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NetworkManagerHelper.cs
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using System.Collections.Generic;
using System.Linq;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode.Editor
{
#if UNITY_EDITOR
/// <summary>
/// Specialized editor specific NetworkManager code
/// </summary>
public class NetworkManagerHelper : NetworkManager.INetworkManagerHelper
{
internal static NetworkManagerHelper Singleton;
// This is primarily to handle IntegrationTest scenarios where more than 1 NetworkManager could exist
private static Dictionary<NetworkManager, Transform> s_LastKnownNetworkManagerParents = new Dictionary<NetworkManager, Transform>();
/// <summary>
/// Initializes the singleton instance and registers for:
/// Hierarchy changed notification: to notify the user when they nest a NetworkManager
/// Play mode state change notification: to capture when entering or exiting play mode (currently only exiting)
/// </summary>
[InitializeOnLoadMethod]
private static void InitializeOnload()
{
Singleton = new NetworkManagerHelper();
NetworkManager.NetworkManagerHelper = Singleton;
EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
// Initialize default values for new NetworkManagers
//
// When the default prefab list is enabled, this will default
// new NetworkManagers to using it.
//
// This will get run when new NetworkManagers are added, and
// when the user presses the "reset" button on a NetworkManager
// in the inspector.
NetworkManager.OnNetworkManagerReset = manager =>
{
var settings = NetcodeForGameObjectsProjectSettings.instance;
if (settings.GenerateDefaultNetworkPrefabs)
{
manager.NetworkConfig = new NetworkConfig();
manager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out _, true) };
}
};
}
private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
{
switch (playModeStateChange)
{
case PlayModeStateChange.ExitingEditMode:
{
s_LastKnownNetworkManagerParents.Clear();
ScenesInBuildActiveSceneCheck();
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
break;
}
case PlayModeStateChange.EnteredEditMode:
{
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
break;
}
}
}
/// <summary>
/// Detects if a user is trying to enter into play mode when both conditions are true:
/// - the currently active and open scene is not added to the scenes in build list
/// - an instance of a NetworkManager with scene management enabled can be found
/// If both conditions are met then the user is presented with a dialog box that
/// provides the user with the option to add the scene to the scenes in build list
/// before entering into play mode or the user can continue under those conditions.
///
/// ** When scene management is enabled the user should treat all scenes that need to
/// be synchronized using network scene management as if they were preparing for a build.
/// Any scene that needs to be loaded at run time has to be included in the scenes in
/// build list. **
/// </summary>
private static void ScenesInBuildActiveSceneCheck()
{
#if UNITY_2023_1_OR_NEWER
var networkManager = Object.FindFirstObjectByType<NetworkManager>();
#else
var networkManager = Object.FindObjectOfType<NetworkManager>();
#endif
if (!IsActiveSceneInBuildList() && networkManager != null)
{
if (networkManager.NetworkConfig != null && networkManager.NetworkConfig.EnableSceneManagement)
{
if (EditorUtility.DisplayDialog("Add Scene to Scenes in Build", $"The current scene was not found in the scenes" +
$" in build and a {nameof(NetworkManager)} instance was found with scene management enabled! Clients will not be able " +
$"to synchronize to this scene unless it is added to the scenes in build list.\n\nWould you like to add it now?",
"Yes", "No - Continue"))
{
// Double check that the scene hasn't already been added to the scenes in build list (potential issue with Parrel Sync)
if (!IsActiveSceneInBuildList())
{
var scenesList = EditorBuildSettings.scenes.ToList();
scenesList.Add(new EditorBuildSettingsScene(SceneManager.GetActiveScene().path, true));
EditorBuildSettings.scenes = scenesList.ToArray();
}
}
}
}
}
private static bool IsActiveSceneInBuildList()
{
var scenesList = EditorBuildSettings.scenes.ToList();
var activeScene = SceneManager.GetActiveScene();
var activeSceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(activeScene.path);
var activeSceneHash = activeSceneAsset.GetHashCode();
foreach (var scene in scenesList)
{
var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scene.path);
var sceneAssetHash = sceneAsset.GetHashCode();
if (activeSceneHash == sceneAssetHash)
{
return true;
}
if (sceneAsset.name == activeSceneAsset.name)
{
if (scene.path != activeScene.path)
{
Debug.LogError($"Active scene {activeScene.name} with path ({activeScene.path}) is potentially a duplicate of " +
$"scene {sceneAsset.name} with a path of ({scene.path})! Excluding from automatically adding to the scenes in build list!");
}
else
{
Debug.LogError($"Active scene {activeScene.name} was found but the active scene asset hash value ({activeSceneHash}) was " +
$"not the same as the the one in the scenes in build list ({sceneAssetHash})! Excluding from automatically adding to the scenes in build list!");
}
// Exit as if it did find a perfect match
return true;
}
}
return false;
}
/// <summary>
/// Invoked only when the hierarchy changes
/// </summary>
private static void EditorApplication_hierarchyChanged()
{
if (Application.isPlaying)
{
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
return;
}
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
foreach (var networkManager in allNetworkManagers)
{
if (!networkManager.NetworkManagerCheckForParent())
{
Singleton.CheckAndNotifyUserNetworkObjectRemoved(networkManager);
}
}
}
/// <summary>
/// Handles notifying users that they cannot add a NetworkObject component
/// to a GameObject that also has a NetworkManager component. The NetworkObject
/// will always be removed.
