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(HasAuthority) + { + if (NetworkManager.DistributedAuthorityMode || (!NetworkManager.DistributedAuthorityMode && IsServer)) + { + NetworkUpdateLoop.RegisterNetworkUpdate(this, NetworkUpdateStage.PreLateUpdate); + } + } + base.OnNetworkPostSpawn(); + } + + public override void OnNetworkDespawn() + { + NetworkUpdateLoop.UnregisterNetworkUpdate(this, NetworkUpdateStage.PreLateUpdate); + base.OnNetworkDespawn(); + } + + public void NetworkUpdate(NetworkUpdateStage updateStage) + { + if (!IsSpawned || (NetworkManager && NetworkManager.ShutdownInProgress) || !Application.isFocused) + { + return; + } + + if (Input.GetKeyDown(KeyCode.Space) && BallPrefab) + { + var spawnPoint = transform.position + transform.forward * 2.5f; + var instance = NetworkObject.InstantiateAndSpawn(BallPrefab, NetworkManager, OwnerClientId, position: spawnPoint); + var rigidBody = instance.GetComponent(); + rigidBody.AddForce(transform.forward * 10.0f, ForceMode.Impulse); + } + } +} diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/BallSpawner.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/BallSpawner.cs.meta new file mode 100644 index 0000000000..121cccb4e3 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/BallSpawner.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1bcbefbda6f3b3a4ea50691c19dff1fc \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ExtendedNetworkManager.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ExtendedNetworkManager.cs new file mode 100644 index 0000000000..0bf2abc7b8 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ExtendedNetworkManager.cs @@ -0,0 +1,513 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Threading.Tasks; +using Unity.Netcode; +using Unity.Services.Authentication; +using Unity.Services.Core; +using Unity.Services.Multiplayer; +using UnityEngine; +using SessionState = Unity.Services.Multiplayer.SessionState; + +#region ExtendedNetworkManagerEditor +#if UNITY_EDITOR +using Unity.Netcode.Editor; +using UnityEditor; + +/// +/// The custom editor for the component. +/// +[CustomEditor(typeof(ExtendedNetworkManager), true)] +[CanEditMultipleObjects] +public class ExtendedNetworkManagerEditor : NetworkManagerEditor +{ + private SerializedProperty m_TargetFrameRate; + private SerializedProperty m_EnableVSync; + private SerializedProperty m_UseDAHost; + + public override void OnEnable() + { + m_TargetFrameRate = serializedObject.FindProperty(nameof(ExtendedNetworkManager.TargetFrameRate)); + m_EnableVSync = serializedObject.FindProperty(nameof(ExtendedNetworkManager.EnableVSync)); + m_UseDAHost = serializedObject.FindProperty(nameof(ExtendedNetworkManager.UseDAHost)); + base.OnEnable(); + } + + private void DisplayNetworkManagerBootstrapperProperties() + { + EditorGUILayout.PropertyField(m_TargetFrameRate); + EditorGUILayout.PropertyField(m_EnableVSync); + EditorGUILayout.PropertyField(m_UseDAHost); + } + + public override void OnInspectorGUI() + { + var extendedNetworkManager = target as ExtendedNetworkManager; + void SetExpanded(bool expanded) { extendedNetworkManager.NetworkManagerBootstrapperExpanded = expanded; } + ; + DrawFoldOutGroup(extendedNetworkManager.GetType(), DisplayNetworkManagerBootstrapperProperties, extendedNetworkManager.NetworkManagerBootstrapperExpanded, SetExpanded); + base.OnInspectorGUI(); + } +} +#endif +#endregion + +/// +/// An extended NetworkManager to handle the bootstrap loading process specific to a client-server +/// topology where one might want to have local server-side scenes, local client-side scenes, and shared (synchronized) scenes. +/// +/// +public class ExtendedNetworkManager : NetworkManager +{ + #region Validation +#if UNITY_EDITOR + // Inspector view expand/collapse settings for this derived child class + [HideInInspector] + public bool NetworkManagerBootstrapperExpanded; + protected override void OnValidateComponent() + { + m_OriginalVSyncCount = QualitySettings.vSyncCount; + CheckServiceStatus(); + base.OnValidateComponent(); + } + + private void CheckServiceStatus() + { + m_ServicesRegistered = CloudProjectSettings.organizationName != string.Empty && CloudProjectSettings.organizationId != string.Empty; + } +#endif + #endregion + + #region Properties + public static ExtendedNetworkManager Instance; + + public int TargetFrameRate = 100; + public bool EnableVSync = false; + public bool UseDAHost = true; + + [HideInInspector] + [SerializeField] + private int m_OriginalVSyncCount; + + private enum ConnectionStates + { + None, + Connecting, + Connected, + } + + private ConnectionStates m_ConnectionState; + + [SerializeField] + private bool m_ServicesRegistered; + private ISession m_CurrentSession; + private string m_SessionName; + private string m_ProfileName; + private Task m_SessionTask; + private SceneLoader m_SceneLoader; + + #endregion + + #region Initialization and Destroy + public static string GetRandomString(int length) + { + var r = new System.Random(); + return new string(Enumerable.Range(0, length).Select(_ => (char)r.Next('a', 'z')).ToArray()); + } + + public void SetFrameRate(int targetFrameRate, bool enableVsync) + { + Application.targetFrameRate = targetFrameRate; + QualitySettings.vSyncCount = enableVsync ? m_OriginalVSyncCount : 0; + } + + private void Awake() + { +#if UNITY_EDITOR + CheckServiceStatus(); +#endif + + Screen.SetResolution((int)(Screen.currentResolution.width * 0.40f), (int)(Screen.currentResolution.height * 0.40f), FullScreenMode.Windowed); + SetFrameRate(TargetFrameRate, EnableVSync); + SetSingleton(); + m_SceneLoader = GetComponent(); + } + + private async void Start() + { + OnClientConnectedCallback += OnClientConnected; + OnClientDisconnectCallback += OnClientDisconnect; + OnConnectionEvent += OnClientConnectionEvent; + + // Check to see if the project has been registered with an organization before trying to sign in + if (m_ServicesRegistered) + { + if (UnityServices.Instance != null && UnityServices.Instance.State != ServicesInitializationState.Initialized) + { + await UnityServices.InitializeAsync(); + } + if (!AuthenticationService.Instance.IsSignedIn) + { + AuthenticationService.Instance.SignInFailed += SignInFailed; + AuthenticationService.Instance.SignedIn += SignedIn; + if (string.IsNullOrEmpty(m_ProfileName)) + { + m_ProfileName = GetRandomString(5); + } + AuthenticationService.Instance.SwitchProfile(m_ProfileName); + await AuthenticationService.Instance.SignInAnonymouslyAsync(); + } + } + + // Handle bootstrap loading the main menu into main menu + // NOTE: A common issue is when you place the NetworkManager within the same "primary" scene to + // load. Using the bootstrap approach, the 1st scene loaded is the bootstrap scene that + // contains the NetworkManager and it is never reloaded for that application instance lifespan. + if (m_SceneLoader) + { + m_SceneLoader.LoadMainMenu(); + } + } + + private void OnDestroy() + { + OnClientConnectedCallback -= OnClientConnected; + OnClientDisconnectCallback -= OnClientDisconnect; + OnConnectionEvent -= OnClientConnectionEvent; + } + #endregion + + #region Session and Connection Event Handling + /// + /// Server and Clients all invoke this method + /// + private void OnClientConnectionEvent(NetworkManager networkManager, ConnectionEventData eventData) + { + LogMessage($"Connection event {eventData.EventType} for Client-{eventData.ClientId}."); + if (eventData.ClientId != LocalClientId) + { + return; + } + + switch (eventData.EventType) + { + case ConnectionEvent.ClientConnected: + { + m_ConnectionState = ConnectionStates.Connected; + break; + } + case ConnectionEvent.ClientDisconnected: + { + m_ConnectionState = ConnectionStates.None; + break; + } + } + } + + private void OnClientConnected(ulong clientId) + { + LogMessage($"Connected event invoked for Client-{clientId}."); + } + + private void OnClientDisconnect(ulong clientId) + { + LogMessage($"Disconnected event invoked for Client-{clientId}."); + } + + private void SignedIn() + { + AuthenticationService.Instance.SignedIn -= SignedIn; + Debug.Log($"Signed in anonymously with profile {m_ProfileName}"); + } + + private void SignInFailed(RequestFailedException error) + { + AuthenticationService.Instance.SignInFailed -= SignInFailed; + Debug.LogError($"Failed to sign in {m_ProfileName} anonymously: {error}"); + } + + private void SessionStarted() + { + OnClientStarted -= SessionStarted; + m_ConnectionState = IsServer && !IsHost ? ConnectionStates.Connected : ConnectionStates.Connecting; + if (IsServer) + { + LogMessage($"Server started session."); + } + else + { + LogMessage($"Client connecting to session."); + } + if (DistributedAuthorityMode && CMBServiceConnection) + { + m_SceneLoader.DAClientStarted(); + } + } + + private void SessionStopped(bool isHost) + { + LogMessage($"NetworkManager has stopped."); + OnClientStopped -= SessionStopped; + m_ConnectionState = ConnectionStates.None; + } + + private async Task ConnectThroughLiveService() + { + try + { + var options = new SessionOptions() + { + Name = m_SessionName, + MaxPlayers = 32 + }.WithDistributedAuthorityNetwork(); + + m_CurrentSession = await MultiplayerService.Instance.CreateOrJoinSessionAsync(m_SessionName, options); + return m_CurrentSession; + } + catch (Exception e) + { + LogMessage($"{e.Message}"); + Debug.LogException(e); + } + return null; + } + #endregion + + #region GUI Menu + public void StartOrConnectToDistributedAuthoritySession() + { + m_SessionTask = ConnectThroughLiveService(); + m_ConnectionState = ConnectionStates.Connecting; + LogMessage($"Connecting to session {m_SessionName}..."); + } + + private void OnUpdateGUIDisconnected() + { + GUILayout.BeginArea(new Rect(10, 10, 300, 800)); + + if (NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority) + { + if (!m_ServicesRegistered) + { + GUILayout.Label("Project-Settings:Services-General-Settings is not configured."); + GUILayout.Label("Distributed authority requires project to be registered with your organization's services account for authentication purposes."); + } + else + { + if (UseDAHost) + { + if (GUILayout.Button("Start DAHost")) + { + OnServerStopped += SessionStopped; + OnServerStarted += SessionStarted; + StartHost(); + } + else + if (GUILayout.Button("Start DAClient")) + { + OnClientStopped += SessionStopped; + OnClientStarted += SessionStarted; + StartClient(); + } + } + else + { + m_SessionName = GUILayout.TextField(m_SessionName); + if (GUILayout.Button("Create or Connect To Session")) + { + NetworkConfig.UseCMBService = true; + OnClientStopped += SessionStopped; + OnClientStarted += SessionStarted; + StartOrConnectToDistributedAuthoritySession(); + } + } + } + } + else + { + if (GUILayout.Button("Start Server")) + { + OnServerStopped += SessionStopped; + OnServerStarted += SessionStarted; + StartServer(); + } + else + if (GUILayout.Button("Start Host")) + { + OnServerStopped += SessionStopped; + OnServerStarted += SessionStarted; + StartHost(); + } + else + if (GUILayout.Button("Start Client")) + { + OnClientStopped += SessionStopped; + OnClientStarted += SessionStarted; + StartClient(); + } + } + GUILayout.EndArea(); + } + + private int OnUpdateGUIConnected(int yAxisOffset) + { + GUILayout.BeginArea(new Rect(10, 10, 800, 800)); + if (CMBServiceConnection) + { + GUILayout.Label($"Distributed Authority Session: {m_SessionName}"); + if (LocalClient.IsSessionOwner) + { + GUILayout.Label("[Session Owner]"); + yAxisOffset += 20; + } + } + else + { + GUILayout.Label($"Client-Server Session"); + } + GUILayout.EndArea(); + + GUILayout.BeginArea(new Rect(Display.main.renderingWidth - 230, 10, 220, 300)); + var endSessionText = IsServer && !DistributedAuthorityMode ? "Shutdown" : "Disconnect"; + if (GUILayout.Button(endSessionText)) + { + if (m_CurrentSession != null && m_CurrentSession.State == SessionState.Connected) + { + m_CurrentSession.LeaveAsync(); + m_CurrentSession = null; + } + else + { + Shutdown(); + } + } + + if (m_SceneLoader && !m_SceneLoader.SceneLoadingInProgress) + { + GUILayout.Label($"Current Scene: {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name}"); + if (IsSessionAuthority() && !m_SceneLoader.IsIntermissionActive()) + { + var buttonText = $"Load {m_SceneLoader.GetNextSceneNameToLoad()}"; + if (GUILayout.Button(buttonText)) + { + m_SceneLoader.LoadNextScene(); + } + } + } + + GUILayout.EndArea(); + + return yAxisOffset; + } + + private void OnGUI() + { + var yAxisOffset = 10; + switch (m_ConnectionState) + { + case ConnectionStates.None: + { + yAxisOffset = 80; + OnUpdateGUIDisconnected(); + break; + } + case ConnectionStates.Connected: + { + yAxisOffset = OnUpdateGUIConnected(40); + break; + } + } + + GUILayout.BeginArea(new Rect(10, yAxisOffset, 800, 800)); + if (m_MessageLogs.Count > 0) + { + GUILayout.Label("-----------(Log)-----------"); + // Display any messages logged to screen + foreach (var messageLog in m_MessageLogs) + { + GUILayout.Label(messageLog.Message); + } + GUILayout.Label("---------------------------"); + } + GUILayout.EndArea(); + } + #endregion + + #region Update and Status Methods + + public bool IsSceneEventInProgress() + { + return m_SceneLoader != null ? m_SceneLoader.SceneLoadingInProgress : false; + } + + private void UpdateRuntimeMessageConsole() + { + if (m_MessageLogs.Count == 0) + { + return; + } + + for (int i = m_MessageLogs.Count - 1; i >= 0; i--) + { + if (m_MessageLogs[i].ExpirationTime < Time.realtimeSinceStartup) + { + m_MessageLogs.RemoveAt(i); + } + } + } + + public bool IsSessionAuthority() + { + if (!DistributedAuthorityMode) + { + return IsServer; + } + else + { + return LocalClientId == CurrentSessionOwner; + } + } + + private void Update() + { + UpdateRuntimeMessageConsole(); + } + #endregion + + #region Message Logging + + private List m_MessageLogs = new List(); + + private class MessageLog + { + public string Message { get; private set; } + public float ExpirationTime { get; private set; } + + public MessageLog(string msg, float timeToLive) + { + Message = msg; + ExpirationTime = Time.realtimeSinceStartup + timeToLive; + } + } + + public void LogMessage(string msg, float timeToLive = 10.0f) + { + msg = $"[{Time.realtimeSinceStartup}] {msg}"; + if (m_MessageLogs.Count > 0) + { + m_MessageLogs.Insert(0, new MessageLog(msg, timeToLive)); + } + else + { + m_MessageLogs.Add(new MessageLog(msg, timeToLive)); + } + + Debug.Log(msg); + } + #endregion + + public ExtendedNetworkManager() + { + Instance = this; + } +} diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ExtendedNetworkManager.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ExtendedNetworkManager.cs.meta new file mode 100644 index 0000000000..8191d04fe9 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ExtendedNetworkManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fe30d8ed21de2f949939dab76d199705 \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/GenericBallLogic.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/GenericBallLogic.cs new file mode 100644 index 0000000000..12870896ce --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/GenericBallLogic.cs @@ -0,0 +1,50 @@ +using System.Linq; +using Unity.Netcode; + +public class GenericBallLogic : NetworkBehaviour +{ + public bool LogSpawnInfo; + private void Log(string message) + { + if (LogSpawnInfo) + { + ExtendedNetworkManager.Instance.LogMessage(message); + } + } + + public override void OnNetworkSpawn() + { + name = $"GenericBall-{NetworkObjectId}"; + Log($"[{name}] Spawned complete."); + base.OnNetworkSpawn(); + } + + protected override void OnNetworkPostSpawn() + { + Log($"[{name}] Spawned complete."); + UpdateColor(); + base.OnNetworkPostSpawn(); + } + + private void UpdateColor() + { + var ownerPlayer = NetworkManager.SpawnManager.GetPlayerNetworkObjects(OwnerClientId).Where((c)=> c.IsPlayerObject).First(); + if (ownerPlayer != null) + { + var playerColor = ownerPlayer.GetComponent(); + playerColor.SetObjectColor(NetworkObject); + } + } + + protected override void OnOwnershipChanged(ulong previous, ulong current) + { + UpdateColor(); + base.OnOwnershipChanged(previous, current); + } + + public override void OnNetworkDespawn() + { + Log($"[{name}] De-Spawning..."); + base.OnNetworkDespawn(); + } +} diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/GenericBallLogic.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/GenericBallLogic.cs.meta new file mode 100644 index 0000000000..c1445b0af6 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/GenericBallLogic.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3c3e1f4cd8aa7ff459c6ae59f1987a61 \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/IntermissionSpawnHandler.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/IntermissionSpawnHandler.cs new file mode 100644 index 0000000000..63674a9e45 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/IntermissionSpawnHandler.cs @@ -0,0 +1,34 @@ +using Unity.Netcode; +using UnityEngine.SceneManagement; + +public class IntermissionSpawnHandler : NetworkBehaviour +{ + private SceneIntermission m_SceneIntermission; + + private void Awake() + { + m_SceneIntermission = FindFirstObjectByType(); + } + + protected override void OnNetworkPostSpawn() + { + if (HasAuthority && m_SceneIntermission) + { + m_SceneIntermission.OnIntermissionActiveUpdate += OnIntermissionActiveUpdate; + DontDestroyOnLoad(gameObject); + } + base.OnNetworkPostSpawn(); + } + + private void OnIntermissionActiveUpdate(bool isActive) + { + if (!isActive) + { + SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene()); + } + else + { + DontDestroyOnLoad(gameObject); + } + } +} diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/IntermissionSpawnHandler.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/IntermissionSpawnHandler.cs.meta new file mode 100644 index 0000000000..13830c996f --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/IntermissionSpawnHandler.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d5bef0a623c59cb44952c2c7eb3106ca \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerColor.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerColor.cs new file mode 100644 index 0000000000..bced250858 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerColor.cs @@ -0,0 +1,59 @@ +using System; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; + +/// +/// Colors the player prefab instance based on client indentifier +/// +public class PlayerColor : NetworkBehaviour +{ + private static Color[] s_Colors = { Color.red, Color.green, Color.blue, Color.cyan, Color.magenta, Color.yellow }; + public bool ApplyColorToChildren; + public Color Color { get; private set; } + public List IgnoreChildren; + + public void SetObjectColor(NetworkObject objectToColor) + { + var meshRenderer = objectToColor.GetComponent(); + if (meshRenderer) + { + ulong colorIndex = objectToColor.OwnerClientId - (ulong)(NetworkManager.DistributedAuthorityMode && NetworkManager.CMBServiceConnection ? 1 : 0); + var objectColor = s_Colors[colorIndex % Convert.ToUInt64(s_Colors.Length)]; + meshRenderer.material.color = objectColor; + } + } + protected override void OnNetworkPostSpawn() + { + MeshRenderer meshRenderer = GetComponent(); + ulong myId = GetComponent().OwnerClientId - (ulong)(NetworkManager.DistributedAuthorityMode && NetworkManager.CMBServiceConnection ? 1 : 0); + Color = s_Colors[myId % Convert.ToUInt64(s_Colors.Length)]; + if (meshRenderer) + { + meshRenderer.material.color = Color; + if (ApplyColorToChildren) + { + var meshRenderers = GetComponentsInChildren(); + foreach (var childMeshRenderer in meshRenderers) + { + if (IgnoreChildren != null && IgnoreChildren.Contains(childMeshRenderer.gameObject)) + { + continue; + } + childMeshRenderer.material.color = Color; + } + } + } + + if (IsLocalPlayer) + { + var gameObject = FindAnyObjectByType(); + if (gameObject != null) + { + var serverHost = gameObject.GetComponent(); + serverHost?.SetColor(Color); + } + } + base.OnNetworkPostSpawn(); + } +} diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerColor.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerColor.cs.meta new file mode 100644 index 0000000000..989140cdc2 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerColor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c0d9ef34836eebc4bac2ab8ffc0d3e80 \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerMotion.