = nameof(OnIsKinematicChanged))]
bool isKinematic;
[SyncVar(hook = nameof(OnUseGravityChanged))]
bool useGravity;
[SyncVar(hook = nameof(OnuDragChanged))]
float drag;
[SyncVar(hook = nameof(OnAngularDragChanged))]
float angularDrag;
/// <summary>
/// Ignore value if is host or client with Authority
/// </summary>
/// <returns></returns>
bool IgnoreSync => isServer || ClientWithAuthority;
bool ClientWithAuthority => clientAuthority && hasAuthority;
void OnVelocityChanged(Vector3 _, Vector3 newValue)
{
if (IgnoreSync)
return;
target.velocity = newValue;
}
void OnAngularVelocityChanged(Vector3 _, Vector3 newValue)
{
if (IgnoreSync)
return;
target.angularVelocity = newValue;
}
void OnIsKinematicChanged(bool _, bool newValue)
{
if (IgnoreSync)
return;
target.isKinematic = newValue;
}
void OnUseGravityChanged(bool _, bool newValue)
{
if (IgnoreSync)
return;
target.useGravity = newValue;
}
void OnuDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.drag = newValue;
}
void OnAngularDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.angularDrag = newValue;
}
#endregion
internal void Update()
{
if (isServer)
{
SyncToClients();
}
else if (ClientWithAuthority)
{
SendToServer();
}
}
internal void FixedUpdate()
{
if (clearAngularVelocity && !syncAngularVelocity)
{
target.angularVelocity = Vector3.zero;
}
if (clearVelocity && !syncVelocity)
{
target.velocity = Vector3.zero;
}
}
/// <summary>
/// Updates sync var values on server so that they sync to the client
/// </summary>
[Server]
void SyncToClients()
{
// only update if they have changed more than Sensitivity
Vector3 currentVelocity = syncVelocity ? target.velocity : default;
Vector3 currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && ((previousValue.angularVelocity - currentAngularVelocity).sqrMagnitude > angularVelocitySensitivity * angularVelocitySensitivity);
if (velocityChanged)
{
velocity = currentVelocity;
previousValue.velocity = currentVelocity;
}
if (angularVelocityChanged)
{
angularVelocity = currentAngularVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
// other rigidbody settings
isKinematic = target.isKinematic;
useGravity = target.useGravity;
drag = target.drag;
angularDrag = target.angularDrag;
}
/// <summary>
/// Uses Command to send values to server
/// </summary>
[Client]
void SendToServer()
{
if (!hasAuthority)
{
Debug.LogWarning("SendToServer called without authority");
return;
}
SendVelocity();
SendRigidBodySettings();
}
[Client]
void SendVelocity()
{
float now = Time.time;
if (now < previousValue.nextSyncTime)
return;
Vector3 currentVelocity = syncVelocity ? target.velocity : default;
Vector3 currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && ((previousValue.angularVelocity - currentAngularVelocity).sqrMagnitude > angularVelocitySensitivity * angularVelocitySensitivity);
// if angularVelocity has changed it is likely that velocity has also changed so just sync both values
// however if only velocity has changed just send velocity
if (angularVelocityChanged)
{
CmdSendVelocityAndAngular(currentVelocity, currentAngularVelocity);
previousValue.velocity = currentVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
else if (velocityChanged)
{
CmdSendVelocity(currentVelocity);
previousValue.velocity = currentVelocity;
}
// only update syncTime if either has changed
if (angularVelocityChanged || velocityChanged)
{
previousValue.nextSyncTime = now + syncInterval;
}
}
[Client]
void SendRigidBodySettings()
{
// These shouldn't change often so it is ok to send in their own Command
if (previousValue.isKinematic != target.isKinematic)
{
CmdSendIsKinematic(target.isKinematic);
previousValue.isKinematic = target.isKinematic;
}
if (previousValue.useGravity != target.useGravity)
{
CmdSendUseGravity(target.useGravity);
previousValue.useGravity = target.useGravity;
}
if (previousValue.drag != target.drag)
{
CmdSendDrag(target.drag);
previousValue.drag = target.drag;
}
if (previousValue.angularDrag != target.angularDrag)
{
CmdSendAngularDrag(target.angularDrag);
previousValue.angularDrag = target.angularDrag;
}
}
/// <summary>
/// Called when only Velocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocity(Vector3 velocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.velocity = velocity;
target.velocity = velocity;
}
/// <summary>
/// Called when angularVelocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocityAndAngular(Vector3 velocity, Vector3 angularVelocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
if (syncVelocity)
{
this.velocity = velocity;
target.velocity = velocity;
}
this.angularVelocity = angularVelocity;
target.angularVelocity = angularVelocity;
}
[Command]
void CmdSendIsKinematic(bool isKinematic)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.isKinematic = isKinematic;
target.isKinematic = isKinematic;
}
[Command]
void CmdSendUseGravity(bool useGravity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.useGravity = useGravity;
target.useGravity = useGravity;
}
[Command]
void CmdSendDrag(float drag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.drag = drag;
target.drag = drag;
}
[Command]
void CmdSendAngularDrag(float angularDrag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.angularDrag = angularDrag;
target.angularDrag = angularDrag;
}
/// <summary>
/// holds previously synced values
/// </summary>
public class ClientSyncState
{
/// <summary>
/// Next sync time that velocity will be synced, based on syncInterval.
/// </summary>
public float nextSyncTime;
public Vector3 velocity;
public Vector3 angularVelocity;
public bool isKinematic;
public bool useGravity;
public float drag;
public float angularDrag;
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,360 +1,360 @@
using UnityEngine;
namespace Mirror.Experimental
{
[AddComponentMenu("Network/Experimental/NetworkRigidbody2D")]
public class NetworkRigidbody2D : NetworkBehaviour
{
[Header("Settings")]
[SerializeField] internal Rigidbody2D target = null;
[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
public bool clientAuthority = false;
[Header("Velocity")]
[Tooltip("Syncs Velocity every SyncInterval")]
[SerializeField] bool syncVelocity = true;
[Tooltip("Set velocity to 0 each frame (only works if syncVelocity is false")]
[SerializeField] bool clearVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float velocitySensitivity = 0.1f;
[Header("Angular Velocity")]
[Tooltip("Syncs AngularVelocity every SyncInterval")]
[SerializeField] bool syncAngularVelocity = true;
[Tooltip("Set angularVelocity to 0 each frame (only works if syncAngularVelocity is false")]
[SerializeField] bool clearAngularVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float angularVelocitySensitivity = 0.1f;
/// <summary>
/// Values sent on client with authority after they are sent to the server
/// </summary>
readonly ClientSyncState previousValue = new ClientSyncState();
void OnValidate()
{
if (target == null)
{
target = GetComponent<Rigidbody2D>();
}
}
#region Sync vars
[SyncVar(hook = nameof(OnVelocityChanged))]
Vector2 velocity;
[SyncVar(hook = nameof(OnAngularVelocityChanged))]
float angularVelocity;
[SyncVar(hook = nameof(OnIsKinematicChanged))]
bool isKinematic;
[SyncVar(hook = nameof(OnGravityScaleChanged))]
float gravityScale;
[SyncVar(hook = nameof(OnuDragChanged))]
float drag;
[SyncVar(hook = nameof(OnAngularDragChanged))]
float angularDrag;
/// <summary>
/// Ignore value if is host or client with Authority
/// </summary>
/// <returns></returns>
bool IgnoreSync => isServer || ClientWithAuthority;
bool ClientWithAuthority => clientAuthority && hasAuthority;
void OnVelocityChanged(Vector2 _, Vector2 newValue)
{
if (IgnoreSync)
return;
target.velocity = newValue;
}
void OnAngularVelocityChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.angularVelocity = newValue;
}
void OnIsKinematicChanged(bool _, bool newValue)
{
if (IgnoreSync)
return;
target.isKinematic = newValue;
}
void OnGravityScaleChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.gravityScale = newValue;
}
void OnuDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.drag = newValue;
}
void OnAngularDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.angularDrag = newValue;
}
#endregion
internal void Update()
{
if (isServer)
{
SyncToClients();
}
else if (ClientWithAuthority)
{
SendToServer();
}
}
internal void FixedUpdate()
{
if (clearAngularVelocity && !syncAngularVelocity)
{
target.angularVelocity = 0f;
}
if (clearVelocity && !syncVelocity)
{
target.velocity = Vector2.zero;
}
}
/// <summary>
/// Updates sync var values on server so that they sync to the client
/// </summary>
[Server]
void SyncToClients()
{
// only update if they have changed more than Sensitivity
Vector2 currentVelocity = syncVelocity ? target.velocity : default;
float currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && ((previousValue.angularVelocity - currentAngularVelocity) > angularVelocitySensitivity);
if (velocityChanged)
{
velocity = currentVelocity;
previousValue.velocity = currentVelocity;
}
if (angularVelocityChanged)
{
angularVelocity = currentAngularVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
// other rigidbody settings
isKinematic = target.isKinematic;
gravityScale = target.gravityScale;
drag = target.drag;
angularDrag = target.angularDrag;
}
/// <summary>
/// Uses Command to send values to server
/// </summary>
[Client]
void SendToServer()
{
if (!hasAuthority)
{
Debug.LogWarning("SendToServer called without authority");
return;
}
SendVelocity();
SendRigidBodySettings();
}
[Client]
void SendVelocity()
{
float now = Time.time;
if (now < previousValue.nextSyncTime)
return;
Vector2 currentVelocity = syncVelocity ? target.velocity : default;
float currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && previousValue.angularVelocity != currentAngularVelocity;//((previousValue.angularVelocity - currentAngularVelocity).sqrMagnitude > angularVelocitySensitivity * angularVelocitySensitivity);
// if angularVelocity has changed it is likely that velocity has also changed so just sync both values
// however if only velocity has changed just send velocity
if (angularVelocityChanged)
{
CmdSendVelocityAndAngular(currentVelocity, currentAngularVelocity);
previousValue.velocity = currentVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
else if (velocityChanged)
{
CmdSendVelocity(currentVelocity);
previousValue.velocity = currentVelocity;
}
// only update syncTime if either has changed
if (angularVelocityChanged || velocityChanged)
{
previousValue.nextSyncTime = now + syncInterval;
}
}
[Client]
void SendRigidBodySettings()
{
// These shouldn't change often so it is ok to send in their own Command
if (previousValue.isKinematic != target.isKinematic)
{
CmdSendIsKinematic(target.isKinematic);
previousValue.isKinematic = target.isKinematic;
}
if (previousValue.gravityScale != target.gravityScale)
{
CmdChangeGravityScale(target.gravityScale);
previousValue.gravityScale = target.gravityScale;
}
if (previousValue.drag != target.drag)
{
CmdSendDrag(target.drag);
previousValue.drag = target.drag;
}
if (previousValue.angularDrag != target.angularDrag)
{
CmdSendAngularDrag(target.angularDrag);
previousValue.angularDrag = target.angularDrag;
}
}
/// <summary>
/// Called when only Velocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocity(Vector2 velocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.velocity = velocity;
target.velocity = velocity;
}
/// <summary>
/// Called when angularVelocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocityAndAngular(Vector2 velocity, float angularVelocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
if (syncVelocity)
{
this.velocity = velocity;
target.velocity = velocity;
}
this.angularVelocity = angularVelocity;
target.angularVelocity = angularVelocity;
}
[Command]
void CmdSendIsKinematic(bool isKinematic)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.isKinematic = isKinematic;
target.isKinematic = isKinematic;
}
[Command]
void CmdChangeGravityScale(float gravityScale)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.gravityScale = gravityScale;
target.gravityScale = gravityScale;
}
[Command]
void CmdSendDrag(float drag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.drag = drag;
target.drag = drag;
}
[Command]
void CmdSendAngularDrag(float angularDrag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.angularDrag = angularDrag;
target.angularDrag = angularDrag;
}
/// <summary>
/// holds previously synced values
/// </summary>
public class ClientSyncState
{
/// <summary>
/// Next sync time that velocity will be synced, based on syncInterval.
/// </summary>
public float nextSyncTime;
public Vector2 velocity;
public float angularVelocity;
public bool isKinematic;
public float gravityScale;
public float drag;
public float angularDrag;
}
}
}
using UnityEngine;
namespace Mirror.Experimental
{
[AddComponentMenu("Network/Experimental/NetworkRigidbody2D")]
public class NetworkRigidbody2D : NetworkBehaviour
{
[Header("Settings")]
[SerializeField] internal Rigidbody2D target = null;
[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
public bool clientAuthority = false;
[Header("Velocity")]
[Tooltip("Syncs Velocity every SyncInterval")]
[SerializeField] bool syncVelocity = true;
[Tooltip("Set velocity to 0 each frame (only works if syncVelocity is false")]
[SerializeField] bool clearVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float velocitySensitivity = 0.1f;
[Header("Angular Velocity")]
[Tooltip("Syncs AngularVelocity every SyncInterval")]
[SerializeField] bool syncAngularVelocity = true;
[Tooltip("Set angularVelocity to 0 each frame (only works if syncAngularVelocity is false")]
[SerializeField] bool clearAngularVelocity = false;
[Tooltip("Only Syncs Value if distance between previous and current is great than sensitivity")]
[SerializeField] float angularVelocitySensitivity = 0.1f;
/// <summary>
/// Values sent on client with authority after they are sent to the server
/// </summary>
readonly ClientSyncState previousValue = new ClientSyncState();
void OnValidate()
{
if (target == null)
{
target = GetComponent<Rigidbody2D>();
}
}
#region Sync vars
[SyncVar(hook = nameof(OnVelocityChanged))]
Vector2 velocity;
[SyncVar(hook = nameof(OnAngularVelocityChanged))]
float angularVelocity;
[SyncVar(hook = nameof(OnIsKinematicChanged))]
bool isKinematic;
[SyncVar(hook = nameof(OnGravityScaleChanged))]
float gravityScale;
[SyncVar(hook = nameof(OnuDragChanged))]
float drag;
[SyncVar(hook = nameof(OnAngularDragChanged))]
float angularDrag;
/// <summary>
/// Ignore value if is host or client with Authority
/// </summary>
/// <returns></returns>
bool IgnoreSync => isServer || ClientWithAuthority;
bool ClientWithAuthority => clientAuthority && hasAuthority;
void OnVelocityChanged(Vector2 _, Vector2 newValue)
{
if (IgnoreSync)
return;
target.velocity = newValue;
}
void OnAngularVelocityChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.angularVelocity = newValue;
}
void OnIsKinematicChanged(bool _, bool newValue)
{
if (IgnoreSync)
return;
target.isKinematic = newValue;
}
void OnGravityScaleChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.gravityScale = newValue;
}
void OnuDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.drag = newValue;
}
void OnAngularDragChanged(float _, float newValue)
{
if (IgnoreSync)
return;
target.angularDrag = newValue;
}
#endregion
internal void Update()
{
if (isServer)
{
SyncToClients();
}
else if (ClientWithAuthority)
{
SendToServer();
}
}
internal void FixedUpdate()
{
if (clearAngularVelocity && !syncAngularVelocity)
{
target.angularVelocity = 0f;
}
if (clearVelocity && !syncVelocity)
{
target.velocity = Vector2.zero;
}
}
/// <summary>
/// Updates sync var values on server so that they sync to the client
/// </summary>
[Server]
void SyncToClients()
{
// only update if they have changed more than Sensitivity
Vector2 currentVelocity = syncVelocity ? target.velocity : default;
float currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && ((previousValue.angularVelocity - currentAngularVelocity) > angularVelocitySensitivity);
if (velocityChanged)
{
velocity = currentVelocity;
previousValue.velocity = currentVelocity;
}
if (angularVelocityChanged)
{
angularVelocity = currentAngularVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
// other rigidbody settings
isKinematic = target.isKinematic;
gravityScale = target.gravityScale;
drag = target.drag;
angularDrag = target.angularDrag;
}
/// <summary>
/// Uses Command to send values to server
/// </summary>
[Client]
void SendToServer()
{
if (!hasAuthority)
{
Debug.LogWarning("SendToServer called without authority");
return;
}
SendVelocity();
SendRigidBodySettings();
}
[Client]
void SendVelocity()
{
float now = Time.time;
if (now < previousValue.nextSyncTime)
return;
Vector2 currentVelocity = syncVelocity ? target.velocity : default;
float currentAngularVelocity = syncAngularVelocity ? target.angularVelocity : default;
bool velocityChanged = syncVelocity && ((previousValue.velocity - currentVelocity).sqrMagnitude > velocitySensitivity * velocitySensitivity);
bool angularVelocityChanged = syncAngularVelocity && previousValue.angularVelocity != currentAngularVelocity;//((previousValue.angularVelocity - currentAngularVelocity).sqrMagnitude > angularVelocitySensitivity * angularVelocitySensitivity);
// if angularVelocity has changed it is likely that velocity has also changed so just sync both values
// however if only velocity has changed just send velocity
if (angularVelocityChanged)
{
CmdSendVelocityAndAngular(currentVelocity, currentAngularVelocity);
previousValue.velocity = currentVelocity;
previousValue.angularVelocity = currentAngularVelocity;
}
else if (velocityChanged)
{
CmdSendVelocity(currentVelocity);
previousValue.velocity = currentVelocity;
}
// only update syncTime if either has changed
if (angularVelocityChanged || velocityChanged)
{
previousValue.nextSyncTime = now + syncInterval;
}
}
[Client]
void SendRigidBodySettings()
{
// These shouldn't change often so it is ok to send in their own Command
if (previousValue.isKinematic != target.isKinematic)
{
CmdSendIsKinematic(target.isKinematic);
previousValue.isKinematic = target.isKinematic;
}
if (previousValue.gravityScale != target.gravityScale)
{
CmdChangeGravityScale(target.gravityScale);
previousValue.gravityScale = target.gravityScale;
}
if (previousValue.drag != target.drag)
{
CmdSendDrag(target.drag);
previousValue.drag = target.drag;
}
if (previousValue.angularDrag != target.angularDrag)
{
CmdSendAngularDrag(target.angularDrag);
previousValue.angularDrag = target.angularDrag;
}
}
/// <summary>
/// Called when only Velocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocity(Vector2 velocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.velocity = velocity;
target.velocity = velocity;
}
/// <summary>
/// Called when angularVelocity has changed on the client
/// </summary>
[Command]
void CmdSendVelocityAndAngular(Vector2 velocity, float angularVelocity)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
if (syncVelocity)
{
this.velocity = velocity;
target.velocity = velocity;
}
this.angularVelocity = angularVelocity;
target.angularVelocity = angularVelocity;
}
[Command]
void CmdSendIsKinematic(bool isKinematic)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.isKinematic = isKinematic;
target.isKinematic = isKinematic;
}
[Command]
void CmdChangeGravityScale(float gravityScale)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.gravityScale = gravityScale;
target.gravityScale = gravityScale;
}
[Command]
void CmdSendDrag(float drag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.drag = drag;
target.drag = drag;
}
[Command]
void CmdSendAngularDrag(float angularDrag)
{
// Ignore messages from client if not in client authority mode
if (!clientAuthority)
return;
this.angularDrag = angularDrag;
target.angularDrag = angularDrag;
}
/// <summary>
/// holds previously synced values
/// </summary>
public class ClientSyncState
{
/// <summary>
/// Next sync time that velocity will be synced, based on syncInterval.
/// </summary>
public float nextSyncTime;
public Vector2 velocity;
public float angularVelocity;
public bool isKinematic;
public float gravityScale;
public float drag;
public float angularDrag;
}
}
}

