#if UNITY_EDITOR || DEVELOPMENT_BUILD
#define DEVELOPMENT
#endif
using FishNet.Connection;
using FishNet.Managing.Object;
using FishNet.Managing.Timing;
using FishNet.Object;
using FishNet.Serializing;
using FishNet.Transporting;
using FishNet.Utility.Extension;
using GameKit.Dependencies.Utilities;
using GameKit.Dependencies.Utilities.Types;
using System;
using System.Collections.Generic;
using FishNet.Managing.Logging;
using FishNet.Object.Synchronizing;
using FishNet.Serializing.Helping;
using FishNet.Utility.Performance;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Managing.Server
{
///
/// Handles objects and information about objects for the server. See ManagedObjects for inherited options.
///
public partial class ServerObjects : ManagedObjects
{
#region Public.
///
/// Called right before client objects are destroyed when a client disconnects.
///
public event Action OnPreDestroyClientObjects;
#endregion
#region Internal.
///
/// Collection of NetworkObjects recently despawned.
/// Key: objectId.
/// Value: despawn tick.
/// This is used primarily to track if client is sending messages for recently despawned objects.
/// Objects are automatically removed after RECENTLY_DESPAWNED_DURATION seconds.
///
internal Dictionary RecentlyDespawnedIds = new();
#endregion
#region Private.
///
/// Cached ObjectIds which may be used when exceeding available ObjectIds.
///
private Queue _objectIdCache = new();
///
/// Returns the ObjectId cache.
///
///
internal Queue GetObjectIdCache() => _objectIdCache;
///
/// NetworkBehaviours which have dirty SyncObjects.
///
private List _dirtySyncTypeBehaviours = new(20);
///
/// Objects which need to be destroyed next tick.
/// This is needed when running as host so host client will get any final messages for the object before they're destroyed.
///
private HashSet _pendingDestroy = new();
///
/// NetworkObjects in a recently loaded scene.
///
private List<(int, List)> _loadedSceneNetworkObjects = new List<(int frame, List nobs)>();
///
/// Cache of spawning objects, used for recursively spawning nested NetworkObjects.
///
private List _spawnCache = new();
///
/// True if one or more scenes are currently loading through the SceneManager.
///
private bool _scenesLoading;
///
/// Number of ticks which must pass to clear a recently despawned.
///
private uint _cleanRecentlyDespawnedMaxTicks => base.NetworkManager.TimeManager.TimeToTicks(30d, TickRounding.RoundUp);
#endregion
internal ServerObjects(NetworkManager networkManager)
{
base.Initialize(networkManager);
networkManager.SceneManager.OnLoadStart += SceneManager_OnLoadStart;
networkManager.SceneManager.OnActiveSceneSetInternal += SceneManager_OnActiveSceneSet;
networkManager.TimeManager.OnUpdate += TimeManager_OnUpdate;
}
///
/// Called when MonoBehaviours call Update.
///
private void TimeManager_OnUpdate()
{
if (!base.NetworkManager.IsServerStarted)
{
_scenesLoading = false;
ClearSceneLoadedNetworkObjects();
return;
}
CleanRecentlyDespawned();
if (!_scenesLoading)
IterateLoadedScenes(false);
Observers_OnUpdate();
}
///
/// Clears NetworkObjects pending initialization from a recently loaded scene.
///
private void ClearSceneLoadedNetworkObjects()
{
for (int i = 0; i < _loadedSceneNetworkObjects.Count; i++)
{
(int frame, List nobs) value = _loadedSceneNetworkObjects[i];
CollectionCaches.Store(value.nobs);
}
_loadedSceneNetworkObjects.Clear();
}
#region Checking dirty SyncTypes.
///
/// Iterates NetworkBehaviours with dirty SyncTypes.
///
internal void WriteDirtySyncTypes()
{
List collection = _dirtySyncTypeBehaviours;
int colStart = collection.Count;
if (colStart == 0)
return;
/* Tells networkbehaviours to check their
* dirty synctypes. */
for (int i = 0; i < collection.Count; i++)
{
bool dirtyCleared = collection[i].WriteDirtySyncTypes(SyncTypeWriteFlag.Unset);
if (dirtyCleared)
{
collection.RemoveAt(i);
i--;
}
}
}
///
/// Sets that a NetworkBehaviour has a dirty syncVars.
///
internal void SetDirtySyncType(NetworkBehaviour nb)
{
_dirtySyncTypeBehaviours.Add(nb);
}
#endregion
#region Connection Handling.
///
/// Called when the connection state changes for the local server.
