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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# Room Example
In Build Settings, remove all scenes and add all of the scenes from the Examples\Room\Scenes folder in the following order:
- OfflineScene
- RoomScene
- OnlineScene
If you opened the Offline scene before doing the above steps, you may have to reassign the scenes to the NetworkRoomManagerExt component of the RoomManager scene object.
File -> Build and Run
Start up to 4 built instances: These will all be client players.
Open the Offline scene in the Editor and press Play
Click Host (Server + Client) in the HUD: This will be host and the 5th player. You can also use Server Only if you prefer.
Click Client in the built instances.
Click Ready in each instance, and finally in the Editor (Host).
Click the Start Game button when all players are ready.
You should now be in the Online scene with your players of random color.
WASDQE keys to move & turn your player capsule.
Collide with the spheres to score points.
Lighter colors score higher.
# Room Example
In Build Settings, remove all scenes and add all of the scenes from the Examples\Room\Scenes folder in the following order:
- OfflineScene
- RoomScene
- OnlineScene
If you opened the Offline scene before doing the above steps, you may have to reassign the scenes to the NetworkRoomManagerExt component of the RoomManager scene object.
File -> Build and Run
Start up to 4 built instances: These will all be client players.
Open the Offline scene in the Editor and press Play
Click Host (Server + Client) in the HUD: This will be host and the 5th player. You can also use Server Only if you prefer.
Click Client in the built instances.
Click Ready in each instance, and finally in the Editor (Host).
Click the Start Game button when all players are ready.
You should now be in the Online scene with your players of random color.
WASDQE keys to move & turn your player capsule.
Collide with the spheres to score points.
Lighter colors score higher.

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@@ -1,84 +1,82 @@
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
public class NetworkRoomManagerExt : NetworkRoomManager
{
[Header("Spawner Setup")]
[Tooltip("Reward Prefab for the Spawner")]
public GameObject rewardPrefab;
/// <summary>
/// This is called on the server when a networked scene finishes loading.
/// </summary>
/// <param name="sceneName">Name of the new scene.</param>
public override void OnRoomServerSceneChanged(string sceneName)
{
// spawn the initial batch of Rewards
if (sceneName == GameplayScene)
{
Spawner.InitialSpawn();
}
}
/// <summary>
/// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object.
/// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
/// into the GamePlayer object as it is about to enter the Online scene.
/// </summary>
/// <param name="roomPlayer"></param>
/// <param name="gamePlayer"></param>
/// <returns>true unless some code in here decides it needs to abort the replacement</returns>
public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)
{
PlayerScore playerScore = gamePlayer.GetComponent<PlayerScore>();
playerScore.index = roomPlayer.GetComponent<NetworkRoomPlayer>().index;
return true;
}
public override void OnRoomStopClient()
{
base.OnRoomStopClient();
}
public override void OnRoomStopServer()
{
base.OnRoomStopServer();
}
/*
This code below is to demonstrate how to do a Start button that only appears for the Host player
showStartButton is a local bool that's needed because OnRoomServerPlayersReady is only fired when
all players are ready, but if a player cancels their ready state there's no callback to set it back to false
Therefore, allPlayersReady is used in combination with showStartButton to show/hide the Start button correctly.
Setting showStartButton false when the button is pressed hides it in the game scene since NetworkRoomManager
is set as DontDestroyOnLoad = true.
*/
bool showStartButton;
public override void OnRoomServerPlayersReady()
{
// calling the base method calls ServerChangeScene as soon as all players are in Ready state.
#if UNITY_SERVER
base.OnRoomServerPlayersReady();
#else
showStartButton = true;
#endif
}
public override void OnGUI()
{
base.OnGUI();
if (allPlayersReady && showStartButton && GUI.Button(new Rect(150, 300, 120, 20), "START GAME"))
{
// set to false to hide it in the game scene
showStartButton = false;
ServerChangeScene(GameplayScene);
}
}
}
}
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
public class NetworkRoomManagerExt : NetworkRoomManager
{
[Header("Spawner Setup")]
[Tooltip("Reward Prefab for the Spawner")]
public GameObject rewardPrefab;
/// <summary>
/// This is called on the server when a networked scene finishes loading.
