diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs index 73cc6c7e2d..6b929fee06 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs @@ -416,7 +416,7 @@ public void DeferDespawn(int tickOffset, bool destroy = true) return; } - if (!HasAuthority) + if (!m_HasAuthority) { if (NetworkManagerOwner.LogLevel <= LogLevel.Error) { @@ -633,7 +633,7 @@ public bool SetOwnershipLock(bool lockOwnership = true) } // If we don't have authority exit early - if (!HasAuthority) + if (!m_HasAuthority) { if (NetworkManager.LogLevel <= LogLevel.Error) { @@ -909,7 +909,7 @@ internal void OwnershipRequest(ulong clientRequestingOwnership) // This action is always authorized as long as the client still has authority. // We need to pass in that this is a request approval ownership change. - NetworkManagerOwner.SpawnManager.ChangeOwnership(this, clientRequestingOwnership, HasAuthority, true); + NetworkManagerOwner.SpawnManager.ChangeOwnership(this, clientRequestingOwnership, m_HasAuthority, true); } else { @@ -1155,14 +1155,9 @@ public bool HasOwnershipStatus(OwnershipStatus status) /// /// When in client-server mode, authority should is not considered the same as ownership. /// - public bool HasAuthority => InternalHasAuthority(); + public bool HasAuthority => IsSpawned ? m_HasAuthority : NetworkManager.IsServer; - [MethodImpl(MethodImplOptions.AggressiveInlining)] - private bool InternalHasAuthority() - { - var networkManager = NetworkManager; - return networkManager.DistributedAuthorityMode ? OwnerClientId == networkManager.LocalClientId : networkManager.IsServer; - } + private bool m_HasAuthority; /// /// The NetworkManager that owns this NetworkObject. @@ -1506,7 +1501,7 @@ public void NetworkShow(ulong clientId) return; } - if (!HasAuthority) + if (!m_HasAuthority) { if (NetworkManagerOwner.DistributedAuthorityMode) { @@ -1601,7 +1596,7 @@ public void NetworkHide(ulong clientId) return; } - if (!HasAuthority) + if (!m_HasAuthority) { if (NetworkManagerOwner.DistributedAuthorityMode) { @@ -1760,7 +1755,7 @@ private void OnDestroy() { // An authorized destroy is when done by the authority instance or done due to a scene event and the NetworkObject // was marked as destroy pending scene event (which means the destroy with scene property was set). - var isAuthorityDestroy = HasAuthority || NetworkManager.DAHost || DestroyPendingSceneEvent; + var isAuthorityDestroy = m_HasAuthority || NetworkManager.DAHost || DestroyPendingSceneEvent; // If the NetworkObject's GameObject is still valid and the scene is still valid and loaded, then we are still valid var isStillValid = gameObject != null && gameObject.scene.IsValid() && gameObject.scene.isLoaded; @@ -2005,8 +2000,7 @@ public NetworkObject InstantiateAndSpawn(NetworkManager networkManager, ulong ow /// Should the object be destroyed when the scene is changed public void Spawn(bool destroyWithScene = false) { - var networkManager = NetworkManager; - var clientId = networkManager.DistributedAuthorityMode ? networkManager.LocalClientId : NetworkManager.ServerClientId; + var clientId = NetworkManager.DistributedAuthorityMode ? NetworkManager.LocalClientId : NetworkManager.ServerClientId; SpawnInternal(destroyWithScene, clientId, false); } @@ -2058,10 +2052,77 @@ public void Despawn(bool destroy = true) NetworkManagerOwner.SpawnManager.DespawnObject(this, destroy); } + internal void SetupOnSpawn(ulong networkId, bool sceneObject, bool playerObject, ulong ownerClientId, bool destroyWithScene) + { +#pragma warning disable CS0618 // Type or member is obsolete + // Obsolete with warning means we need the underlying behaviour to keep existing + // TODO: remove in the 3.x branch + SetSceneObjectStatus(sceneObject); +#pragma warning restore CS0618 // Type or member is obsolete + + // Always check to make sure our scene of origin is properly set for in-scene placed NetworkObjects + // Note: Always check SceneOriginHandle directly at this specific location. + if (InScenePlaced && SceneOriginHandle.IsEmpty()) + { + SceneOrigin = gameObject.scene; + } + + NetworkObjectId = networkId; + + DestroyWithScene = sceneObject || destroyWithScene; + + IsPlayerObject = playerObject; + + OwnerClientId = ownerClientId; + + // When spawned, previous owner is always the first assigned owner + PreviousOwnerId = ownerClientId; + + // If this is the player and the client is the owner, then lock ownership by default + if (NetworkManagerOwner.DistributedAuthorityMode && NetworkManagerOwner.LocalClientId == ownerClientId && playerObject) + { + AddOwnershipExtended(OwnershipStatusExtended.Locked); + } + + m_HasAuthority = NetworkManagerOwner.DistributedAuthorityMode ? OwnerClientId == NetworkManagerOwner.LocalClientId : NetworkManagerOwner.IsServer; + IsSpawned = true; + + // If we are not running in DA mode, this is the server, and the NetworkObject has SpawnWithObservers set, + // then add all connected clients as observers + if (!NetworkManagerOwner.DistributedAuthorityMode && NetworkManagerOwner.IsServer && SpawnWithObservers) + { + // If running as a server only, then make sure to always add the server's client identifier + if (!NetworkManagerOwner.IsHost) + { + AddObserver(NetworkManagerOwner.LocalClientId); + } + + // Add client observers + for (int i = 0; i < NetworkManagerOwner.ConnectedClientsIds.Count; i++) + { + // If CheckObjectVisibility has a callback, then allow that method determine who the observers are. + if (CheckObjectVisibility != null && !CheckObjectVisibility(NetworkManagerOwner.ConnectedClientsIds[i])) + { + continue; + } + AddObserver(NetworkManagerOwner.ConnectedClientsIds[i]); + } + } + + // If we are an in-scene placed NetworkObject and our InScenePlacedSourceGlobalObjectIdHash is set + // then assign this to the PrefabGlobalObjectIdHash + if (InScenePlaced && InScenePlacedSourceGlobalObjectIdHash != 0) + { + PrefabGlobalObjectIdHash = InScenePlacedSourceGlobalObjectIdHash; + } + + } + internal void ResetOnDespawn() { // Always clear out the observers list when despawned Observers.Clear(); + m_HasAuthority = false; IsSpawnAuthority = false; IsSpawned = false; DeferredDespawnTick = 0; @@ -2099,7 +2160,7 @@ public void ChangeOwnership(ulong newOwnerClientId) } return; } - NetworkManagerOwner.SpawnManager.ChangeOwnership(this, newOwnerClientId, HasAuthority); + NetworkManagerOwner.SpawnManager.ChangeOwnership(this, newOwnerClientId, m_HasAuthority); } /// @@ -2122,6 +2183,11 @@ internal void InvokeBehaviourOnOwnershipChanged(ulong originalOwnerClientId, ulo var isPreviousOwner = originalOwnerClientId == NetworkManagerOwner.LocalClientId; var isNewOwner = newOwnerClientId == NetworkManagerOwner.LocalClientId; + if (distributedAuthorityMode) + { + m_HasAuthority = isNewOwner; + } + if (distributedAuthorityMode || isPreviousOwner) { NetworkManagerOwner.SpawnManager.UpdateOwnershipTable(this, originalOwnerClientId, true); @@ -2334,7 +2400,7 @@ public bool TrySetParent(NetworkObject parent, bool worldPositionStays = true) // DANGO-TODO: Do we want to worry about ownership permissions here? // It wouldn't make sense to not allow parenting, but keeping this note here as a reminder. - var isAuthority = HasAuthority || (AllowOwnerToParent && IsOwner); + var isAuthority = m_HasAuthority || (AllowOwnerToParent && IsOwner); // If we don't have authority and we are not shutting down, then don't allow any parenting. // If we are shutting down and don't have authority then allow it. @@ -2409,7 +2475,7 @@ private void OnTransformParentChanged() // With distributed authority, we need to track "valid authoritative" parenting changes. // So, either the authority or AuthorityAppliedParenting is considered a "valid parenting change". - var isParentingAuthority = HasAuthority || AuthorityAppliedParenting || (AllowOwnerToParent && IsOwner); + var isParentingAuthority = m_HasAuthority || AuthorityAppliedParenting || (AllowOwnerToParent && IsOwner); // If we are spawned and don't have authority; reset the parent back to the cached parent and exit if (!isParentingAuthority) { @@ -3526,15 +3592,14 @@ internal void SceneChangedUpdate(Scene scene, bool notify = false) return; } - var isAuthority = HasAuthority; SceneOriginHandle = scene.handle; // non-authority needs to update the NetworkSceneHandle - if (!isAuthority && NetworkManagerOwner.SceneManager.ClientSceneHandleToServerSceneHandle.ContainsKey(SceneOriginHandle)) + if (!m_HasAuthority && NetworkManagerOwner.SceneManager.ClientSceneHandleToServerSceneHandle.ContainsKey(SceneOriginHandle)) { NetworkSceneHandle = NetworkManagerOwner.SceneManager.ClientSceneHandleToServerSceneHandle[SceneOriginHandle]; } - else if (isAuthority) + else if (m_HasAuthority) { // Since the authority is the source of truth for the NetworkSceneHandle, // the NetworkSceneHandle is the same as the SceneOriginHandle. @@ -3561,7 +3626,7 @@ internal void SceneChangedUpdate(Scene scene, bool notify = false) OnMigratedToNewScene?.Invoke(); // Only the authority side will notify clients of non-parented NetworkObject scene changes - if (isAuthority && notify && !transform.parent) + if (m_HasAuthority && notify && !transform.parent) { NetworkManagerOwner.SceneManager.NotifyNetworkObjectSceneChanged(this); } diff --git a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs index 46f52bc4f9..95f1b3d305 100644 --- a/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs @@ -1295,9 +1295,10 @@ internal bool NonAuthorityLocalSpawn(in NetworkObject.SerializedObject serialize } /// - /// Handles the all the final setup and spawning needed for + /// Handles all the final setup and spawning needed for spawning a NetworkObject locally. /// - /// boolean indicating whether the spawn succeeded. Internal dev note: THIS IS A CATCH FOR OURSELVES. DON'T PULL OUT + /// boolean indicating whether the spawn succeeded. + // Internal dev note: THIS IS A CATCH FOR OURSELVES. DON'T PULL OUT internal bool SpawnNetworkObjectLocallyCommon(NetworkObject networkObject, ulong networkId, bool sceneObject, bool playerObject, ulong ownerClientId, bool destroyWithScene) { // TODO: Replace the following checks with internal Netcode asserts @@ -1311,7 +1312,7 @@ internal bool SpawnNetworkObjectLocallyCommon(NetworkObject networkObject, ulong return false; } - if (networkId == default) + if (networkId == 0) { if (NetworkManager.LogLevel <= LogLevel.Error) { @@ -1320,70 +1321,18 @@ internal bool SpawnNetworkObjectLocallyCommon(NetworkObject networkObject, ulong return false; } -#pragma warning disable CS0618 // Type or member is obsolete - // Obsolete with warning means we need the underlying behaviour to keep existing - // TODO: remove in the 3.x branch - networkObject.SetSceneObjectStatus(sceneObject); -#pragma warning restore CS0618 // Type or member is obsolete + networkObject.SetupOnSpawn(networkId, sceneObject, playerObject, ownerClientId, destroyWithScene); - // Always check to make sure our scene of origin is properly set for in-scene placed NetworkObjects - // Note: Always check SceneOriginHandle directly at this specific location. - if (networkObject.InScenePlaced && networkObject.SceneOriginHandle.IsEmpty()) - { - networkObject.SceneOrigin = networkObject.gameObject.scene; - } - - networkObject.NetworkObjectId = networkId; - - networkObject.DestroyWithScene = sceneObject || destroyWithScene; - - networkObject.IsPlayerObject = playerObject; - - networkObject.OwnerClientId = ownerClientId; - - // When spawned, previous owner is always the first assigned owner - networkObject.PreviousOwnerId = ownerClientId; - - // If this the player and the client is the owner, then lock ownership by default - if (NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClientId == ownerClientId && playerObject) - { - networkObject.AddOwnershipExtended(NetworkObject.OwnershipStatusExtended.Locked); - } - - networkObject.IsSpawned = true; SpawnedObjects.Add(networkObject.NetworkObjectId, networkObject); SpawnedObjectsList.Add(networkObject); - - // If we are not running in DA mode, this is the server, and the NetworkObject has SpawnWithObservers set, - // then add all connected clients as observers - if (!NetworkManager.DistributedAuthorityMode && NetworkManager.IsServer && networkObject.SpawnWithObservers) - { - // If running as a server only, then make sure to always add the server's client identifier - if (!NetworkManager.IsHost) - { - networkObject.AddObserver(NetworkManager.LocalClientId); - } - - // Add client observers - for (int i = 0; i < NetworkManager.ConnectedClientsIds.Count; i++) - { - // If CheckObjectVisibility has a callback, then allow that method determine who the observers are. - if (networkObject.CheckObjectVisibility != null && !networkObject.CheckObjectVisibility(NetworkManager.ConnectedClientsIds[i])) - { - continue; - } - networkObject.AddObserver(NetworkManager.ConnectedClientsIds[i]); - } - } - networkObject.ApplyNetworkParenting(); + NetworkObject.CheckOrphanChildren(); AddNetworkObjectToSceneChangedUpdates(networkObject); networkObject.InvokeBehaviourNetworkSpawn(); - // Only dynamically spawned NetworkObjects are allowed if (!sceneObject) { @@ -1395,13 +1344,6 @@ internal bool SpawnNetworkObjectLocallyCommon(NetworkObject networkObject, ulong UpdateNetworkClientPlayer(networkObject); } - // If we are an in-scene placed NetworkObject and our InScenePlacedSourceGlobalObjectIdHash is set - // then assign this to the PrefabGlobalObjectIdHash - if (networkObject.InScenePlaced && networkObject.InScenePlacedSourceGlobalObjectIdHash != 0) - { - networkObject.PrefabGlobalObjectIdHash = networkObject.InScenePlacedSourceGlobalObjectIdHash; - } - return true; }