///
///
internal void OnServerConnectionState(ServerConnectionStateArgs args)
{
//If server just connected.
if (args.ConnectionState == LocalConnectionState.Started)
{
/* If there's no servers started besides the one
* that just started then build Ids and setup scene objects. */
if (base.NetworkManager.ServerManager.IsOnlyOneServerStarted())
{
BuildObjectIdCache();
SetupSceneObjects();
}
}
//Server in anything but started state.
else
{
//If no servers are started then reset.
if (!base.NetworkManager.ServerManager.IsAnyServerStarted())
{
base.DespawnWithoutSynchronization(recursive: true, asServer: true);
base.SceneObjects_Internal.Clear();
_objectIdCache.Clear();
base.NetworkManager.ClearClientsCollection(base.NetworkManager.ServerManager.Clients);
}
//If at least one server is started then only clear for disconnecting server.
else
{
int transportIndex = args.TransportIndex;
//Remove connection from all NetworkObjects to ensure they are not stuck in observers.
foreach (NetworkConnection c in base.NetworkManager.ServerManager.Clients.Values)
{
if (c.TransportIndex == transportIndex)
RemoveFromObserversWithoutSynchronization(c);
}
//Remove connections only for transportIndex.
base.NetworkManager.ClearClientsCollection(base.NetworkManager.ServerManager.Clients, transportIndex);
}
}
}
///
/// Called when a client disconnects.
///
///
internal void ClientDisconnected(NetworkConnection connection)
{
RemoveFromObserversWithoutSynchronization(connection);
if (OnPreDestroyClientObjects != null)
OnPreDestroyClientObjects.Invoke(connection);
/* A cache is made because the Objects
* collection would end up modified during
* iteration from removing ownership and despawning. */
List nobs = CollectionCaches.RetrieveList();
foreach (NetworkObject nob in connection.Objects)
nobs.Add(nob);
int nobsCount = nobs.Count;
for (int i = 0; i < nobsCount; i++)
{
NetworkObject n = nobs[i];
/* Objects may already be deinitializing when a client disconnects
* because the root object could have been despawned first, and in result
* all child objects would have been recursively despawned.
*
* EG: object is:
* A (nob)
* B (nob)
*
* Both A and B are owned by the client so they will both be
* in collection. Should A despawn first B will recursively despawn
* from it. Then once that finishes and the next index of collection
* is run, which would B, the object B would have already been deinitialized. */
if (!n.IsDeinitializing && !n.PreventDespawnOnDisconnect)
base.NetworkManager.ServerManager.Despawn(nobs[i]);
}
CollectionCaches.Store(nobs);
}
#endregion
#region ObjectIds.
///
/// Builds the ObjectId cache with all possible Ids.
///
private void BuildObjectIdCache()
{
_objectIdCache.Clear();
/* Shuffle Ids to make it more difficult
* for clients to track spawned object
* count. */
List shuffledCache = new();
//Ignore ushort.maxvalue as that indicates null.
for (int i = 0; i < (ushort.MaxValue - 1); i++)
//for (int i = 0; i < (2200); i++) //QUICK-TEST Uncomment this, and comment the line above.
shuffledCache.Add(i);
/* Only shuffle when NOT in editor and not
* development build.
* Debugging could be easier when Ids are ordered. */
#if !DEVELOPMENT
shuffledCache.Shuffle();
#endif
//Add shuffled to objectIdCache.
//Build Id cache.
int cacheCount = shuffledCache.Count;
for (int i = 0; i < cacheCount; i++)
_objectIdCache.Enqueue(shuffledCache[i]);
}
///
/// Caches a NetworkObject ObjectId.
///
private void CacheObjectId(NetworkObject nob)
{
if (nob.ObjectId != NetworkObject.UNSET_OBJECTID_VALUE)
CacheObjectId(nob.ObjectId);
}
///
/// Adds an ObjectId to objectId cache.
///
///
internal void CacheObjectId(int id)
{
if (!_objectIdCache.Contains(id))
_objectIdCache.Enqueue(id);
else
NetworkManager.LogError($"Object Id [{id}] already exists within ObjectId Cache. Please report this error.");
}
///
/// Gets the next ObjectId to use for NetworkObjects.
///
///
protected internal override bool GetNextNetworkObjectId(out int nextNetworkObjectId)
{
if (!_objectIdCache.TryDequeue(out nextNetworkObjectId))
{
nextNetworkObjectId = NetworkObject.UNSET_OBJECTID_VALUE;
base.NetworkManager.LogError($"No more available ObjectIds. How the heck did you manage to have {ushort.MaxValue} objects spawned at once?");
}
return (nextNetworkObjectId != NetworkObject.UNSET_OBJECTID_VALUE);
}
#endregion
#region Initializing Objects In Scenes.
