197 lines
8.1 KiB
C#
197 lines
8.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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[AddComponentMenu("Network/ Interest Management/ Team/Team Interest Management")]
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public class TeamInterestManagement : InterestManagement
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{
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readonly Dictionary<string, HashSet<NetworkIdentity>> teamObjects = new Dictionary<string, HashSet<NetworkIdentity>>();
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readonly Dictionary<NetworkIdentity, string> lastObjectTeam = new Dictionary<NetworkIdentity, string>();
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readonly HashSet<string> dirtyTeams = new HashSet<string>();
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[ServerCallback]
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public override void OnSpawned(NetworkIdentity identity)
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{
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if (!identity.TryGetComponent(out NetworkTeam identityNetworkTeam))
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return;
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string networkTeamId = identityNetworkTeam.teamId;
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lastObjectTeam[identity] = networkTeamId;
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// Null / Empty string is never a valid teamId...do not add to teamObjects collection
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if (string.IsNullOrWhiteSpace(networkTeamId))
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return;
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//Debug.Log($"TeamInterestManagement.OnSpawned {identity.name} {networkTeamId}");
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if (!teamObjects.TryGetValue(networkTeamId, out HashSet<NetworkIdentity> objects))
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{
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objects = new HashSet<NetworkIdentity>();
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teamObjects.Add(networkTeamId, objects);
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}
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objects.Add(identity);
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// Team ID could have been set in NetworkBehaviour::OnStartServer on this object.
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// Since that's after OnCheckObserver is called it would be missed, so force Rebuild here.
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// Add the current team to dirtyTeams for Update to rebuild it.
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dirtyTeams.Add(networkTeamId);
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}
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[ServerCallback]
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public override void OnDestroyed(NetworkIdentity identity)
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{
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// Don't RebuildSceneObservers here - that will happen in Update.
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// Multiple objects could be destroyed in same frame and we don't
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// want to rebuild for each one...let Update do it once.
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// We must add the current team to dirtyTeams for Update to rebuild it.
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if (lastObjectTeam.TryGetValue(identity, out string currentTeam))
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{
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lastObjectTeam.Remove(identity);
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if (!string.IsNullOrWhiteSpace(currentTeam) && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
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dirtyTeams.Add(currentTeam);
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}
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}
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// internal so we can update from tests
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[ServerCallback]
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internal void Update()
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{
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// for each spawned:
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// if team changed:
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// add previous to dirty
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// add new to dirty
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foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
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{
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// Ignore objects that don't have a NetworkTeam component
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if (!netIdentity.TryGetComponent(out NetworkTeam identityNetworkTeam))
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continue;
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string networkTeamId = identityNetworkTeam.teamId;
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if (!lastObjectTeam.TryGetValue(netIdentity, out string currentTeam))
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continue;
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// Null / Empty string is never a valid teamId
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// Nothing to do if teamId hasn't changed
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if (string.IsNullOrWhiteSpace(networkTeamId) || networkTeamId == currentTeam)
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continue;
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// Mark new/old Teams as dirty so they get rebuilt
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UpdateDirtyTeams(networkTeamId, currentTeam);
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// This object is in a new team so observers in the prior team
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// and the new team need to rebuild their respective observers lists.
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UpdateTeamObjects(netIdentity, networkTeamId, currentTeam);
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}
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// rebuild all dirty teams
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foreach (string dirtyTeam in dirtyTeams)
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RebuildTeamObservers(dirtyTeam);
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dirtyTeams.Clear();
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}
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void UpdateDirtyTeams(string newTeam, string currentTeam)
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{
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// Null / Empty string is never a valid teamId
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if (!string.IsNullOrWhiteSpace(currentTeam))
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dirtyTeams.Add(currentTeam);
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dirtyTeams.Add(newTeam);
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}
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void UpdateTeamObjects(NetworkIdentity netIdentity, string newTeam, string currentTeam)
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{
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// Remove this object from the hashset of the team it just left
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// string.Empty is never a valid teamId
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if (!string.IsNullOrWhiteSpace(currentTeam))
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teamObjects[currentTeam].Remove(netIdentity);
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// Set this to the new team this object just entered
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lastObjectTeam[netIdentity] = newTeam;
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// Make sure this new team is in the dictionary
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if (!teamObjects.ContainsKey(newTeam))
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teamObjects.Add(newTeam, new HashSet<NetworkIdentity>());
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// Add this object to the hashset of the new team
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teamObjects[newTeam].Add(netIdentity);
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}
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void RebuildTeamObservers(string teamId)
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{
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foreach (NetworkIdentity netIdentity in teamObjects[teamId])
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if (netIdentity != null)
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NetworkServer.RebuildObservers(netIdentity, false);
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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// Always observed if no NetworkTeam component
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if (!identity.TryGetComponent(out NetworkTeam identityNetworkTeam))
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return true;
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if (identityNetworkTeam.forceShown)
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return true;
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// string.Empty is never a valid teamId
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if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
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return false;
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// Always observed if no NetworkTeam component
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if (!newObserver.identity.TryGetComponent(out NetworkTeam newObserverNetworkTeam))
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return true;
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// Null / Empty string is never a valid teamId
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if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
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return false;
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//Debug.Log($"TeamInterestManagement.OnCheckObserver {identity.name} {identityNetworkTeam.teamId} | {newObserver.identity.name} {newObserverNetworkTeam.teamId}");
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// Observed only if teamId's match
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return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
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}
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
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{
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// If this object doesn't have a NetworkTeam then it's visible to all clients
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if (!identity.TryGetComponent(out NetworkTeam networkTeam))
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{
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AddAllConnections(newObservers);
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return;
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}
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// If this object has NetworkTeam and forceShown == true then it's visible to all clients
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if (networkTeam.forceShown)
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{
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AddAllConnections(newObservers);
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return;
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}
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// Null / Empty string is never a valid teamId
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if (string.IsNullOrWhiteSpace(networkTeam.teamId))
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return;
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// Abort if this team hasn't been created yet by OnSpawned or UpdateTeamObjects
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if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkIdentity> objects))
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return;
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// Add everything in the hashset for this object's current team
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foreach (NetworkIdentity networkIdentity in objects)
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if (networkIdentity != null && networkIdentity.connectionToClient != null)
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newObservers.Add(networkIdentity.connectionToClient);
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}
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void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
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{
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foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
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{
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// authenticated and joined world with a player?
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if (conn != null && conn.isAuthenticated && conn.identity != null)
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newObservers.Add(conn);
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}
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}
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}
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}
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