/// </summary>
/// <param name="sceneName">Name of the new scene.</param>
public override void OnRoomServerSceneChanged(string sceneName)
{
// spawn the initial batch of Rewards
if (sceneName == GameplayScene)
Spawner.InitialSpawn();
}
/// <summary>
/// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object.
/// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
/// into the GamePlayer object as it is about to enter the Online scene.
/// </summary>
/// <param name="roomPlayer"></param>
/// <param name="gamePlayer"></param>
/// <returns>true unless some code in here decides it needs to abort the replacement</returns>
public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)
{
PlayerScore playerScore = gamePlayer.GetComponent<PlayerScore>();
playerScore.index = roomPlayer.GetComponent<NetworkRoomPlayer>().index;
return true;
}
public override void OnRoomStopClient()
{
base.OnRoomStopClient();
}
public override void OnRoomStopServer()
{
base.OnRoomStopServer();
}
/*
This code below is to demonstrate how to do a Start button that only appears for the Host player
showStartButton is a local bool that's needed because OnRoomServerPlayersReady is only fired when
all players are ready, but if a player cancels their ready state there's no callback to set it back to false
Therefore, allPlayersReady is used in combination with showStartButton to show/hide the Start button correctly.
Setting showStartButton false when the button is pressed hides it in the game scene since NetworkRoomManager
is set as DontDestroyOnLoad = true.
*/
bool showStartButton;
public override void OnRoomServerPlayersReady()
{
// calling the base method calls ServerChangeScene as soon as all players are in Ready state.
#if UNITY_SERVER
base.OnRoomServerPlayersReady();
#else
showStartButton = true;
#endif
}
public override void OnGUI()
{
base.OnGUI();
if (allPlayersReady && showStartButton && GUI.Button(new Rect(150, 300, 120, 20), "START GAME"))
{
// set to false to hide it in the game scene
showStartButton = false;
ServerChangeScene(GameplayScene);
}
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,30 +1,39 @@
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
public class NetworkRoomPlayerExt : NetworkRoomPlayer
{
public override void OnStartClient()
{
// Debug.LogFormat(LogType.Log, "OnStartClient {0}", SceneManager.GetActiveScene().path);
base.OnStartClient();
}
public override void OnClientEnterRoom()
{
// Debug.LogFormat(LogType.Log, "OnClientEnterRoom {0}", SceneManager.GetActiveScene().path);
}
public override void OnClientExitRoom()
{
// Debug.LogFormat(LogType.Log, "OnClientExitRoom {0}", SceneManager.GetActiveScene().path);
}
public override void ReadyStateChanged(bool oldReadyState, bool newReadyState)
{
// Debug.LogFormat(LogType.Log, "ReadyStateChanged {0}", newReadyState);
}
}
}
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
public class NetworkRoomPlayerExt : NetworkRoomPlayer
{
public override void OnStartClient()
{
//Debug.Log($"OnStartClient {gameObject}");
}
public override void OnClientEnterRoom()
{
//Debug.Log($"OnClientEnterRoom {SceneManager.GetActiveScene().path}");
}
public override void OnClientExitRoom()
{
//Debug.Log($"OnClientExitRoom {SceneManager.GetActiveScene().path}");
}
public override void IndexChanged(int oldIndex, int newIndex)
{
//Debug.Log($"IndexChanged {newIndex}");
}
public override void ReadyStateChanged(bool oldReadyState, bool newReadyState)
{
//Debug.Log($"ReadyStateChanged {newReadyState}");
}
public override void OnGUI()
{
base.OnGUI();
}
}
}

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@@ -1,110 +1,110 @@
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(NetworkTransform))]
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : NetworkBehaviour
{
public CharacterController characterController;
void OnValidate()
{
if (characterController == null)
characterController = GetComponent<CharacterController>();
}
void Start()
{
characterController.enabled = isLocalPlayer;
}
public override void OnStartLocalPlayer()
{
Camera.main.orthographic = false;
Camera.main.transform.SetParent(transform);
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
}
void OnDisable()
{
if (isLocalPlayer && Camera.main != null)
{
Camera.main.orthographic = true;
Camera.main.transform.SetParent(null);
Camera.main.transform.localPosition = new Vector3(0f, 70f, 0f);
Camera.main.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
}
}
[Header("Movement Settings")]
public float moveSpeed = 8f;
public float turnSensitivity = 5f;
public float maxTurnSpeed = 150f;
[Header("Diagnostics")]
public float horizontal;
public float vertical;
public float turn;
public float jumpSpeed;
public bool isGrounded = true;
public bool isFalling;
public Vector3 velocity;
void Update()
{
if (!isLocalPlayer)
return;
horizontal = Input.GetAxis("Horizontal");
vertical = Input.GetAxis("Vertical");
// Q and E cancel each other out, reducing the turn to zero
if (Input.GetKey(KeyCode.Q))
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (isGrounded)
isFalling = false;
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
{
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
}
else if (!isGrounded)
{
isFalling = true;
jumpSpeed = 0;
}
}
void FixedUpdate()
{
if (!isLocalPlayer || characterController == null)