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@@ -1,12 +1,12 @@
using UnityEngine;
namespace Mirror.Experimental
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/Experimental/NetworkTransformExperimental")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-transform")]
public class NetworkTransform : NetworkTransformBase
{
protected override Transform targetTransform => transform;
}
}
using UnityEngine;
namespace Mirror.Experimental
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/Experimental/NetworkTransformExperimental")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-transform")]
public class NetworkTransform : NetworkTransformBase
{
protected override Transform targetTransform => transform;
}
}

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@@ -1,18 +1,18 @@
using UnityEngine;
namespace Mirror.Experimental
{
/// <summary>
/// A component to synchronize the position of child transforms of networked objects.
/// <para>There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the received values.</para>
/// </summary>
[AddComponentMenu("Network/Experimental/NetworkTransformChildExperimentalExperimental")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-transform-child")]
public class NetworkTransformChild : NetworkTransformBase
{
[Header("Target")]
public Transform target;
protected override Transform targetTransform => target;
}
}
using UnityEngine;
namespace Mirror.Experimental
{
/// <summary>
/// A component to synchronize the position of child transforms of networked objects.
/// <para>There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the received values.</para>
/// </summary>
[AddComponentMenu("Network/Experimental/NetworkTransformChildExperimentalExperimental")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-transform-child")]
public class NetworkTransformChild : NetworkTransformBase
{
[Header("Target")]
public Transform target;
protected override Transform targetTransform => target;
}
}

