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SceneEventProgress.cs
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257 lines (230 loc) · 10.2 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using AsyncOperation = UnityEngine.AsyncOperation;
namespace Unity.Netcode
{
/// <summary>
/// Used by <see cref="NetworkSceneManager"/> to determine if a server invoked scene event has started.
/// The returned status is stored in the <see cref="SceneEventProgress.Status"/> property.<br/>
/// <em>Note: This was formally known as SwitchSceneProgress which contained the <see cref="AsyncOperation"/>.
/// All <see cref="AsyncOperation"/>s are now delivered by the <see cref="NetworkSceneManager.OnSceneEvent"/> event handler
/// via the <see cref="SceneEvent"/> parameter.</em>
/// </summary>
public enum SceneEventProgressStatus
{
/// <summary>
/// No scene event progress status can be used to initialize a variable that will be checked over time.
/// </summary>
None,
/// <summary>
/// The scene event was successfully started.
/// </summary>
Started,
/// <summary>
/// Returned if you try to unload a scene that was not yet loaded.
/// </summary>
SceneNotLoaded,
/// <summary>
/// Returned if you try to start a new scene event before a previous one is finished.
/// </summary>
SceneEventInProgress,
/// <summary>
/// Returned if the scene name used with <see cref="NetworkSceneManager.LoadScene(string, LoadSceneMode)"/>
/// or <see cref="NetworkSceneManager.UnloadScene(Scene)"/>is invalid.
/// </summary>
InvalidSceneName,
/// <summary>
/// Server side: Returned if the <see cref="NetworkSceneManager.VerifySceneBeforeLoading"/> delegate handler returns false
/// (<em>i.e. scene is considered not valid/safe to load</em>).
/// </summary>
SceneFailedVerification,
/// <summary>
/// This is used for internal error notifications.<br/>
/// If you receive this event then it is most likely due to a bug (<em>please open a GitHub issue with steps to replicate</em>).<br/>
/// </summary>
InternalNetcodeError,
}
/// <summary>
/// Server side only:
/// This tracks the progress of clients during a load or unload scene event
/// </summary>
internal class SceneEventProgress
{
/// <summary>
/// List of clientIds of those clients that is done loading the scene.
/// </summary>
internal Dictionary<ulong, bool> ClientsProcessingSceneEvent { get; } = new Dictionary<ulong, bool>();
internal List<ulong> ClientsThatDisconnected = new List<ulong>();
/// <summary>
/// This is the time when the current scene event will have timed out
/// </summary>
internal float WhenSceneEventHasTimedOut;
/// <summary>
/// Delegate type for when the switch scene progress is completed. Either by all clients done loading the scene or by time out.
/// </summary>
internal delegate bool OnCompletedDelegate(SceneEventProgress sceneEventProgress);
/// <summary>
/// The callback invoked when the switch scene progress is completed. Either by all clients done loading the scene or by time out.
/// </summary>
internal OnCompletedDelegate OnComplete;
/// <summary>
/// When set the scene event is considered completed locally
/// </summary>
internal bool IsSceneEventCompleted { get; private set; }
/// <summary>
/// This will make sure that we only have timed out if we never completed
/// </summary>
internal bool HasTimedOut()
{
return WhenSceneEventHasTimedOut <= Time.realtimeSinceStartup;
}
/// <summary>
/// The hash value generated from the full scene path
/// </summary>
internal uint SceneHash { get; set; }
internal Guid Guid { get; } = Guid.NewGuid();
private Coroutine m_TimeOutCoroutine;
private AsyncOperation m_SceneLoadOperation;
private NetworkManager m_NetworkManager { get; }
internal SceneEventProgressStatus Status { get; set; }
internal SceneEventType SceneEventType { get; set; }
internal LoadSceneMode LoadSceneMode;
internal List<ulong> GetClientsWithStatus(bool completedSceneEvent)
{
var clients = new List<ulong>();
foreach (var clientStatus in ClientsProcessingSceneEvent)
{
if (clientStatus.Value == completedSceneEvent)
{
clients.Add(clientStatus.Key);
}
}
// If we are getting the list of clients that have not completed the
// scene event, then add any clients that disconnected during this
// scene event.