///
/// Called when a scene load starts.
///
private void SceneManager_OnLoadStart(Scened.SceneLoadStartEventArgs obj)
{
_scenesLoading = true;
}
///
/// Called after the active scene has been scene, immediately after scene loads.
///
private void SceneManager_OnActiveSceneSet(bool asServer)
{
_scenesLoading = false;
IterateLoadedScenes(true);
}
///
/// Iterates loaded scenes and sets them up.
///
/// True to ignore the frame restriction when iterating.
internal void IterateLoadedScenes(bool ignoreFrameRestriction)
{
//Not started, clear loaded scenes.
if (!NetworkManager.ServerManager.Started)
{
ClearSceneLoadedNetworkObjects();
return;
}
for (int i = 0; i < _loadedSceneNetworkObjects.Count; i++)
{
(int frame, List networkObjects) value = _loadedSceneNetworkObjects[i];
if (ignoreFrameRestriction || (Time.frameCount > value.frame))
{
SetupSceneObjects(value.networkObjects);
CollectionCaches.Store(value.networkObjects);
_loadedSceneNetworkObjects.RemoveAt(i);
i--;
}
}
}
///
/// Called when a scene loads on the server.
///
///
///
protected internal override void SceneManager_sceneLoaded(Scene s, LoadSceneMode arg1)
{
base.SceneManager_sceneLoaded(s, arg1);
if (!NetworkManager.ServerManager.Started)
return;
List sceneNobs = CollectionCaches.RetrieveList();
Scenes.GetSceneNetworkObjects(s, firstOnly: false, errorOnDuplicates: true, ignoreUnsetSceneIds: true, ref sceneNobs);
_loadedSceneNetworkObjects.Add((Time.frameCount, sceneNobs));
InitializeRootNetworkObjects(sceneNobs);
}
///
/// Sets initial values for NetworkObjects.
///
///
private void InitializeRootNetworkObjects(List nobs)
{
/* First update the nested status on all nobs, as well
* set them as not initialized. This is done as some scene objets might be prefabs
* that were changed in scene but have not had the prefab settings updated to those
* changes. */
foreach (NetworkObject nob in nobs)
{
nob.SetIsNestedThroughTraversal();
nob.UnsetInitializedValuesSet();
}
//Initialize sceneNobs cache, but do not invoke callbacks till next frame.
foreach (NetworkObject nob in nobs)
{
if (nob.IsSceneObject && !nob.IsNested)
nob.SetInitializedValues(parentNob: null, force: false);
}
}
///
/// Setup all NetworkObjects in scenes. Should only be called when server is active.
///
protected internal void SetupSceneObjects()
{
Scene ddolScene = DDOL.GetDDOL().gameObject.scene;
bool ddolLoaded = ddolScene.isLoaded;
/* Becomes false if setup in GetSceenAt.
* This is a safety check for if Unity ever changes
* the behavior where DDOL scenes appear in the sceneCount. */
bool trySetupDdol = true;
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene s = SceneManager.GetSceneAt(i);
if (ddolLoaded && s.handle == ddolScene.handle)
trySetupDdol = false;
SetupSceneObjects(s);
}
if (trySetupDdol)
SetupSceneObjects(ddolScene);
}
///
/// Setup NetworkObjects in a scene. Should only be called when server is active.
///
///
private void SetupSceneObjects(Scene s)
{
if (!s.IsValid())
return;
List sceneNobs = CollectionCaches.RetrieveList();
Scenes.GetSceneNetworkObjects(s, firstOnly: false, errorOnDuplicates: true, ignoreUnsetSceneIds: true, ref sceneNobs);
SetupSceneObjects(sceneNobs);
CollectionCaches.Store(sceneNobs);
}
///
/// Setup NetworkObjects in a scene. Should only be called when server is active.
