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HighGroundRoyaleFusion/Assets/Photon/Fusion/Runtime/NetworkSceneManagerDefault.cs

738 lines
27 KiB
C#

3 weeks ago
namespace Fusion {
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
#if FUSION_ENABLE_ADDRESSABLES && !FUSION_DISABLE_ADDRESSABLES
using System.Threading.Tasks;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
#endif
public class NetworkSceneManagerDefault : Fusion.Behaviour, INetworkSceneManager {
/// <summary>
/// If enabled and there is an already loaded scene that matches what the scene manager has intended to load,
/// that scene will be used instead and load will be avoided.
/// </summary>
[InlineHelp]
[ToggleLeft]
public bool IsSceneTakeOverEnabled = true;
/// <summary>
/// Should all scene load errors be logged into the console? If disabled, errors can still be retrieved via the
/// <see cref="NetworkSceneAsyncOp.Error"/> or <see cref="NetworkSceneAsyncOp.AddOnCompleted"/>.
/// </summary>
[InlineHelp]
[ToggleLeft]
public bool LogSceneLoadErrors = true;
/// <summary>
/// All the scenes loaded by all the managers. Used when <see cref="IsSceneTakeOverEnabled"/> is enabled.
/// </summary>
private static Dictionary<Scene, NetworkSceneManagerDefault> _allOwnedScenes = new Dictionary<Scene, NetworkSceneManagerDefault>(new FusionUnitySceneManagerUtils.SceneEqualityComparer());
/// <summary>
/// In multiple peer mode, each runner maintains its own scene where all the newly loaded scenes
/// are moved to. This is to make sure physics are properly sandboxed.
/// </summary>
private List<MultiPeerSceneRoot> _multiPeerSceneRoots = new List<MultiPeerSceneRoot>();
private MultiPeerSceneRoot _multiPeerActiveRoot;
/// <summary>
/// List of running coroutines. Only one is actually executed at a time.
/// </summary>
private List<ICoroutine> _runningCoroutines = new List<ICoroutine>();
/// <summary>
/// For remote clients, this manager first unloads old scenes then loads the new ones. It might happen that all
/// the current scenes need to be unloaded and in such case a temp scene needs to be created to ensure at least one
/// scene loaded at all times.
/// </summary>
private Scene _tempUnloadScene;
/// <summary>
/// Scene used when Multiple Peer mode is used. Each loaded scene is merged into this one, allowing
/// for multiple runners to have separate cross-scene physics.
/// </summary>
public Scene MultiPeerScene { get; private set; }
/// <summary>
/// Root for DontDestroyOnLoad objects. Instantiated on <see cref="MultiPeerScene"/>.
/// </summary>
public Transform MultiPeerDontDestroyOnLoadRoot { get; private set; }
public NetworkRunner Runner { get; private set; }
private bool IsMultiplePeer => Runner.Config.PeerMode == NetworkProjectConfig.PeerModes.Multiple;
private bool _isLoading;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ClearStatics() {
_allOwnedScenes.Clear();
}
static NetworkSceneManagerDefault() {
SceneManager.sceneUnloaded += (s) => _allOwnedScenes.Remove(s);
}
#region INetworkSceneManager
public virtual void Initialize(NetworkRunner runner) {
Log.TraceSceneManager(runner, $"Initialize with {runner}");
#if FUSION_ENABLE_ADDRESSABLES && !FUSION_DISABLE_ADDRESSABLES
LoadAddressableScenePathsAsync();
#endif
Debug.Assert(Runner == null);
Runner = runner;
// assign an empty scene with a separate physics stage immediately, so that they won't spawn anything on the currently active scene
// an lose track of it
if (IsMultiplePeer) {
var scene = SceneManager.CreateScene($"{runner.name}_{runner.LocalPlayer}",
new CreateSceneParameters(LocalPhysicsMode.Physics2D | LocalPhysicsMode.Physics3D));
Log.TraceSceneManager(Runner, $"Assigned an initial scene: {scene.Dump()}");
MultiPeerScene = scene;
MultiPeerDontDestroyOnLoadRoot = new GameObject("[DontDestroyOnLoad]").transform;
