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我正在开发第一人称游戏,玩家可以在其中构建复杂的对象。结构示例:

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

玩家可以创建火车、添加货车、将对象放入货车、修改放置的对象。整列火车可以移动,物体在变换层次中。

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),因此我需要一种跨网络识别它们的方法。这表明所有对象都应具有NetworkIdentity. 一些对象也有需要同步的状态(存储项目、构建队列)。

建议的同步方法是什么?应该有哪些对象NetworkIdentity


添加NetworkIdentity到所有这些阻止我在编辑器中创建火车预制件(预制件NetworkIdentity只能在根目录下),但我可能会接受。当客户端上生成货车或对象时,我还必须“手动”设置父级。


另一种解决方案可能是NetworkIdentity仅添加到Train,然后通过train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Train上。

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1 回答 1

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解决方案

  1. 添加NetworkIdentity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

我们需要确保客户端仅在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时尽快收到子对象。

这是通过OnRebuildObservers和实现的OnCheckObserver。这些方法检查客户端是否有父对象,当它有父对象时,它将玩家连接添加到观察者列表,这导致玩家接收对象。

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

完整的脚本如下。

网络儿童

网络组件的基类,对象是子对象,例如 wagon,wagon 中的对象。

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
}

网络通知连接

自定义连接类,MultiplayerGame当 Spawn 和 Destroy 消息发送到客户端时通知。

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);
        }
    }
}

多人游戏

组件 on NetworkManager,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);
            }
        }
    }
}
于 2017-09-04T15:29:47.060 回答