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@@ -1,112 +1,112 @@
// People should be able to see and report errors to the developer very easily.
//
// Unity's Developer Console only works in development builds and it only shows
// errors. This class provides a console that works in all builds and also shows
// log and warnings in development builds.
//
// Note: we don't include the stack trace, because that can also be grabbed from
// the log files if needed.
//
// Note: there is no 'hide' button because we DO want people to see those errors
// and report them back to us.
//
// Note: normal Debug.Log messages can be shown by building in Debug/Development
// mode.
using UnityEngine;
using System.Collections.Generic;
namespace Mirror
{
struct LogEntry
{
public string message;
public LogType type;
public LogEntry(string message, LogType type)
{
this.message = message;
this.type = type;
}
}
public class GUIConsole : MonoBehaviour
{
public int height = 150;
// only keep the recent 'n' entries. otherwise memory would grow forever
// and drawing would get slower and slower.
public int maxLogCount = 50;
// log as queue so we can remove the first entry easily
Queue<LogEntry> log = new Queue<LogEntry>();
// hotkey to show/hide at runtime for easier debugging
// (sometimes we need to temporarily hide/show it)
// => F12 makes sense. nobody can find ^ in other games.
public KeyCode hotKey = KeyCode.F12;
// GUI
bool visible;
Vector2 scroll = Vector2.zero;
void Awake()
{
Application.logMessageReceived += OnLog;
}
// OnLog logs everything, even Debug.Log messages in release builds
// => this makes a lot of things easier. e.g. addon initialization logs.
// => it's really better to have than not to have those
void OnLog(string message, string stackTrace, LogType type)
{
// is this important?
bool isImportant = type == LogType.Error || type == LogType.Exception;
// use stack trace only if important
// (otherwise users would have to find and search the log file.
// seeing it in the console directly is way easier to deal with.)
// => only add \n if stack trace is available (only in debug builds)
if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
message += "\n" + stackTrace;
// add to queue
log.Enqueue(new LogEntry(message, type));
// respect max entries
if (log.Count > maxLogCount)
log.Dequeue();
// become visible if it was important
// (no need to become visible for regular log. let the user decide.)
if (isImportant)
visible = true;
// auto scroll
scroll.y = float.MaxValue;
}
void Update()
{
if (Input.GetKeyDown(hotKey))
visible = !visible;
}
void OnGUI()
{
if (!visible) return;
scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width), GUILayout.Height(height));
foreach (LogEntry entry in log)
{
if (entry.type == LogType.Error || entry.type == LogType.Exception)
GUI.color = Color.red;
else if (entry.type == LogType.Warning)
GUI.color = Color.yellow;
GUILayout.Label(entry.message);
GUI.color = Color.white;
}
GUILayout.EndScrollView();
}
}
}
// People should be able to see and report errors to the developer very easily.
//
// Unity's Developer Console only works in development builds and it only shows
// errors. This class provides a console that works in all builds and also shows
// log and warnings in development builds.
//
// Note: we don't include the stack trace, because that can also be grabbed from
// the log files if needed.
//
// Note: there is no 'hide' button because we DO want people to see those errors
// and report them back to us.
//
// Note: normal Debug.Log messages can be shown by building in Debug/Development
// mode.
using UnityEngine;
using System.Collections.Generic;
namespace Mirror
{
struct LogEntry
{
public string message;
public LogType type;
public LogEntry(string message, LogType type)
{
this.message = message;
this.type = type;
}
}
public class GUIConsole : MonoBehaviour
{
public int height = 150;
// only keep the recent 'n' entries. otherwise memory would grow forever
// and drawing would get slower and slower.
public int maxLogCount = 50;
// log as queue so we can remove the first entry easily
Queue<LogEntry> log = new Queue<LogEntry>();
// hotkey to show/hide at runtime for easier debugging
// (sometimes we need to temporarily hide/show it)
// => F12 makes sense. nobody can find ^ in other games.
public KeyCode hotKey = KeyCode.F12;
// GUI
bool visible;
Vector2 scroll = Vector2.zero;
void Awake()
{
Application.logMessageReceived += OnLog;
}
// OnLog logs everything, even Debug.Log messages in release builds
// => this makes a lot of things easier. e.g. addon initialization logs.
// => it's really better to have than not to have those
void OnLog(string message, string stackTrace, LogType type)
{
// is this important?
bool isImportant = type == LogType.Error || type == LogType.Exception;
// use stack trace only if important
// (otherwise users would have to find and search the log file.
// seeing it in the console directly is way easier to deal with.)
// => only add \n if stack trace is available (only in debug builds)
if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
message += $"\n{stackTrace}";
// add to queue
log.Enqueue(new LogEntry(message, type));
// respect max entries
if (log.Count > maxLogCount)
log.Dequeue();
// become visible if it was important
// (no need to become visible for regular log. let the user decide.)
if (isImportant)
visible = true;
// auto scroll
scroll.y = float.MaxValue;
}
void Update()
{
if (Input.GetKeyDown(hotKey))
visible = !visible;
}
void OnGUI()
{
if (!visible) return;
scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width), GUILayout.Height(height));
foreach (LogEntry entry in log)
{
if (entry.type == LogType.Error || entry.type == LogType.Exception)
GUI.color = Color.red;
else if (entry.type == LogType.Warning)
GUI.color = Color.yellow;
GUILayout.Label(entry.message);
GUI.color = Color.white;
}
GUILayout.EndScrollView();
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,69 +1,69 @@
// straight forward Vector3.Distance based interest management.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
public class DistanceInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
public int visRange = 10;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// helper function to get vis range for a given object, or default.
int GetVisRange(NetworkIdentity identity)
{
DistanceInterestManagementCustomRange custom = identity.GetComponent<DistanceInterestManagementCustomRange>();
return custom != null ? custom.visRange : visRange;
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
int range = GetVisRange(identity);
return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
{
// cache range and .transform because both call GetComponent.
int range = GetVisRange(identity);
Vector3 position = identity.transform.position;
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (conn != null && conn.isAuthenticated && conn.identity != null)
{
// check distance
if (Vector3.Distance(conn.identity.transform.position, position) < range)
{
newObservers.Add(conn);
}
}
}
}
void Update()
{
// only on server
if (!NetworkServer.active) return;
// rebuild all spawned NetworkIdentity's observers every interval
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
}
}
// straight forward Vector3.Distance based interest management.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
public class DistanceInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
public int visRange = 10;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// helper function to get vis range for a given object, or default.
int GetVisRange(NetworkIdentity identity)
{
DistanceInterestManagementCustomRange custom = identity.GetComponent<DistanceInterestManagementCustomRange>();
return custom != null ? custom.visRange : visRange;
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
int range = GetVisRange(identity);
return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
{
// cache range and .transform because both call GetComponent.
int range = GetVisRange(identity);
Vector3 position = identity.transform.position;
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (conn != null && conn.isAuthenticated && conn.identity != null)
{
// check distance
if (Vector3.Distance(conn.identity.transform.position, position) < range)
{
newObservers.Add(conn);
}
}
}
}
void Update()
{
// only on server
if (!NetworkServer.active) return;
// rebuild all spawned NetworkIdentity's observers every interval
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,14 +1,14 @@
// add this to NetworkIdentities for custom range if needed.
// only works with DistanceInterestManagement.
using UnityEngine;
namespace Mirror
{
[RequireComponent(typeof(NetworkIdentity))]
[DisallowMultipleComponent]
public class DistanceInterestManagementCustomRange : MonoBehaviour
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 20;
}
}
// add this to NetworkIdentities for custom range if needed.
// only works with DistanceInterestManagement.
using UnityEngine;
namespace Mirror
{
[RequireComponent(typeof(NetworkIdentity))]
[DisallowMultipleComponent]
public class DistanceInterestManagementCustomRange : MonoBehaviour
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 20;
}
}

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@@ -1,125 +1,147 @@
using System;
using System.Collections.Generic;
namespace Mirror
{
public class MatchInterestManagement : InterestManagement
{
readonly Dictionary<Guid, HashSet<NetworkIdentity>> matchObjects =
new Dictionary<Guid, HashSet<NetworkIdentity>>();
readonly Dictionary<NetworkIdentity, Guid> lastObjectMatch =
new Dictionary<NetworkIdentity, Guid>();
HashSet<Guid> dirtyMatches = new HashSet<Guid>();
public override void OnSpawned(NetworkIdentity identity)
{
Guid currentMatch = identity.GetComponent<NetworkMatch>().matchId;
lastObjectMatch[identity] = currentMatch;
// Guid.Empty is never a valid matchId...do not add to matchObjects collection
if (currentMatch == Guid.Empty) return;
// Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentMatch}");
if (!matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
matchObjects.Add(currentMatch, objects);
}
objects.Add(identity);
}
public override void OnDestroyed(NetworkIdentity identity)
{
Guid currentMatch = lastObjectMatch[identity];
lastObjectMatch.Remove(identity);
if (currentMatch != Guid.Empty && matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
RebuildMatchObservers(currentMatch);
}
void Update()
{
// only on server
if (!NetworkServer.active) return;
// for each spawned:
// if match changed:
// add previous to dirty
// add new to dirty
foreach (NetworkIdentity netIdentity in NetworkIdentity.spawned.Values)
{
Guid currentMatch = lastObjectMatch[netIdentity];
Guid newMatch = netIdentity.GetComponent<NetworkMatch>().matchId;
if (newMatch == currentMatch) continue;
// Mark new/old scenes as dirty so they get rebuilt
// Guid.Empty is never a valid matchId
if (currentMatch != Guid.Empty)
dirtyMatches.Add(currentMatch);
dirtyMatches.Add(newMatch);
// This object is in a new match so observers in the prior match
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the match it just left
// Guid.Empty is never a valid matchId
if (currentMatch != Guid.Empty)
matchObjects[currentMatch].Remove(netIdentity);
// Set this to the new match this object just entered
lastObjectMatch[netIdentity] = newMatch;
// Guid.Empty is never a valid matchId...do not add to matchObjects collection
if (newMatch == Guid.Empty) continue;
// Make sure this new match is in the dictionary
if (!matchObjects.ContainsKey(newMatch))
matchObjects.Add(newMatch, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new match
matchObjects[newMatch].Add(netIdentity);
}
// rebuild all dirty matchs
foreach (Guid dirtyMatch in dirtyMatches)
{
RebuildMatchObservers(dirtyMatch);
}
dirtyMatches.Clear();
}
void RebuildMatchObservers(Guid matchId)
{
foreach (NetworkIdentity netIdentity in matchObjects[matchId])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
return identity.GetComponent<NetworkMatch>().matchId ==
newObserver.identity.GetComponent<NetworkMatch>().matchId;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers,
bool initialize)
{
Guid matchId = identity.GetComponent<NetworkMatch>().matchId;
// Guid.Empty is never a valid matchId
if (matchId == Guid.Empty) return;
if (!matchObjects.TryGetValue(matchId, out HashSet<NetworkIdentity> objects))
return;
// Add everything in the hashset for this object's current match
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
newObservers.Add(networkIdentity.connectionToClient);
}
}
}
using System;
using System.Collections.Generic;
namespace Mirror
{
public class MatchInterestManagement : InterestManagement
{
readonly Dictionary<Guid, HashSet<NetworkIdentity>> matchObjects =
new Dictionary<Guid, HashSet<NetworkIdentity>>();
readonly Dictionary<NetworkIdentity, Guid> lastObjectMatch =
new Dictionary<NetworkIdentity, Guid>();
HashSet<Guid> dirtyMatches = new HashSet<Guid>();
public override void OnSpawned(NetworkIdentity identity)
{
if (!identity.TryGetComponent<NetworkMatch>(out NetworkMatch networkMatch))
return;
Guid currentMatch = networkMatch.matchId;
lastObjectMatch[identity] = currentMatch;
// Guid.Empty is never a valid matchId...do not add to matchObjects collection
if (currentMatch == Guid.Empty)
return;
// Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentMatch}");
if (!matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
matchObjects.Add(currentMatch, objects);
}
objects.Add(identity);
}
public override void OnDestroyed(NetworkIdentity identity)
{
lastObjectMatch.TryGetValue(identity, out Guid currentMatch);
lastObjectMatch.Remove(identity);
if (currentMatch != Guid.Empty && matchObjects.TryGetValue(currentMatch, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
RebuildMatchObservers(currentMatch);
}
[ServerCallback]
void Update()
{
// for each spawned:
// if match changed:
// add previous to dirty
// add new to dirty
foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
{
// Ignore objects that don't have a NetworkMatch component
if (!netIdentity.TryGetComponent<NetworkMatch>(out NetworkMatch networkMatch))
continue;
Guid newMatch = networkMatch.matchId;
lastObjectMatch.TryGetValue(netIdentity, out Guid currentMatch);
// Guid.Empty is never a valid matchId
// Nothing to do if matchId hasn't changed
if (newMatch == Guid.Empty || newMatch == currentMatch)
continue;
// Mark new/old matches as dirty so they get rebuilt
UpdateDirtyMatches(newMatch, currentMatch);
// This object is in a new match so observers in the prior match
// and the new match need to rebuild their respective observers lists.
UpdateMatchObjects(netIdentity, newMatch, currentMatch);
}
// rebuild all dirty matchs
foreach (Guid dirtyMatch in dirtyMatches)
RebuildMatchObservers(dirtyMatch);
dirtyMatches.Clear();
}
void UpdateDirtyMatches(Guid newMatch, Guid currentMatch)
{
// Guid.Empty is never a valid matchId
if (currentMatch != Guid.Empty)
dirtyMatches.Add(currentMatch);
dirtyMatches.Add(newMatch);
}
void UpdateMatchObjects(NetworkIdentity netIdentity, Guid newMatch, Guid currentMatch)
{
// Remove this object from the hashset of the match it just left
// Guid.Empty is never a valid matchId
if (currentMatch != Guid.Empty)
matchObjects[currentMatch].Remove(netIdentity);
// Set this to the new match this object just entered
lastObjectMatch[netIdentity] = newMatch;
// Make sure this new match is in the dictionary
if (!matchObjects.ContainsKey(newMatch))
matchObjects.Add(newMatch, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new match
matchObjects[newMatch].Add(netIdentity);
}
void RebuildMatchObservers(Guid matchId)
{
foreach (NetworkIdentity netIdentity in matchObjects[matchId])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
if (!identity.TryGetComponent<NetworkMatch>(out NetworkMatch identityNetworkMatch))
return false;
if (!newObserver.identity.TryGetComponent<NetworkMatch>(out NetworkMatch newObserverNetworkMatch))
return false;
return identityNetworkMatch.matchId == newObserverNetworkMatch.matchId;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
{
if (!identity.TryGetComponent<NetworkMatch>(out NetworkMatch networkMatch))
return;
Guid matchId = networkMatch.matchId;
// Guid.Empty is never a valid matchId
if (matchId == Guid.Empty)
return;
if (!matchObjects.TryGetValue(matchId, out HashSet<NetworkIdentity> objects))
return;
// Add everything in the hashset for this object's current match
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
newObservers.Add(networkIdentity.connectionToClient);
}
}
}

