在Unity网络中同步复杂的GameObjects - UNET

时间:2017-08-27 18:40:09

标签: unity3d network-programming multiplayer unity3d-unet unet

我正在制作第一人称游戏,其中玩家可以构建复杂的对象。结构示例:

Train
- Wagon
  - Table
  - Chair
  - Chest (stores items)
  - Workshop (manufactures items, has build queue)

玩家可以创建列车,添加货车,将货物放入货车,修改已放置物体即可。整列火车可以移动,物体处于变换层次。

玩家可以与放置的对象进行交互(例如将物品放入箱子,修改车间构建队列),因此我需要一种方法来跨网络识别它们。这表示所有对象都应该有NetworkIdentity。有些对象也有需要同步的状态(存储项,构建队列)。

建议的同步方法是什么?哪些对象应该有NetworkIdentity

为所有这些添加NetworkIdentity会阻止我在编辑器中创建Train预制件(预制件只能在根目录上创建NetworkIdentity),但我可能会接受它。当在客户端上生成货车或物品时,我还必须“手动”设置父级。

另一种解决方案可能是仅将NetworkIdentity添加到训练,然后按列车中的某个ID识别对象。我无法想象如何使用SyncVar这种方法,因为一切都必须在列车上。

1 个答案:

答案 0 :(得分:3)

解决方案

  1. NetworkIdentity添加到层次结构中的所有对象
  2. 忽略警告Prefab 'xxx' has several NetworkIdentity components attached to itself or its children, this is not supported.
  3. 通过脚本手动处理网络上的层次结构
  4. 我们需要确保客户端只有在具有父对象时才接收子对象。我们还需要确保客户端在收到父对象后立即收到子对象。

    这是由OnRebuildObserversOnCheckObserver实现的。这些方法检查客户端是否具有父对象,当它将添加的玩家连接添加到观察者列表时,这会导致玩家接收该对象。

    我们还需要在生成父对象时调用NetworkIdentity.RebuildObservers。这是通过自定义连接类实现的,该类在客户端上生成对象时通知MultiplayerGame(连接发送Spawn消息)。

    完整的脚本如下。

    NetworkChild

    作为子对象的对象上的网络组件的基类,例如旅行车,货车中的物体。

    using System;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.Networking;
    
    /// <summary>
    /// Base component for network child objects.
    /// </summary>
    public abstract class NetworkChild : NetworkBehaviour
    {
        private NetworkIdentity m_networkParent;
    
        [SyncVar(hook = "OnNetParentChanged")]
        private NetworkInstanceId m_networkParentId;
    
        public NetworkIdentity NetworkParent
        {
            get { return m_networkParent; }
        }
    
        #region Server methods
        public override void OnStartServer()
        {
            UpdateParent();
            base.OnStartServer();
        }
    
        [ServerCallback]
        public void RefreshParent()
        {
            UpdateParent();
            GetComponent<NetworkIdentity>().RebuildObservers(false);
        }
    
        void UpdateParent()
        {
            NetworkIdentity parent = transform.parent != null ? transform.parent.GetComponentInParent<NetworkIdentity>() : null;
            m_networkParent = parent;
            m_networkParentId = parent != null ? parent.netId : NetworkInstanceId.Invalid;
        }
    
        public override bool OnCheckObserver(NetworkConnection conn)
        {
            // Parent id might not be set yet (but parent is)
            m_networkParentId = m_networkParent != null ? m_networkParent.netId : NetworkInstanceId.Invalid;
    
            if (m_networkParent != null && m_networkParent.observers != null)
            {
                // Visible only when parent is visible
                return m_networkParent.observers.Contains(conn);
            }
            return false;
        }
    
        public override bool OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
        {
            // Parent id might not be set yet (but parent is)
            m_networkParentId = m_networkParent != null ? m_networkParent.netId : NetworkInstanceId.Invalid;
    
            if (m_networkParent != null && m_networkParent.observers != null)
            {
                // Who sees parent will see child too
                foreach (var parentObserver in m_networkParent.observers)
                {
                    observers.Add(parentObserver);
                }
            }
            return true;
        }
        #endregion
    
