Unity-WebSocket/Assets/FishNet/Runtime/Managing/Object/ManagedObjects.cs
2025-06-28 11:28:54 +03:30

507 lines
20 KiB
C#

#if UNITY_EDITOR || DEVELOPMENT_BUILD
#define DEVELOPMENT
#endif
using FishNet.Component.Observing;
using FishNet.Connection;
using FishNet.Managing.Logging;
using FishNet.Managing.Utility;
using FishNet.Object;
using FishNet.Serializing;
using FishNet.Transporting;
using FishNet.Utility.Extension;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Security.Cryptography;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Managing.Object
{
public abstract partial class ManagedObjects
{
#region Public.
/// <summary>
/// NetworkObjects which are currently active.
/// </summary>
public Dictionary<int, NetworkObject> Spawned = new();
#endregion
#region Protected.
/// <summary>
/// Returns the next ObjectId to use.
/// </summary>
protected internal virtual bool GetNextNetworkObjectId(out int nextNetworkObjectId)
{
nextNetworkObjectId = NetworkObject.UNSET_OBJECTID_VALUE;
return false;
}
/// <summary>
/// NetworkManager handling this.
/// </summary>
protected NetworkManager NetworkManager { get; private set; }
/// <summary>
/// Objects in currently loaded scenes. These objects can be active or inactive.
/// Key is the objectId while value is the object. Key is not the same as NetworkObject.ObjectId.
/// </summary>
protected Dictionary<ulong, NetworkObject> SceneObjects_Internal = new();
/// <summary>
/// Objects in currently loaded scenes. These objects can be active or inactive.
/// Key is the objectId while value is the object. Key is not the same as NetworkObject.ObjectId.
/// </summary>
public IReadOnlyDictionary<ulong, NetworkObject> SceneObjects => SceneObjects_Internal;
#endregion
#region Private.
/// <summary>
/// Cached HashGrid. Will be null if not used.
/// </summary>
private HashGrid _hashGrid;
#endregion
protected virtual void Initialize(NetworkManager manager)
{
NetworkManager = manager;
manager.TryGetInstance(out _hashGrid);
}
/// <summary>
/// Subscribes to SceneManager.SceneLoaded event.
/// </summary>
/// <param name="subscribe"></param>
internal void SubscribeToSceneLoaded(bool subscribe)
{
if (subscribe)
SceneManager.sceneLoaded += SceneManager_sceneLoaded;
else
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
}
/// <summary>
/// Called when a scene is loaded.
/// </summary>
/// <param name="s"></param>
/// <param name="arg1"></param>
protected internal virtual void SceneManager_sceneLoaded(Scene s, LoadSceneMode arg1) { }
/// <summary>
/// Called when a NetworkObject runs Deactivate.
/// </summary>
/// <param name="nob"></param>
internal virtual void NetworkObjectDestroyed(NetworkObject nob, bool asServer)
{
if (nob == null)
return;
RemoveFromSpawned(nob, fromOnDestroy: true, asServer);
}
/// <summary>
/// Removes a NetworkedObject from spawned.
/// </summary>
protected virtual void RemoveFromSpawned(NetworkObject nob, bool fromOnDestroy, bool asServer)
{
Spawned.Remove(nob.ObjectId);
//Do the same with SceneObjects.
if (fromOnDestroy && nob.IsSceneObject)
RemoveFromSceneObjects(nob);
}
/// <summary>
/// Despawns a NetworkObject.