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@@ -1,109 +1,109 @@
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Mirror
{
public class SceneInterestManagement : InterestManagement
{
// Use Scene instead of string scene.name because when additively
// loading multiples of a subscene the name won't be unique
readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
new Dictionary<Scene, HashSet<NetworkIdentity>>();
readonly Dictionary<NetworkIdentity, Scene> lastObjectScene =
new Dictionary<NetworkIdentity, Scene>();
HashSet<Scene> dirtyScenes = new HashSet<Scene>();
public override void OnSpawned(NetworkIdentity identity)
{
Scene currentScene = identity.gameObject.scene;
lastObjectScene[identity] = currentScene;
// Debug.Log($"SceneInterestManagement.OnSpawned({identity.name}) currentScene: {currentScene}");
if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
sceneObjects.Add(currentScene, objects);
}
objects.Add(identity);
}
public override void OnDestroyed(NetworkIdentity identity)
{
Scene currentScene = lastObjectScene[identity];
lastObjectScene.Remove(identity);
if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
RebuildSceneObservers(currentScene);
}
void Update()
{
// only on server
if (!NetworkServer.active) return;
// for each spawned:
// if scene changed:
// add previous to dirty
// add new to dirty
foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values)
{
Scene currentScene = lastObjectScene[identity];
Scene newScene = identity.gameObject.scene;
if (newScene == currentScene) continue;
// Mark new/old scenes as dirty so they get rebuilt
dirtyScenes.Add(currentScene);
dirtyScenes.Add(newScene);
// This object is in a new scene so observers in the prior scene
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the scene it just left
sceneObjects[currentScene].Remove(identity);
// Set this to the new scene this object just entered
lastObjectScene[identity] = newScene;
// Make sure this new scene is in the dictionary
if (!sceneObjects.ContainsKey(newScene))
sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new scene
sceneObjects[newScene].Add(identity);
}
// rebuild all dirty scenes
foreach (Scene dirtyScene in dirtyScenes)
{
RebuildSceneObservers(dirtyScene);
}
dirtyScenes.Clear();
}
void RebuildSceneObservers(Scene scene)
{
foreach (NetworkIdentity netIdentity in sceneObjects[scene])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
return identity.gameObject.scene == newObserver.identity.gameObject.scene;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers,
bool initialize)
{
if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
return;
// Add everything in the hashset for this object's current scene
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
newObservers.Add(networkIdentity.connectionToClient);
}
}
}
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Mirror
{
public class SceneInterestManagement : InterestManagement
{
// Use Scene instead of string scene.name because when additively
// loading multiples of a subscene the name won't be unique
readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
new Dictionary<Scene, HashSet<NetworkIdentity>>();
readonly Dictionary<NetworkIdentity, Scene> lastObjectScene =
new Dictionary<NetworkIdentity, Scene>();
HashSet<Scene> dirtyScenes = new HashSet<Scene>();
public override void OnSpawned(NetworkIdentity identity)
{
Scene currentScene = identity.gameObject.scene;
lastObjectScene[identity] = currentScene;
// Debug.Log($"SceneInterestManagement.OnSpawned({identity.name}) currentScene: {currentScene}");
if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
sceneObjects.Add(currentScene, objects);
}
objects.Add(identity);
}
public override void OnDestroyed(NetworkIdentity identity)
{
Scene currentScene = lastObjectScene[identity];
lastObjectScene.Remove(identity);
if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
RebuildSceneObservers(currentScene);
}
void Update()
{
// only on server
if (!NetworkServer.active) return;
// for each spawned:
// if scene changed:
// add previous to dirty
// add new to dirty
foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
{
Scene currentScene = lastObjectScene[identity];
Scene newScene = identity.gameObject.scene;
if (newScene == currentScene) continue;
// Mark new/old scenes as dirty so they get rebuilt
dirtyScenes.Add(currentScene);
dirtyScenes.Add(newScene);
// This object is in a new scene so observers in the prior scene
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the scene it just left
sceneObjects[currentScene].Remove(identity);
// Set this to the new scene this object just entered
lastObjectScene[identity] = newScene;
// Make sure this new scene is in the dictionary
if (!sceneObjects.ContainsKey(newScene))
sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new scene
sceneObjects[newScene].Add(identity);
}
// rebuild all dirty scenes
foreach (Scene dirtyScene in dirtyScenes)
{
RebuildSceneObservers(dirtyScene);
}
dirtyScenes.Clear();
}
void RebuildSceneObservers(Scene scene)
{
foreach (NetworkIdentity netIdentity in sceneObjects[scene])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
return identity.gameObject.scene == newObserver.identity.gameObject.scene;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers,
bool initialize)
{
if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
return;
// Add everything in the hashset for this object's current scene
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
newObservers.Add(networkIdentity.connectionToClient);
}
}
}

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@@ -1,88 +1,88 @@
// Grid2D from uMMORPG: get/set values of type T at any point
// -> not named 'Grid' because Unity already has a Grid type. causes warnings.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
public class Grid2D<T>
{
// the grid
// note that we never remove old keys.
// => over time, HashSet<T>s will be allocated for every possible
// grid position in the world
// => Clear() doesn't clear them so we don't constantly reallocate the
// entries when populating the grid in every Update() call
// => makes the code a lot easier too
// => this is FINE because in the worst case, every grid position in the
// game world is filled with a player anyway!
Dictionary<Vector2Int, HashSet<T>> grid = new Dictionary<Vector2Int, HashSet<T>>();
// cache a 9 neighbor grid of vector2 offsets so we can use them more easily
Vector2Int[] neighbourOffsets =
{
Vector2Int.up,
Vector2Int.up + Vector2Int.left,
Vector2Int.up + Vector2Int.right,
Vector2Int.left,
Vector2Int.zero,
Vector2Int.right,
Vector2Int.down,
Vector2Int.down + Vector2Int.left,
Vector2Int.down + Vector2Int.right
};
// helper function so we can add an entry without worrying
public void Add(Vector2Int position, T value)
{
// initialize set in grid if it's not in there yet
if (!grid.TryGetValue(position, out HashSet<T> hashSet))
{
hashSet = new HashSet<T>();
grid[position] = hashSet;
}
// add to it
hashSet.Add(value);
}
// helper function to get set at position without worrying
// -> result is passed as parameter to avoid allocations
// -> result is not cleared before. this allows us to pass the HashSet from
// GetWithNeighbours and avoid .UnionWith which is very expensive.
void GetAt(Vector2Int position, HashSet<T> result)
{
// return the set at position
if (grid.TryGetValue(position, out HashSet<T> hashSet))
{
foreach (T entry in hashSet)
result.Add(entry);
}
}
// helper function to get at position and it's 8 neighbors without worrying
// -> result is passed as parameter to avoid allocations
public void GetWithNeighbours(Vector2Int position, HashSet<T> result)
{
// clear result first
result.Clear();
// add neighbours
foreach (Vector2Int offset in neighbourOffsets)
GetAt(position + offset, result);
}
// clear: clears the whole grid
// IMPORTANT: we already allocated HashSet<T>s and don't want to do
// reallocate every single update when we rebuild the grid.
// => so simply remove each position's entries, but keep
// every position in there
// => see 'grid' comments above!
// => named ClearNonAlloc to make it more obvious!
public void ClearNonAlloc()
{
foreach (HashSet<T> hashSet in grid.Values)
hashSet.Clear();
}
}
}
// Grid2D from uMMORPG: get/set values of type T at any point
// -> not named 'Grid' because Unity already has a Grid type. causes warnings.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
public class Grid2D<T>
{
// the grid
// note that we never remove old keys.
// => over time, HashSet<T>s will be allocated for every possible
// grid position in the world
// => Clear() doesn't clear them so we don't constantly reallocate the
// entries when populating the grid in every Update() call
// => makes the code a lot easier too
// => this is FINE because in the worst case, every grid position in the
// game world is filled with a player anyway!
Dictionary<Vector2Int, HashSet<T>> grid = new Dictionary<Vector2Int, HashSet<T>>();
// cache a 9 neighbor grid of vector2 offsets so we can use them more easily
Vector2Int[] neighbourOffsets =
{
Vector2Int.up,
Vector2Int.up + Vector2Int.left,
Vector2Int.up + Vector2Int.right,
Vector2Int.left,
Vector2Int.zero,
Vector2Int.right,
Vector2Int.down,
Vector2Int.down + Vector2Int.left,
Vector2Int.down + Vector2Int.right
};
// helper function so we can add an entry without worrying
public void Add(Vector2Int position, T value)
{
// initialize set in grid if it's not in there yet
if (!grid.TryGetValue(position, out HashSet<T> hashSet))
{
hashSet = new HashSet<T>();
grid[position] = hashSet;
}
// add to it
hashSet.Add(value);
}
// helper function to get set at position without worrying
// -> result is passed as parameter to avoid allocations
// -> result is not cleared before. this allows us to pass the HashSet from
// GetWithNeighbours and avoid .UnionWith which is very expensive.
void GetAt(Vector2Int position, HashSet<T> result)
{
// return the set at position
if (grid.TryGetValue(position, out HashSet<T> hashSet))
{
foreach (T entry in hashSet)
result.Add(entry);
}
}
// helper function to get at position and it's 8 neighbors without worrying
// -> result is passed as parameter to avoid allocations
public void GetWithNeighbours(Vector2Int position, HashSet<T> result)
{
// clear result first
result.Clear();
// add neighbours
foreach (Vector2Int offset in neighbourOffsets)
GetAt(position + offset, result);
}
// clear: clears the whole grid
// IMPORTANT: we already allocated HashSet<T>s and don't want to do
// reallocate every single update when we rebuild the grid.
// => so simply remove each position's entries, but keep
// every position in there
// => see 'grid' comments above!
// => named ClearNonAlloc to make it more obvious!
public void ClearNonAlloc()
{
foreach (HashSet<T> hashSet in grid.Values)
hashSet.Clear();
}
}
}