SceneManager.MoveGameObjectToScene(MultiPeerDontDestroyOnLoadRoot.gameObject, MultiPeerScene);
}
}
public virtual void Shutdown() {
Log.TraceSceneManager(Runner, $"Shutdown with {Runner}");
Runner = null;
// clear owned scenes in case this manager is reused
var ownedScenes = _allOwnedScenes
.Where(x => x.Value == this)
.Select(x => x.Key)
.ToList();
foreach (var ownedScene in ownedScenes) {
_allOwnedScenes.Remove(ownedScene);
}
_multiPeerSceneRoots.Clear();
_multiPeerActiveRoot = null;
MultiPeerDontDestroyOnLoadRoot = null;
var sceneToUnload = MultiPeerScene;
MultiPeerScene = default;
if (sceneToUnload.isLoaded) {
if (!sceneToUnload.CanBeUnloaded()) {
SceneManager.CreateScene($"FusionSceneManager_TempEmptyScene");
}
SceneManager.UnloadSceneAsync(sceneToUnload);
}
}
public virtual bool IsBusy {
get {
if (_isLoading) {
return true;
}
if (IsMultiplePeer && _multiPeerSceneRoots.Count == 0) {
// nothing to spawn on
return true;
}
return false;
}
}
public virtual Scene MainRunnerScene {
get {
if (IsMultiplePeer) {
return MultiPeerScene;
} else {
return SceneManager.GetActiveScene();
}
}
}
public virtual bool IsRunnerScene(Scene scene) {
if (IsMultiplePeer) {
return scene == MultiPeerScene;
} else {
return true;
}
}
public virtual bool TryGetPhysicsScene2D(out PhysicsScene2D scene2D) {
var mainScene = MainRunnerScene;
if (mainScene.IsValid()) {
scene2D = mainScene.GetPhysicsScene2D();
return true;
} else {
scene2D = default;
return false;
}
}
public virtual bool TryGetPhysicsScene3D(out PhysicsScene scene3D) {
var mainScene = MainRunnerScene;
if (mainScene.IsValid()) {
scene3D = mainScene.GetPhysicsScene();
return true;
} else {
scene3D = default;
return false;
}
}
public virtual void MakeDontDestroyOnLoad(GameObject obj) {
if (IsMultiplePeer) {
Debug.Assert(obj.transform.parent == null || obj.transform.parent == MultiPeerDontDestroyOnLoadRoot);
obj.transform.SetParent(MultiPeerDontDestroyOnLoadRoot, true);
} else {
DontDestroyOnLoad(obj);
}
}
public bool MoveGameObjectToScene(GameObject gameObject, SceneRef sceneRef) {
if (IsMultiplePeer) {
// find the first matching scene ref
foreach (var root in _multiPeerSceneRoots) {
if (sceneRef != default && root.SceneRef != sceneRef) {
continue;
}
if (sceneRef == default) {
// if scene ref is not specified, use the active root, if it exists
if (_multiPeerActiveRoot && root != _multiPeerActiveRoot) {
continue;
}
}
if (gameObject.scene != MultiPeerScene) {
SceneManager.MoveGameObjectToScene(gameObject, MultiPeerScene);
}
gameObject.transform.SetParent(root.transform, true);
return true;
}
return false;
} else {
if (sceneRef == default) {
// do nothing, all scenes belong to the runner
return true;
}
for (int i = 0; i < SceneManager.sceneCount; ++i) {
var scene = SceneManager.GetSceneAt(i);
if (scene.isLoaded && GetSceneRef(scene.path) == sceneRef) {
SceneManager.MoveGameObjectToScene(gameObject, scene);
return true;
}
}
return false;
}
}
public virtual NetworkSceneAsyncOp LoadScene(SceneRef sceneRef, NetworkLoadSceneParameters parameters) {
Log.TraceSceneManager(Runner, $"Load scene {sceneRef} called with parameters: {parameters}");
return NetworkSceneAsyncOp.FromCoroutine(sceneRef, StartTracedCoroutine(LoadSceneCoroutine(sceneRef, parameters)));
}
public virtual NetworkSceneAsyncOp UnloadScene(SceneRef sceneRef) {
Log.TraceSceneManager(Runner, $"Unload scene {sceneRef} called");
return NetworkSceneAsyncOp.FromCoroutine(sceneRef, StartTracedCoroutine(UnloadSceneCoroutine(sceneRef)));
}
public virtual SceneRef GetSceneRef(string sceneNameOrPath) {
int buildIndex = FusionUnitySceneManagerUtils.GetSceneBuildIndex(sceneNameOrPath);
if (buildIndex >= 0) {
return SceneRef.FromIndex(buildIndex);
}
#if FUSION_ENABLE_ADDRESSABLES && !FUSION_DISABLE_ADDRESSABLES
// this may be a blocking call due to WaitForCompletion being used internally
if (!_addressableScenesTask.IsValueCreated) {