/// </summary>
internal virtual void Despawn(NetworkObject nob, DespawnType despawnType, bool asServer)
{
if (nob == null)
{
NetworkManager.LogWarning($"Cannot despawn a null NetworkObject.");
return;
}
/* If not asServer and the object is not initialized on client
* then it likely is already despawned. This bit of code should
* never be reached as checks should be placed before-hand. */
if (!asServer && !nob.IsClientInitialized)
{
NetworkManager.LogError($"Object {nob.ToString()} is already despawned. Please report this error.");
return;
}
//True if should be destroyed, false if deactivated.
bool destroy = false;
bool wasRemovedFromPending = false;
/* Only modify object state if asServer,
* or !asServer and not host. This is so clients, when acting as
* host, don't destroy objects they lost observation of. */
/* Nested prefabs can never be destroyed. Only check to
* destroy if not nested. By nested prefab, this means the object
* despawning is part of another prefab that is also a spawned
* network object. */
if (!nob.IsNested)
{
//If as server.
if (asServer)
{
//Scene object.
if (!nob.IsSceneObject)
{
/* If client-host has visibility
* then disable and wait for client-host to get destroy
* message. Otherwise destroy immediately. */
if (nob.Observers.Contains(NetworkManager.ClientManager.Connection))
NetworkManager.ServerManager.Objects.AddToPending(nob);
else
destroy = true;
}
}
//Not as server.
else
{
bool isServer = NetworkManager.IsServerStarted;
//Only check to destroy if not a scene object.
if (!nob.IsSceneObject)
{
/* If was removed from pending then also destroy.
* Pending objects are ones that exist on the server
* side only to await destruction from client side.
* Objects can also be destroyed if server is not
* active. */
wasRemovedFromPending = NetworkManager.ServerManager.Objects.RemoveFromPending(nob);
destroy = (!isServer || wasRemovedFromPending);
}
}
}
TryUnsetParent();
/* If this had a parent set at runtime then
* unset parent before checks are completed.
* If we did not do this then this nob would
* just be disabled beneath its runtime parent,
* when it should be pooled separately or destroyed. */
void TryUnsetParent()
{
if (!asServer || wasRemovedFromPending)
{
if (nob.RuntimeParentNetworkBehaviour != null)
{
nob.UnsetParent();
/* DespawnType also has to be updated to use default
* for the networkObject since this despawn is happening
* automatically. */
despawnType = nob.GetDefaultDespawnType();
}
}
}
nob.SetIsDestroying(despawnType);
//Deinitialize to invoke callbacks.
nob.Deinitialize(asServer);
//Remove from match condition only if server.
if (asServer)
MatchCondition.RemoveFromMatchWithoutRebuild(nob, NetworkManager);
RemoveFromSpawned(nob, false, asServer);
//If to destroy.
if (destroy)
{
if (despawnType == DespawnType.Destroy)
UnityEngine.Object.Destroy(nob.gameObject);
else
NetworkManager.StorePooledInstantiated(nob, asServer);
}
/* If to potentially disable instead of destroy.
* This is such as something is despawning server side
* but a clientHost is present, or if a scene object. */
else
{
//If as server.
if (asServer)
{
/* If not clientHost the object can be disabled.
*
* Also, if clientHost and clientHost is not an observer, the object
* can be disabled. */
//If not clientHost then the object can be disabled.
if (!NetworkManager.IsClientStarted || !nob.Observers.Contains(NetworkManager.ClientManager.Connection))
nob.gameObject.SetActive(false);
}
//Not as server.
else
{
//If the server is not active then the object can be disabled.
if (!NetworkManager.IsServerStarted)
{
nob.gameObject.SetActive(false);
}
//If also server then checks must be done.
else
{
/* Object is still spawned on the server side. This means
* the clientHost likely lost visibility. When this is the case
* update clientHost renderers. */
if (NetworkManager.ServerManager.Objects.Spawned.ContainsKey(nob.ObjectId))
nob.SetRenderersVisible(false);
/* No longer spawned on the server, can
* deactivate on the client. */
else
nob.gameObject.SetActive(false);
}
}
/* Also despawn child objects.
* This only must be done when not destroying
* as destroying would result in the despawn being
* forced.
*
* Only run if asServer as well. The server will send
* individual despawns for each child. */
if (asServer)
{
List<NetworkObject> childNobs = nob.GetNetworkObjects(GetNetworkObjectOption.AllNested);
foreach (NetworkObject childNob in childNobs)
{
if (childNob != null && !childNob.IsDeinitializing)
Despawn(childNob, despawnType, asServer: true);
}
}
}
}
/// <summary>
/// Initializes a prefab, not to be mistaken for initializing a spawned object.