if (!completedSceneEvent)
{
clients.AddRange(ClientsThatDisconnected);
}
return clients;
}
internal SceneEventProgress(NetworkManager networkManager, SceneEventProgressStatus status = SceneEventProgressStatus.Started)
{
if (status == SceneEventProgressStatus.Started)
{
// Track the clients that were connected when we started this event
foreach (var connectedClientId in networkManager.ConnectedClientsIds)
{
ClientsProcessingSceneEvent.Add(connectedClientId, false);
}
m_NetworkManager = networkManager;
m_NetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
WhenSceneEventHasTimedOut = Time.realtimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
}
Status = status;
}
/// <summary>
/// Remove the client from the clients processing the current scene event
/// Add this client to the clients that disconnected list
/// </summary>
private void OnClientDisconnectCallback(ulong clientId)
{
if (ClientsProcessingSceneEvent.ContainsKey(clientId))
{
ClientsThatDisconnected.Add(clientId);
ClientsProcessingSceneEvent.Remove(clientId);
}
}
/// <summary>
/// Coroutine that checks to see if the scene event is complete every network tick period.
/// This will handle completing the scene event when one or more client(s) disconnect(s)
/// during a scene event and if it does not complete within the scene loading time out period
/// it will time out the scene event.
/// </summary>
internal IEnumerator TimeOutSceneEventProgress()
{
var waitForNetworkTick = new WaitForSeconds(1.0f / m_NetworkManager.NetworkConfig.TickRate);
while (!HasTimedOut())
{
yield return waitForNetworkTick;
TryFinishingSceneEventProgress();
}
}
/// <summary>
/// Sets the client's scene event progress to finished/true
/// </summary>
internal void ClientFinishedSceneEvent(ulong clientId)
{
if (ClientsProcessingSceneEvent.ContainsKey(clientId))
{
ClientsProcessingSceneEvent[clientId] = true;
TryFinishingSceneEventProgress();
}
}
/// <summary>
/// Checks if all known clients processing this scene event
/// are finished.
/// </summary>
private bool AreAllClientsFinished()
{
foreach (var clientStatus in ClientsProcessingSceneEvent)
{
if (!clientStatus.Value)
{
return false;
}
}
return true;
}
internal void SetSceneLoadOperation(AsyncOperation sceneLoadOperation)
{
m_SceneLoadOperation = sceneLoadOperation;
m_SceneLoadOperation.completed += operation => TryFinishingSceneEventProgress();
}
/// <summary>
/// Called only on the server-side during integration test (NetcodeIntegrationTest specific)
/// scene loading and unloading.
///
/// Note: During integration testing we must queue all scene loading and unloading requests for
/// both the server and all clients so they can be processed in a FIFO/linear fashion to avoid
/// conflicts when the <see cref="SceneManager.sceneLoaded"/> and <see cref="SceneManager.sceneUnloaded"/>
/// events are triggered. The Completed action simulates the <see cref="AsyncOperation.completed"/> event.
/// (See: Unity.Netcode.TestHelpers.Runtime.IntegrationTestSceneHandler)
/// </summary>
internal void SetSceneLoadOperation(ISceneManagerHandler.SceneEventAction sceneEventAction)
{
sceneEventAction.Completed = SetLoadCompleted;
}
/// <summary>
/// For integration tests
/// </summary>
internal void SetLoadCompleted()
{
IsSceneEventCompleted = true;
TryFinishingSceneEventProgress();
}
/// <summary>
/// Will try to finish the current scene event in progress as long as all conditions are met.
/// </summary>
internal void TryFinishingSceneEventProgress()
{
// If all of our clients are finished loading and the local m_SceneLoadOperation is complete or
// we have timed out, then finish this SceneEventProgress
if (m_SceneLoadOperation != null && !IsSceneEventCompleted)
{
IsSceneEventCompleted = m_SceneLoadOperation.isDone;
}
if (AreAllClientsFinished() && (IsSceneEventCompleted || HasTimedOut()))
{
OnComplete?.Invoke(this);
m_NetworkManager.SceneManager.SceneEventProgressTracking.Remove(Guid);
m_NetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
m_NetworkManager.StopCoroutine(m_TimeOutCoroutine);
}
}
}
}