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerMotion.cs new file mode 100644 index 0000000000..8abaa05ee4 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerMotion.cs @@ -0,0 +1,97 @@ +using Unity.Netcode.Components; +using UnityEngine; + + +#if UNITY_EDITOR +using Unity.Netcode.Editor; +using UnityEditor; + +// This bypases the default custom editor for NetworkTransform +// and lets you modify your custom NetworkTransform's properties +// within the inspector view +[CustomEditor(typeof(PlayerMotion), true)] +public class PlayerMotionHandlerEditor : NetworkTransformEditor +{ + private SerializedProperty m_Radius; + private SerializedProperty m_Speed; + + public override void OnEnable() + { + m_Radius = serializedObject.FindProperty(nameof(PlayerMotion.Radius)); + m_Speed = serializedObject.FindProperty(nameof(PlayerMotion.Speed)); + base.OnEnable(); + } + + private void DisplayPlayerMotionHandlerProperties() + { + EditorGUILayout.PropertyField(m_Radius); + EditorGUILayout.PropertyField(m_Speed); + } + + public override void OnInspectorGUI() + { + var playerMotion = target as PlayerMotion; + void SetExpanded(bool expanded) { playerMotion.PlayerMotionExpanded = expanded; }; + DrawFoldOutGroup(playerMotion.GetType(), DisplayPlayerMotionHandlerProperties, playerMotion.PlayerMotionExpanded, SetExpanded); + base.OnInspectorGUI(); + } +} +#endif + +/// +/// Just moves the player around automatically in a circular motion +/// +public class PlayerMotion : NetworkTransform +{ +#if UNITY_EDITOR + public bool PlayerMotionExpanded; +#endif + + [Range(1.0f, 20.0f)] + public float Radius = 10.0f; + + [Range(1.0f, 30.0f)] + public float Speed = 5.0f; + + private float m_CurrentPi; + private float m_Increment = 0.25f; + private float m_ClockWise = 1.0f; + private Rigidbody m_RigidBody; + + public override void OnNetworkSpawn() + { + // Always invoked base when deriving from NetworkTransform + base.OnNetworkSpawn(); + m_RigidBody = GetComponent(); + if (CanCommitToTransform) + { + m_RigidBody.useGravity = !ExtendedNetworkManager.Instance.IsSceneEventInProgress(); + m_CurrentPi = Random.Range(-Mathf.PI, Mathf.PI); + m_ClockWise = Random.Range(-1.0f, 1.0f); + m_ClockWise = m_ClockWise / Mathf.Abs(m_ClockWise); + if (!IsOwner) + { + Radius += Random.Range(-2.0f, 2.0f); + } + } + } + private void FixedUpdate() + { + if (IsSpawned && CanCommitToTransform) + { + // When loading a scene, don't move around and disable gravity + m_RigidBody.useGravity = !ExtendedNetworkManager.Instance.IsSceneEventInProgress(); + if (ExtendedNetworkManager.Instance.IsSceneEventInProgress()) + { + return; + } + m_CurrentPi += m_ClockWise * (Speed * m_Increment * Time.fixedDeltaTime); + var position = transform.position; + var offset = new Vector3(Radius * Mathf.Cos(m_CurrentPi), position.y, Radius * Mathf.Sin(m_CurrentPi)); + m_RigidBody.MovePosition(Vector3.Lerp(position, offset, Speed * 0.1f * Time.fixedDeltaTime)); + } + + } +} + + diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerMotion.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerMotion.cs.meta new file mode 100644 index 0000000000..562ed49405 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerMotion.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3ac7b002fd8506c45afe1f87c8e02f7a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnChildAndParent.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnChildAndParent.cs new file mode 100644 index 0000000000..589b57a6fe --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnChildAndParent.cs @@ -0,0 +1,59 @@ +using Unity.Netcode; +using UnityEngine; + +public class PlayerSpawnChildAndParent : NetworkBehaviour +{ + public GameObject ChildObject; + + public override void OnNetworkSpawn() + { + // This is a network topology agnostic way of handling the authority spawning and parenting the + if (HasAuthority) + { + var playerSpawnHandler = NetworkManager.GetComponent(); + if (playerSpawnHandler.SpawnPlayerOption != PlayerSpawnHandler.SpawnPlayerOptions.NetworkManagerPlayerPrefab) + { + return; + } + // The server can spawn and parent its own player prefab and child object of the player prefab + if (NetworkManager.DistributedAuthorityMode || (IsOwnedByServer && IsHost)) + { + // Client-Server: Host can spawn their child immediately + SpawnChild(); + } + else // Client-Server: Otherwise, the server defers spawning the player prefab's child + if (!NetworkManager.DistributedAuthorityMode) + { + // With a Client-Server topology, the server has to defer spawning of any NetworkObjects + // from a client's player prefab instance until after the client has synchronized (for now). + NetworkManager.SceneManager.OnSynchronizeComplete += SceneManager_OnSynchronizeComplete; + } + } + } + + /// + /// Invoked only when using a Client-Server network topology. + /// + /// + private void SceneManager_OnSynchronizeComplete(ulong clientId) + { + NetworkManager.SceneManager.OnSynchronizeComplete -= SceneManager_OnSynchronizeComplete; + SpawnChild(); + } + + private void SpawnChild() + { + // Do any position calculations here + var rigidBody = GetComponent(); + var position = rigidBody.position + (transform.up * 2.5f); + + // Spawn the child as an object owned by the client + var childInstance = NetworkObject.InstantiateAndSpawn(ChildObject, NetworkManager, OwnerClientId, position: position); + + // Parent the child under the player + if (!childInstance.TrySetParent(NetworkObject)) + { + Debug.LogError($"Failed to parent ChildObject under {name}!"); + } + } +} \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnChildAndParent.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnChildAndParent.cs.meta new file mode 100644 index 0000000000..d8feddb14c --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnChildAndParent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: da77b8ed17c948347a9f192297d5f1e2 \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnHandler.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnHandler.cs new file mode 100644 index 0000000000..961d8c3295 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnHandler.cs @@ -0,0 +1,122 @@ +using Unity.Netcode; +using UnityEngine; + +/// +/// Component should be added to the NetworkManager GameObject +/// This controls whether the NetworkManager player pefab will be used or +/// if it will handle spawning the player upon the player being connected. +/// +public class PlayerSpawnHandler : MonoBehaviour +{ + public enum SpawnPlayerOptions + { + /// Use to let NetworkManager automatically spawn + /// the player to see how to spawn a child + NetworkManagerPlayerPrefab, + // Use either of these to let this component handle spawning the player + ClientConnectedCallback, + ClientConnectionEvent, + } + + public SpawnPlayerOptions SpawnPlayerOption; + public GameObject PlayerPrefab; + public GameObject PlayerChildPrefab; + private NetworkManager m_NetworkManager; + + private void Start() + { + m_NetworkManager = GetComponent(); + if (SpawnPlayerOption != SpawnPlayerOptions.NetworkManagerPlayerPrefab) + { + m_NetworkManager.OnServerStarted += OnServerStarted; + m_NetworkManager.NetworkConfig.PlayerPrefab = null; + } + else + { + m_NetworkManager.NetworkConfig.PlayerPrefab = PlayerPrefab; + } + } + + private void OnServerStarted() + { + m_NetworkManager.OnServerStarted -= OnServerStarted; + m_NetworkManager.OnServerStopped += OnServerStopped; + if (SpawnPlayerOption == SpawnPlayerOptions.ClientConnectedCallback) + { + m_NetworkManager.OnClientConnectedCallback += OnClientConnectedCallback; + } + else + { + m_NetworkManager.OnConnectionEvent += OnConnectionEvent; + } + + // Host spawns when started + if (m_NetworkManager.IsHost) + { + SpawnPlayer(m_NetworkManager.LocalClientId); + } + } + + private void OnServerStopped(bool wasHost) + { + m_NetworkManager.OnServerStopped -= OnServerStopped; + m_NetworkManager.OnServerStarted += OnServerStarted; + if (SpawnPlayerOption == SpawnPlayerOptions.ClientConnectedCallback) + { + m_NetworkManager.OnClientConnectedCallback -= OnClientConnectedCallback; + } + else + { + m_NetworkManager.OnConnectionEvent -= OnConnectionEvent; + } + } + + private void OnConnectionEvent(NetworkManager networkManager, ConnectionEventData eventData) + { + if (eventData.EventType == ConnectionEvent.ClientConnected) + { + SpawnPlayer(eventData.ClientId); + } + } + + private void OnClientConnectedCallback(ulong clientId) + { + SpawnPlayer(clientId); + } + + private void SpawnPlayer(ulong clientId) + { + if (!PlayerPrefab) + { + Debug.LogWarning("[No Player Prefab Defined] Player prefab not spawned!"); + return; + } + // Handle player initial position and rotation here + var position = Vector3.up * 2f; + var rotation = Quaternion.identity; + var playerNetworkObject = NetworkObject.InstantiateAndSpawn(PlayerPrefab, m_NetworkManager, clientId, isPlayerObject: true, position: position, rotation: rotation); + SpawnChild(playerNetworkObject); + } + + private void SpawnChild(NetworkObject playerNetworkObject) + { + if (!PlayerChildPrefab) + { + Debug.LogWarning("[No Player Child Prefab Defined] Player child prefab not spawned!"); + return; + } + // Do any position calculations here + var rigidBody = playerNetworkObject.GetComponent(); + var position = rigidBody.position + (transform.up * 2.5f); + + // Spawn the child as an object owned by the client + var childInstance = NetworkObject.InstantiateAndSpawn(PlayerChildPrefab, m_NetworkManager, playerNetworkObject.OwnerClientId, position: position); + + // Parent the child under the player + if (!childInstance.TrySetParent(playerNetworkObject)) + { + Debug.LogError($"Failed to parent ChildObject under {name}!"); + } + } +} + diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnHandler.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnHandler.cs.meta new file mode 100644 index 0000000000..c4aa86aa3d --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/PlayerSpawnHandler.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0b0cd34705cdcd24abcdcabc267e3215 \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneIntermission.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneIntermission.cs new file mode 100644 index 0000000000..5172b23025 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneIntermission.cs @@ -0,0 +1,143 @@ +using System; +using System.Collections; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class SceneIntermission : NetworkBehaviour +{ + public Text SceneLoadingProgress; + public Button ActivateSceneButton; + public SceneLoader SceneLoader; + + public bool IntermissionIsActive { get; private set; } + public event Action OnIntermissionActiveUpdate; + private const float k_ByteRatio = 1.0f / 255.0f; + private NetworkVariable m_LoadingProgress = new NetworkVariable(); + private string m_SceneName; + + private void Awake() + { + // Move this to the DDOL so it persists throughout the application lifetime. + DontDestroyOnLoad(this); + } + + public void BeginLoadingScene(string sceneName) + { + if (!IsSpawned || !IsServer) + { + return; + } + m_SceneName = sceneName; + NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent; + NetworkManager.SceneManager.LoadScene(m_SceneName, LoadSceneMode.Single); + SceneLoadingProgress.gameObject.SetActive(true); + UpdateProgresss(); + LoadStartedRpc(); + IntermissionIsActive = true; + OnIntermissionActiveUpdate?.Invoke(true); + } + + private void UpdateProgresss() + { + var percentage = Mathf.RoundToInt(m_LoadingProgress.Value * k_ByteRatio * 100.0f); + SceneLoadingProgress.text = $"Loading: {percentage}%"; + } + + [Rpc(SendTo.NotMe)] + private void LoadStartedRpc() + { + m_LoadingProgress.OnValueChanged += OnLoadingProgressChanged; + SceneLoadingProgress.gameObject.SetActive(true); + OnIntermissionActiveUpdate?.Invoke(true); + } + + [Rpc(SendTo.NotMe)] + private void LoadEndedRpc() + { + m_LoadingProgress.OnValueChanged -= OnLoadingProgressChanged; + EndIntermission(); + } + + private void OnLoadingProgressChanged(byte previous, byte current) + { + UpdateProgresss(); + } + + private void OnSceneEvent(SceneEvent sceneEvent) + { + if (sceneEvent.ClientId == NetworkManager.LocalClientId && sceneEvent.SceneEventType == SceneEventType.Load) + { + NetworkManager.SceneManager.OnSceneEvent -= OnSceneEvent; + NetworkManager.SceneManager.OnLoadEventCompleted += OnLoadEventCompleted; + if (SceneLoader) + { + sceneEvent.AsyncOperation.allowSceneActivation = !SceneLoader.ShouldDelayFinalSceneLoad(sceneEvent.SceneName); + } + else + { + sceneEvent.AsyncOperation.allowSceneActivation = true; + } + + if (!sceneEvent.AsyncOperation.allowSceneActivation) + { + m_ShouldActivateScene = false; + m_LoadingProgress.Value = 0; + StartCoroutine(DelaySceneActivation(sceneEvent)); + } + } + } + + private void OnLoadEventCompleted(string sceneName, LoadSceneMode loadSceneMode, System.Collections.Generic.List clientsCompleted, System.Collections.Generic.List clientsTimedOut) + { + if (m_SceneName == sceneName) + { + NetworkManager.SceneManager.OnLoadEventCompleted -= OnLoadEventCompleted; + } + } + + public void EndIntermission() + { + if (HasAuthority) + { + LoadEndedRpc(); + } + IntermissionIsActive = false; + m_ShouldActivateScene = false; + SceneLoadingProgress.gameObject.SetActive(false); + ActivateSceneButton.gameObject.SetActive(false); + OnIntermissionActiveUpdate?.Invoke(false); + } + + private bool m_ShouldActivateScene; + public void OnActivateSceneClicked() + { + m_ShouldActivateScene = true; + } + + private IEnumerator DelaySceneActivation(SceneEvent sceneEvent) + { + var isWaiting = false; + var waitPeriod = new WaitForSeconds(0.03333f); + while (!sceneEvent.AsyncOperation.isDone) + { + if (sceneEvent.AsyncOperation.progress >= 0.9f) + { + if (!isWaiting) + { + ActivateSceneButton.gameObject.SetActive(true); + isWaiting = true; + } + if (m_ShouldActivateScene) + { + sceneEvent.AsyncOperation.allowSceneActivation = true; + + } + } + m_LoadingProgress.Value = (byte)((sceneEvent.AsyncOperation.progress * 255) + (0.10f * 255)); + UpdateProgresss(); + yield return waitPeriod; + } + } +} diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneIntermission.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneIntermission.cs.meta new file mode 100644 index 0000000000..b8871023a9 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneIntermission.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9e08268fa39c99c48ad2cb8dfcb77e87 \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneLoader.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneLoader.cs new file mode 100644 index 0000000000..be43298e2f --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneLoader.cs @@ -0,0 +1,252 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Unity.Netcode; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; +using UnityEngine.SceneManagement; + +public class SceneLoader : MonoBehaviour +{ + [Serializable] + public class SceneEntry : IEquatable + { +#if UNITY_EDITOR + public SceneAsset Scene; +#endif + public bool UseSceneLoadDelay; + [HideInInspector] + public string SceneName; + + public void OnValidate() + { + if (Scene) + { + SceneName = Scene.name; + } + } + + public bool Equals(SceneEntry other) + { + if (other.SceneName == SceneName) + { + return true; + } + return false; + } + } + + public SceneEntry MainMenu; + public List NetworkScenesToLoad; + +#if UNITY_EDITOR + private void OnValidate() + { + if (NetworkScenesToLoad != null) + { + foreach (SceneEntry sceneEntry in NetworkScenesToLoad) + { + sceneEntry.OnValidate(); + } + } + + MainMenu?.OnValidate(); + } +#endif + public bool UseIntermissionWhileLoading; + + [SerializeField] + private SceneIntermission m_SceneIntermission; + + public bool SceneLoadingInProgress { get; private set; } + + + private ExtendedNetworkManager m_NetworkManager; + private Scene m_CurrentLoadedScene; + private int m_NextSceneNameIndex = 0; + + private void Awake() + { + m_NetworkManager = GetComponent(); + } + + public void SetCurrentScene() + { + m_CurrentLoadedScene = SceneManager.GetActiveScene(); + var validEntries = NetworkScenesToLoad.Where((c) => c.SceneName == m_CurrentLoadedScene.name); xa + if (validEntries.Any()) + { + var validScene = validEntries.First(); + m_NextSceneNameIndex = (NetworkScenesToLoad.IndexOf(validScene) + 1) % NetworkScenesToLoad.Count; + + } + else + { + m_NextSceneNameIndex = 0; + } + } + + private void OnStarted() + { + m_NetworkManager.OnClientStarted -= ClientStarted; + m_NetworkManager.OnServerStarted -= ServerStarted; + m_NetworkManager.OnServerStopped += OnServerStopped; + m_NetworkManager.OnClientStopped += OnClientStopped; + m_NetworkManager.SceneManager.OnLoadEventCompleted += OnLoadEventCompleted; + m_NetworkManager.SceneManager.OnSynchronizeComplete += OnSynchronizeComplete; + if (m_NetworkManager.IsServer) + { + LoadNextScene(); + } + m_SceneIntermission = FindFirstObjectByType(); + } + + private void OnLoadEventCompleted(string sceneName, LoadSceneMode loadSceneMode, List clientsCompleted, List clientsTimedOut) + { + SceneLoadingInProgress = false; + SetCurrentScene(); + var completed = string.Join(",", clientsCompleted); + var timedOut = string.Join(",", clientsTimedOut); + m_NetworkManager.LogMessage($"Scene loading event for {sceneName} completed!\n Client ids that completed event ({completed}) \n Client ids that timed out ({timedOut})"); + if (m_SceneIntermission.IntermissionIsActive) + { + m_SceneIntermission.EndIntermission(); + } + } + + + private void OnSynchronizeComplete(ulong clientId) + { + m_NetworkManager.LogMessage($"Client-{clientId} synchronization completed."); + } + + public void DAClientStarted() + { + // Use additive client synchronization. + m_NetworkManager.SceneManager.SetClientSynchronizationMode(LoadSceneMode.Additive); + // Unload any scenes not used once the client has finished synchronizing. + m_NetworkManager.SceneManager.PostSynchronizationSceneUnloading = true; + LoadNextScene(true); + } + + private void ClientStarted() + { + OnStarted(); + } + + private void ServerStarted() + { + if (m_NetworkManager.IsHost) + { + return; + } + OnStarted(); + } + + public void LoadMainMenu() + { + if (MainMenu != null && MainMenu.SceneName != string.Empty) + { + SceneManager.sceneLoaded += OnSceneLoaded; + SceneManager.LoadScene(MainMenu.SceneName, LoadSceneMode.Single); + } + } + private void OnSceneLoaded(Scene sceneLoaded, LoadSceneMode loadSceneMode) + { + if (sceneLoaded.name == MainMenu.SceneName) + { + SceneManager.sceneLoaded -= OnSceneLoaded; + m_NetworkManager.OnServerStopped -= OnServerStopped; + m_NetworkManager.OnClientStopped -= OnClientStopped; + m_NetworkManager.OnClientStarted += ClientStarted; + m_NetworkManager.OnServerStarted += ServerStarted; + SetCurrentScene(); + } + } + + private void OnStopped() + { + LoadMainMenu(); + } + + private void OnServerStopped(bool wasHost) + { + if (!wasHost) + { + OnStopped(); + } + } + + private void OnClientStopped(bool wasHost) + { + OnStopped(); + } + + private string m_NextSceneLoading; + public void LoadNextScene(bool isPreload = false) + { + if ((!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer) || !m_NetworkManager.IsListening) + { + return; + } + + m_NextSceneLoading = GetNextSceneNameToLoad(); + if (isPreload) + { + SceneManager.sceneLoaded += OnPreSceneLoaded; + SceneManager.LoadScene(m_NextSceneLoading, LoadSceneMode.Single); + SceneLoadingInProgress = true; + } + else + { + if (UseIntermissionWhileLoading && m_SceneIntermission) + { + m_SceneIntermission.BeginLoadingScene(m_NextSceneLoading); + } + else + { + var loadStatus = m_NetworkManager.SceneManager.LoadScene(m_NextSceneLoading, LoadSceneMode.Single); + if (loadStatus != SceneEventProgressStatus.Started) + { + m_NetworkManager.LogMessage($"Failed to start scene loading event for {m_NextSceneLoading}! [Status: {loadStatus}]"); + } + else + { + SceneLoadingInProgress = true; + } + } + } + } + + private void OnPreSceneLoaded(Scene scene, LoadSceneMode loadSceneMode) + { + if (scene.name == m_NextSceneLoading) + { + SceneManager.sceneLoaded -= OnPreSceneLoaded; + SceneLoadingInProgress = false; + SetCurrentScene(); + } + } + + public bool IsIntermissionActive() + { + return m_SceneIntermission.IntermissionIsActive; + } + + public string GetNextSceneNameToLoad() + { + return NetworkScenesToLoad[m_NextSceneNameIndex].SceneName; + } + + public bool ShouldDelayFinalSceneLoad(string sceneName) + { + var validScene = NetworkScenesToLoad.Where((c) => c.SceneName == sceneName).First(); + if (validScene != null) + { + return validScene.UseSceneLoadDelay; + } + return false; + } +} diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneLoader.cs.meta b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneLoader.cs.meta new file mode 100644 index 0000000000..08bc32f82d --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/SceneLoader.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 040dd6d7aab239742933dd50fdfcc9aa \ No newline at end of file diff --git a/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ServerHostClientText.cs b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ServerHostClientText.cs new file mode 100644 index 0000000000..66a01cf786 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Assets/Scripts/ServerHostClientText.cs @@ -0,0 +1,89 @@ +using Unity.Netcode; +using UnityEngine; +using UnityEngine.UI; + +/// +/// Handles updating the runtime UI text to identify what role +/// and client the application instances represents. +/// +public class ServerHostClientText : NetworkBehaviour +{ + private Text m_DisplayText; + + private Color m_Color; + private Color m_ColorAlpha; + private Vector3 m_AnchoredPosition; + + public void SetColor(Color color) + { + m_Color = color; + m_ColorAlpha = color; + m_ColorAlpha.a = 0.35f; + } + + private void Awake() + { + m_AnchoredPosition = (transform as RectTransform).anchoredPosition3D; + m_DisplayText = GetComponent(); + } + + private void Start() + { + if (m_DisplayText != null) + { + m_DisplayText.text = string.Empty; + SetColor(m_DisplayText.color); + } + } + + public override void OnNetworkSpawn() + { + if (m_DisplayText != null) + { + if (NetworkManager.IsServer) + { + m_DisplayText.text = NetworkManager.IsHost ? 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a/Examples/IntermissionAndPreloadingScenes/Readme.md b/Examples/IntermissionAndPreloadingScenes/Readme.md new file mode 100644 index 0000000000..66777e2927 --- /dev/null +++ b/Examples/IntermissionAndPreloadingScenes/Readme.md @@ -0,0 +1,66 @@ +# Netcode for GameObjects
