191 lines
7.0 KiB
C#
191 lines
7.0 KiB
C#
// ----------------------------------------------------------------------------
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// <copyright file="PhotonViewHandler.cs" company="Exit Games GmbH">
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// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
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// </copyright>
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// <summary>
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// This is a Editor script to initialize PhotonView components.
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// </summary>
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// <author>developer@exitgames.com</author>
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// ----------------------------------------------------------------------------
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namespace Photon.Pun
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{
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using System.Collections.Generic;
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using Realtime;
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using UnityEditor;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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[InitializeOnLoad]
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public class PhotonViewHandler : EditorWindow
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{
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static PhotonViewHandler()
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{
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// called once per change (per key-press in inspectors) and once after play-mode ends.
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#if (UNITY_2018 || UNITY_2018_1_OR_NEWER)
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EditorApplication.hierarchyChanged += OnHierarchyChanged;
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#else
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EditorApplication.hierarchyWindowChanged += OnHierarchyChanged;
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#endif
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}
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internal static void OnHierarchyChanged()
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{
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// set prefabs to viewID 0 if needed
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// organize resource PVs in a list per viewID
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// process the lists: if more than one photonView is in a list, we have to resolve the clash
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// check if only one view had the viewId earlier
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// apply a new viewID to the others
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// update the cached list of instances and their viewID
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//Debug.LogWarning("OnHierarchyChanged(). isPlaying: " + Application.isPlaying);
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if (Application.isPlaying)
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{
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return;
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}
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PhotonView[] photonViewResources = Resources.FindObjectsOfTypeAll<PhotonView>();
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List<PhotonView> photonViewInstances = new List<PhotonView>();
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Dictionary<int, List<PhotonView>> viewInstancesPerViewId = new Dictionary<int, List<PhotonView>>();
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List<PhotonView> photonViewsToReassign = new List<PhotonView>();
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foreach (PhotonView view in photonViewResources)
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{
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if (PhotonEditorUtils.IsPrefab(view.gameObject))
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{
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// prefabs should use 0 as ViewID and sceneViewId
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if (view.ViewID != 0 || view.sceneViewId != 0)
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{
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view.ViewID = 0;
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view.sceneViewId = 0;
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EditorUtility.SetDirty(view);
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}
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continue; // skip prefabs in further processing
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}
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photonViewInstances.Add(view);
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// assign a new viewID if the viewId is lower than the minimum for this scene
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if (!IsViewIdOkForScene(view))
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{
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photonViewsToReassign.Add(view);
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continue; // this view definitely gets cleaned up, so it does not count versus duplicates, checked below
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}
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// organize the viewInstances into lists per viewID, so we know duplicate usage
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if (!viewInstancesPerViewId.ContainsKey(view.sceneViewId))
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{
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viewInstancesPerViewId[view.sceneViewId] = new List<PhotonView>();
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}
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viewInstancesPerViewId[view.sceneViewId].Add(view);
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}
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//Debug.Log("PreviousAssignments: "+PunSceneViews.Instance.Views.Count);
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foreach (List<PhotonView> list in viewInstancesPerViewId.Values)
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{
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if (list.Count <= 1)
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{
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continue; // skip lists with just one entry (the viewID is unique)
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}
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PhotonView previousAssignment = null;
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bool wasAssigned = PunSceneViews.Instance.Views.TryGetValue(list[0].sceneViewId, out previousAssignment);
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foreach (PhotonView view in list)
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{
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if (wasAssigned && view.Equals(previousAssignment))
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{
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// previously, we cached the used viewID as assigned to the current view. we don't change this.
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continue;
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}
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//Debug.LogWarning("View to reassign due to viewID: "+view, view.gameObject);
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photonViewsToReassign.Add(view);
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}
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}
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int i;
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foreach (PhotonView view in photonViewsToReassign)
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{
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i = MinSceneViewId(view);
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while (viewInstancesPerViewId.ContainsKey(i))
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{
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i++;
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}
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view.sceneViewId = i;
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viewInstancesPerViewId.Add(i, null); // we don't need the lists anymore but we care about getting the viewIDs listed
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EditorUtility.SetDirty(view);
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}
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// update the "semi persistent" list of viewIDs and their PhotonViews
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PunSceneViews.Instance.Views.Clear();
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foreach (PhotonView view in photonViewInstances)
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{
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if (PunSceneViews.Instance.Views.ContainsKey(view.sceneViewId))
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{
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Debug.LogError("ViewIDs should no longer have duplicates! "+view.sceneViewId, view);
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continue;
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}
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PunSceneViews.Instance.Views[view.sceneViewId] = view;
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}
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//Debug.Log("photonViewsToReassign.Count: "+photonViewsToReassign.Count + " count of viewIDs in use: "+viewInstancesPerViewId.Values.Count);
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//Debug.Log("PreviousAssignments now counts: "+PunSceneViews.Instance.Views.Count);
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}
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private static int MinSceneViewId(PhotonView view)
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{
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int result = PunSceneSettings.MinViewIdForScene(view.gameObject.scene.name);
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return result;
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}
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private static bool IsViewIdOkForScene(PhotonView view)
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{
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return view.sceneViewId >= MinSceneViewId(view);
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}
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}
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/// <summary>
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/// Stores a PhotonView instances per viewId (key). Instance is used as cache storage in-Editor.
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/// </summary>
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public class PunSceneViews : ScriptableObject
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{
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[SerializeField]
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public Dictionary<int, PhotonView> Views = new Dictionary<int, PhotonView>();
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private static PunSceneViews instanceField;
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public static PunSceneViews Instance
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{
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get
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{
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if (instanceField != null)
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{
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return instanceField;
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}
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instanceField = GameObject.FindObjectOfType<PunSceneViews>();
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if (instanceField == null)
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{
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instanceField = ScriptableObject.CreateInstance<PunSceneViews>();
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}
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return instanceField;
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}
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}
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}
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} |