Log.WarnSceneManager(Runner, $"Going to block the thread in wait for addressable scene paths being resolved, call and await {nameof(LoadAddressableScenePathsAsync)} to avoid this.");
}
string[] addressableScenes;
if (_addressableScenesTask.Value.Wait(TimeSpan.FromSeconds(10))) {
addressableScenes = _addressableScenesTask.Value.Result;
} else {
Log.ErrorSceneManager(this, $"Failed to resolve addressable scene paths in 10 seconds, won't be able to resolve {sceneNameOrPath} or any other addressable scene.");
addressableScenes = Array.Empty<string>();
}
var index = FusionUnitySceneManagerUtils.GetSceneIndex(addressableScenes, sceneNameOrPath);
if (index >= 0) {
return SceneRef.FromPath(addressableScenes[index]);
}
#endif
return SceneRef.None;
}
public SceneRef GetSceneRef(GameObject gameObject) {
if (IsMultiplePeer) {
if (gameObject.scene != MultiPeerScene) {
// not a part of this scene
return default;
}
// find among scene roots
var sceneRoot = gameObject.transform.root;
foreach (var root in _multiPeerSceneRoots) {
if (root.transform == sceneRoot) {
return root.SceneRef;
}
}
return default;
} else {
var scene = gameObject.scene;
return GetSceneRef(scene.path);
}
}
public bool OnSceneInfoChanged(NetworkSceneInfo sceneInfo, NetworkSceneInfoChangeSource changeSource) {
// implement this method and return true if you want to handle scene info changes manually
return false;
}
#endregion
protected virtual IEnumerator LoadSceneCoroutine(SceneRef sceneRef, NetworkLoadSceneParameters sceneParams) {
Runner.InvokeSceneLoadStart(sceneRef);
Scene scene = default;
using (MakeLoadingScope()) {
Log.TraceSceneManager(Runner, $"LoadSceneCoroutine called with {sceneRef}, {sceneParams}");
var localPhysicsMode = sceneParams.LocalPhysicsMode;
var loadSceneMode = sceneParams.LoadSceneMode;
if (IsMultiplePeer) {
if (localPhysicsMode != LocalPhysicsMode.None) {
throw new ArgumentException($"Local physics mode is not supported in multiple peer mode",
nameof(sceneParams));
}
if (loadSceneMode == LoadSceneMode.Single) {
// all the current scenes need to be "unloaded", except possibly for the one
// that matches the sceneRef, if scene take over is enabled
loadSceneMode = LoadSceneMode.Additive;
try {
foreach (var root in _multiPeerSceneRoots) {
Log.TraceSceneManager(Runner, $"Destroying scene {sceneRef} root {root.name} due to single-mode load");
Destroy(root.gameObject);
}
// wait for each root to be destroyed
foreach (var root in _multiPeerSceneRoots) {
while (root != null) {
yield return null;
}
}
} finally {
_multiPeerSceneRoots.Clear();
}
}
}
if (IsSceneTakeOverEnabled) {
// check if a loaded scene can be taken over
Scene candidate = FindSceneToTakeOver(sceneRef);
if (candidate.IsValid()) {
Log.TraceSceneManager(Runner, $"Taking over {sceneRef}: {candidate.Dump()}");
if (candidate.GetLocalPhysicsMode() != localPhysicsMode) {
throw new InvalidOperationException($"Tried to take over {candidate.Dump()} for {sceneRef}, but physics mode were different: {candidate.GetLocalPhysicsMode()} != {localPhysicsMode}");
}
scene = candidate;
MarkSceneAsOwned(sceneRef, candidate);
if (loadSceneMode == LoadSceneMode.Single && !IsMultiplePeer) {
// need to unload scenes manually, multiple peer mode is handled at the beginning of this method, because
// it always needs to the manual cleanup for single mode
for (int i = 0; i < SceneManager.sceneCount; i++) {
var toUnload = SceneManager.GetSceneAt(i);
if (toUnload != candidate) {
Log.TraceSceneManager(Runner, $"Unloading {sceneRef} ({toUnload.Dump()}) due to single-mode take over of {candidate.Dump()}");
yield return SceneManager.UnloadSceneAsync(toUnload);
}
}
}
}
}
if (!scene.IsValid()) {
#if FUSION_ENABLE_ADDRESSABLES && !FUSION_DISABLE_ADDRESSABLES
if (loadSceneMode == LoadSceneMode.Single) {
// single mode unloads all the scenes anyway