/// </summary>
/// <param name="prefab">Prefab to initialize.</param>
/// <param name="index">Index within spawnable prefabs.</param>
public static void InitializePrefab(NetworkObject prefab, int index, ushort? collectionId = null)
{
const int invalidIndex = -1;
if (index == invalidIndex)
{
Debug.LogError($"An index of {invalidIndex} cannot be assigned as a PrefabId for {prefab.name}.");
return;
}
if (prefab == null)
return;
prefab.PrefabId = (ushort)index;
if (collectionId != null)
prefab.SpawnableCollectionId = collectionId.Value;
prefab.SetInitializedValues(null, force: true);
}
/// <summary>
/// Despawns Spawned NetworkObjects. Scene objects will be disabled, others will be destroyed.
/// </summary>
internal virtual void DespawnWithoutSynchronization(bool recursive, bool asServer)
{
foreach (NetworkObject nob in Spawned.Values)
{
if (nob == null)
continue;
DespawnWithoutSynchronization(nob, recursive, asServer, nob.GetDefaultDespawnType(), removeFromSpawned: false);
}
Spawned.Clear();
}
/// <summary>
/// Despawns a network object.
/// </summary>
/// <param name="nob"></param>
protected virtual void DespawnWithoutSynchronization(NetworkObject nob, bool recursive, bool asServer, DespawnType despawnType, bool removeFromSpawned)
{
#if FISHNET_STABLE_RECURSIVE_DESPAWNS
recursive = false;
#endif
GetNetworkObjectOption getOption = (recursive) ? GetNetworkObjectOption.All : GetNetworkObjectOption.Self;
List<NetworkObject> allNobs = nob.GetNetworkObjects(getOption);
//True if can deactivate or destroy.
bool canCleanup = (asServer || !NetworkManager.IsServerStarted);
foreach (NetworkObject lNob in allNobs)
{
lNob.SetIsDestroying(despawnType);
lNob.Deinitialize(asServer);
if (canCleanup && removeFromSpawned)
RemoveFromSpawned(lNob, fromOnDestroy: false, asServer);
}
/* Only need to check the first nob. If it's stored, deactivated,
* or destroyed, the rest will follow. */
if (canCleanup)
{
NetworkObject firstNob = allNobs[0];
if (firstNob.IsSceneObject || firstNob.IsInitializedNested)
{
firstNob.gameObject.SetActive(value: false);
}
else
{
if (despawnType == DespawnType.Destroy)
UnityEngine.Object.Destroy(firstNob.gameObject);
else
NetworkManager.StorePooledInstantiated(firstNob, asServer);
}
}
CollectionCaches<NetworkObject>.Store(allNobs);
}
/// <summary>
/// Adds a NetworkObject to Spawned.
/// </summary>
internal virtual void AddToSpawned(NetworkObject nob, bool asServer)
{
Spawned[nob.ObjectId] = nob;
}
/// <summary>
/// Adds a NetworkObject to SceneObjects.
/// </summary>
protected internal void AddToSceneObjects(NetworkObject nob)
{
SceneObjects_Internal[nob.SceneId] = nob;
}
/// <summary>
/// Removes a NetworkObject from SceneObjects.
/// </summary>
/// <param name="nob"></param>
protected internal void RemoveFromSceneObjects(NetworkObject nob)
{
SceneObjects_Internal.Remove(nob.SceneId);
}
/// <summary>
/// Removes a NetworkObject from SceneObjects.
/// </summary>
/// <param name="nob"></param>
protected internal void RemoveFromSceneObjects(ulong sceneId)
{
SceneObjects_Internal.Remove(sceneId);
}
/// <summary>
/// Finds a NetworkObject within Spawned.
