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fix: NetworkSceneManager exception when DontDestroyOnLoad NetworkObjects are being synchronized #1090
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fix: NetworkSceneManager exception when DontDestroyOnLoad NetworkObjects are being synchronized #1090
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@@ -178,6 +178,9 @@ public class NetworkSceneManager | |
private const NetworkChannel k_ChannelType = NetworkChannel.Internal; | ||
private const NetworkUpdateStage k_NetworkUpdateStage = NetworkUpdateStage.EarlyUpdate; | ||
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internal Scene DontDestroyOnLoadScene; | ||
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/// <summary> | ||
/// Constructor | ||
/// </summary> | ||
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@@ -187,6 +190,36 @@ internal NetworkSceneManager(NetworkManager networkManager) | |
m_NetworkManager = networkManager; | ||
SceneEventData = new SceneEventData(networkManager); | ||
ClientSynchEventData = new SceneEventData(networkManager); | ||
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// If NetworkManager has this set to true, then we can get the DDOL (DontDestroyOnLoad) from its GaemObject | ||
if (networkManager.DontDestroy) | ||
{ | ||
DontDestroyOnLoadScene = networkManager.gameObject.scene; | ||
} | ||
else // Otherwise, we have to create a GameObject and move it into the DDOL to get the scene | ||
{ | ||
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#if UNITY_EDITOR || DEVELOPMENT_BUILD | ||
// During unit and integration tests, we could initialize and then enable scene management | ||
// which would make this generate an extra GameObject per instance. The DontDestroyOnLoadScene | ||
// is internal so tests that are using multiInstance and that are moving NetworkObjects into | ||
// the DDOL scene will have to manually set this. Otherwise, we can exclude DDOL stuff completely | ||
// during unit testing. | ||
if (m_IsRunningUnitTest) | ||
{ | ||
return; | ||
} | ||
#endif | ||
// Create our DDOL GameObject and move it into the DDOL scene so we can register the DDOL with | ||
// the NetworkSceneManager and then destroy the DDOL GameObject | ||
var myDDOLObject = new GameObject("DDOL-NWSM"); | ||
UnityEngine.Object.DontDestroyOnLoad(myDDOLObject); | ||
DontDestroyOnLoadScene = myDDOLObject.scene; | ||
UnityEngine.Object.Destroy(myDDOLObject); | ||
} | ||
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ServerSceneHandleToClientSceneHandle.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle); | ||
ScenesLoaded.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene); | ||
} | ||
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/// <summary> | ||
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@@ -242,16 +275,33 @@ internal void SetTheSceneBeingSynchronized(int serverSceneHandle) | |
// Get the scene currently being synchronized | ||
SceneBeingSynchronized = ScenesLoaded.ContainsKey(clientSceneHandle) ? ScenesLoaded[clientSceneHandle] : new Scene(); | ||
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// If the scene was not found (invalid) or was not loaded then throw an exception | ||
if (!SceneBeingSynchronized.IsValid() || !SceneBeingSynchronized.isLoaded) | ||
{ | ||
throw new Exception($"[{nameof(NetworkSceneManager)}- {nameof(ScenesLoaded)}] Could not find the appropriate scene to set as being synchronized!"); | ||
// Let's go ahead and use the currently active scene under the scenario where a NetworkObject is determined to exist in a scene that the NetworkSceneManager is not aware of | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. So in the older code, we halted and caught fire if 1) the scene being sync'd was invalid or 2) it was not loaded. Case 1) Seems like we want to still halt and catch fire for situation 1). Changing to some other scene would seem to mask a problem that needs to be dealt with. I mean, why would we think we would want to pop back to the active scene if the scene we're going to is invalid. Case 2) same kind of thing; if the scene is valid but not loaded yet, perhaps there is another handling - I'm just not sure why we'd just pick whatever scene happens to be loaded now There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is specific to in-scene placed NetworkObjects during the client side deserialization phase for:
The only time the offending method (SetTheSceneBeingSynchronized) is truly pertinent is when you have the same additive scene loaded multiple times and there are in-scene NetworkObjects in each instance that need to be synchronized. We use scene handlers to distinguish between "duplicate in-scene NetworkObjects" in order to "find the right NetworkObject" so we can apply the appropriate NetworkObjectId to that specific instance. It is one of those chicken or the egg scenarios: There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think I may just need to trust you on this one, not sure I can parse this out / come to understand all the related systems as quickly as we need There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This was refactored a bit and might make more sense at this point. But yeah.., there are a lot of different possible scenarios to consider for sure. |