///
///
private void SetupSceneObjects(List sceneNobs)
{
InitializeRootNetworkObjects(sceneNobs);
List cache = SortRootAndNestedByInitializeOrder(sceneNobs);
bool isHost = base.NetworkManager.IsHostStarted;
int nobsCount = cache.Count;
for (int i = 0; i < nobsCount; i++)
{
NetworkObject nob = cache[i];
//Only setup if a scene object and not initialzied.
if (nob.GetIsNetworked() && nob.IsSceneObject && nob.IsDeinitializing)
{
if (!nob.WasActiveDuringEdit_Set1)
{
NetworkManager.LogError($"NetworkObject {nob.name} in scene {nob.gameObject.scene.name} needs to be reserialized. Please use the Fish-Networking menu -> Utility -> Reserialize NetworkObjects.");
continue;
}
base.AddToSceneObjects(nob);
/* If was active in the editor (before hitting play), or currently active
* then PreInitialize without synchronizing to clients. There is no reason
* to synchronize to clients because the scene just loaded on server,
* which means clients are not yet in the scene. */
if (nob.WasActiveDuringEdit || nob.gameObject.activeInHierarchy)
{
//If not host then object doesn't need to be spawned until a client joins.
if (!isHost)
SetupWithoutSynchronization(nob);
//Otherwise spawn object so observers update for clientHost.
else
SpawnWithoutChecks(nob);
}
}
}
CollectionCaches.Store(cache);
}
///
/// Performs setup on a NetworkObject without synchronizing the actions to clients.
///
/// Override ObjectId to use.
private bool SetupWithoutSynchronization(NetworkObject nob, NetworkConnection ownerConnection = null, int? objectId = null, bool initializeEarly = true)
{
if (nob.GetIsNetworked())
{
int objectIdValue;
if (objectId != null)
{
objectIdValue = objectId.Value;
}
else
{
if (!GetNextNetworkObjectId(out objectIdValue))
return false;
}
if (initializeEarly)
nob.InitializeEarly(NetworkManager, objectIdValue, ownerConnection, true);
base.AddToSpawned(nob, true);
nob.gameObject.SetActive(true);
nob.Initialize(true, true);
return true;
}
return false;
}
#endregion
#region Spawning.
///
/// Spawns an object over the network.
///
internal void Spawn(NetworkObject networkObject, NetworkConnection ownerConnection = null, UnityEngine.SceneManagement.Scene scene = default)
{
//Default as false, will change if needed.
bool predictedSpawn = false;
if (networkObject == null)
{
base.NetworkManager.LogError($"Specified networkObject is null.");
return;
}
if (!NetworkManager.ServerManager.Started)
{
//Neither server nor client are started.
if (!NetworkManager.ClientManager.Started)
{
base.NetworkManager.LogWarning("Cannot spawn object because server nor client are active.");
return;
}
//Server has predicted spawning disabled.
if (!NetworkManager.ServerManager.GetAllowPredictedSpawning())
{
base.NetworkManager.LogWarning("Cannot spawn object because server is not active and predicted spawning is not enabled.");
return;
}
//Various predicted spawn checks.
if (!base.CanPredictedSpawn(networkObject, NetworkManager.ClientManager.Connection, false))
return;
//Since server is not started then run TrySpawn for client, given this is a client trying to predicted spawn.
if (!networkObject.PredictedSpawn.OnTrySpawnClient())
return;
predictedSpawn = true;
}
if (!networkObject.gameObject.scene.IsValid())
{
base.NetworkManager.LogError($"{networkObject.name} is a prefab. You must instantiate the prefab first, then use Spawn on the instantiated copy.");
return;
}
if (ownerConnection != null && ownerConnection.IsActive && !ownerConnection.LoadedStartScenes(!predictedSpawn))
{
base.NetworkManager.LogWarning($"{networkObject.name} was spawned but it's recommended to not spawn objects for connections until they have loaded start scenes. You can be notified when a connection loads start scenes by using connection.OnLoadedStartScenes on the connection, or SceneManager.OnClientLoadStartScenes.");
}
if (networkObject.IsSpawned)
{
base.NetworkManager.LogWarning($"{networkObject.name} is already spawned.");
return;
}
NetworkBehaviour networkBehaviourParent = networkObject.CurrentParentNetworkBehaviour;
if (networkBehaviourParent != null && !networkBehaviourParent.IsSpawned)
{
base.NetworkManager.LogError($"{networkObject.name} cannot be spawned because it has a parent NetworkObject {networkBehaviourParent} which is not spawned.");
return;
}
/* If scene is specified make sure the object is root,
* and if not move it before network spawning. */
if (scene.IsValid())
{
if (networkObject.transform.parent != null)
{
base.NetworkManager.LogError($"{networkObject.name} cannot be moved to scene name {scene.name}, handle {scene.handle} because {networkObject.name} is not root and only root objects may be moved.");
return;
}
else
{
UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(networkObject.gameObject, scene);
}
}
if (predictedSpawn)
base.NetworkManager.ClientManager.Objects.PredictedSpawn(networkObject, ownerConnection);
else
SpawnWithoutChecks(networkObject, recursiveSpawnCache: null, ownerConnection);
}
///
/// Spawns networkObject without any checks.
