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2024-02-19 21:00:36 +03:00
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Team/Team Interest Management")]
public class TeamInterestManagement : InterestManagement
{
readonly Dictionary<string, HashSet<NetworkIdentity>> teamObjects =
new Dictionary<string, HashSet<NetworkIdentity>>();
readonly Dictionary<NetworkIdentity, string> lastObjectTeam =
new Dictionary<NetworkIdentity, string>();
readonly HashSet<string> dirtyTeams = new HashSet<string>();
public override void OnSpawned(NetworkIdentity identity)
{
if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
return;
string currentTeam = networkTeam.teamId;
lastObjectTeam[identity] = currentTeam;
// string.Empty is never a valid teamId...do not add to teamObjects collection
if (currentTeam == string.Empty)
return;
// Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentTeam}");
if (!teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
teamObjects.Add(currentTeam, objects);
}
objects.Add(identity);
}
public override void OnDestroyed(NetworkIdentity identity)
{
lastObjectTeam.TryGetValue(identity, out string currentTeam);
lastObjectTeam.Remove(identity);
if (currentTeam != string.Empty && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
RebuildTeamObservers(currentTeam);
}
// internal so we can update from tests
[ServerCallback]
internal void Update()
{
// for each spawned:
// if team changed:
// add previous to dirty
// add new to dirty
foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
{
// Ignore objects that don't have a NetworkTeam component
if (!netIdentity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
continue;
string newTeam = networkTeam.teamId;
if (!lastObjectTeam.TryGetValue(netIdentity, out string currentTeam))
continue;
// string.Empty is never a valid teamId
// Nothing to do if teamId hasn't changed
if (string.IsNullOrWhiteSpace(newTeam) || newTeam == currentTeam)
continue;
// Mark new/old Teams as dirty so they get rebuilt
UpdateDirtyTeams(newTeam, currentTeam);
// This object is in a new team so observers in the prior team
// and the new team need to rebuild their respective observers lists.
UpdateTeamObjects(netIdentity, newTeam, currentTeam);
}
// rebuild all dirty teams
foreach (string dirtyTeam in dirtyTeams)
RebuildTeamObservers(dirtyTeam);
dirtyTeams.Clear();
}
void UpdateDirtyTeams(string newTeam, string currentTeam)
{
// string.Empty is never a valid teamId
if (currentTeam != string.Empty)
dirtyTeams.Add(currentTeam);
dirtyTeams.Add(newTeam);
}
void UpdateTeamObjects(NetworkIdentity netIdentity, string newTeam, string currentTeam)
{
// Remove this object from the hashset of the team it just left
// string.Empty is never a valid teamId
if (!string.IsNullOrWhiteSpace(currentTeam))
teamObjects[currentTeam].Remove(netIdentity);
// Set this to the new team this object just entered
lastObjectTeam[netIdentity] = newTeam;
// Make sure this new team is in the dictionary
if (!teamObjects.ContainsKey(newTeam))
teamObjects.Add(newTeam, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new team
teamObjects[newTeam].Add(netIdentity);
}
void RebuildTeamObservers(string teamId)
{
foreach (NetworkIdentity netIdentity in teamObjects[teamId])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Always observed if no NetworkTeam component
if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam identityNetworkTeam))
return true;
if (identityNetworkTeam.forceShown)
return true;
// string.Empty is never a valid teamId
if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
return false;
// Always observed if no NetworkTeam component
if (!newObserver.identity.TryGetComponent<NetworkTeam>(out NetworkTeam newObserverNetworkTeam))
return true;
if (newObserverNetworkTeam.forceShown)
return true;
// string.Empty is never a valid teamId
if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
return false;
// Observed only if teamId's match
return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// If this object doesn't have a NetworkTeam then it's visible to all clients
if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
{
AddAllConnections(newObservers);
return;
}
// If this object has NetworkTeam and forceShown == true then it's visible to all clients
if (networkTeam.forceShown)
{
AddAllConnections(newObservers);
return;
}
// string.Empty is never a valid teamId
if (networkTeam.teamId == string.Empty)
return;
// Abort if this team hasn't been created yet by OnSpawned or UpdateTeamObjects
if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkIdentity> objects))
return;
// Add everything in the hashset for this object's current team
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
newObservers.Add(networkIdentity.connectionToClient);
}
void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
{
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (conn != null && conn.isAuthenticated && conn.identity != null)
newObservers.Add(conn);
}
}
}
}