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@@ -1,136 +1,139 @@
// extremely fast spatial hashing interest management based on uMMORPG GridChecker.
// => 30x faster in initial tests
// => scales way higher
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
public class SpatialHashingInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 30;
// if we see 8 neighbors then 1 entry is visRange/3
public int resolution => visRange / 3;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
public enum CheckMethod
{
XZ_FOR_3D,
XY_FOR_2D
}
[Tooltip("Spatial Hashing supports 3D (XZ) and 2D (XY) games.")]
public CheckMethod checkMethod = CheckMethod.XZ_FOR_3D;
// debugging
public bool showSlider;
// the grid
Grid2D<NetworkConnection> grid = new Grid2D<NetworkConnection>();
// project 3d world position to grid position
Vector2Int ProjectToGrid(Vector3 position) =>
checkMethod == CheckMethod.XZ_FOR_3D
? Vector2Int.RoundToInt(new Vector2(position.x, position.z) / resolution)
: Vector2Int.RoundToInt(new Vector2(position.x, position.y) / resolution);
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
// calculate projected positions
Vector2Int projected = ProjectToGrid(identity.transform.position);
Vector2Int observerProjected = ProjectToGrid(newObserver.identity.transform.position);
// distance needs to be at max one of the 8 neighbors, which is
// 1 for the direct neighbors
// 1.41 for the diagonal neighbors (= sqrt(2))
// => use sqrMagnitude and '2' to avoid computations. same result.
return (projected - observerProjected).sqrMagnitude <= 2;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
{
// add everyone in 9 neighbour grid
// -> pass observers to GetWithNeighbours directly to avoid allocations
// and expensive .UnionWith computations.
Vector2Int current = ProjectToGrid(identity.transform.position);
grid.GetWithNeighbours(current, newObservers);
}
// update everyone's position in the grid
// (internal so we can update from tests)
internal void Update()
{
// only on server
if (!NetworkServer.active) return;
// NOTE: unlike Scene/MatchInterestManagement, this rebuilds ALL
// entities every INTERVAL. consider the other approach later.
// IMPORTANT: refresh grid every update!
// => newly spawned entities get observers assigned via
// OnCheckObservers. this can happen any time and we don't want
// them broadcast to old (moved or destroyed) connections.
// => players do move all the time. we want them to always be in the
// correct grid position.
// => note that the actual 'rebuildall' doesn't need to happen all
// the time.
// NOTE: consider refreshing grid only every 'interval' too. but not
// for now. stability & correctness matter.
// clear old grid results before we update everyone's position.
// (this way we get rid of destroyed connections automatically)
//
// NOTE: keeps allocated HashSets internally.
// clearing & populating every frame works without allocations
grid.ClearNonAlloc();
// put every connection into the grid at it's main player's position
// NOTE: player sees in a radius around him. NOT around his pet too.
foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (connection.isAuthenticated && connection.identity != null)
{
// calculate current grid position
Vector2Int position = ProjectToGrid(connection.identity.transform.position);
// put into grid
grid.Add(position, connection);
}
}
// rebuild all spawned entities' observers every 'interval'
// this will call OnRebuildObservers which then returns the
// observers at grid[position] for each entity.
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
// slider from dotsnet. it's nice to play around with in the benchmark
// demo.
void OnGUI()
{
if (!showSlider) return;
// only show while server is running. not on client, etc.
if (!NetworkServer.active) return;
int height = 30;
int width = 250;
GUILayout.BeginArea(new Rect(Screen.width / 2 - width / 2, Screen.height - height, width, height));
GUILayout.BeginHorizontal("Box");
GUILayout.Label("Radius:");
visRange = Mathf.RoundToInt(GUILayout.HorizontalSlider(visRange, 0, 200, GUILayout.Width(150)));
GUILayout.Label(visRange.ToString());
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
}
}
// extremely fast spatial hashing interest management based on uMMORPG GridChecker.
// => 30x faster in initial tests
// => scales way higher
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
public class SpatialHashingInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 30;
// if we see 8 neighbors then 1 entry is visRange/3
public int resolution => visRange / 3;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
public enum CheckMethod
{
XZ_FOR_3D,
XY_FOR_2D
}
[Tooltip("Spatial Hashing supports 3D (XZ) and 2D (XY) games.")]
public CheckMethod checkMethod = CheckMethod.XZ_FOR_3D;
// debugging
public bool showSlider;
// the grid
Grid2D<NetworkConnection> grid = new Grid2D<NetworkConnection>();
// project 3d world position to grid position
Vector2Int ProjectToGrid(Vector3 position) =>
checkMethod == CheckMethod.XZ_FOR_3D
? Vector2Int.RoundToInt(new Vector2(position.x, position.z) / resolution)
: Vector2Int.RoundToInt(new Vector2(position.x, position.y) / resolution);
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
// calculate projected positions
Vector2Int projected = ProjectToGrid(identity.transform.position);
Vector2Int observerProjected = ProjectToGrid(newObserver.identity.transform.position);
// distance needs to be at max one of the 8 neighbors, which is
// 1 for the direct neighbors
// 1.41 for the diagonal neighbors (= sqrt(2))
// => use sqrMagnitude and '2' to avoid computations. same result.
return (projected - observerProjected).sqrMagnitude <= 2;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
{
// add everyone in 9 neighbour grid
// -> pass observers to GetWithNeighbours directly to avoid allocations
// and expensive .UnionWith computations.
Vector2Int current = ProjectToGrid(identity.transform.position);
grid.GetWithNeighbours(current, newObservers);
}
// update everyone's position in the grid
// (internal so we can update from tests)
internal void Update()
{
// only on server
if (!NetworkServer.active) return;
// NOTE: unlike Scene/MatchInterestManagement, this rebuilds ALL
// entities every INTERVAL. consider the other approach later.
// IMPORTANT: refresh grid every update!
// => newly spawned entities get observers assigned via
// OnCheckObservers. this can happen any time and we don't want
// them broadcast to old (moved or destroyed) connections.
// => players do move all the time. we want them to always be in the
// correct grid position.
// => note that the actual 'rebuildall' doesn't need to happen all
// the time.
// NOTE: consider refreshing grid only every 'interval' too. but not
// for now. stability & correctness matter.
// clear old grid results before we update everyone's position.
// (this way we get rid of destroyed connections automatically)
//
// NOTE: keeps allocated HashSets internally.
// clearing & populating every frame works without allocations
grid.ClearNonAlloc();
// put every connection into the grid at it's main player's position
// NOTE: player sees in a radius around him. NOT around his pet too.
foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (connection.isAuthenticated && connection.identity != null)
{
// calculate current grid position
Vector2Int position = ProjectToGrid(connection.identity.transform.position);
// put into grid
grid.Add(position, connection);
}
}
// rebuild all spawned entities' observers every 'interval'
// this will call OnRebuildObservers which then returns the
// observers at grid[position] for each entity.
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
// OnGUI allocates even if it does nothing. avoid in release.
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// slider from dotsnet. it's nice to play around with in the benchmark
// demo.
void OnGUI()
{
if (!showSlider) return;
// only show while server is running. not on client, etc.
if (!NetworkServer.active) return;
int height = 30;
int width = 250;
GUILayout.BeginArea(new Rect(Screen.width / 2 - width / 2, Screen.height - height, width, height));
GUILayout.BeginHorizontal("Box");
GUILayout.Label("Radius:");
visRange = Mathf.RoundToInt(GUILayout.HorizontalSlider(visRange, 0, 200, GUILayout.Width(150)));
GUILayout.Label(visRange.ToString());
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
#endif
}
}

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"Mirror"
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@@ -1,18 +1,18 @@
using System;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// This is a specialized NetworkManager that includes a networked lobby.
/// </summary>
/// <remarks>
/// <para>The lobby has slots that track the joined players, and a maximum player count that is enforced. It requires that the NetworkLobbyPlayer component be on the lobby player objects.</para>
/// <para>NetworkLobbyManager is derived from NetworkManager, and so it implements many of the virtual functions provided by the NetworkManager class. To avoid accidentally replacing functionality of the NetworkLobbyManager, there are new virtual functions on the NetworkLobbyManager that begin with "OnLobby". These should be used on classes derived from NetworkLobbyManager instead of the virtual functions on NetworkManager.</para>
/// <para>The OnLobby*() functions have empty implementations on the NetworkLobbyManager base class, so the base class functions do not have to be called.</para>
/// </remarks>
[AddComponentMenu("Network/NetworkLobbyManager")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-room-manager")]
[Obsolete("Use / inherit from NetworkRoomManager instead")]
public class NetworkLobbyManager : NetworkRoomManager {}
}
using System;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// This is a specialized NetworkManager that includes a networked lobby.
/// </summary>
/// <remarks>
/// <para>The lobby has slots that track the joined players, and a maximum player count that is enforced. It requires that the NetworkLobbyPlayer component be on the lobby player objects.</para>
/// <para>NetworkLobbyManager is derived from NetworkManager, and so it implements many of the virtual functions provided by the NetworkManager class. To avoid accidentally replacing functionality of the NetworkLobbyManager, there are new virtual functions on the NetworkLobbyManager that begin with "OnLobby". These should be used on classes derived from NetworkLobbyManager instead of the virtual functions on NetworkManager.</para>
/// <para>The OnLobby*() functions have empty implementations on the NetworkLobbyManager base class, so the base class functions do not have to be called.</para>
/// </remarks>
[AddComponentMenu("Network/NetworkLobbyManager")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-room-manager")]
[Obsolete("Use / inherit from NetworkRoomManager instead")]
public class NetworkLobbyManager : NetworkRoomManager {}
}

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@@ -1,15 +1,15 @@
using System;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.
/// <para>The LobbyPrefab object of the NetworkLobbyManager must have this component on it. This component holds basic lobby player data required for the lobby to function. Game specific data for lobby players can be put in other components on the LobbyPrefab or in scripts derived from NetworkLobbyPlayer.</para>
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkLobbyPlayer")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-room-player")]
[Obsolete("Use / inherit from NetworkRoomPlayer instead")]
public class NetworkLobbyPlayer : NetworkRoomPlayer {}
}
using System;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.
/// <para>The LobbyPrefab object of the NetworkLobbyManager must have this component on it. This component holds basic lobby player data required for the lobby to function. Game specific data for lobby players can be put in other components on the LobbyPrefab or in scripts derived from NetworkLobbyPlayer.</para>
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkLobbyPlayer")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-room-player")]
[Obsolete("Use / inherit from NetworkRoomPlayer instead")]
public class NetworkLobbyPlayer : NetworkRoomPlayer {}
}