///
private void SpawnWithoutChecks(NetworkObject networkObject, List recursiveSpawnCache = null, NetworkConnection ownerConnection = null, int? objectId = null, bool rebuildObservers = true, bool initializeEarly = true, bool isRecursiveIteration = false)
{
/* Setup locally without sending to clients.
* When observers are built for the network object
* during initialization spawn messages will
* be sent. */
networkObject.SetIsNetworked(true);
/* Grab the nested before spawning the networkObject. This prevents double initialization
* if one of the OnStart callbacks adds nested to networkObject.
*
* EG: called on NetworkObject during 'SetupWithoutSynchronization'
* private void OnStartNetwork()
* {
* NetworkObject n = Instantiate(xyz);
* n.SetParent(this); //this being NetworkObject
* base.Spawn(n);
* }
*
* If nested was fetched after SetupWithout Synchronize just below then it would
* include the newly nested object, and try to initialize it twice.
*/
List nestedNetworkObjects = (isRecursiveIteration) ? null : networkObject.GetNetworkObjects(GetNetworkObjectOption.AllNestedRecursive);
if (SetupWithoutSynchronization(networkObject, ownerConnection, objectId, initializeEarly))
_spawnCache.Add(networkObject);
if (nestedNetworkObjects != null)
{
foreach (NetworkObject item in nestedNetworkObjects)
{
/* Only spawn recursively if the nob state is unset.
* Unset indicates that the nob has not been manually spawned or despawned. */
if (item.gameObject.activeInHierarchy || item.State == NetworkObjectState.Spawned)
SpawnWithoutChecks(item, recursiveSpawnCache: null, ownerConnection, isRecursiveIteration: true);
}
}
/* Copy to a new cache then reset _spawnCache
* just incase rebuilding observers would lead to
* more additions into _spawnCache. EG: rebuilding
* may result in additional objects being spawned
* for clients and if _spawnCache were not reset
* the same objects would be rebuilt again. This likely
* would not affect anything other than perf but who
* wants that. */
bool recursiveCacheWasNull = (recursiveSpawnCache == null);
if (recursiveCacheWasNull)
recursiveSpawnCache = CollectionCaches.RetrieveList();
recursiveSpawnCache.AddRange(_spawnCache);
_spawnCache.Clear();
//Also rebuild observers for the object so it spawns for others.
if (rebuildObservers)
RebuildObservers(recursiveSpawnCache);
int spawnCacheCopyCount = recursiveSpawnCache.Count;
/* If also client then we need to make sure the object renderers have correct visibility.
* Set visibility based on if the observers contains the clientHost connection. */
if (NetworkManager.IsClientStarted)
{
int count = spawnCacheCopyCount;
NetworkConnection localConnection = NetworkManager.ClientManager.Connection;
for (int i = 0; i < count; i++)
{
NetworkObject nob = recursiveSpawnCache[i];
nob.SetRenderersVisible(nob.Observers.Contains(localConnection));
}
}
CollectionCaches.StoreAndDefault(ref nestedNetworkObjects);
/* If collection was null then store the one retrieved.
* Otherwise, let the calling method handle the provided
* cache. */
if (recursiveCacheWasNull)
CollectionCaches.Store(recursiveSpawnCache);
}
///
/// Reads a predicted spawn.
///
internal void ReadSpawn(PooledReader reader, NetworkConnection conn)
{
ushort spawnLength = reader.ReadUInt16Unpacked();
int readStartPosition = reader.Position;
SpawnType st = (SpawnType)reader.ReadUInt8Unpacked();
bool sceneObject = st.FastContains(SpawnType.Scene);
bool isGlobal = st.FastContains(SpawnType.InstantiatedGlobal);
ReadNestedSpawnIds(reader, st, out byte? nobComponentId, out int? parentObjectId, out byte? parentComponentId, readSpawningObjects: null);
int objectId = reader.ReadNetworkObjectForSpawn(out _, out ushort collectionId);
//No predicted spawn ids left. Should not be possible as client would have stopped this locally.
if (conn.PredictedObjectIds.Count == 0 || !conn.PredictedObjectIds.TryDequeue(out int serverPredictedObjectId))
{
reader.Clear();
conn.Kick(KickReason.ExploitAttempt, LoggingType.Common, $"Connection {conn.ClientId} used predicting spawning without any Ids in queue.");
return;
}
//Ids should match. Client cannot send predicted spawn Ids out of order, so they should always match the server in order.
