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refactor: move NetworkBehaviour update to a separate non-static class #917
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SamuelBellomo
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fix/moving-Behaviour-Update-to-separate-class
Jun 29, 2021
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fef4f8d
Revert "reverting change to move to a separate PR"
SamuelBellomo 6c86d87
adding basis for network behaviour updater tests
SamuelBellomo fd0a716
all test cases work
SamuelBellomo 1f11e90
removing useless tests
SamuelBellomo fd34ea0
cleanup
SamuelBellomo 07249d3
following convention
SamuelBellomo 616025f
Merge branch 'develop' into fix/moving-Behaviour-Update-to-separate-c…
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93 changes: 93 additions & 0 deletions
93
com.unity.multiplayer.mlapi/Runtime/Core/NetworkBehaviourUpdater.cs
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Original file line number | Diff line number | Diff line change |
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using System.Collections.Generic; | ||
using Unity.Profiling; | ||
|
||
namespace MLAPI | ||
{ | ||
public class NetworkBehaviourUpdater | ||
{ | ||
private HashSet<NetworkObject> m_Touched = new HashSet<NetworkObject>(); | ||
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/// <summary> | ||
/// Stores the network tick at the NetworkBehaviourUpdate time | ||
/// This allows sending NetworkVariables not more often than once per network tick, regardless of the update rate | ||
/// </summary> | ||
public ushort CurrentTick { get; set; } | ||
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#if DEVELOPMENT_BUILD || UNITY_EDITOR | ||
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}"); | ||
#endif | ||
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internal void NetworkBehaviourUpdate(NetworkManager networkManager) | ||
{ | ||
// Do not execute NetworkBehaviourUpdate more than once per network tick | ||
ushort tick = networkManager.NetworkTickSystem.GetTick(); | ||
if (tick == CurrentTick) | ||
{ | ||
return; | ||
} | ||
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CurrentTick = tick; | ||
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#if DEVELOPMENT_BUILD || UNITY_EDITOR | ||
m_NetworkBehaviourUpdate.Begin(); | ||
#endif | ||
try | ||
{ | ||
if (networkManager.IsServer) | ||
{ | ||
m_Touched.Clear(); | ||
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++) | ||
{ | ||
var client = networkManager.ConnectedClientsList[i]; | ||
var spawnedObjs = networkManager.SpawnManager.SpawnedObjectsList; | ||
m_Touched.UnionWith(spawnedObjs); | ||
foreach (var sobj in spawnedObjs) | ||
{ | ||
// Sync just the variables for just the objects this client sees | ||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++) | ||
{ | ||
sobj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId); | ||
} | ||
} | ||
} | ||
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// Now, reset all the no-longer-dirty variables | ||
foreach (var sobj in m_Touched) | ||
{ | ||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++) | ||
{ | ||
sobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite(); | ||
} | ||
} | ||
} | ||
else | ||
{ | ||
// when client updates the server, it tells it about all its objects | ||
foreach (var sobj in networkManager.SpawnManager.SpawnedObjectsList) | ||
{ | ||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++) | ||
{ | ||
sobj.ChildNetworkBehaviours[k].VariableUpdate(networkManager.ServerClientId); | ||
} | ||
} | ||
|
||
// Now, reset all the no-longer-dirty variables | ||
foreach (var sobj in networkManager.SpawnManager.SpawnedObjectsList) | ||
{ | ||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++) | ||
{ | ||
sobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite(); | ||
} | ||
} | ||
} | ||
} | ||
finally | ||
{ | ||
#if DEVELOPMENT_BUILD || UNITY_EDITOR | ||
m_NetworkBehaviourUpdate.End(); | ||
#endif | ||
} | ||
} | ||
|
||
} | ||
} |
3 changes: 3 additions & 0 deletions
3
com.unity.multiplayer.mlapi/Runtime/Core/NetworkBehaviourUpdater.cs.meta
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