return;
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
direction = Vector3.ClampMagnitude(direction, 1f);
direction = transform.TransformDirection(direction);
direction *= moveSpeed;
if (jumpSpeed > 0)
characterController.Move(direction * Time.fixedDeltaTime);
else
characterController.SimpleMove(direction);
isGrounded = characterController.isGrounded;
velocity = characterController.velocity;
}
}
}
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(NetworkTransform))]
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : NetworkBehaviour
{
public CharacterController characterController;
void OnValidate()
{
if (characterController == null)
characterController = GetComponent<CharacterController>();
}
void Start()
{
characterController.enabled = isLocalPlayer;
}
public override void OnStartLocalPlayer()
{
Camera.main.orthographic = false;
Camera.main.transform.SetParent(transform);
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
}
void OnDisable()
{
if (isLocalPlayer && Camera.main != null)
{
Camera.main.orthographic = true;
Camera.main.transform.SetParent(null);
Camera.main.transform.localPosition = new Vector3(0f, 70f, 0f);
Camera.main.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
}
}
[Header("Movement Settings")]
public float moveSpeed = 8f;
public float turnSensitivity = 5f;
public float maxTurnSpeed = 150f;
[Header("Diagnostics")]
public float horizontal;
public float vertical;
public float turn;
public float jumpSpeed;
public bool isGrounded = true;
public bool isFalling;
public Vector3 velocity;
void Update()
{
if (!isLocalPlayer)
return;
horizontal = Input.GetAxis("Horizontal");
vertical = Input.GetAxis("Vertical");
// Q and E cancel each other out, reducing the turn to zero
if (Input.GetKey(KeyCode.Q))
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (isGrounded)
isFalling = false;
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
{
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
}
else if (!isGrounded)
{
isFalling = true;
jumpSpeed = 0;
}
}
void FixedUpdate()
{
if (!isLocalPlayer || characterController == null)
return;
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
direction = Vector3.ClampMagnitude(direction, 1f);
direction = transform.TransformDirection(direction);
direction *= moveSpeed;
if (jumpSpeed > 0)
characterController.Move(direction * Time.fixedDeltaTime);
else
characterController.SimpleMove(direction);
isGrounded = characterController.isGrounded;
velocity = characterController.velocity;
}
}
}

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@@ -1,18 +1,18 @@
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
public class PlayerScore : NetworkBehaviour
{
[SyncVar]
public int index;
[SyncVar]
public uint score;
void OnGUI()
{
GUI.Box(new Rect(10f + (index * 110), 10f, 100f, 25f), $"P{index}: {score.ToString("0000000")}");
}
}
}
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
public class PlayerScore : NetworkBehaviour
{
[SyncVar]
public int index;
[SyncVar]
public uint score;
void OnGUI()
{
GUI.Box(new Rect(10f + (index * 110), 10f, 100f, 25f), $"P{index}: {score:0000000}");
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,32 +1,32 @@
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
public class RandomColor : NetworkBehaviour
{
public override void OnStartServer()
{
base.OnStartServer();
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
// Color32 packs to 4 bytes
[SyncVar(hook = nameof(SetColor))]
public Color32 color = Color.black;
// Unity clones the material when GetComponent<Renderer>().material is called
// Cache it here and destroy it in OnDestroy to prevent a memory leak
Material cachedMaterial;
void SetColor(Color32 _, Color32 newColor)
{
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
cachedMaterial.color = newColor;
}
void OnDestroy()
{
Destroy(cachedMaterial);
}
}
}
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
public class RandomColor : NetworkBehaviour
{
public override void OnStartServer()
{
base.OnStartServer();
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
// Color32 packs to 4 bytes
[SyncVar(hook = nameof(SetColor))]
public Color32 color = Color.black;
// Unity clones the material when GetComponent<Renderer>().material is called
// Cache it here and destroy it in OnDestroy to prevent a memory leak
Material cachedMaterial;
void SetColor(Color32 _, Color32 newColor)
{
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
cachedMaterial.color = newColor;
}
void OnDestroy()
{
Destroy(cachedMaterial);
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,54 +1,54 @@
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[RequireComponent(typeof(RandomColor))]
public class Reward : NetworkBehaviour
{
public bool available = true;
public RandomColor randomColor;
void OnValidate()
{
if (randomColor == null)
randomColor = GetComponent<RandomColor>();
}
[ServerCallback]
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
ClaimPrize(other.gameObject);
}
}
// This is called from PlayerController.CmdClaimPrize which is invoked by PlayerController.OnControllerColliderHit
// This only runs on the server
public void ClaimPrize(GameObject player)
{
if (available)
{
// This is a fast switch to prevent two players claiming the prize in a bang-bang close contest for it.