if (objectId != serverPredictedObjectId)
{
reader.Clear();
conn.Kick(KickReason.ExploitAttempt, LoggingType.Common, $"Connection {conn.ClientId} used predicted Id of {objectId} while the server Id is {serverPredictedObjectId}.");
return;
}
NetworkObject nob = null;
NetworkConnection owner = null;
/* See if the parent exists. If not, then do not
* continue and send failed response to client. */
if (parentObjectId.HasValue && !Spawned.TryGetValueIL2CPP(parentObjectId.Value, out NetworkObject _))
{
NetworkManager.Log($"Predicted spawn failed due to the NetworkObject's parent not being found. Scene object: {sceneObject}, ObjectId {objectId}, CollectionId {collectionId}.");
SendFailedResponse(objectId);
return;
}
owner = reader.ReadNetworkConnection();
//Read transform values which differ from serialized values.
base.ReadTransformProperties(reader, out Vector3? nullablePosition, out Quaternion? nullableRotation, out Vector3? nullableScale);
int prefabId;
ulong sceneId = 0;
string sceneName = string.Empty;
string objectName = string.Empty;
if (sceneObject)
{
base.ReadSceneObjectId(reader, out sceneId);
#if DEVELOPMENT
if (NetworkManager.ClientManager.IsServerDevelopment)
base.CheckReadSceneObjectDetails(reader, ref sceneName, ref objectName);
#endif
nob = base.GetSceneNetworkObject(sceneId, sceneName, objectName);
}
else
{
prefabId = reader.ReadNetworkObjectId();
ObjectPoolRetrieveOption retrieveOptions = (ObjectPoolRetrieveOption.MakeActive | ObjectPoolRetrieveOption.LocalSpace);
nob = NetworkManager.GetPooledInstantiated(prefabId, collectionId, retrieveOptions, null, nullablePosition, nullableRotation, nullableScale, false);
}
/* NetworkObject could not be found. User could be sending an invalid Id,
* or perhaps it was a scene object and the scene had unloaded prior to getting
* this spawn message. */
if (nob == null)
{
NetworkManager.Log($"Predicted spawn failed due to the NetworkObject not being found. Scene object: {sceneObject}, ObjectId {objectId}, CollectionId {collectionId}.");
SendFailedResponse(objectId);
return;
}
if (!nob.WasActiveDuringEdit_Set1)
{
string sceneOrPrefabText = (sceneObject) ? $"in scene {nob.gameObject.scene.name}" : "prefab";
NetworkManager.LogError($"NetworkObject {nob.name} {sceneOrPrefabText}. Please use the Fish-Networking menu -> Utility -> Reserialize NetworkObjects.");
}
/* Update sceneObject position.
* There is no need to do this on instantiate since the position is set
* during the instantiation. */
if (sceneObject)
{
nob.transform.SetLocalPositionRotationAndScale(nullablePosition, nullableRotation, nullableScale);
}
//Check if nob allows predicted spawning.
if (!base.CanPredictedSpawn(nob, conn, true, reader))
return;
nob.SetIsGlobal(isGlobal);
nob.SetIsNetworked(true);
nob.InitializeEarly(NetworkManager, objectId, owner, true);
//Initialize for prediction.
nob.InitializePredictedObject_Server(conn);
base.ReadPayload(conn, nob, reader);
base.ReadRpcLinks(reader);
base.ReadSyncTypesForSpawn(reader);
//Check user implementation of trySpawn.
if (!nob.PredictedSpawn.OnTrySpawnServer(conn, owner))
{
//Inform client of failure.
SendFailedResponse(objectId);
return;
}
//Once here everything is good.
//Get connections to send spawn to.
List conns = RetrieveAuthenticatedConnections();
SendSuccessResponse(objectId);
//Store caches used.
CollectionCaches.Store(conns);
//Sends a failed response.
void SendFailedResponse(int lObjectId)
{
SkipRemainingSpawnLength();
if (nob != null)
{
//TODO support pooling. This first requires a rework of the initialization / clientHost message system.
UnityEngine.Object.Destroy(nob.gameObject);
//base.NetworkManager.StorePooledInstantiated(nob, true);
}
PooledWriter writer = WriteResponseHeader(success: false, lObjectId);
conn.SendToClient((byte)Channel.Reliable, writer.GetArraySegment());
WriterPool.Store(writer);
}
//Sends a success spawn result and returns nobs recursively spawned, including original.
void SendSuccessResponse(int lObjectId)
{
PooledWriter writer = WriteResponseHeader(success: true, lObjectId);
SpawnWithoutChecks(nob, recursiveSpawnCache: null, owner, lObjectId, rebuildObservers: true, initializeEarly: false);
conn.SendToClient((byte)Channel.Reliable, writer.GetArraySegment());
WriterPool.Store(writer);
}
//Writes response header and returns writer used.
