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