/// GameObject + NetworkObject then NetworkManager = NetworkObject removed
/// GameObject + NetworkManager then NetworkObject = NetworkObject removed
/// Note: Since this is always invoked after <see cref="NetworkManagerCheckForParent"/>
/// we do not need to check for parent when searching for a NetworkObject component
/// </summary>
public void CheckAndNotifyUserNetworkObjectRemoved(NetworkManager networkManager, bool editorTest = false)
{
// Check for any NetworkObject at the same gameObject relative layer
if (!networkManager.gameObject.TryGetComponent<NetworkObject>(out var networkObject))
{
// if none is found, check to see if any children have a NetworkObject
networkObject = networkManager.gameObject.GetComponentInChildren<NetworkObject>();
if (networkObject == null)
{
return;
}
}
if (!EditorApplication.isUpdating)
{
Object.DestroyImmediate(networkObject);
if (!EditorApplication.isPlaying && !editorTest)
{
EditorUtility.DisplayDialog($"Removing {nameof(NetworkObject)}", NetworkManagerAndNetworkObjectNotAllowedMessage(), "OK");
}
else
{
Debug.LogError(NetworkManagerAndNetworkObjectNotAllowedMessage());
}
}
}
public string NetworkManagerAndNetworkObjectNotAllowedMessage()
{
return $"A {nameof(GameObject)} cannot have both a {nameof(NetworkManager)} and {nameof(NetworkObject)} assigned to it or any children under it.";
}
/// <summary>
/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
/// When in edit mode it provides the option to automatically fix the issue
/// When in play mode it just notifies the user when entering play mode as well as when the user
/// tries to start a network session while a NetworkManager is still nested.
/// </summary>
public bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false)
{
var gameObject = networkManager.gameObject;
var transform = networkManager.transform;
var isParented = transform.root != transform;
var message = NetworkManager.GenerateNestedNetworkManagerMessage(transform);
if (s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && !ignoreNetworkManagerCache)
{
// If we have already notified the user, then don't notify them again
if (s_LastKnownNetworkManagerParents[networkManager] == transform.root)
{
return isParented;
}
else // If we are no longer a child, then we can remove ourself from this list
if (transform.root == gameObject.transform)
{
s_LastKnownNetworkManagerParents.Remove(networkManager);
}
}
if (!EditorApplication.isUpdating && isParented)
{
if (!EditorApplication.isPlaying && !editorTest)
{
message += $"Click 'Auto-Fix' to automatically remove it from {transform.root.gameObject.name} or 'Manual-Fix' to fix it yourself in the hierarchy view.";
if (EditorUtility.DisplayDialog("Invalid Nested NetworkManager", message, "Auto-Fix", "Manual-Fix"))
{
transform.parent = null;
isParented = false;
}
}
else
{
Debug.LogError(message);
}
if (!s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && isParented)
{
s_LastKnownNetworkManagerParents.Add(networkManager, networkManager.transform.root);
}
}
return isParented;
}
internal NetcodeAnalytics NetcodeAnalytics = new NetcodeAnalytics();
/// <summary>
/// Directly define the interface method to keep this internal
/// </summary>
/// <returns>The <see cref="NetcodeAnalytics"/> instance which is derived from the <see cref="NetworkManager.NetcodeAnalytics"/> abstract class.</returns>
NetworkManager.NetcodeAnalytics NetworkManager.INetworkManagerHelper.Analytics()
{
return NetcodeAnalytics;
}
}
#endif
}