PooledWriter WriteResponseHeader(bool success, int lObjectId)
{
PooledWriter writer = WriterPool.Retrieve();
writer.WritePacketIdUnpacked(PacketId.PredictedSpawnResult);
writer.WriteBoolean(success);
//Id of object which was predicted spawned.
writer.WriteNetworkObjectId(lObjectId);
//Write the next Id even if not succesful.
int nextId;
if (NetworkManager.ServerManager.Objects.GetObjectIdCache().TryDequeue(out nextId))
conn.PredictedObjectIds.Enqueue(nextId);
else
nextId = NetworkObject.UNSET_OBJECTID_VALUE;
//Write nextId even if invalid. Client will not add invalid Ids.
writer.WriteNetworkObjectId(nextId);
return writer;
}
//Skips remaining data for the spawn.
void SkipRemainingSpawnLength()
{
/* Simply setting the position to readStart + spawnLength works
* too but when possible use supplied API. */
int skipLength = spawnLength - (reader.Position - readStartPosition);
reader.Skip(skipLength);
}
}
#endregion
#region Despawning.
///
/// Cleans recently despawned objects.
///
private void CleanRecentlyDespawned()
{
//Only iterate if frame ticked to save perf.
if (!base.NetworkManager.TimeManager.FrameTicked)
return;
List intCache = CollectionCaches.RetrieveList();
uint requiredTicks = _cleanRecentlyDespawnedMaxTicks;
uint currentTick = base.NetworkManager.TimeManager.LocalTick;
//Iterate 20, or 5% of the collection, whichever is higher.
int iterations = Mathf.Max(20, (int)(RecentlyDespawnedIds.Count * 0.05f));
/* Given this is a dictionary there is no gaurantee which order objects are
* added. Because of this it's possible some objects may take much longer to
* be removed. This is okay so long as a consistent chunk of objects are removed
* at a time; eventually all objects will be iterated. */
int count = 0;
foreach (KeyValuePair kvp in RecentlyDespawnedIds)
{
long result = (currentTick - kvp.Value);
//If enough ticks have passed to remove.
if (result > requiredTicks)
intCache.Add(kvp.Key);
count++;
if (count == iterations)
break;
}
//Remove cached entries.
int cCount = intCache.Count;
for (int i = 0; i < cCount; i++)
RecentlyDespawnedIds.Remove(intCache[i]);
CollectionCaches.Store(intCache);
}
///
/// Returns if an objectId was recently despawned.
///
/// ObjectId to check.
/// Passed ticks to be within to be considered recently despawned.
/// True if an objectId was despawned with specified number of ticks.
public bool RecentlyDespawned(int objectId, uint ticks)
{
uint despawnTick;
if (!RecentlyDespawnedIds.TryGetValue(objectId, out despawnTick))
return false;
return ((NetworkManager.TimeManager.LocalTick - despawnTick) <= ticks);
}
///
/// Adds to objects pending destroy due to clientHost environment.
///
///
internal void AddToPending(NetworkObject nob)
{
_pendingDestroy.Add(nob);
}
///
/// Tries to removes objectId from PendingDestroy and returns if successful.
///
internal bool RemoveFromPending(NetworkObject nob)
{
return _pendingDestroy.Remove(nob);
}
///
/// Returns a NetworkObject in PendingDestroy.
///
internal NetworkObject GetFromPending(int objectId)
{
/* Becomes true if there was a null entry and pending must be rebuilt.
* This would be very uncommon */
bool rebuildPending = false;
foreach (NetworkObject n in _pendingDestroy)
{
if (n == null)
{
rebuildPending = true;
continue;
}
if (n.ObjectId == objectId)
return n;
}
if (rebuildPending)
{
HashSet newPending = CollectionCaches.RetrieveHashSet();
foreach (NetworkObject n in _pendingDestroy)
{
if (n != null)
newPending.Add(n);
}
CollectionCaches.Store(_pendingDestroy);
_pendingDestroy = newPending;
}
//Fall through, nothing found.
return null;
}
///
/// Destroys NetworkObjects pending for destruction.
///
internal void DestroyPending()
{
foreach (NetworkObject item in _pendingDestroy)
{
if (item != null)
UnityEngine.Object.Destroy(item.gameObject);
}
_pendingDestroy.Clear();
}
///
/// Despawns an object over the network.
