mirror of
https://github.com/Dadechin/Unity-WebSocket.git
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499 lines
20 KiB
C#
499 lines
20 KiB
C#
using FishNet.Connection;
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using FishNet.Documenting;
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using FishNet.Managing.Server;
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using FishNet.Object;
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using FishNet.Transporting;
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using GameKit.Dependencies.Utilities;
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using System.Collections.Generic;
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using FishNet.Managing;
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using UnityEngine;
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namespace FishNet.Observing
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{
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/// <summary>
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/// Controls which clients can see and get messages for an object.
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(NetworkObject))]
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[AddComponentMenu("FishNet/Component/NetworkObserver")]
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public sealed class NetworkObserver : MonoBehaviour
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{
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#region Types.
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/// <summary>
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/// How ObserverManager conditions are used.
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/// </summary>
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public enum ConditionOverrideType
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{
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/// <summary>
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/// Keep current conditions, add new conditions from manager.
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/// </summary>
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AddMissing = 1,
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/// <summary>
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/// Replace current conditions with manager conditions.
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/// </summary>
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UseManager = 2,
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/// <summary>
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/// Keep current conditions, ignore manager conditions.
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/// </summary>
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IgnoreManager = 3,
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}
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#endregion
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#region Internal.
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/// <summary>
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/// True if the ObserverManager had already added conditions for this component.
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/// </summary>
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internal bool ConditionsSetByObserverManager;
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#endregion
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#region Serialized.
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/// <summary>
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///
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/// </summary>
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[Tooltip("How ObserverManager conditions are used.")]
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[SerializeField]
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private ConditionOverrideType _overrideType = ConditionOverrideType.IgnoreManager;
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/// <summary>
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/// How ObserverManager conditions are used.
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/// </summary>
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public ConditionOverrideType OverrideType
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{
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get => _overrideType;
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internal set => _overrideType = value;
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}
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/// <summary>
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///
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/// </summary>
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[Tooltip("True to update visibility for clientHost based on if they are an observer or not.")]
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[SerializeField]
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private bool _updateHostVisibility = true;
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/// <summary>
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/// True to update visibility for clientHost based on if they are an observer or not.
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/// </summary>
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public bool UpdateHostVisibility
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{
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get => _updateHostVisibility;
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private set => _updateHostVisibility = value;
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}
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/// <summary>
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///
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/// </summary>
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[Tooltip("Conditions connections must met to be added as an observer. Multiple conditions may be used.")]
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[SerializeField]
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internal List<ObserverCondition> _observerConditions = new();
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/// <summary>
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/// Conditions connections must met to be added as an observer. Multiple conditions may be used.
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/// </summary>
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public IReadOnlyList<ObserverCondition> ObserverConditions => _observerConditions;
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[APIExclude]
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#if MIRROR
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public List<ObserverCondition> ObserverConditionsInternal
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#else
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internal List<ObserverCondition> ObserverConditionsInternal
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#endif
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{
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get => _observerConditions;
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set => _observerConditions = value;
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}
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#endregion
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#region Private.
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/// <summary>
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/// Conditions under this component which are timed.
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/// </summary>
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private List<ObserverCondition> _timedConditions;
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/// <summary>
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/// Connections which have all non-timed conditions met.
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/// </summary>
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private HashSet<NetworkConnection> _nonTimedMet;
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/// <summary>
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/// NetworkObject this belongs to.
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/// </summary>
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private NetworkObject _networkObject;
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/// <summary>
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/// Becomes true when registered with ServerObjects as Timed observers.
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/// </summary>
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private bool _registeredAsTimed;
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/// <summary>
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/// True if was initialized previously.
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/// </summary>
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private bool _conditionsInitializedPreviously;
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/// <summary>
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/// True if currently initialized.
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/// </summary>
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private bool _initialized;
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/// <summary>
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/// True if ParentNetworkObject was visible last iteration.