Pre-loading scenes and scene intermissions +_Supports using the client-server and distributed authority network topologies._ + +## Netcode components used + +- NetworkSceneManager (Advanced) + - Areas used: + - OnSceneEvent processing + - Using and adjusting SceneEvent.AsyncOperation + - Client synchronization + - Scene loading and unloading. +- NetworkObject + - Areas used: + - Spawning & De-spawning + - Active scene synchronization + - Scene migration synchronization +- ExtendedNetworkManager : NetworkManager + - Includes runtime menu selection based on selected network topology. +- Includes dynamically spawned and in-scene placed NetworkObjects. + +## Getting Started + +When you first open the project, you will want to load the BootStrapScene and then take a look at the ExtendedNetworkManager: +![image](Images/ExtendedNetworkManager.png) + +This has the SceneLoader component that includes a “Use Intermission” flag to enable/disable the intermission part. It also handles loading the scenes. + +Next you will want to look at the SceneIntermission component: +![image](Images/SceneIntermission.png) + +This handles the whole allowSceneActivation part while also synchronizing clients with progress of loading and such. + +Finally, you will want to look at the GenericBall prefab (what spawns when you hit the space bar) to see how that is handled… it basically will push the spawned instance to the DDOL if spawned while in the middle of a scene intermission (take note of this part). + +![image](Images/HowToSpawnDuringPreLoad.png) + +## Building The Project +This example uses unity services. Upon loading the project for the first time, you will want to set your organization and create a new cloud project. This is the only required setting to create stand alone builds for this project. +![image](Images/ServiceSettings.png) + +## Terminology + +### DDOL (Dont Destroy on Load) +(blurb) + +### Pre-Loaded Scene: +Description covering the 90% done with the last step being the actual instantiation of all of the assets in the pre-loaded scene. + + + + +## Client Synchronization and Scene Validation +By combining these two scene management features, you can preload scenes to: + + +### Notes on Distributed Authority (?) + + +## Example Limitations +This example is primarily to provide a starting point for anyone interested in exploring how to override (customize) the scene loading and/or prefab instantiation. It does not cover all possible use case scenarios. It is recommended to explore this example, modify it, and read the [Netcode for GameObjects documentation](https://docs-multiplayer.unity3d.com/netcode/current/about/) for more details. + + + + + + diff --git a/Examples/SpawningWithNoObservers/.gitignore b/Examples/SpawningWithNoObservers/.gitignore new file mode 100644 index 0000000000..2800399634 --- /dev/null +++ b/Examples/SpawningWithNoObservers/.gitignore @@ -0,0 +1,83 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +# +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Uu]ser[Ss]ettings/ + +# MemoryCaptures can get excessive in size. +# They also could contain extremely sensitive data +/[Mm]emoryCaptures/ + +# Asset meta data should only be ignored when the corresponding asset is also ignored +!/[Aa]ssets/**/*.meta + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +/[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.aab +*.unitypackage + +# Crashlytics generated file +crashlytics-build.properties + +# Packed Addressables +/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* + +# Temporary auto-generated Android Assets +/[Aa]ssets/[Ss]treamingAssets/aa.meta +/[Aa]ssets/[Ss]treamingAssets/aa/* +/[Aa]ssets/[Ss]treamingAssets/BuildInfo.json +/[Aa]ssets/[Ss]treamingAssets/BuildInfo.json.meta + +# Secrets +*.pem +*.pem.meta + +InitTestScene* + +boot.config 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a/Examples/SpawningWithNoObservers/Assets/Scripts/ExtendedNetworkManager.cs b/Examples/SpawningWithNoObservers/Assets/Scripts/ExtendedNetworkManager.cs new file mode 100644 index 0000000000..f1365b7846 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/ExtendedNetworkManager.cs @@ -0,0 +1,478 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Threading.Tasks; +using Unity.Netcode; +using Unity.Services.Authentication; +using Unity.Services.Core; +using Unity.Services.Multiplayer; +using UnityEngine; +using SessionState = Unity.Services.Multiplayer.SessionState; + +#region ExtendedNetworkManagerEditor +#if UNITY_EDITOR +using Unity.Netcode.Editor; +using UnityEditor; + +/// +/// The custom editor for the component. +/// +[CustomEditor(typeof(ExtendedNetworkManager), true)] +[CanEditMultipleObjects] +public class ExtendedNetworkManagerEditor : NetworkManagerEditor +{ + private SerializedProperty m_TargetFrameRate; + private SerializedProperty m_EnableVSync; + + public override void OnEnable() + { + m_TargetFrameRate = serializedObject.FindProperty(nameof(ExtendedNetworkManager.TargetFrameRate)); + m_EnableVSync = serializedObject.FindProperty(nameof(ExtendedNetworkManager.EnableVSync)); + base.OnEnable(); + } + + private void DisplayNetworkManagerBootstrapperProperties() + { + EditorGUILayout.PropertyField(m_TargetFrameRate); + EditorGUILayout.PropertyField(m_EnableVSync); + } + + public override void OnInspectorGUI() + { + var extendedNetworkManager = target as ExtendedNetworkManager; + void SetExpanded(bool expanded) { extendedNetworkManager.NetworkManagerBootstrapperExpanded = expanded; }; + DrawFoldOutGroup(extendedNetworkManager.GetType(), DisplayNetworkManagerBootstrapperProperties, extendedNetworkManager.NetworkManagerBootstrapperExpanded, SetExpanded); + base.OnInspectorGUI(); + } +} +#endif +#endregion + +/// +/// An extended NetworkManager to handle the bootstrap loading process specific to a client-server +/// topology where one might want to have local server-side scenes, local client-side scenes, and shared (synchronized) scenes. +/// +/// +public class ExtendedNetworkManager : NetworkManager +{ + #region Validation +#if UNITY_EDITOR + // Inspector view expand/collapse settings for this derived child class + [HideInInspector] + public bool NetworkManagerBootstrapperExpanded; + protected override void OnValidateComponent() + { + m_OriginalVSyncCount = QualitySettings.vSyncCount; + CheckServiceStatus(); + base.OnValidateComponent(); + } + + private void CheckServiceStatus() + { + m_ServicesRegistered = CloudProjectSettings.organizationName != string.Empty && CloudProjectSettings.organizationId != string.Empty; + } +#endif + #endregion + + #region Properties + public static ExtendedNetworkManager Instance; + + public int TargetFrameRate = 100; + public bool EnableVSync = false; + + [HideInInspector] + [SerializeField] + private int m_OriginalVSyncCount; + + private enum ConnectionStates + { + None, + Connecting, + Connected, + } + + private ConnectionStates m_ConnectionState; + + [SerializeField] + private bool m_ServicesRegistered; + private ISession m_CurrentSession; + private string m_SessionName; + private string m_ProfileName; + private Task m_SessionTask; + private SceneLoader m_SceneLoader; + + #endregion + + #region Initialization and Destroy + public static string GetRandomString(int length) + { + var r = new System.Random(); + return new string(Enumerable.Range(0, length).Select(_ => (char)r.Next('a', 'z')).ToArray()); + } + + public void SetFrameRate(int targetFrameRate, bool enableVsync) + { + Application.targetFrameRate = targetFrameRate; + QualitySettings.vSyncCount = enableVsync ? m_OriginalVSyncCount : 0; + } + + private void Awake() + { +#if UNITY_EDITOR + + if (!EditorApplication.isPlaying) + { + CheckServiceStatus(); + } +#endif + + Screen.SetResolution((int)(Screen.currentResolution.width * 0.40f), (int)(Screen.currentResolution.height * 0.40f), FullScreenMode.Windowed); + SetFrameRate(TargetFrameRate, EnableVSync); + SetSingleton(); + m_SceneLoader = GetComponent(); + } + + private async void Start() + { + OnClientConnectedCallback += OnClientConnected; + OnClientDisconnectCallback += OnClientDisconnect; + OnConnectionEvent += OnClientConnectionEvent; + + // Check to see if the project has been registered with an organization before trying to sign in + if (m_ServicesRegistered) + { + if (UnityServices.Instance != null && UnityServices.Instance.State != ServicesInitializationState.Initialized) + { + await UnityServices.InitializeAsync(); + } + if (!AuthenticationService.Instance.IsSignedIn) + { + AuthenticationService.Instance.SignInFailed += SignInFailed; + AuthenticationService.Instance.SignedIn += SignedIn; + if (string.IsNullOrEmpty(m_ProfileName)) + { + m_ProfileName = GetRandomString(5); + } + AuthenticationService.Instance.SwitchProfile(m_ProfileName); + await AuthenticationService.Instance.SignInAnonymouslyAsync(); + } + } + + // Handle bootstrap loading the main menu into main menu + // NOTE: A common issue is when you place the NetworkManager within the same "primary" scene to + // load. Using the bootstrap approach, the 1st scene loaded is the bootstrap scene that + // contains the NetworkManager and it is never reloaded for that application instance lifespan. + if (m_SceneLoader) + { + m_SceneLoader.LoadMainMenu(); + } + } + + private void OnDestroy() + { + OnClientConnectedCallback -= OnClientConnected; + OnClientDisconnectCallback -= OnClientDisconnect; + OnConnectionEvent -= OnClientConnectionEvent; + } + #endregion + + #region Session and Connection Event Handling + /// + /// Server and Clients all invoke this method + /// + private void OnClientConnectionEvent(NetworkManager networkManager, ConnectionEventData