        #region Client Methods
        public override void OnStartClient()
        {
            base.OnStartClient();
            FindParent();
        }
    
        void OnNetParentChanged(NetworkInstanceId newNetParentId)
        {
            if (m_networkParentId != newNetParentId)
            {
                m_networkParentId = newNetParentId;
                FindParent();
                OnParentChanged();
            }
        }
    
        /// <summary>
        /// Called on client when server sends new parent
        /// </summary>
        protected virtual void OnParentChanged()
        {
        }
    
        private void FindParent()
        {
            if (NetworkServer.localClientActive)
            {
                // Both server and client, NetworkParent already set
                return;
            }
    
            if (!ClientScene.objects.TryGetValue(m_networkParentId, out m_networkParent))
            {
                Debug.AssertFormat(false, "NetworkChild, parent object {0} not found", m_networkParentId);
            }
        }
        #endregion
    }
    

    NetworkNotifyConnection

    自定义连接类,当将Spawn和Destroy消息发送给客户端时通知MultiplayerGame

    using System;
    using UnityEngine;
    using UnityEngine.Networking;
    
    public class NetworkNotifyConnection : NetworkConnection
    {
        public MultiplayerGame Game;
    
        public override void Initialize(string networkAddress, int networkHostId, int networkConnectionId, HostTopology hostTopology)
        {
            base.Initialize(networkAddress, networkHostId, networkConnectionId, hostTopology);
            Game = NetworkManager.singleton.GetComponent<MultiplayerGame>();
        }
    
        public override bool SendByChannel(short msgType, MessageBase msg, int channelId)
        {
            Prefilter(msgType, msg, channelId);
            if (base.SendByChannel(msgType, msg, channelId))
            {
                Postfilter(msgType, msg, channelId);
                return true;
            }
            return false;
        }
    
        private void Prefilter(short msgType, MessageBase msg, int channelId)
        {
        }
    
        private void Postfilter(short msgType, MessageBase msg, int channelId)
        {
            if (msgType == MsgType.ObjectSpawn || msgType == MsgType.ObjectSpawnScene)
            {
                // NetworkExtensions.GetObjectSpawnNetId uses reflection to extract private 'netId' field
                Game.OnObjectSpawn(NetworkExtensions.GetObjectSpawnNetId(msg), this);
            }
            else if (msgType == MsgType.ObjectDestroy)
            {
                // NetworkExtensions.GetObjectDestroyNetId uses reflection to extract private 'netId' field
                Game.OnObjectDestroy(NetworkExtensions.GetObjectDestroyNetId(msg), this);
            }
        }
    }
    

    MultiplayerGame

    NetworkManager上的组件,它在服务器启动时设置自定义网络连接类。

    using System;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.Networking;
    
    /// <summary>
    /// Simple component which starts multiplayer game right on start.
    /// </summary>
    public class MultiplayerGame : MonoBehaviour
    {
        HashSet<NetworkIdentity> m_dirtyObj = new HashSet<NetworkIdentity>();
    
        private void Start()
        {
            var net = NetworkManager.singleton;
    
            var host = net.StartHost();
            if (host != null)
            {
                NetworkServer.SetNetworkConnectionClass<NetworkNotifyConnection>();
            }
        }
    
        /// <summary>
        /// Reliable callback called on server when client receives new object.
        /// </summary>
        public void OnObjectSpawn(NetworkInstanceId objectId, NetworkConnection conn)
        {
            var obj = NetworkServer.FindLocalObject(objectId);
            RefreshChildren(obj.transform);
        }
    
        /// <summary>
        /// Reliable callback called on server when client loses object.
        /// </summary>
        public void OnObjectDestroy(NetworkInstanceId objectId, NetworkConnection conn)
        {
        }
    
        void RefreshChildren(Transform obj)
        {
            foreach (var child in obj.GetChildren())
            {
                NetworkIdentity netId;
                if (child.TryGetComponent(out netId))
                {
                    m_dirtyObj.Add(netId);
                }
                else
                {
                    RefreshChildren(child);
                }
            }
        }
    
        private void Update()
        {
            NetworkIdentity netId;
            while (m_dirtyObj.RemoveFirst(out netId))
            {
                if (netId != null)
                {
                    netId.RebuildObservers(false);
                }
            }
        }
    }