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2024-02-19 21:00:36 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
/*
Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
*/
namespace Mirror.Examples.MultipleAdditiveScenes
{
[AddComponentMenu("")]
public class MultiSceneNetManager : NetworkManager
{
[Header("Spawner Setup")]
[Tooltip("Reward Prefab for the Spawner")]
public GameObject rewardPrefab;
[Header("MultiScene Setup")]
public int instances = 3;
[Scene]
public string gameScene;
// This is set true after server loads all subscene instances
bool subscenesLoaded;
// subscenes are added to this list as they're loaded
readonly List<Scene> subScenes = new List<Scene>();
// Sequential index used in round-robin deployment of players into instances and score positioning
int clientIndex;
#region Server System Callbacks
/// <summary>
/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
{
StartCoroutine(OnServerAddPlayerDelayed(conn));
}
// This delay is mostly for the host player that loads too fast for the
// server to have subscenes async loaded from OnStartServer ahead of it.
IEnumerator OnServerAddPlayerDelayed(NetworkConnectionToClient conn)
{
// wait for server to async load all subscenes for game instances
while (!subscenesLoaded)
yield return null;
// Send Scene message to client to additively load the game scene
conn.Send(new SceneMessage { sceneName = gameScene, sceneOperation = SceneOperation.LoadAdditive });
// Wait for end of frame before adding the player to ensure Scene Message goes first
yield return new WaitForEndOfFrame();
base.OnServerAddPlayer(conn);
PlayerScore playerScore = conn.identity.GetComponent<PlayerScore>();
playerScore.playerNumber = clientIndex;
playerScore.scoreIndex = clientIndex / subScenes.Count;
playerScore.matchIndex = clientIndex % subScenes.Count;
// Do this only on server, not on clients
// This is what allows the NetworkSceneChecker on player and scene objects
// to isolate matches per scene instance on server.
if (subScenes.Count > 0)
SceneManager.MoveGameObjectToScene(conn.identity.gameObject, subScenes[clientIndex % subScenes.Count]);
clientIndex++;
}
#endregion
#region Start & Stop Callbacks
/// <summary>
/// This is invoked when a server is started - including when a host is started.
/// <para>StartServer has multiple signatures, but they all cause this hook to be called.</para>
/// </summary>
public override void OnStartServer()
{
StartCoroutine(ServerLoadSubScenes());
}
// We're additively loading scenes, so GetSceneAt(0) will return the main "container" scene,
// therefore we start the index at one and loop through instances value inclusively.
// If instances is zero, the loop is bypassed entirely.
IEnumerator ServerLoadSubScenes()
{
for (int index = 1; index <= instances; index++)
{
yield return SceneManager.LoadSceneAsync(gameScene, new LoadSceneParameters { loadSceneMode = LoadSceneMode.Additive, localPhysicsMode = LocalPhysicsMode.Physics3D });
Scene newScene = SceneManager.GetSceneAt(index);
subScenes.Add(newScene);
Spawner.InitialSpawn(newScene);
}
subscenesLoaded = true;
}
/// <summary>
/// This is called when a server is stopped - including when a host is stopped.
/// </summary>
public override void OnStopServer()
{
NetworkServer.SendToAll(new SceneMessage { sceneName = gameScene, sceneOperation = SceneOperation.UnloadAdditive });
StartCoroutine(ServerUnloadSubScenes());
clientIndex = 0;
}
// Unload the subScenes and unused assets and clear the subScenes list.
IEnumerator ServerUnloadSubScenes()
{
for (int index = 0; index < subScenes.Count; index++)
yield return SceneManager.UnloadSceneAsync(subScenes[index]);
subScenes.Clear();
subscenesLoaded = false;
yield return Resources.UnloadUnusedAssets();
}
/// <summary>
/// This is called when a client is stopped.
/// </summary>
public override void OnStopClient()
{
// make sure we're not in host mode
if (mode == NetworkManagerMode.ClientOnly)
StartCoroutine(ClientUnloadSubScenes());
}
// Unload all but the active scene, which is the "container" scene
IEnumerator ClientUnloadSubScenes()
{
for (int index = 0; index < SceneManager.sceneCount; index++)
{
if (SceneManager.GetSceneAt(index) != SceneManager.GetActiveScene())
yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(index));
}
}
#endregion
}
}