/// </summary>
/// <param name="objectId"></param>
/// <returns></returns>
protected internal NetworkObject GetSpawnedNetworkObject(int objectId)
{
NetworkObject r;
if (!Spawned.TryGetValueIL2CPP(objectId, out r))
NetworkManager.LogError($"Spawned NetworkObject not found for ObjectId {objectId}.");
return r;
}
/// <summary>
/// Tries to skip data length for a packet.
/// </summary>
/// <param name="packetId"></param>
/// <param name="reader"></param>
/// <param name="dataLength"></param>
protected internal void SkipDataLength(ushort packetId, PooledReader reader, int dataLength, int rpcLinkObjectId = -1)
{
/* -1 means length wasn't set, which would suggest a reliable packet.
* Object should never be missing for reliable packets since spawns
* and despawns are reliable in order. */
if (dataLength == (int)MissingObjectPacketLength.Reliable)
{
string msg;
bool isRpcLink = (packetId >= NetworkManager.StartingRpcLinkIndex);
if (isRpcLink)
{
msg = (rpcLinkObjectId == -1) ? $"RPCLink of Id {(PacketId)packetId} could not be found. Remaining data will be purged." : $"ObjectId {rpcLinkObjectId} for RPCLink {(PacketId)packetId} could not be found.";
}
else
{
msg = $"NetworkBehaviour could not be found for packetId {(PacketId)packetId}. Remaining data will be purged.";
}
/* Default logging for server is errors only. Use error on client and warning
* on servers to reduce chances of allocation attacks. */
#if DEVELOPMENT_BUILD || UNITY_EDITOR || !UNITY_SERVER
NetworkManager.LogError(msg);
#else
NetworkManager.LogWarning(msg);
#endif
reader.Clear();
}
/* If length is known then is unreliable packet. It's possible
* this packetId arrived before or after the object was spawned/destroyed.
* Skip past the data for this packet and use rest in reader. With non-linked
* RPCs length is sent before object information. */
else if (dataLength >= 0)
{
reader.Skip(Math.Min(dataLength, reader.Remaining));
}
/* -2 indicates the length is very long. Don't even try saving
* the packet, user shouldn't be sending this much data over unreliable. */
else if (dataLength == (int)MissingObjectPacketLength.PurgeRemaiming)
{
reader.Clear();
}
}
/// <summary>
/// Parses a ReplicateRpc.
/// </summary>
internal void ParseReplicateRpc(PooledReader reader, NetworkConnection conn, Channel channel)
{
#if DEVELOPMENT
NetworkBehaviour.ReadDebugForValidatedRpc(NetworkManager, reader, out int startReaderRemaining, out string rpcInformation, out uint expectedReadAmount);
#endif
NetworkBehaviour nb = reader.ReadNetworkBehaviour();
int dataLength = Packets.GetPacketLength((ushort)PacketId.ServerRpc, reader, channel);
if (nb != null && nb.IsSpawned)
nb.OnReplicateRpc(null, reader, conn, channel);
else
SkipDataLength((ushort)PacketId.ServerRpc, reader, dataLength);
#if DEVELOPMENT
NetworkBehaviour.TryPrintDebugForValidatedRpc(fromRpcLink: false, NetworkManager, reader, startReaderRemaining, rpcInformation, expectedReadAmount, channel);
#endif
}
#if DEVELOPMENT
/// <summary>
/// Checks to write a scene object's details into a writer.
/// </summary>
protected void CheckWriteSceneObjectDetails(NetworkObject nob, Writer w)
{
//Check to write additional information if a scene object.
if (NetworkManager.DebugManager.WriteSceneObjectDetails)
{
w.WriteString(nob.gameObject.scene.name);
w.WriteString(nob.gameObject.name);
}
}
/// <summary>
/// Checks to read a scene object's details and populates values if read was successful.
/// </summary>
protected void CheckReadSceneObjectDetails(Reader r, ref string sceneName, ref string objectName)
{
if (NetworkManager.DebugManager.WriteSceneObjectDetails)
{
sceneName = r.ReadStringAllocated();
objectName = r.ReadStringAllocated();
}
}
#endif
}
}