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/// This value will also be true if there is no ParentNetworkObject.
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/// </summary>
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private bool _lastParentVisible;
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/// <summary>
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/// ServerManager for this script.
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/// </summary>
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private ServerManager _serverManager;
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/// <summary>
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/// Becomes true if there are non-timed, normal conditions.
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/// </summary>
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private bool _hasNormalConditions;
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#endregion
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/// <summary>
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/// Deinitializes for reuse or clean up.
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/// </summary>
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/// <param name="destroyed"></param>
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internal void Deinitialize(bool destroyed)
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{
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_lastParentVisible = false;
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if (_nonTimedMet != null)
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_nonTimedMet.Clear();
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UnregisterTimedConditions();
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if (_serverManager != null)
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_serverManager.OnRemoteConnectionState -= ServerManager_OnRemoteConnectionState;
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if (_conditionsInitializedPreviously)
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{
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_hasNormalConditions = false;
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foreach (ObserverCondition item in _observerConditions)
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{
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item.Deinitialize(destroyed);
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/* Use GetInstanceId to ensure the object is actually
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* instantiated. If Id is negative, then it's instantiated
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* and not a reference to the original object. */
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if (destroyed && item.GetInstanceID() < 0)
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Destroy(item);
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}
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//Clean up lists.
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if (destroyed)
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{
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_observerConditions.Clear();
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CollectionCaches<ObserverCondition>.Store(_timedConditions);
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CollectionCaches<NetworkConnection>.Store(_nonTimedMet);
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}
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}
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_serverManager = null;
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_networkObject = null;
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_initialized = false;
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}
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/// <summary>
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/// Initializes this script for use.
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/// </summary>
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internal void Initialize(NetworkObject networkObject)
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{
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if (_initialized)
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return;
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_networkObject = networkObject;
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_serverManager = _networkObject.ServerManager;
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_serverManager.OnRemoteConnectionState += ServerManager_OnRemoteConnectionState;
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bool observerFound = _conditionsInitializedPreviously;
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if (!_conditionsInitializedPreviously)
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{
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_conditionsInitializedPreviously = true;
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bool ignoringManager = (OverrideType == ConditionOverrideType.IgnoreManager);
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//Check to override SetHostVisibility.
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if (!ignoringManager)
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UpdateHostVisibility = networkObject.ObserverManager.UpdateHostVisibility;
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/* Sort the conditions so that normal conditions are first.
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* This prevents normal conditions from being skipped if a timed
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* condition fails before the normal passed.
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*
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* Example: Let's say an object has a distance and scene condition, with
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* the distance condition being first. Normal conditions are only checked
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* as the change occurs, such as when the scene was loaded. So if the client
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* loaded into the scene and they were not within the distance the condition
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* iterations would skip remaining, which would be the scene condition. As
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* result normal conditions (non timed) would never be met since they are only
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* checked as-needed, in this case during a scene change.
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*
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* By moving normal conditions to the front they will always be checked first
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* and timed can update at intervals per expectancy. This could also be resolved
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* by simply not exiting early when a condition fails but that's going to
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* cost hotpath performance where sorting is only done once. */
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//Initialize collections.
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_nonTimedMet = CollectionCaches<NetworkConnection>.RetrieveHashSet();
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//Caches for ordering.
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List<ObserverCondition> nonTimedConditions = CollectionCaches<ObserverCondition>.RetrieveList();
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List<ObserverCondition> timedConditions = CollectionCaches<ObserverCondition>.RetrieveList();
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foreach (ObserverCondition condition in _observerConditions)
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{
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if (condition == null)
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continue;
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observerFound = true;
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/* Make an instance of each condition so values are
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* not overwritten when the condition exist more than
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* once in the scene. Double-edged sword of using scriptable
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* objects for conditions. */
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ObserverCondition ocCopy = Instantiate(condition);
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//Condition type.