// First hit turns it off, pending the object being destroyed a few frames later.
available = false;
Color32 color = randomColor.color;
// calculate the points from the color ... lighter scores higher as the average approaches 255
// UnityEngine.Color RGB values are float fractions of 255
uint points = (uint)(((color.r) + (color.g) + (color.b)) / 3);
// Debug.LogFormat(LogType.Log, "Scored {0} points R:{1} G:{2} B:{3}", points, color.r, color.g, color.b);
// award the points via SyncVar on the PlayerController
player.GetComponent<PlayerScore>().score += points;
// spawn a replacement
Spawner.SpawnReward();
// destroy this one
NetworkServer.Destroy(gameObject);
}
}
}
}
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[RequireComponent(typeof(RandomColor))]
public class Reward : NetworkBehaviour
{
public bool available = true;
public RandomColor randomColor;
void OnValidate()
{
if (randomColor == null)
randomColor = GetComponent<RandomColor>();
}
[ServerCallback]
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Player"))
{
ClaimPrize(other.gameObject);
}
}
// This is called from PlayerController.CmdClaimPrize which is invoked by PlayerController.OnControllerColliderHit
// This only runs on the server
public void ClaimPrize(GameObject player)
{
if (available)
{
// This is a fast switch to prevent two players claiming the prize in a bang-bang close contest for it.
// First hit turns it off, pending the object being destroyed a few frames later.
available = false;
Color32 color = randomColor.color;
// calculate the points from the color ... lighter scores higher as the average approaches 255
// UnityEngine.Color RGB values are float fractions of 255
uint points = (uint)(((color.r) + (color.g) + (color.b)) / 3);
// Debug.LogFormat(LogType.Log, "Scored {0} points R:{1} G:{2} B:{3}", points, color.r, color.g, color.b);
// award the points via SyncVar on the PlayerController
player.GetComponent<PlayerScore>().score += points;
// spawn a replacement
Spawner.SpawnReward();
// destroy this one
NetworkServer.Destroy(gameObject);
}
}
}
}

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@@ -1,11 +1,11 @@
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@@ -1,23 +1,23 @@
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
internal class Spawner
{
internal static void InitialSpawn()
{
if (!NetworkServer.active) return;
for (int i = 0; i < 10; i++)
SpawnReward();
}
internal static void SpawnReward()
{
if (!NetworkServer.active) return;
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
NetworkServer.Spawn(Object.Instantiate(((NetworkRoomManagerExt)NetworkManager.singleton).rewardPrefab, spawnPosition, Quaternion.identity));
}
}
}
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
internal class Spawner
{
internal static void InitialSpawn()
{
if (!NetworkServer.active) return;
for (int i = 0; i < 10; i++)
SpawnReward();
}
internal static void SpawnReward()
{
if (!NetworkServer.active) return;
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
NetworkServer.Spawn(Object.Instantiate(((NetworkRoomManagerExt)NetworkManager.singleton).rewardPrefab, spawnPosition, Quaternion.identity));
}
}
}

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