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SceneBeingSynchronized = SceneManager.GetActiveScene(); | ||
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// Keeping the warning here in the event we cannot find the scene being synchronized | ||
Debug.LogWarning($"[{nameof(NetworkSceneManager)}- {nameof(ScenesLoaded)}] Could not find the appropriate scene to set as being synchronized! Using the currently active scene."); | ||
} | ||
} | ||
else | ||
{ | ||
// This should never happen, but in the event it does... | ||
throw new Exception($"[{nameof(SceneEventData)}- Scene Handle Mismatch] {nameof(serverSceneHandle)} could not be found in {nameof(ServerSceneHandleToClientSceneHandle)}!"); | ||
// Most common scenario for DontDestroyOnLoad is when NetworkManager is set to not be destroyed | ||
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if (serverSceneHandle == DontDestroyOnLoadScene.handle) | ||
{ | ||
SceneBeingSynchronized = m_NetworkManager.gameObject.scene; | ||
return; | ||
} | ||
else | ||
{ | ||
// Let's go ahead and use the currently active scene under the scenario where a NetworkObject is determined to exist in a scene that the NetworkSceneManager is not aware of | ||
// or the NetworkObject has yet to be moved to that specific scene (i.e. no DontDestroyOnLoad scene exists yet). | ||
SceneBeingSynchronized = SceneManager.GetActiveScene(); | ||
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// This could be the scenario where NetworkManager.DontDestroy is false and we are creating the first NetworkObject (client side) to be in the DontDestroyOnLoad scene | ||
// Otherwise, this is some other specific scenario that we might not be handling currently. | ||
Debug.LogWarning($"[{nameof(SceneEventData)}- Scene Handle Mismatch] {nameof(serverSceneHandle)} could not be found in {nameof(ServerSceneHandleToClientSceneHandle)}. Using the currently active scene."); | ||
} | ||
} | ||
} | ||
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@@ -1148,6 +1198,8 @@ private void HandleClientSceneEvent(Stream stream) | |
} | ||
else | ||
{ | ||
// Include anything in the DDOL scene | ||
PopulateScenePlacedObjects(DontDestroyOnLoadScene, false); | ||
// Synchronize the NetworkObjects for this scene | ||
SceneEventData.SynchronizeSceneNetworkObjects(m_NetworkManager); | ||
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@@ -1331,7 +1383,7 @@ private void MoveObjectsToDontDestroyOnLoad() | |
sobj.gameObject.transform.parent = null; | ||
} | ||
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if (!sobj.DestroyWithScene) | ||
if (!sobj.DestroyWithScene || (sobj.IsSceneObject != null && sobj.IsSceneObject.Value && sobj.gameObject.scene == DontDestroyOnLoadScene)) | ||
{ | ||
UnityEngine.Object.DontDestroyOnLoad(sobj.gameObject); | ||
} | ||
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@@ -1408,6 +1460,11 @@ private void MoveObjectsToScene(Scene scene) | |
sobj.gameObject.transform.parent = null; | ||
} | ||
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if (sobj.gameObject.scene == DontDestroyOnLoadScene && (sobj.IsSceneObject == null || sobj.IsSceneObject.Value)) | ||
{ | ||
continue; | ||
} | ||
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SceneManager.MoveGameObjectToScene(sobj.gameObject, scene); | ||
} | ||
} | ||
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@@ -0,0 +1,19 @@ | ||
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m_Name: DestroyNetworkManager_DontDestroyOnLoadSceneReference | ||
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m_IncludedScenes: [] | ||
m_DisplayName: DestroyNetworkManager DontDestroyOnLoad Test | ||
m_ReferencedScenes: | ||
- DontDestroyOnLoad_DestroyNetworkManagerTest |
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m_Script: {fileID: 11500000, guid: 39a16938ffb5cd846a9f6df7a686a9c4, type: 3} | ||
m_Name: DontDestroyOnLoadSceneReference | ||
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- DontDestroyOnLoadTest |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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@@ -0,0 +1,25 @@ | ||
using UnityEngine; | ||
using Unity.Netcode; | ||
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namespace TestProject.ManualTests | ||
{ | ||
/// <summary> | ||
/// Spawns a single NetworkPrefab | ||
/// </summary> | ||
public class DontDestroyOnLoadSpawnHandler : NetworkBehaviour | ||
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{ | ||
public GameObject NetworkPrefabToCreate; | ||
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public override void OnNetworkSpawn() | ||
{ | ||
if (NetworkPrefabToCreate != null && IsServer) | ||
{ | ||
var newGameObject = Instantiate(NetworkPrefabToCreate); | ||
var networkObject = newGameObject.GetComponent<NetworkObject>(); | ||
networkObject.Spawn(); | ||
} | ||
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base.OnNetworkSpawn(); | ||
} | ||
} | ||
} |
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Use UNITY_INCLUDE_TESTS instead of these...
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@JesseOlmer I am going to fix those in PR-1080 if that is ok?