///
internal override void Despawn(NetworkObject networkObject, DespawnType despawnType, bool asServer)
{
//Default as false, will change if needed.
bool predictedDespawn = false;
if (networkObject == null)
{
base.NetworkManager.LogWarning($"NetworkObject cannot be despawned because it is null.");
return;
}
if (networkObject.IsDeinitializing)
{
base.NetworkManager.LogWarning($"Object {networkObject.name} cannot be despawned because it is already deinitializing.");
return;
}
if (!NetworkManager.ServerManager.Started)
{
//Neither server nor client are started.
if (!NetworkManager.ClientManager.Started)
{
base.NetworkManager.LogWarning("Cannot despawn object because server nor client are active.");
return;
}
//Server has predicted spawning disabled.
if (!NetworkManager.ServerManager.GetAllowPredictedSpawning())
{
base.NetworkManager.LogWarning("Cannot despawn object because server is not active and predicted spawning is not enabled.");
return;
}
//Various predicted despawn checks.
if (!base.CanPredictedDespawn(networkObject, NetworkManager.ClientManager.Connection, false))
return;
predictedDespawn = true;
}
if (!networkObject.gameObject.scene.IsValid())
{
base.NetworkManager.LogError($"{networkObject.name} is a prefab. You must instantiate the prefab first, then use Spawn on the instantiated copy.");
return;
}
if (predictedDespawn)
{
base.NetworkManager.ClientManager.Objects.PredictedDespawn(networkObject);
}
else
{
FinalizeDespawn(networkObject, despawnType);
RecentlyDespawnedIds[networkObject.ObjectId] = base.NetworkManager.TimeManager.LocalTick;
base.Despawn(networkObject, despawnType, asServer);
}
}
///
/// Called when a NetworkObject is destroyed without being deactivated first.
///
///
internal override void NetworkObjectDestroyed(NetworkObject nob, bool asServer)
{
//Only finalize despawn if not already deinitialized.
if (!nob.IsDeinitializing)
FinalizeDespawn(nob, DespawnType.Destroy);
base.NetworkObjectDestroyed(nob, asServer);
}
///
/// Finalizes the despawn process. By the time this is called the object is considered unaccessible.
///
///
private void FinalizeDespawn(NetworkObject nob, DespawnType despawnType)
{
List dirtiedNbs = _dirtySyncTypeBehaviours;
if (nob != null && nob.ObjectId != NetworkObject.UNSET_OBJECTID_VALUE)
{
// Write out any pending sync types and be sure to clear from the dirty list
// to avoid trying to write out a despawned object later on.
for (int i = 0, count = nob.NetworkBehaviours.Count; i < count; ++i)
{
NetworkBehaviour nb = nob.NetworkBehaviours[i];
if (nb.SyncTypeDirty && nb.WriteDirtySyncTypes((SyncTypeWriteFlag.ForceReliable | SyncTypeWriteFlag.IgnoreInterval)))
dirtiedNbs.Remove(nb);
}
WriteDespawnAndSend(nob, despawnType);
CacheObjectId(nob);
}
}
///
/// Writes a despawn and sends it to clients.
///
private void WriteDespawnAndSend(NetworkObject nob, DespawnType despawnType)
{
HashSet observers = nob.Observers;
if (observers.Count == 0)
return;
PooledWriter everyoneWriter = WriterPool.Retrieve();
WriteDespawn(nob, despawnType, everyoneWriter);
ArraySegment despawnSegment = everyoneWriter.GetArraySegment();
//Add observers to a list cache.
List cache = CollectionCaches.RetrieveList();
/* Must be added into a new collection because the
* user might try and modify the observers in the despawn, which
* would cause a collection modified error. */
cache.AddRange(observers);
int cacheCount = cache.Count;
for (int i = 0; i < cacheCount; i++)
{
//Invoke ondespawn and send despawn.
NetworkConnection conn = cache[i];
nob.InvokeOnServerDespawn(conn);
NetworkManager.TransportManager.SendToClient((byte)Channel.Reliable, despawnSegment, conn);
//Remove from observers.
//nob.Observers.Remove(conn);
}
everyoneWriter.Store();
CollectionCaches.Store(cache);
}
///
/// Reads a predicted despawn.
///
internal void ReadDespawn(Reader reader, NetworkConnection conn)
{
NetworkObject nob = reader.ReadNetworkObject();
//Maybe server destroyed the object so don't kick if null.
if (nob == null)
return;
if (nob.IsDeinitializing)
return;
//Various predicted despawn checks.
if (!base.CanPredictedDespawn(nob, conn, true))
return;
//Despawn object.
nob.Despawn();
}
#endregion
}
}