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ObserverConditionType oct = ocCopy.GetConditionType();
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if (oct == ObserverConditionType.Timed)
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{
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timedConditions.AddOrdered(ocCopy);
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}
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else
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{
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_hasNormalConditions = true;
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nonTimedConditions.AddOrdered(ocCopy);
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}
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}
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//Add to condition collection as ordered now.
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_observerConditions.Clear();
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//Non timed.
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for (int i = 0; i < nonTimedConditions.Count; i++)
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_observerConditions.Add(nonTimedConditions[i]);
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//Timed.
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_timedConditions = CollectionCaches<ObserverCondition>.RetrieveList();
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foreach (ObserverCondition timedCondition in timedConditions)
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{
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_observerConditions.Add(timedCondition);
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_timedConditions.Add(timedCondition);
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}
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//Store caches.
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CollectionCaches<ObserverCondition>.Store(nonTimedConditions);
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CollectionCaches<ObserverCondition>.Store(timedConditions);
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}
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if (observerFound)
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{
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//Initialize conditions.
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for (int i = 0; i < _observerConditions.Count; i++)
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_observerConditions[i].Initialize(_networkObject);
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RegisterTimedConditions();
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}
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_initialized = true;
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}
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/// <summary>
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/// Returns a condition if found within Conditions.
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/// </summary>
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/// <returns></returns>
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public ObserverCondition GetObserverCondition<T>() where T : ObserverCondition
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{
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/* Do not bother setting local variables,
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* condition collections aren't going to be long
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* enough to make doing so worth while. */
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System.Type conditionType = typeof(T);
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for (int i = 0; i < _observerConditions.Count; i++)
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{
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if (_observerConditions[i].GetType() == conditionType)
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return _observerConditions[i];
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}
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//Fall through, not found.
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return null;
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}
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/// <summary>
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/// Returns ObserverStateChange by comparing conditions for a connection.
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/// </summary>
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/// <returns>True if added to Observers.</returns>
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internal ObserverStateChange RebuildObservers(NetworkConnection connection, bool timedOnly)
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{
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if (!_initialized)
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{
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string goName = (gameObject == null) ? "Empty" : gameObject.name;
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NetworkManagerExtensions.LogError($"{GetType().Name} is not initialized on NetworkObject [{goName}]. RebuildObservers should not be called. If you are able to reproduce this error consistently please report this issue.");
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return ObserverStateChange.Unchanged;
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}
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bool currentlyAdded = (_networkObject.Observers.Contains(connection));
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//True if all conditions are met.
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bool allConditionsMet = true;
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/* If cnnection is owner then they can see the object. */
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bool notOwner = (connection != _networkObject.Owner);
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/* Only check conditions if not owner. Owner will always
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* have visibility. */
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if (notOwner)
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{
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bool parentVisible = true;
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if (_networkObject.CurrentParentNetworkBehaviour != null)
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parentVisible = _networkObject.CurrentParentNetworkBehaviour.NetworkObject.Observers.Contains(connection);
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/* If parent is visible but was not previously
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* then unset timedOnly to make sure all conditions
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* are checked again. This ensures that the _nonTimedMet
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* collection is updated. */
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if (parentVisible && !_lastParentVisible)
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timedOnly = false;
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_lastParentVisible = parentVisible;
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//If parent is not visible no further checks are required.
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if (!parentVisible)
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{
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allConditionsMet = false;
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}
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//Parent is visible, perform checks.
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else
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{
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//Only need to check beyond this if conditions exist.
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if (_observerConditions.Count > 0)
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{
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/* True if all conditions are timed or
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* if connection has met non timed. */
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bool startNonTimedMet = (!_hasNormalConditions || _nonTimedMet.Contains(connection));
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/* If a timed update an1d nonTimed
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* have not been met then there's
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* no reason to check timed. */
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if (timedOnly && !startNonTimedMet)
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{
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allConditionsMet = false;
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}
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else
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{
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//Becomes true if a non-timed condition fails.