eventData) + { + LogMessage($"Connection event {eventData.EventType} for Client-{eventData.ClientId}."); + if (eventData.ClientId != LocalClientId) + { + return; + } + + switch(eventData.EventType) + { + case ConnectionEvent.ClientConnected: + { + m_ConnectionState = ConnectionStates.Connected; + break; + } + case ConnectionEvent.ClientDisconnected: + { + m_ConnectionState = ConnectionStates.None; + break; + } + } + } + + private void OnClientConnected(ulong clientId) + { + LogMessage($"Connected event invoked for Client-{clientId}."); + } + + private void OnClientDisconnect(ulong clientId) + { + LogMessage($"Disconnected event invoked for Client-{clientId}."); + } + + private void SignedIn() + { + AuthenticationService.Instance.SignedIn -= SignedIn; + Debug.Log($"Signed in anonymously with profile {m_ProfileName}"); + } + + private void SignInFailed(RequestFailedException error) + { + AuthenticationService.Instance.SignInFailed -= SignInFailed; + Debug.LogError($"Failed to sign in {m_ProfileName} anonymously: {error}"); + } + + private void SessionStarted() + { + OnClientStarted -= SessionStarted; + m_ConnectionState = IsServer && !IsHost ? ConnectionStates.Connected : ConnectionStates.Connecting; + if (IsServer) + { + LogMessage($"Server started session."); + } + else + { + LogMessage($"Client connecting to session."); + } + } + + private void SessionStopped(bool isHost) + { + LogMessage($"NetworkManager has stopped."); + OnClientStopped -= SessionStopped; + m_ConnectionState = ConnectionStates.None; + } + + private async Task ConnectThroughLiveService() + { + try + { + var options = new SessionOptions() + { + Name = m_SessionName, + MaxPlayers = 32 + }.WithDistributedAuthorityNetwork(); + + m_CurrentSession = await MultiplayerService.Instance.CreateOrJoinSessionAsync(m_SessionName, options); + return m_CurrentSession; + } + catch (Exception e) + { + LogMessage($"{e.Message}"); + Debug.LogException(e); + } + return null; + } + #endregion + + #region GUI Menu + public void StartOrConnectToDistributedAuthoritySession() + { + m_SessionTask = ConnectThroughLiveService(); + m_ConnectionState = ConnectionStates.Connecting; + LogMessage($"Connecting to session {m_SessionName}..."); + } + + private void OnUpdateGUIDisconnected() + { + GUILayout.BeginArea(new Rect(10, 10, 300, 800)); + + if (NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority) + { + if (!m_ServicesRegistered) + { + GUILayout.Label("Project-Settings:Services-General-Settings is not configured."); + GUILayout.Label("Distributed authority requires project to be registered with your organization's services account for authentication purposes."); + } + else + { + m_SessionName = GUILayout.TextField(m_SessionName); + + if (GUILayout.Button("Create or Connect To Session")) + { + NetworkConfig.UseCMBService = true; + OnClientStopped += SessionStopped; + OnClientStarted += SessionStarted; + StartOrConnectToDistributedAuthoritySession(); + } + } + } + else + { + if (GUILayout.Button("Start Server")) + { + OnServerStopped += SessionStopped; + OnServerStarted += SessionStarted; + StartServer(); + } + else + if (GUILayout.Button("Start Host")) + { + OnServerStopped += SessionStopped; + OnServerStarted += SessionStarted; + StartHost(); + } + else + if (GUILayout.Button("Start Client")) + { + OnClientStopped += SessionStopped; + OnClientStarted += SessionStarted; + StartClient(); + } + } + GUILayout.EndArea(); + } + + private int OnUpdateGUIConnected(int yAxisOffset) + { + GUILayout.BeginArea(new Rect(10, 10, 800, 800)); + if (CMBServiceConnection) + { + GUILayout.Label($"Distributed Authority Session: {m_SessionName}"); + if (LocalClient.IsSessionOwner) + { + GUILayout.Label("[Session Owner]"); + yAxisOffset += 20; + } + } + else + { + GUILayout.Label($"Client-Server Session"); + } + GUILayout.EndArea(); + + GUILayout.BeginArea(new Rect(Display.main.renderingWidth - 230, 10, 220, 300)); + var endSessionText = IsServer && !DistributedAuthorityMode ? "Shutdown" : "Disconnect"; + if (GUILayout.Button(endSessionText)) + { + if (m_CurrentSession != null && m_CurrentSession.State == SessionState.Connected) + { + m_CurrentSession.LeaveAsync(); + m_CurrentSession = null; + } + else + { + Shutdown(); + } + } + + if (m_SceneLoader && !m_SceneLoader.SceneLoadingInProgress) + { + GUILayout.Label($"Current Scene: {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name}"); + if (IsServer) + { + var buttonText = $"Load {m_SceneLoader.GetNextSceneNameToLoad()}"; + if (GUILayout.Button(buttonText)) + { + m_SceneLoader.LoadNextScene(); + } + } + } + + GUILayout.EndArea(); + + return yAxisOffset; + } + + private void OnGUI() + { + var yAxisOffset = 10; + switch (m_ConnectionState) + { + case ConnectionStates.None: + { + yAxisOffset = 80; + OnUpdateGUIDisconnected(); + break; + } + case ConnectionStates.Connected: + { + yAxisOffset = OnUpdateGUIConnected(40); + break; + } + } + + GUILayout.BeginArea(new Rect(10, yAxisOffset, 800, 800)); + if (m_MessageLogs.Count > 0) + { + GUILayout.Label("-----------(Log)-----------"); + // Display any messages logged to screen + foreach (var messageLog in m_MessageLogs) + { + GUILayout.Label(messageLog.Message); + } + GUILayout.Label("---------------------------"); + } + GUILayout.EndArea(); + } + #endregion + + #region Update and Status Methods + + public bool IsSceneEventInProgress() + { + return m_SceneLoader != null ? m_SceneLoader.SceneLoadingInProgress : false; + } + + private void UpdateRuntimeMessageConsole() + { + if (m_MessageLogs.Count == 0) + { + return; + } + + for (int i = m_MessageLogs.Count - 1; i >= 0; i--) + { + if (m_MessageLogs[i].ExpirationTime < Time.realtimeSinceStartup) + { + m_MessageLogs.RemoveAt(i); + } + } + } + + private void Update() + { + UpdateRuntimeMessageConsole(); + } + #endregion + + #region Message Logging + + private List m_MessageLogs = new List(); + + private class MessageLog + { + public string Message { get; private set; } + public float ExpirationTime { get; private set; } + + public MessageLog(string msg, float timeToLive) + { + Message = msg; + ExpirationTime = Time.realtimeSinceStartup + timeToLive; + } + } + + public void LogMessage(string msg, float timeToLive = 10.0f) + { + msg = $"[{Time.realtimeSinceStartup}] {msg}"; + if (m_MessageLogs.Count > 0) + { + m_MessageLogs.Insert(0, new MessageLog(msg, timeToLive)); + } + else + { + m_MessageLogs.Add(new MessageLog(msg, timeToLive)); + } + + Debug.Log(msg); + } + #endregion + + public ExtendedNetworkManager() + { + Instance = this; + } +} diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/ExtendedNetworkManager.cs.meta b/Examples/SpawningWithNoObservers/Assets/Scripts/ExtendedNetworkManager.cs.meta new file mode 100644 index 0000000000..8191d04fe9 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/ExtendedNetworkManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fe30d8ed21de2f949939dab76d199705 \ No newline at end of file diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerColor.cs b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerColor.cs new file mode 100644 index 0000000000..be5eaa617a --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerColor.cs @@ -0,0 +1,48 @@ +using System; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; + +/// +/// Colors the player prefab instance based on client indentifier +/// +public class PlayerColor : NetworkBehaviour +{ + private static Color[] s_Colors = { Color.red, Color.green, Color.blue, Color.cyan, Color.magenta, Color.yellow }; + public bool ApplyColorToChildren; + public Color Color { get; private set; } + public List IgnoreChildren; + protected override void OnNetworkPostSpawn() + { + MeshRenderer meshRenderer = GetComponent(); + ulong myId = GetComponent().OwnerClientId - (ulong)(NetworkManager.DistributedAuthorityMode && NetworkManager.CMBServiceConnection ? 1 : 0); + Color = s_Colors[myId % Convert.ToUInt64(s_Colors.Length)]; + if (meshRenderer) + { + meshRenderer.material.color = Color; + if (ApplyColorToChildren) + { + var meshRenderers = GetComponentsInChildren(); + foreach (var childMeshRenderer in meshRenderers) + { + if (IgnoreChildren != null && IgnoreChildren.Contains(childMeshRenderer.gameObject)) + { + continue; + } + childMeshRenderer.material.color = Color; + } + } + } + + if (IsLocalPlayer) + { + var gameObject = FindAnyObjectByType(); + if (gameObject != null) + { + var serverHost = gameObject.GetComponent(); + serverHost?.SetColor(Color); + } + } + base.OnNetworkPostSpawn(); + } +} diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerColor.cs.meta b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerColor.cs.meta new file mode 100644 index 0000000000..989140cdc2 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerColor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c0d9ef34836eebc4bac2ab8ffc0d3e80 \ No newline at end of file diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerMotion.cs b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerMotion.cs new file mode 100644 index 0000000000..b3728c3eb3 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerMotion.cs @@ -0,0 +1,130 @@ +using Unity.Netcode; +using Unity.Netcode.Components; +using UnityEngine; +using System.Runtime.CompilerServices; + +#if UNITY_EDITOR +using Unity.Netcode.Editor; +using UnityEditor; + +// This bypases the default custom editor for NetworkTransform +// and lets you modify your custom NetworkTransform's properties +// within the inspector view +[CustomEditor(typeof(PlayerMotion), true)] +public class PlayerMotionHandlerEditor : NetworkTransformEditor +{ + private SerializedProperty m_Radius; + private SerializedProperty m_Speed; + + public override void OnEnable() + { + m_Radius = serializedObject.FindProperty(nameof(PlayerMotion.Radius)); + m_Speed = serializedObject.FindProperty(nameof(PlayerMotion.Speed)); + base.OnEnable(); + } + + private void DisplayPlayerMotionHandlerProperties() + { + EditorGUILayout.PropertyField(m_Radius); + EditorGUILayout.PropertyField(m_Speed); + } + + public override void OnInspectorGUI() + { + var playerMotion = target as PlayerMotion; + void SetExpanded(bool expanded) { playerMotion.PlayerMotionExpanded = expanded; }; + DrawFoldOutGroup(playerMotion.GetType(), DisplayPlayerMotionHandlerProperties, playerMotion.PlayerMotionExpanded, SetExpanded); + base.OnInspectorGUI(); + } +} +#endif + +/// +/// Just moves the player around automatically in a circular motion +/// +public class PlayerMotion : NetworkTransform +{ +#if UNITY_EDITOR + public bool PlayerMotionExpanded; +#endif + + [Range(1.0f, 20.0f)] + public float Radius = 10.0f; + + [Range(1.0f, 30.0f)] + public float Speed = 5.0f; + + private float m_CurrentPi; + private float m_Increment = 0.25f; + private float m_ClockWise = 1.0f; + private Rigidbody m_RigidBody; + private ComponentController m_ComponentController; + + protected override void Awake() + { + base.Awake(); + m_ComponentController = GetComponent(); + m_RigidBody = GetComponent(); + m_RigidBody.useGravity = false; + } + + public override void OnNetworkSpawn() + { + // Always invoked base when deriving from NetworkTransform + base.OnNetworkSpawn(); + name = $"{name}-{OwnerClientId}"; + + if (CanCommitToTransform) + { + m_RigidBody.useGravity = true; + m_CurrentPi = Random.Range(-Mathf.PI, Mathf.PI); + m_ClockWise = Random.Range(-1.0f, 1.0f); + m_ClockWise = m_ClockWise / Mathf.Abs(m_ClockWise); + if (!IsOwner) + { + Radius += Random.Range(-2.0f, 2.0f); + } + } + } + + protected override void OnNetworkPostSpawn() + { + base.OnNetworkPostSpawn(); + // The default is for the authority to handle ComponentController changes + if (HasAuthority) + { + // You can derive from ComponentController and override the OnHasAuthority virtual method + // to make the Owner the authority as well. + m_ComponentController.SetEnabled(true); + } + } + + public override void OnNetworkPreDespawn() + { + m_RigidBody.useGravity = false; + if (HasAuthority) + { + m_ComponentController.SetEnabled(true); + } + base.OnNetworkPreDespawn(); + } + + private void FixedUpdate() + { + if (IsSpawned && CanCommitToTransform) + { + // When loading a scene, don't move around and disable gravity + m_RigidBody.useGravity = !ExtendedNetworkManager.Instance.IsSceneEventInProgress(); + if (ExtendedNetworkManager.Instance.IsSceneEventInProgress()) + { + return; + } + m_CurrentPi += m_ClockWise * (Speed * m_Increment * Time.fixedDeltaTime); + var position = transform.position; + var offset = new Vector3(Radius * Mathf.Cos(m_CurrentPi), position.y, Radius * Mathf.Sin(m_CurrentPi)); + m_RigidBody.MovePosition(Vector3.Lerp(position, offset, Speed * 0.1f * Time.fixedDeltaTime)); + } + } +} + + diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerMotion.cs.meta b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerMotion.cs.meta new file mode 100644 index 0000000000..562ed49405 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerMotion.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3ac7b002fd8506c45afe1f87c8e02f7a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerSpawnHandler.cs b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerSpawnHandler.cs new file mode 100644 index 0000000000..b862bdd764 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerSpawnHandler.cs @@ -0,0 +1,215 @@ +using System.Collections.Generic; +using System.Linq; +using Unity.Netcode; +using Unity.Netcode.Components; +using UnityEngine; + +/// +/// Component should be added to the NetworkManager GameObject +/// This controls whether the NetworkManager player pefab will be used or +/// if it will handle spawning the player upon the player being connected. +/// +public class PlayerSpawnHandler : MonoBehaviour, INetworkUpdateSystem +{ + public enum SpawnPlayerOptions + { + /// Use to let NetworkManager automatically spawn + /// the player to see how to spawn a child + NetworkManagerPlayerPrefab, + // Use either of these to let this component handle spawning the player + ClientConnectedCallback, + ClientConnectionEvent, + } + + + public SpawnPlayerOptions SpawnPlayerOption; + public GameObject PlayerPrefab; + private NetworkManager m_NetworkManager; + + private Dictionary m_SpawndNetworkObjects = new Dictionary(); + + private HashSet m_UnspawnedInstances = new HashSet(); + + private void Start() + { + m_NetworkManager = GetComponent(); + if (SpawnPlayerOption != SpawnPlayerOptions.NetworkManagerPlayerPrefab) + { + m_NetworkManager.OnServerStarted += OnServerStarted; + m_NetworkManager.NetworkConfig.PlayerPrefab = null; + } + else + { + m_NetworkManager.NetworkConfig.PlayerPrefab = PlayerPrefab; + } + } + + private void OnServerStarted() + { + m_NetworkManager.OnServerStarted -= OnServerStarted; + m_NetworkManager.OnServerStopped += OnServerStopped; + + if (SpawnPlayerOption == SpawnPlayerOptions.ClientConnectedCallback) + { + m_NetworkManager.OnClientConnectedCallback += OnClientConnectedCallback; + } + else + { + m_NetworkManager.OnConnectionEvent += OnConnectionEvent; + } + + if (SpawnPlayerOption != SpawnPlayerOptions.NetworkManagerPlayerPrefab) + { + NetworkUpdateLoop.RegisterNetworkUpdate(this, NetworkUpdateStage.Update); + } + + // Host spawns when started + if (m_NetworkManager.IsHost) + { + SpawnPrefab(m_NetworkManager.LocalClientId); + } + + // Register after spawning the host player + m_NetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback; + } + + private List m_KeyCodes = new List() + { + KeyCode.Alpha0, + KeyCode.Alpha1, KeyCode.Alpha2, + KeyCode.Alpha3, KeyCode.Alpha4, + KeyCode.Alpha5, KeyCode.Alpha6, + KeyCode.Alpha7, KeyCode.Alpha8, + KeyCode.Alpha9 + }; + + private bool IsVisibleToClient(ulong clientId, NetworkObject networkObject) + { + var observers = networkObject.GetObservers(); + do + { + if (observers.Current == clientId) + { + return true; + } + } + while (observers.MoveNext()); + return false; + } + + public void NetworkUpdate(NetworkUpdateStage updateStage) + { + var clientIndex = 0; + foreach (KeyCode keyCode in m_KeyCodes) + { + if (Input.GetKeyDown(keyCode) && m_NetworkManager.ConnectedClientsIds.Count > clientIndex) + { + var clientId = m_NetworkManager.ConnectedClientsIds[clientIndex]; + + var playerNetworkObject = m_NetworkManager.SpawnManager.GetClientOwnedObjects(clientId).First(); + if (!playerNetworkObject) + { + continue; + } + foreach (var clientToShowOrHide in m_NetworkManager.ConnectedClientsIds) + { + if (clientId == clientToShowOrHide && clientId == 0) + { + continue; + } + if (IsVisibleToClient(clientToShowOrHide, playerNetworkObject)) + { + playerNetworkObject.GetComponent().enabled = false; + playerNetworkObject.NetworkHide(clientToShowOrHide); + } + else + { + playerNetworkObject.NetworkShow(clientToShowOrHide); + playerNetworkObject.GetComponent().enabled = true; + } + } + } + clientIndex++; + } + } + + private void OnServerStopped(bool wasHost) + { + m_NetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback; + NetworkUpdateLoop.UnregisterNetworkUpdate(this, NetworkUpdateStage.Update); + m_NetworkManager.OnServerStopped -= OnServerStopped; + m_NetworkManager.OnServerStarted += OnServerStarted; + if (SpawnPlayerOption == SpawnPlayerOptions.ClientConnectedCallback) + { + m_NetworkManager.OnClientConnectedCallback -= OnClientConnectedCallback; + } + else + { + m_NetworkManager.OnConnectionEvent -= OnConnectionEvent; + } + } + + private void OnConnectionEvent(NetworkManager networkManager, ConnectionEventData eventData) + { + if (!m_NetworkManager.IsServer || eventData.ClientId == NetworkManager.ServerClientId) + { + return; + } + if (eventData.EventType == ConnectionEvent.ClientConnected) + { + SpawnPrefab(eventData.ClientId); + } + } + + private void OnClientConnectedCallback(ulong clientId) + { + if (!m_NetworkManager.IsServer || clientId == NetworkManager.ServerClientId) + { + return; + } + SpawnPrefab(clientId); + } + + private void OnClientDisconnectCallback(ulong clientId) + { + if (!m_NetworkManager.ShutdownInProgress && m_SpawndNetworkObjects.ContainsKey(clientId)) + { + var networkObject = m_SpawndNetworkObjects[clientId]; + m_UnspawnedInstances.Add(networkObject); + if (networkObject.IsSpawned) + { + networkObject.Despawn(false); + } + m_SpawndNetworkObjects.Remove(clientId); + networkObject.gameObject.SetActive(false); + } + } + + private void SpawnPrefab(ulong clientId) + { + if (!PlayerPrefab) + { + Debug.LogWarning("[No Player Prefab Defined] Player prefab not spawned!"); + return; + } + // Handle player initial position and rotation here + var position = Vector3.up * 2f; + var rotation = Quaternion.identity; + var playerNetworkObject = (NetworkObject)null; + if (m_UnspawnedInstances.Count > 0) + { + playerNetworkObject = m_UnspawnedInstances.First(); + m_UnspawnedInstances.Remove(playerNetworkObject); + playerNetworkObject.gameObject.SetActive(true); + playerNetworkObject.GetComponent().enabled = true; + } + else + { + playerNetworkObject = Instantiate(PlayerPrefab, position, rotation).GetComponent(); + } + + playerNetworkObject.SpawnWithOwnership(clientId); + m_SpawndNetworkObjects.Add(clientId, playerNetworkObject); + } +} + diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerSpawnHandler.cs.meta b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerSpawnHandler.cs.meta new file mode 100644 index 0000000000..c4aa86aa3d --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/PlayerSpawnHandler.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0b0cd34705cdcd24abcdcabc267e3215 \ No newline at end of file diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/SceneLoader.cs b/Examples/SpawningWithNoObservers/Assets/Scripts/SceneLoader.cs new file mode 100644 index 0000000000..43a44ded79 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/SceneLoader.cs @@ -0,0 +1,168 @@ +using System.Collections.Generic; +using Unity.Netcode; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; +using UnityEngine.SceneManagement; + +public class SceneLoader : MonoBehaviour +{ +#if UNITY_EDITOR + public SceneAsset MainMenu; + public List NetworkScenesToLoad; + private void OnValidate() + { + if (NetworkScenesToLoad != null) + { + foreach (SceneAsset sceneAsset in NetworkScenesToLoad) + { + if (sceneAsset == null) continue; + m_SceneNamesToLoad.Add(sceneAsset.name); + } + } + if (MainMenu) + { + m_MainMenuScene = MainMenu.name; + } + } +#endif + public bool SceneLoadingInProgress { get; private set; } + + [HideInInspector] + [SerializeField] + private string m_MainMenuScene; + [HideInInspector] + [SerializeField] + private List m_SceneNamesToLoad = new List(); + + private ExtendedNetworkManager m_NetworkManager; + private Scene m_CurrentLoadedScene; + private int m_NextSceneNameIndex = 0; + + private void Awake() + { + m_NetworkManager = GetComponent(); + } + + private void SetCurrentScene() + { + m_CurrentLoadedScene = SceneManager.GetActiveScene(); + if (m_SceneNamesToLoad.Contains(m_CurrentLoadedScene.name)) + { + m_NextSceneNameIndex = (m_SceneNamesToLoad.IndexOf(m_CurrentLoadedScene.name) + 1) % m_SceneNamesToLoad.Count; + } + else + { + m_NextSceneNameIndex = 0; + } + } + + private void OnStarted() + { + m_NetworkManager.OnClientStarted -= ClientStarted; + m_NetworkManager.OnServerStarted -= ServerStarted; + m_NetworkManager.OnServerStopped += OnServerStopped; + m_NetworkManager.OnClientStopped += OnClientStopped; + m_NetworkManager.SceneManager.OnLoadEventCompleted += OnLoadEventCompleted; + m_NetworkManager.SceneManager.OnSynchronizeComplete += OnSynchronizeComplete; + if (m_NetworkManager.IsServer) + { + LoadNextScene(); + } + } + + + private void OnLoadEventCompleted(string sceneName, LoadSceneMode loadSceneMode, List clientsCompleted, List clientsTimedOut) + { + SceneLoadingInProgress = false; + SetCurrentScene(); + var completed = string.Join(",", clientsCompleted); + var timedOut = string.Join(",", clientsTimedOut); + m_NetworkManager.LogMessage($"Scene loading event for {sceneName} completed!