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// simple component that holds match information
using System;
namespace Mirror
{
public class NetworkMatch : NetworkBehaviour
{
///<summary>Set this to the same value on all networked objects that belong to a given match</summary>
public Guid matchId;
}
}
// simple component that holds match information
using System;
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkMatch")]
[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
public class NetworkMatch : NetworkBehaviour
{
///<summary>Set this to the same value on all networked objects that belong to a given match</summary>
public Guid matchId;
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// Component that controls visibility of networked objects based on match id.
/// <para>Any object with this component on it will only be visible to other objects in the same match.</para>
/// <para>This would be used to isolate players to their respective matches within a single game server instance. </para>
/// </summary>
// Deprecated 2021-02-17
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkMatchChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[RequireComponent(typeof(NetworkMatch))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-match-checker")]
public class NetworkMatchChecker : NetworkVisibility
{
// internal for tests
internal static readonly Dictionary<Guid, HashSet<NetworkIdentity>> matchPlayers =
new Dictionary<Guid, HashSet<NetworkIdentity>>();
// internal for tests
internal Guid currentMatch
{
get => GetComponent<NetworkMatch>().matchId;
set => GetComponent<NetworkMatch>().matchId = value;
}
internal Guid lastMatch;
public override void OnStartServer()
{
if (currentMatch == Guid.Empty) return;
if (!matchPlayers.ContainsKey(currentMatch))
matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
matchPlayers[currentMatch].Add(netIdentity);
// No need to rebuild anything here.
// identity.RebuildObservers is called right after this from NetworkServer.SpawnObject
}
public override void OnStopServer()
{
if (currentMatch == Guid.Empty) return;
if (matchPlayers.ContainsKey(currentMatch) && matchPlayers[currentMatch].Remove(netIdentity))
RebuildMatchObservers(currentMatch);
}
void RebuildMatchObservers(Guid specificMatch)
{
foreach (NetworkIdentity networkIdentity in matchPlayers[specificMatch])
networkIdentity?.RebuildObservers(false);
}
#region Observers
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the player can see this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
// Not Visible if not in a match
if (currentMatch == Guid.Empty)
return false;
NetworkMatchChecker networkMatchChecker = conn.identity.GetComponent<NetworkMatchChecker>();
if (networkMatchChecker == null)
return false;
return networkMatchChecker.currentMatch == currentMatch;
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
if (currentMatch == Guid.Empty) return;
foreach (NetworkIdentity networkIdentity in matchPlayers[currentMatch])
if (networkIdentity != null && networkIdentity.connectionToClient != null)
observers.Add(networkIdentity.connectionToClient);
}
#endregion
[ServerCallback]
void Update()
{
// only if changed
if (currentMatch == lastMatch)
return;
// This object is in a new match so observers in the prior match
// and the new match need to rebuild their respective observers lists.
// Remove this object from the hashset of the match it just left
if (lastMatch != Guid.Empty)
{
matchPlayers[lastMatch].Remove(netIdentity);
// RebuildObservers of all NetworkIdentity's in the match this
// object just left
RebuildMatchObservers(lastMatch);
}
if (currentMatch != Guid.Empty)
{
// Make sure this new match is in the dictionary
if (!matchPlayers.ContainsKey(currentMatch))
matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new match
matchPlayers[currentMatch].Add(netIdentity);
// RebuildObservers of all NetworkIdentity's in the match this object just entered
RebuildMatchObservers(currentMatch);
}
else
{
// Not in any match now...RebuildObservers will clear and add self
netIdentity.RebuildObservers(false);
}
// save last rebuild's match
lastMatch = currentMatch;
}
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// Component that controls visibility of networked objects based on match id.
/// <para>Any object with this component on it will only be visible to other objects in the same match.</para>
/// <para>This would be used to isolate players to their respective matches within a single game server instance. </para>
/// </summary>
// Deprecated 2021-07-16
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkMatchChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[RequireComponent(typeof(NetworkMatch))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-match-checker")]
public class NetworkMatchChecker : NetworkVisibility
{
// internal for tests
internal static readonly Dictionary<Guid, HashSet<NetworkIdentity>> matchPlayers =
new Dictionary<Guid, HashSet<NetworkIdentity>>();
// internal for tests
internal Guid currentMatch
{
get => GetComponent<NetworkMatch>().matchId;
set => GetComponent<NetworkMatch>().matchId = value;
}
internal Guid lastMatch;
public override void OnStartServer()
{
if (currentMatch == Guid.Empty) return;
if (!matchPlayers.ContainsKey(currentMatch))
matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
matchPlayers[currentMatch].Add(netIdentity);
// No need to rebuild anything here.
// identity.RebuildObservers is called right after this from NetworkServer.SpawnObject
}
public override void OnStopServer()
{
if (currentMatch == Guid.Empty) return;
if (matchPlayers.ContainsKey(currentMatch) && matchPlayers[currentMatch].Remove(netIdentity))
RebuildMatchObservers(currentMatch);
}
void RebuildMatchObservers(Guid specificMatch)
{
foreach (NetworkIdentity networkIdentity in matchPlayers[specificMatch])
networkIdentity?.RebuildObservers(false);
}
#region Observers
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the player can see this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
// Not Visible if not in a match
if (currentMatch == Guid.Empty)
return false;
NetworkMatchChecker networkMatchChecker = conn.identity.GetComponent<NetworkMatchChecker>();
if (networkMatchChecker == null)
return false;
return networkMatchChecker.currentMatch == currentMatch;
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
if (currentMatch == Guid.Empty) return;
foreach (NetworkIdentity networkIdentity in matchPlayers[currentMatch])
if (networkIdentity != null && networkIdentity.connectionToClient != null)
observers.Add(networkIdentity.connectionToClient);
}
#endregion
[ServerCallback]
void Update()
{
// only if changed
if (currentMatch == lastMatch)
return;
// This object is in a new match so observers in the prior match
// and the new match need to rebuild their respective observers lists.
// Remove this object from the hashset of the match it just left
if (lastMatch != Guid.Empty)
{
matchPlayers[lastMatch].Remove(netIdentity);
// RebuildObservers of all NetworkIdentity's in the match this
// object just left
RebuildMatchObservers(lastMatch);
}
if (currentMatch != Guid.Empty)
{
// Make sure this new match is in the dictionary
if (!matchPlayers.ContainsKey(currentMatch))
matchPlayers.Add(currentMatch, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new match
matchPlayers[currentMatch].Add(netIdentity);
// RebuildObservers of all NetworkIdentity's in the match this object just entered
RebuildMatchObservers(currentMatch);
}
else
{
// Not in any match now...RebuildObservers will clear and add self
netIdentity.RebuildObservers(false);
}
// save last rebuild's match
lastMatch = currentMatch;
}
}
}

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@@ -1,43 +1,43 @@
using System;
using UnityEngine;
using System.Collections.Generic;
namespace Mirror
{
/// <summary>
/// Component that limits visibility of networked objects to the authority client.
/// <para>Any object with this component on it will only be visible to the client that has been assigned authority for it.</para>
/// <para>This would be used for spawning a non-player networked object for single client to interact with, e.g. in-game puzzles.</para>
/// </summary>
// Deprecated 2021-02-17
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkOwnerChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-owner-checker")]
public class NetworkOwnerChecker : NetworkVisibility
{
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the client is the owner of this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
// Debug.Log($"OnCheckObserver {netIdentity.connectionToClient} {conn}");
return (netIdentity.connectionToClient == conn);
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
// Do nothing here because the authority client is always added as an observer internally.
}
}
}
using System;
using UnityEngine;
using System.Collections.Generic;
namespace Mirror
{
/// <summary>
/// Component that limits visibility of networked objects to the authority client.
/// <para>Any object with this component on it will only be visible to the client that has been assigned authority for it.</para>
/// <para>This would be used for spawning a non-player networked object for single client to interact with, e.g. in-game puzzles.</para>
/// </summary>
// Deprecated 2021-09-06
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkOwnerChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-owner-checker")]
public class NetworkOwnerChecker : NetworkVisibility
{
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the client is the owner of this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
// Debug.Log($"OnCheckObserver {netIdentity.connectionToClient} {conn}");
return (netIdentity.connectionToClient == conn);
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
// Do nothing here because the authority client is always added as an observer internally.
}
}
}

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using System;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// Component that will display the clients ping in milliseconds
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkPingDisplay")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-ping-display")]
public class NetworkPingDisplay : MonoBehaviour
{
public Color color = Color.white;
public int padding = 2;
int width = 150;
int height = 25;
void OnGUI()
{
// only while client is active
if (!NetworkClient.active) return;
// show rtt in bottom right corner, right aligned
GUI.color = color;
Rect rect = new Rect(Screen.width - width - padding, Screen.height - height - padding, width, height);
GUIStyle style = GUI.skin.GetStyle("Label");
style.alignment = TextAnchor.MiddleRight;
GUI.Label(rect, $"RTT: {Math.Round(NetworkTime.rtt * 1000)}ms", style);
GUI.color = Color.white;
}
}
}
using System;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// Component that will display the clients ping in milliseconds
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkPingDisplay")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-ping-display")]
public class NetworkPingDisplay : MonoBehaviour
{
public Color color = Color.white;
public int padding = 2;
int width = 150;
int height = 25;
void OnGUI()
{
// only while client is active
if (!NetworkClient.active) return;
// show rtt in bottom right corner, right aligned
GUI.color = color;
Rect rect = new Rect(Screen.width - width - padding, Screen.height - height - padding, width, height);
GUIStyle style = GUI.skin.GetStyle("Label");
style.alignment = TextAnchor.MiddleRight;
GUI.Label(rect, $"RTT: {Math.Round(NetworkTime.rtt * 1000)}ms", style);
GUI.color = Color.white;
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// Component that controls visibility of networked objects for players.
/// <para>Any object with this component on it will not be visible to players more than a (configurable) distance away.</para>
/// </summary>
// Deprecated 2021-02-17
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[AddComponentMenu("Network/NetworkProximityChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-proximity-checker")]
public class NetworkProximityChecker : NetworkVisibility
{
/// <summary>
/// The maximum range that objects will be visible at.
/// </summary>
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 10;
/// <summary>
/// How often (in seconds) that this object should update the list of observers that can see it.
/// </summary>
[Tooltip("How often (in seconds) that this object should update the list of observers that can see it.")]
public float visUpdateInterval = 1;
/// <summary>
/// Flag to force this object to be hidden for players.
/// <para>If this object is a player object, it will not be hidden for that player.</para>
/// </summary>
// Deprecated 2021-02-17
[Obsolete("Use NetworkIdentity.visible mode instead of forceHidden!")]
public bool forceHidden
{
get => netIdentity.visible == Visibility.ForceHidden;
set => netIdentity.visible = value ? Visibility.ForceHidden : Visibility.Default;
}
public override void OnStartServer()
{
InvokeRepeating(nameof(RebuildObservers), 0, visUpdateInterval);
}
public override void OnStopServer()
{
CancelInvoke(nameof(RebuildObservers));
}
void RebuildObservers()
{
netIdentity.RebuildObservers(false);
}
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the player can see this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
if (forceHidden)
return false;
return Vector3.Distance(conn.identity.transform.position, transform.position) < visRange;
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
// if force hidden then return without adding any observers.
if (forceHidden)
return;
// 'transform.' calls GetComponent, only do it once
Vector3 position = transform.position;
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
if (conn != null && conn.identity != null)
{
// check distance
if (Vector3.Distance(conn.identity.transform.position, position) < visRange)
{
observers.Add(conn);
}
}
}
}
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
/// <summary>
/// Component that controls visibility of networked objects for players.
/// <para>Any object with this component on it will not be visible to players more than a (configurable) distance away.</para>
/// </summary>
// Deprecated 2021-07-13
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[AddComponentMenu("Network/NetworkProximityChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-proximity-checker")]
public class NetworkProximityChecker : NetworkVisibility
{
/// <summary>
/// The maximum range that objects will be visible at.
/// </summary>
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 10;
/// <summary>
/// How often (in seconds) that this object should update the list of observers that can see it.
/// </summary>
[Tooltip("How often (in seconds) that this object should update the list of observers that can see it.")]
public float visUpdateInterval = 1;
public override void OnStartServer()
{
InvokeRepeating(nameof(RebuildObservers), 0, visUpdateInterval);
}
public override void OnStopServer()
{
CancelInvoke(nameof(RebuildObservers));
}
void RebuildObservers()
{
netIdentity.RebuildObservers(false);
}
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the player can see this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
return Vector3.Distance(conn.identity.transform.position, transform.position) < visRange;
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
// if force hidden then return without adding any observers.
// 'transform.' calls GetComponent, only do it once
Vector3 position = transform.position;
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
if (conn != null && conn.identity != null)
{
// check distance
if (Vector3.Distance(conn.identity.transform.position, position) < visRange)
{
observers.Add(conn);
}
}
}
}
}
}

