removing server components, added spawners to distribute spawned NetworkObjects

This commit is contained in:
Fernando Cortez 2024-07-17 16:21:06 -04:00
Родитель d820661640
Коммит 8bc7dd10b3
14 изменённых файлов: 1164 добавлений и 218 удалений

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@ -9,13 +9,9 @@ using UnityEngine;
/// Handling movement inside this component's OnNetworkSpawn method only ensures the mitigation of race condition issues
/// arising due to the execution order of other NetworkBehaviours' OnNetworkSpawn methods.
/// </remarks>
[RequireComponent(typeof(ServerPlayerMove))]
[DisallowMultipleComponent]
public class ClientDrivenNetworkTransform : NetworkTransform
{
[SerializeField]
ServerPlayerMove m_ServerPlayerMove;
protected override bool OnIsServerAuthoritative()
{
return false;
@ -27,23 +23,18 @@ public class ClientDrivenNetworkTransform : NetworkTransform
if (IsClient && IsOwner)
{
SetPosition(Vector3.zero, m_ServerPlayerMove.spawnPosition.Value);
m_ServerPlayerMove.spawnPosition.OnValueChanged += SetPosition;
// TODO: add spawn points
SetPosition(Vector3.zero);
}
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
if (m_ServerPlayerMove != null)
{
m_ServerPlayerMove.spawnPosition.OnValueChanged -= SetPosition;
}
}
void SetPosition(Vector3 previousValue, Vector3 newValue)
void SetPosition(Vector3 newValue)
{
transform.position = newValue;
Teleport(newValue, Quaternion.identity, Vector3.one);
}
}

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@ -8,13 +8,8 @@ using UnityEngine.InputSystem;
/// <summary>
/// Assumes client authority
/// </summary>
[RequireComponent(typeof(ServerPlayerMove))]
[DefaultExecutionOrder(1)] // after server component
public class ClientPlayerMove : NetworkBehaviour
{
[SerializeField]
ServerPlayerMove m_ServerPlayerMove;
[SerializeField]
CharacterController m_CharacterController;
@ -72,36 +67,4 @@ public class ClientPlayerMove : NetworkBehaviour
var cinemachineVirtualCamera = FindObjectOfType<CinemachineVirtualCamera>();
cinemachineVirtualCamera.Follow = m_CameraFollow;
}
void OnPickUp()
{
/*if (m_ServerPlayerMove.isObjectPickedUp.Value)
{
m_ServerPlayerMove.ServerDropObjectRpc();
}
else
{
// detect nearby ingredients
var hits = Physics.BoxCastNonAlloc(transform.position,
Vector3.one,
transform.forward,
m_HitColliders,
Quaternion.identity,
1f,
LayerMask.GetMask(new[] { "PickupItems" }),
QueryTriggerInteraction.Ignore);
if (hits > 0)
{
var ingredient = m_HitColliders[0].collider.gameObject.GetComponent<ServerIngredient>();
if (ingredient != null)
{
var netObj = ingredient.NetworkObjectId;
// Netcode is a server driven SDK. Shared objects like ingredients need to be interacted with using ServerRPCs. Therefore, there
// will be a delay between the button press and the reparenting.
// This delay could be hidden with some animations/sounds/VFX that would be triggered here.
m_ServerPlayerMove.ServerPickupObjectRpc(netObj);
}
}
}*/
}
}

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@ -0,0 +1,27 @@
using Unity.Netcode;
using UnityEngine;
public class NetworkObjectSpawner : NetworkBehaviour
{
[SerializeField]
NetworkObject m_NetworkObjectToSpawn;
NetworkVariable<bool> m_Initialized = new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
public override void OnNetworkSpawn()
{
// TODO: fetch item from pool
if (IsSessionOwner && !m_Initialized.Value)
{
SpawnNetworkObject();
m_Initialized.Value = true;
}
base.OnNetworkSpawn();
}
void SpawnNetworkObject()
{
m_NetworkObjectToSpawn.InstantiateAndSpawn(NetworkManager.Singleton, position: transform.position);
}
}

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@ -1,99 +0,0 @@
using System;
using Unity.Netcode;
using UnityEngine;
/// <summary>
/// Server side script to do some movements that can only be done server side with Netcode. In charge of spawning (which happens server side in Netcode)
/// and picking up objects
/// </summary>
[DefaultExecutionOrder(0)] // before client component
public class ServerPlayerMove : NetworkBehaviour
{
public NetworkVariable<bool> isObjectPickedUp = new NetworkVariable<bool>();
NetworkObject m_PickedUpObject;
[SerializeField]
Vector3 m_LocalHeldPosition;
public NetworkVariable<Vector3> spawnPosition;
// DOC START HERE
public override void OnNetworkSpawn()
{
if (!IsServer)
{
enabled = false;
return;
}
OnServerSpawnPlayer();
base.OnNetworkSpawn();
}
void OnServerSpawnPlayer()
{
// Note: specific to Netcode for GameObjects v1.8.0 & v1.8.1
// Previous versions of this sample utilizing Netcode for GameObjects <v1.8.0 had set the player's position at
// this point. However, a regression with these two particular versions forced the new pattern for modifying a
// player's initial position, which is:
// we store the server-determined spawn position inside of a NetworkVariable, and have that be consumed by the
// owning client, inside ClientDrivenNetworkTransform. This approach navigates potential OnNetworkSpawn race
// conditions that popped up in these two Netcode versions, and is now a recommended approach for setting spawn
// positions on OnNetworkSpawn for owner-authoritative NetworkTransforms.
// this is done server side, so we have a single source of truth for our spawn point list
Transform spawnPoint = /*ServerPlayerSpawnPoints.Instance.ConsumeNextSpawnPoint()*/null;
spawnPosition.Value = spawnPoint != null ? spawnPoint.transform.position : Vector3.zero;
// A note specific to owner authority (see the note above why this would not work for Netcode for GameObjects
// v1.8.0 & 1.8.1):
// Setting the position works as and can be set in OnNetworkSpawn server-side unless there is a
// CharacterController that is enabled by default on the authoritative side. With CharacterController, it
// needs to be disabled by default (i.e. in Awake), the server applies the position (OnNetworkSpawn), and then
// the owner of the NetworkObject should enable CharacterController during OnNetworkSpawn. Otherwise,
// CharacterController will initialize itself with the initial position (before synchronization) and updates the
// transform after synchronization with the initial position, thus overwriting the synchronized position.
}
[Rpc(SendTo.Server)]
public void ServerPickupObjectRpc(ulong objToPickupID)
{
NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(objToPickupID, out var objectToPickup);
if (objectToPickup == null || objectToPickup.transform.parent != null)
{
// object already picked up, server authority says no
return;
}
if (objectToPickup.TrySetParent(transform))
{
m_PickedUpObject = objectToPickup;
objectToPickup.transform.localPosition = m_LocalHeldPosition;
/*objectToPickup.GetComponent<ServerIngredient>().ingredientDespawned += IngredientDespawned;*/
isObjectPickedUp.Value = true;
}
}
void IngredientDespawned()
{
m_PickedUpObject = null;
isObjectPickedUp.Value = false;
}
[Rpc(SendTo.Server)]
public void ServerDropObjectRpc()
{
if (m_PickedUpObject != null)
{
/*m_PickedUpObject.GetComponent<ServerIngredient>().ingredientDespawned -= IngredientDespawned;*/
// can be null if enter drop zone while carrying
m_PickedUpObject.TrySetParent(parent: (Transform)null);
m_PickedUpObject = null;
}
isObjectPickedUp.Value = false;
}
// DOC END HERE
}

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