\n Client ids that completed event ({completed}) \n Client ids that timed out ({timedOut})"); + } + + + private void OnSynchronizeComplete(ulong clientId) + { + m_NetworkManager.LogMessage($"Client-{clientId} synchronization completed."); + } + + private void ClientStarted() + { + OnStarted(); + } + + private void ServerStarted() + { + if (m_NetworkManager.IsHost) + { + return; + } + OnStarted(); + } + + public void LoadMainMenu() + { + if (m_MainMenuScene != string.Empty) + { + SceneManager.sceneLoaded += OnSceneLoaded; + SceneManager.LoadScene(m_MainMenuScene, LoadSceneMode.Single); + } + } + private void OnSceneLoaded(Scene sceneLoaded, LoadSceneMode loadSceneMode) + { + if (sceneLoaded.name == m_MainMenuScene) + { + SceneManager.sceneLoaded -= OnSceneLoaded; + m_NetworkManager.OnServerStopped -= OnServerStopped; + m_NetworkManager.OnClientStopped -= OnClientStopped; + m_NetworkManager.OnClientStarted += ClientStarted; + m_NetworkManager.OnServerStarted += ServerStarted; + SetCurrentScene(); + } + } + + private void OnStopped() + { + LoadMainMenu(); + } + + private void OnServerStopped(bool wasHost) + { + if (!wasHost) + { + OnStopped(); + } + + } + + private void OnClientStopped(bool wasHost) + { + OnStopped(); + } + + public void LoadNextScene() + { + if (!m_NetworkManager.IsServer || !m_NetworkManager.IsListening) + { + return; + } + + var nextSceneName = GetNextSceneNameToLoad(); + var loadStatus = m_NetworkManager.SceneManager.LoadScene(nextSceneName, LoadSceneMode.Single); + if (loadStatus != SceneEventProgressStatus.Started) + { + m_NetworkManager.LogMessage($"Failed to start scene loading event for {nextSceneName}! [Status: {loadStatus}]"); + } + else + { + SceneLoadingInProgress = true; + } + } + + public string GetNextSceneNameToLoad() + { + return m_SceneNamesToLoad[m_NextSceneNameIndex]; + } +} diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/SceneLoader.cs.meta b/Examples/SpawningWithNoObservers/Assets/Scripts/SceneLoader.cs.meta new file mode 100644 index 0000000000..08bc32f82d --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/SceneLoader.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 040dd6d7aab239742933dd50fdfcc9aa \ No newline at end of file diff --git a/Examples/SpawningWithNoObservers/Assets/Scripts/ServerHostClientText.cs b/Examples/SpawningWithNoObservers/Assets/Scripts/ServerHostClientText.cs new file mode 100644 index 0000000000..66a01cf786 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Assets/Scripts/ServerHostClientText.cs @@ -0,0 +1,89 @@ +using Unity.Netcode; +using UnityEngine; +using UnityEngine.UI; + +/// +/// Handles updating the runtime UI text to identify what role +/// and client the application instances represents. +/// +public class ServerHostClientText : NetworkBehaviour +{ + private Text m_DisplayText; + + private Color m_Color; + private Color m_ColorAlpha; + private Vector3 m_AnchoredPosition; + + public void SetColor(Color color) + { + m_Color = color; + m_ColorAlpha = color; + m_ColorAlpha.a = 0.35f; + } + + private void Awake() + { + m_AnchoredPosition = (transform as RectTransform).anchoredPosition3D; + m_DisplayText = GetComponent(); + } + + private void Start() + { + if (m_DisplayText != null) + { + m_DisplayText.text = string.Empty; + SetColor(m_DisplayText.color); + } + } + + public override void OnNetworkSpawn() + { + if (m_DisplayText != null) + { + if (NetworkManager.IsServer) + { + m_DisplayText.text = NetworkManager.IsHost ? 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streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 + particleRaycastBudget: 1024 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 + excludedTargetPlatforms: [] + - serializedVersion: 3 + name: Ultra + pixelLightCount: 4 + shadows: 2 + shadowResolution: 2 + shadowProjection: 1 + shadowCascades: 4 + shadowDistance: 150 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 + skinWeights: 255 + globalTextureMipmapLimit: 0 + textureMipmapLimitSettings: [] + anisotropicTextures: 2 + antiAliasing: 2 + softParticles: 1 + softVegetation: 1 + realtimeReflectionProbes: 1 + billboardsFaceCameraPosition: 1 + useLegacyDetailDistribution: 0 + vSyncCount: 1 + realtimeGICPUUsage: 100 + lodBias: 2 + maximumLODLevel: 0 + enableLODCrossFade: 1 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 + particleRaycastBudget: 4096 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 + excludedTargetPlatforms: [] + m_TextureMipmapLimitGroupNames: [] + m_PerPlatformDefaultQuality: + Android: 2 + EmbeddedLinux: 5 + GameCoreScarlett: 5 + GameCoreXboxOne: 5 + LinuxHeadlessSimulation: 5 + Nintendo Switch: 5 + PS4: 5 + PS5: 5 + QNX: 5 + Server: 5 + Stadia: 5 + Standalone: 5 + VisionOS: 5 + WebGL: 3 + Windows Store Apps: 5 + XboxOne: 5 + iPhone: 2 + tvOS: 2 diff --git a/Examples/SpawningWithNoObservers/Readme.md b/Examples/SpawningWithNoObservers/Readme.md new file mode 100644 index 0000000000..c281d64d70 --- /dev/null +++ b/Examples/SpawningWithNoObservers/Readme.md @@ -0,0 +1,88 @@ +# Netcode for GameObjects
Spawning without observers +_Supports using the client-server and distributed authority network topologies._ + +## Netcode components used + +- NetworkObject + - Areas used: + - Observers + - Spawning & De-spawning +- NetworkSceneManager + - Areas used: + - Client synchronization + - Scene loading and unloading. +- ExtendedNetworkManager : NetworkManager + - Includes runtime menu selection based on selected network topology. +- Includes dynamically spawned and in-scene placed NetworkObjects. + + +## Getting Started (wip) + +When you first open the project, you will want to load the BootStrapScene scene: +![image](Images/BootstrapScene.png) + +Then find the ExtendedNetworkManager. +The ExtendedNetworkManager in-scene placed object has two components of interest: + +Scene Loader: A simple scene loading component that lets you add or remove scenes to be loaded. +Player Spawn Handler: This is where the majority of the spawning script of interest is located. +![image](Images/ExtendedNetworkManager.png) + +Next area of interest is the prefabs folder that includes a “Player” prefab: +![image](Images/PlayerPrefab.png) + +The PlayerPrefab includes the newly introduced ComponentController NetworkBehaviour that allows one to control whether various components are enabled or disabled on a NetworkObject’s GameObject (or any child of) and have that all automatically synchronize all instances. I used this to handle the host (server) side when the owning player disconnects, + +The things to note about object visibility is that once you take control over an object’s visibility for one or more client(s), you have then “turned off auto-pilot” (i.e. default behavior) and are now in full control over when it is or is not visible. + +The other element here is the Dont Destroy With Owner setting. Once the owner client disconnects, (with a client-server topology) it will default ownership over to the host/server. The project attached above provides an additional behavior when the client disconnects by disabling the collider and the mesh renderer via the ComponentController. + +When you enter into play mode, start a host and then join a client: + +![image](Images/EnteringPlaymode.jpg) + +You will see the host spawns and has visibility of its object (red) and the client’s spawned object is visible on the host but not on the client. +At this point, you can use the Alpha0 - Alpha9 keys to toggle object visibility for a client’s spawned object (I didn’t add the ability to toggle on a per client basis, but you could extend this project to do that). + +HItting the “0” (Alpha0) key when the editor instance has focus makes the host’s spawned object visibile to all connected clients (hitting it again hides it…except from itself…which you could use the ComponentController to handle this). + +![image](Images/TogglingObjectVisibility.jpg) + +HItting the “1” (Alpha1) key when the editor instance has focus makes the client’s spawned object visible to all clients (including the owner) and hitting it again hides it. + +![image](Images/TogglingObjectVisibility1.jpg) + +If you disconnect the client, then the object remains but is disabled and added to a cache that is used for when the next client connects: + +![image](Images/OwnerDisconnecting.jpg) + +If you reconnect with the same virtual client, then the disabled instance is re-used but the client connecting has a different assigned client id (was 1 then chanted to 2 on 2nd connection). For example purposes only, I opted to leave in the “-#” at the end of the name of the object to see a short history of which client id owned that object instance while it persisted during the network session. + +![image](Images/SameOrNewClientReconnecting.jpg) + + + +## Building The Project +This example uses unity services. Upon loading the project for the first time, you will want to set your organization and create a new cloud project. This is the only required setting to create stand alone builds for this project. +![image](Images/ServiceSettings.png) + +## The various uses of spawning with no observers + + + + +## Terminology + + + +### Notes on Distributed Authority (?) + + +## Example Limitations +This example is primarily to provide a starting point for anyone interested in exploring how to override (customize) the scene loading and/or prefab instantiation. It does not cover all possible use case scenarios. It is recommended to explore this example, modify it, and read the [Netcode for GameObjects documentation](https://docs-multiplayer.unity3d.com/netcode/current/about/) for more details. + + + + + +