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using UnityEngine;
namespace Mirror
{
/// <summary>
/// This component works in conjunction with the NetworkRoomManager to make up the multiplayer room system.
/// <para>The RoomPrefab object of the NetworkRoomManager must have this component on it. This component holds basic room player data required for the room to function. Game specific data for room players can be put in other components on the RoomPrefab or in scripts derived from NetworkRoomPlayer.</para>
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkRoomPlayer")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-room-player")]
public class NetworkRoomPlayer : NetworkBehaviour
{
/// <summary>
/// This flag controls whether the default UI is shown for the room player.
/// <para>As this UI is rendered using the old GUI system, it is only recommended for testing purposes.</para>
/// </summary>
[Tooltip("This flag controls whether the default UI is shown for the room player")]
public bool showRoomGUI = true;
[Header("Diagnostics")]
/// <summary>
/// Diagnostic flag indicating whether this player is ready for the game to begin.
/// <para>Invoke CmdChangeReadyState method on the client to set this flag.</para>
/// <para>When all players are ready to begin, the game will start. This should not be set directly, CmdChangeReadyState should be called on the client to set it on the server.</para>
/// </summary>
[Tooltip("Diagnostic flag indicating whether this player is ready for the game to begin")]
[SyncVar(hook = nameof(ReadyStateChanged))]
public bool readyToBegin;
/// <summary>
/// Diagnostic index of the player, e.g. Player1, Player2, etc.
/// </summary>
[Tooltip("Diagnostic index of the player, e.g. Player1, Player2, etc.")]
[SyncVar(hook = nameof(IndexChanged))]
public int index;
#region Unity Callbacks
/// <summary>
/// Do not use Start - Override OnStartHost / OnStartClient instead!
/// </summary>
public void Start()
{
if (NetworkManager.singleton is NetworkRoomManager room)
{
// NetworkRoomPlayer object must be set to DontDestroyOnLoad along with NetworkRoomManager
// in server and all clients, otherwise it will be respawned in the game scene which would
// have undesirable effects.
if (room.dontDestroyOnLoad)
DontDestroyOnLoad(gameObject);
room.roomSlots.Add(this);
if (NetworkServer.active)
room.RecalculateRoomPlayerIndices();
if (NetworkClient.active)
room.CallOnClientEnterRoom();
}
else Debug.LogError("RoomPlayer could not find a NetworkRoomManager. The RoomPlayer requires a NetworkRoomManager object to function. Make sure that there is one in the scene.");
}
public virtual void OnDisable()
{
if (NetworkClient.active && NetworkManager.singleton is NetworkRoomManager room)
{
// only need to call this on client as server removes it before object is destroyed
room.roomSlots.Remove(this);
room.CallOnClientExitRoom();
}
}
#endregion
#region Commands
[Command]
public void CmdChangeReadyState(bool readyState)
{
readyToBegin = readyState;
NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager;
if (room != null)
{
room.ReadyStatusChanged();
}
}
#endregion
#region SyncVar Hooks
/// <summary>
/// This is a hook that is invoked on clients when the index changes.
/// </summary>
/// <param name="oldIndex">The old index value</param>
/// <param name="newIndex">The new index value</param>
public virtual void IndexChanged(int oldIndex, int newIndex) {}
/// <summary>
/// This is a hook that is invoked on clients when a RoomPlayer switches between ready or not ready.
/// <para>This function is called when the a client player calls CmdChangeReadyState.</para>
/// </summary>
/// <param name="newReadyState">New Ready State</param>
public virtual void ReadyStateChanged(bool oldReadyState, bool newReadyState) {}
#endregion
#region Room Client Virtuals
/// <summary>
/// This is a hook that is invoked on clients for all room player objects when entering the room.
/// <para>Note: isLocalPlayer is not guaranteed to be set until OnStartLocalPlayer is called.</para>
/// </summary>
public virtual void OnClientEnterRoom() {}
/// <summary>
/// This is a hook that is invoked on clients for all room player objects when exiting the room.
/// </summary>
public virtual void OnClientExitRoom() {}
#endregion
#region Optional UI
/// <summary>
/// Render a UI for the room. Override to provide your own UI
/// </summary>
public virtual void OnGUI()
{
if (!showRoomGUI)
return;
NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager;
if (room)
{
if (!room.showRoomGUI)
return;
if (!NetworkManager.IsSceneActive(room.RoomScene))
return;
DrawPlayerReadyState();
DrawPlayerReadyButton();
}
}
void DrawPlayerReadyState()
{
GUILayout.BeginArea(new Rect(20f + (index * 100), 200f, 90f, 130f));
GUILayout.Label($"Player [{index + 1}]");
if (readyToBegin)
GUILayout.Label("Ready");
else
GUILayout.Label("Not Ready");
if (((isServer && index > 0) || isServerOnly) && GUILayout.Button("REMOVE"))
{
// This button only shows on the Host for all players other than the Host
// Host and Players can't remove themselves (stop the client instead)
// Host can kick a Player this way.
GetComponent<NetworkIdentity>().connectionToClient.Disconnect();
}
GUILayout.EndArea();
}
void DrawPlayerReadyButton()
{
if (NetworkClient.active && isLocalPlayer)
{
GUILayout.BeginArea(new Rect(20f, 300f, 120f, 20f));
if (readyToBegin)
{
if (GUILayout.Button("Cancel"))
CmdChangeReadyState(false);
}
else
{
if (GUILayout.Button("Ready"))
CmdChangeReadyState(true);
}
GUILayout.EndArea();
}
}
#endregion
}
}
using UnityEngine;
namespace Mirror
{
/// <summary>
/// This component works in conjunction with the NetworkRoomManager to make up the multiplayer room system.
/// <para>The RoomPrefab object of the NetworkRoomManager must have this component on it. This component holds basic room player data required for the room to function. Game specific data for room players can be put in other components on the RoomPrefab or in scripts derived from NetworkRoomPlayer.</para>
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkRoomPlayer")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-room-player")]
public class NetworkRoomPlayer : NetworkBehaviour
{
/// <summary>
/// This flag controls whether the default UI is shown for the room player.
/// <para>As this UI is rendered using the old GUI system, it is only recommended for testing purposes.</para>
/// </summary>
[Tooltip("This flag controls whether the default UI is shown for the room player")]
public bool showRoomGUI = true;
[Header("Diagnostics")]
/// <summary>
/// Diagnostic flag indicating whether this player is ready for the game to begin.
/// <para>Invoke CmdChangeReadyState method on the client to set this flag.</para>
/// <para>When all players are ready to begin, the game will start. This should not be set directly, CmdChangeReadyState should be called on the client to set it on the server.</para>
/// </summary>
[Tooltip("Diagnostic flag indicating whether this player is ready for the game to begin")]
[SyncVar(hook = nameof(ReadyStateChanged))]
public bool readyToBegin;
/// <summary>
/// Diagnostic index of the player, e.g. Player1, Player2, etc.
/// </summary>
[Tooltip("Diagnostic index of the player, e.g. Player1, Player2, etc.")]
[SyncVar(hook = nameof(IndexChanged))]
public int index;
#region Unity Callbacks
/// <summary>
/// Do not use Start - Override OnStartHost / OnStartClient instead!
/// </summary>
public void Start()
{
if (NetworkManager.singleton is NetworkRoomManager room)
{
// NetworkRoomPlayer object must be set to DontDestroyOnLoad along with NetworkRoomManager
// in server and all clients, otherwise it will be respawned in the game scene which would
// have undesirable effects.
if (room.dontDestroyOnLoad)
DontDestroyOnLoad(gameObject);
room.roomSlots.Add(this);
if (NetworkServer.active)
room.RecalculateRoomPlayerIndices();
if (NetworkClient.active)
room.CallOnClientEnterRoom();
}
else Debug.LogError("RoomPlayer could not find a NetworkRoomManager. The RoomPlayer requires a NetworkRoomManager object to function. Make sure that there is one in the scene.");
}
public virtual void OnDisable()
{
if (NetworkClient.active && NetworkManager.singleton is NetworkRoomManager room)
{
// only need to call this on client as server removes it before object is destroyed
room.roomSlots.Remove(this);
room.CallOnClientExitRoom();
}
}
#endregion
#region Commands
[Command]
public void CmdChangeReadyState(bool readyState)
{
readyToBegin = readyState;
NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager;
if (room != null)
{
room.ReadyStatusChanged();
}
}
#endregion
#region SyncVar Hooks
/// <summary>
/// This is a hook that is invoked on clients when the index changes.
/// </summary>
/// <param name="oldIndex">The old index value</param>
/// <param name="newIndex">The new index value</param>
public virtual void IndexChanged(int oldIndex, int newIndex) {}
/// <summary>
/// This is a hook that is invoked on clients when a RoomPlayer switches between ready or not ready.
/// <para>This function is called when the a client player calls CmdChangeReadyState.</para>
/// </summary>
/// <param name="newReadyState">New Ready State</param>
public virtual void ReadyStateChanged(bool oldReadyState, bool newReadyState) {}
#endregion
#region Room Client Virtuals
/// <summary>
/// This is a hook that is invoked on clients for all room player objects when entering the room.
/// <para>Note: isLocalPlayer is not guaranteed to be set until OnStartLocalPlayer is called.</para>
/// </summary>
public virtual void OnClientEnterRoom() {}
/// <summary>
/// This is a hook that is invoked on clients for all room player objects when exiting the room.
/// </summary>
public virtual void OnClientExitRoom() {}
#endregion
#region Optional UI
/// <summary>
/// Render a UI for the room. Override to provide your own UI
/// </summary>
public virtual void OnGUI()
{
if (!showRoomGUI)
return;
NetworkRoomManager room = NetworkManager.singleton as NetworkRoomManager;
if (room)
{
if (!room.showRoomGUI)
return;
if (!NetworkManager.IsSceneActive(room.RoomScene))
return;
DrawPlayerReadyState();
DrawPlayerReadyButton();
}
}
void DrawPlayerReadyState()
{
GUILayout.BeginArea(new Rect(20f + (index * 100), 200f, 90f, 130f));
GUILayout.Label($"Player [{index + 1}]");
if (readyToBegin)
GUILayout.Label("Ready");
else
GUILayout.Label("Not Ready");
if (((isServer && index > 0) || isServerOnly) && GUILayout.Button("REMOVE"))
{
// This button only shows on the Host for all players other than the Host
// Host and Players can't remove themselves (stop the client instead)
// Host can kick a Player this way.
GetComponent<NetworkIdentity>().connectionToClient.Disconnect();
}
GUILayout.EndArea();
}
void DrawPlayerReadyButton()
{
if (NetworkClient.active && isLocalPlayer)
{
GUILayout.BeginArea(new Rect(20f, 300f, 120f, 20f));
if (readyToBegin)
{
if (GUILayout.Button("Cancel"))
CmdChangeReadyState(false);
}
else
{
if (GUILayout.Button("Ready"))
CmdChangeReadyState(true);
}
GUILayout.EndArea();
}
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror
{
/// <summary>
/// Component that controls visibility of networked objects between scenes.
/// <para>Any object with this component on it will only be visible to other objects in the same scene</para>
/// <para>This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes</para>
/// </summary>
// Deprecated 2021-02-17
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkSceneChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-scene-checker")]
public class NetworkSceneChecker : NetworkVisibility
{
/// <summary>
/// Flag to force this object to be hidden from all observers.
/// <para>If this object is a player object, it will not be hidden for that client.</para>
/// </summary>
[Tooltip("Enable to force this object to be hidden from all observers.")]
public bool forceHidden;
// Use Scene instead of string scene.name because when additively loading multiples of a subscene the name won't be unique
static readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneCheckerObjects = new Dictionary<Scene, HashSet<NetworkIdentity>>();
Scene currentScene;
[ServerCallback]
void Awake()
{
currentScene = gameObject.scene;
// Debug.Log($"NetworkSceneChecker.Awake currentScene: {currentScene}");
}
public override void OnStartServer()
{
if (!sceneCheckerObjects.ContainsKey(currentScene))
sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
sceneCheckerObjects[currentScene].Add(netIdentity);
}
public override void OnStopServer()
{
if (sceneCheckerObjects.ContainsKey(currentScene) && sceneCheckerObjects[currentScene].Remove(netIdentity))
RebuildSceneObservers();
}
[ServerCallback]
void Update()
{
if (currentScene == gameObject.scene)
return;
// This object is in a new scene so observers in the prior scene
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the scene it just left
sceneCheckerObjects[currentScene].Remove(netIdentity);
// RebuildObservers of all NetworkIdentity's in the scene this object just left
RebuildSceneObservers();
// Set this to the new scene this object just entered
currentScene = gameObject.scene;
// Make sure this new scene is in the dictionary
if (!sceneCheckerObjects.ContainsKey(currentScene))
sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new scene
sceneCheckerObjects[currentScene].Add(netIdentity);
// RebuildObservers of all NetworkIdentity's in the scene this object just entered
RebuildSceneObservers();
}
void RebuildSceneObservers()
{
foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
if (networkIdentity != null)
networkIdentity.RebuildObservers(false);
}
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the player can see this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
if (forceHidden)
return false;
return conn.identity.gameObject.scene == gameObject.scene;
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
// If forceHidden then return without adding any observers.
if (forceHidden)
return;
// Add everything in the hashset for this object's current scene
foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
if (networkIdentity != null && networkIdentity.connectionToClient != null)
observers.Add(networkIdentity.connectionToClient);
}
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror
{
/// <summary>
/// Component that controls visibility of networked objects between scenes.
/// <para>Any object with this component on it will only be visible to other objects in the same scene</para>
/// <para>This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes</para>
/// </summary>
// Deprecated 2021-07-13
[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkSceneChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-scene-checker")]
public class NetworkSceneChecker : NetworkVisibility
{
/// <summary>
/// Flag to force this object to be hidden from all observers.
/// <para>If this object is a player object, it will not be hidden for that client.</para>
/// </summary>
[Tooltip("Enable to force this object to be hidden from all observers.")]
public bool forceHidden;
// Use Scene instead of string scene.name because when additively loading multiples of a subscene the name won't be unique
static readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneCheckerObjects = new Dictionary<Scene, HashSet<NetworkIdentity>>();
Scene currentScene;
[ServerCallback]
void Awake()
{
currentScene = gameObject.scene;
// Debug.Log($"NetworkSceneChecker.Awake currentScene: {currentScene}");
}
public override void OnStartServer()
{
if (!sceneCheckerObjects.ContainsKey(currentScene))
sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
sceneCheckerObjects[currentScene].Add(netIdentity);
}
public override void OnStopServer()
{
if (sceneCheckerObjects.ContainsKey(currentScene) && sceneCheckerObjects[currentScene].Remove(netIdentity))
RebuildSceneObservers();
}
[ServerCallback]
void Update()
{
if (currentScene == gameObject.scene)
return;
// This object is in a new scene so observers in the prior scene
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the scene it just left
sceneCheckerObjects[currentScene].Remove(netIdentity);
// RebuildObservers of all NetworkIdentity's in the scene this object just left
RebuildSceneObservers();
// Set this to the new scene this object just entered
currentScene = gameObject.scene;
// Make sure this new scene is in the dictionary
if (!sceneCheckerObjects.ContainsKey(currentScene))
sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new scene
sceneCheckerObjects[currentScene].Add(netIdentity);
// RebuildObservers of all NetworkIdentity's in the scene this object just entered
RebuildSceneObservers();
}
void RebuildSceneObservers()
{
foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
if (networkIdentity != null)
networkIdentity.RebuildObservers(false);
}
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the player can see this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
if (forceHidden)
return false;
return conn.identity.gameObject.scene == gameObject.scene;
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
{
// If forceHidden then return without adding any observers.
if (forceHidden)
return;
// Add everything in the hashset for this object's current scene
foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
if (networkIdentity != null && networkIdentity.connectionToClient != null)
observers.Add(networkIdentity.connectionToClient);
}
}
}