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bool nonTimedMet = true;
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List<ObserverCondition> collection = (timedOnly) ? _timedConditions : _observerConditions;
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for (int i = 0; i < collection.Count; i++)
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{
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ObserverCondition condition = collection[i];
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/* If any observer returns removed then break
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* from loop and return removed. If one observer has
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* removed then there's no reason to iterate
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* the rest.
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*
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* A condition is automatically met if it's not enabled. */
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bool notProcessed = false;
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bool conditionMet = (!condition.GetIsEnabled() || condition.ConditionMet(connection, currentlyAdded, out notProcessed));
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if (notProcessed)
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conditionMet = currentlyAdded;
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//Condition not met.
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if (!conditionMet)
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{
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allConditionsMet = false;
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if (condition.GetConditionType() != ObserverConditionType.Timed)
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nonTimedMet = false;
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break;
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}
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}
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//If nonTimedMet changed.
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if (startNonTimedMet != nonTimedMet)
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{
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/* If the collection was iterated without breaks
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* then add to nontimed met. */
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if (nonTimedMet)
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_nonTimedMet.Add(connection);
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//If there were breaks not all conditions were checked.
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else
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_nonTimedMet.Remove(connection);
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}
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}
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}
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}
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}
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//If all conditions met.
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if (allConditionsMet)
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return ReturnPassedConditions(currentlyAdded);
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else
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return ReturnFailedCondition(currentlyAdded);
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}
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/// <summary>
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/// Registers timed observer conditions.
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/// </summary>
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private void RegisterTimedConditions()
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{
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if (_timedConditions == null || _timedConditions.Count == 0)
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return;
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if (_registeredAsTimed)
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return;
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_registeredAsTimed = true;
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if (_serverManager == null)
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return;
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_serverManager.Objects.AddTimedNetworkObserver(_networkObject);
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}
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/// <summary>
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/// Unregisters timed conditions.
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/// </summary>
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private void UnregisterTimedConditions()
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{
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if (_timedConditions == null || _timedConditions.Count == 0)
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return;
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if (!_registeredAsTimed)
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return;
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_registeredAsTimed = false;
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if (_serverManager == null)
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return;
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_serverManager.Objects.RemoveTimedNetworkObserver(_networkObject);
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}
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/// <summary>
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/// Returns an ObserverStateChange when a condition fails.
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/// </summary>
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/// <param name="currentlyAdded"></param>
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/// <returns></returns>
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private ObserverStateChange ReturnFailedCondition(bool currentlyAdded)
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{
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if (currentlyAdded)
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return ObserverStateChange.Removed;
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else
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return ObserverStateChange.Unchanged;
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}
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/// <summary>
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/// Returns an ObserverStateChange when all conditions pass.
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/// </summary>
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/// <param name="currentlyAdded"></param>
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/// <returns></returns>
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private ObserverStateChange ReturnPassedConditions(bool currentlyAdded)
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{
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if (currentlyAdded)
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return ObserverStateChange.Unchanged;
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else
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return ObserverStateChange.Added;
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}
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/// <summary>
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/// Called when a remote client state changes with the server.
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/// </summary>
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private void ServerManager_OnRemoteConnectionState(NetworkConnection conn, RemoteConnectionStateArgs arg2)
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{
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if (arg2.ConnectionState == RemoteConnectionState.Stopped)
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_nonTimedMet.Remove(conn);
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}
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/// <summary>
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/// Sets a new value for UpdateHostVisibility.
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/// This does not immediately update renderers.
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/// You may need to combine with NetworkObject.SetRenderersVisible(bool).
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/// </summary>
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/// <param name="value">New value.</param>
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public void SetUpdateHostVisibility(bool value)
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{
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//Unchanged.
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if (value == UpdateHostVisibility)
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return;
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UpdateHostVisibility = value;
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}
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}
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} |