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// ʻOumuamua's light curve, assuming little systematic error, presents its
// motion as tumbling, rather than smoothly rotating, and moving sufficiently
// fast relative to the Sun.
//
// A small number of astronomers suggested that ʻOumuamua could be a product of
// alien technology, but evidence in support of this hypothesis is weak.
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
public class NetworkTransform : NetworkTransformBase
{
protected override Transform targetComponent => transform;
}
}
// ʻOumuamua's light curve, assuming little systematic error, presents its
// motion as tumbling, rather than smoothly rotating, and moving sufficiently
// fast relative to the Sun.
//
// A small number of astronomers suggested that ʻOumuamua could be a product of
// alien technology, but evidence in support of this hypothesis is weak.
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
public class NetworkTransform : NetworkTransformBase
{
protected override Transform targetComponent => transform;
}
}

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// A component to synchronize the position of child transforms of networked objects.
// There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the recieved values.
using UnityEngine;
namespace Mirror
{
public class NetworkTransformChild : NetworkTransformBase
{
[Header("Target")]
public Transform target;
protected override Transform targetComponent => target;
}
}
// A component to synchronize the position of child transforms of networked objects.
// There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the recieved values.
using UnityEngine;
namespace Mirror
{
public class NetworkTransformChild : NetworkTransformBase
{
[Header("Target")]
public Transform target;
protected override Transform targetComponent => target;
}
}

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// snapshot for snapshot interpolation
// https://gafferongames.com/post/snapshot_interpolation/
// position, rotation, scale for compatibility for now.
using UnityEngine;
namespace Mirror
{
// NetworkTransform Snapshot
public struct NTSnapshot : Snapshot
{
// time or sequence are needed to throw away older snapshots.
//
// glenn fiedler starts with a 16 bit sequence number.
// supposedly this is meant as a simplified example.
// in the end we need the remote timestamp for accurate interpolation
// and buffering over time.
//
// note: in theory, IF server sends exactly(!) at the same interval then
// the 16 bit ushort timestamp would be enough to calculate the
// remote time (sequence * sendInterval). but Unity's update is
// not guaranteed to run on the exact intervals / do catchup.
// => remote timestamp is better for now
//
// [REMOTE TIME, NOT LOCAL TIME]
// => DOUBLE for long term accuracy & batching gives us double anyway
public double remoteTimestamp { get; set; }
public double localTimestamp { get; set; }
public Vector3 position;
public Quaternion rotation;
public Vector3 scale;
public NTSnapshot(double remoteTimestamp, double localTimestamp, Vector3 position, Quaternion rotation, Vector3 scale)
{
this.remoteTimestamp = remoteTimestamp;
this.localTimestamp = localTimestamp;
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public static NTSnapshot Interpolate(NTSnapshot from, NTSnapshot to, double t)
{
// NOTE:
// Vector3 & Quaternion components are float anyway, so we can
// keep using the functions with 't' as float instead of double.
return new NTSnapshot(
// interpolated snapshot is applied directly. don't need timestamps.
0, 0,
// lerp position/rotation/scale unclamped in case we ever need
// to extrapolate. atm SnapshotInterpolation never does.
Vector3.LerpUnclamped(from.position, to.position, (float)t),
// IMPORTANT: LerpUnclamped(0, 60, 1.5) extrapolates to ~86.
// SlerpUnclamped(0, 60, 1.5) extrapolates to 90!
// (0, 90, 1.5) is even worse. for Lerp.
// => Slerp works way better for our euler angles.
Quaternion.SlerpUnclamped(from.rotation, to.rotation, (float)t),
Vector3.LerpUnclamped(from.scale, to.scale, (float)t)
);
}
}
}
// snapshot for snapshot interpolation
// https://gafferongames.com/post/snapshot_interpolation/
// position, rotation, scale for compatibility for now.
using UnityEngine;
namespace Mirror
{
// NetworkTransform Snapshot
public struct NTSnapshot : Snapshot
{
// time or sequence are needed to throw away older snapshots.
//
// glenn fiedler starts with a 16 bit sequence number.
// supposedly this is meant as a simplified example.
// in the end we need the remote timestamp for accurate interpolation
// and buffering over time.
//
// note: in theory, IF server sends exactly(!) at the same interval then
// the 16 bit ushort timestamp would be enough to calculate the
// remote time (sequence * sendInterval). but Unity's update is
// not guaranteed to run on the exact intervals / do catchup.
// => remote timestamp is better for now
//
// [REMOTE TIME, NOT LOCAL TIME]
// => DOUBLE for long term accuracy & batching gives us double anyway
public double remoteTimestamp { get; set; }
public double localTimestamp { get; set; }
public Vector3 position;
public Quaternion rotation;
public Vector3 scale;
public NTSnapshot(double remoteTimestamp, double localTimestamp, Vector3 position, Quaternion rotation, Vector3 scale)
{
this.remoteTimestamp = remoteTimestamp;
this.localTimestamp = localTimestamp;
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public static NTSnapshot Interpolate(NTSnapshot from, NTSnapshot to, double t)
{
// NOTE:
// Vector3 & Quaternion components are float anyway, so we can
// keep using the functions with 't' as float instead of double.
return new NTSnapshot(
// interpolated snapshot is applied directly. don't need timestamps.
0, 0,
// lerp position/rotation/scale unclamped in case we ever need
// to extrapolate. atm SnapshotInterpolation never does.
Vector3.LerpUnclamped(from.position, to.position, (float)t),
// IMPORTANT: LerpUnclamped(0, 60, 1.5) extrapolates to ~86.
// SlerpUnclamped(0, 60, 1.5) extrapolates to 90!
// (0, 90, 1.5) is even worse. for Lerp.
// => Slerp works way better for our euler angles.
Quaternion.SlerpUnclamped(from.rotation, to.rotation, (float)t),
Vector3.LerpUnclamped(from.scale, to.scale, (float)t)
);
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,31 +1,31 @@
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Mirror
{
public static class EditorHelper
{
public static string FindPath<T>()
{
string typeName = typeof(T).Name;
string[] guidsFound = AssetDatabase.FindAssets($"t:Script " + typeName);
if (guidsFound.Length >= 1 && !string.IsNullOrEmpty(guidsFound[0]))
{
if (guidsFound.Length > 1)
{
Debug.LogWarning($"Found more than one{typeName}");
}
string path = AssetDatabase.GUIDToAssetPath(guidsFound[0]);
return Path.GetDirectoryName(path);
}
else
{
Debug.LogError($"Could not find path of {typeName}");
return string.Empty;
}
}
}
}
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Mirror
{
public static class EditorHelper
{
public static string FindPath<T>()
{
string typeName = typeof(T).Name;
string[] guidsFound = AssetDatabase.FindAssets($"t:Script {typeName}");
if (guidsFound.Length >= 1 && !string.IsNullOrEmpty(guidsFound[0]))
{
if (guidsFound.Length > 1)
{
Debug.LogWarning($"Found more than one{typeName}");
}
string path = AssetDatabase.GUIDToAssetPath(guidsFound[0]);
return Path.GetDirectoryName(path);
}
else
{
Debug.LogError($"Could not find path of {typeName}");
return string.Empty;
}
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1 +1 @@
// removed 2021-02-16
// removed 2021-02-16

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@@ -1 +1 @@
// removed 2021-02-16
// removed 2021-02-16

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