_addressableOperations.Clear();
}
#endif
if (sceneRef.IsIndex) {
Log.TraceSceneManager(Runner, $"Loading scene {sceneRef} with build index {sceneRef.AsIndex} with mode {loadSceneMode}");
var op = SceneManager.LoadSceneAsync(sceneRef.AsIndex,
new LoadSceneParameters(loadSceneMode, localPhysicsMode));
if (op == null) {
throw new InvalidOperationException($"Scene not found: {sceneRef.AsIndex}");
}
Debug.Assert(SceneManager.sceneCount > 0);
scene = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
MarkSceneAsOwned(sceneRef, scene);
Debug.Assert(scene.buildIndex == sceneRef.AsIndex);
while (!op.isDone) {
OnLoadSceneProgress(sceneRef, op.progress);
yield return null;
}
} else {
#if FUSION_ENABLE_ADDRESSABLES && !FUSION_DISABLE_ADDRESSABLES
if (!_addressableScenesTask.IsValueCreated) {
Log.WarnSceneManager(Runner, $"Going to block the thread in wait for addressable scene paths being resolved, call and await {nameof(LoadAddressableScenePathsAsync)} to avoid this.");
}
string sceneAddress = null;
foreach (var path in _addressableScenesTask.Value.Result) {
if (sceneRef.IsPath(path)) {
sceneAddress = path;
break;
}
}
if (sceneAddress == null) {
throw new InvalidOperationException($"Unable to find addressable scene path for {sceneRef}");
}
Log.TraceSceneManager(Runner, $"Loading scene {sceneRef} from addressable: {sceneAddress}");
#if FUSION_ENABLE_ADDRESSABLES_LOCAL_PHYSICS
var loadSceneParameters = new LoadSceneParameters(loadSceneMode, localPhysicsMode);
#else
if (localPhysicsMode != LocalPhysicsMode.None) {
throw new InvalidOperationException($"{nameof(LocalPhysicsMode)} is not supported in this version of Addressables");
}
var loadSceneParameters = loadSceneMode;
#endif
var op = Addressables.LoadSceneAsync(sceneAddress, loadSceneParameters);
// to get the scene a callback is used, as it fires immediately when loading finished,
// compared to waiting for the coroutine to resume
scene = default;
op.Completed += op => {
if (op.Status == AsyncOperationStatus.Succeeded) {
scene = op.Result.Scene;
MarkSceneAsOwned(sceneRef, scene);
}
};
op.Destroyed += _ => {
// this will happen in MP mode when scenes are merged or when a scene is loaded in a single mode
if (_addressableOperations.Remove(sceneRef)) {
Log.TraceSceneManager(Runner, $"Destroyed Addressables op for {sceneRef}");
}
};
_addressableOperations.Add(sceneRef, op);
while (!op.IsDone) {
OnLoadSceneProgress(sceneRef, op.PercentComplete);
yield return null;
}
if (!op.IsValid()) {
throw new InvalidOperationException($"Loading operation for {sceneRef} has been destroyed");
}
if (op.Status == AsyncOperationStatus.Failed) {
Addressables.Release(op);
throw new InvalidOperationException($"Failed to load scene from addressable: {sceneAddress}");
}
#else
throw new InvalidOperationException($"SceneRef {sceneRef} points to an addressable scene, but FUSION_ENABLE_ADDRESSABLES is not defined");
#endif
}
}
}
yield return StartCoroutine(OnSceneLoaded(sceneRef, scene, sceneParams));
}
protected virtual IEnumerator UnloadSceneCoroutine(SceneRef sceneRef) {
Log.TraceSceneManager(Runner, $"UnloadSceneCoroutine called for {sceneRef}");
using (MakeLoadingScope()) {
if (IsMultiplePeer) {
// in multiple peer, the unload simply destroys the scene root
for (int i = 0; i < _multiPeerSceneRoots.Count; ++i) {
var root = _multiPeerSceneRoots[i];
if (root.SceneRef == sceneRef) {
if (root == _multiPeerActiveRoot) {
_multiPeerActiveRoot = null;
}
_multiPeerSceneRoots.RemoveAt(i);
Log.TraceSceneManager(Runner, $"Destroying scene root {root.name} for {sceneRef}");
Log.TraceSceneManager(Runner, $"Started unloading {root.Scene.ToString()} for {sceneRef}");
Destroy(root.gameObject);
while (root != null) {
yield return null;
}
Log.TraceSceneManager(Runner, $"Finished unloading {root.Scene.ToString()} for {sceneRef}");
yield break;
}
}
throw new ArgumentOutOfRangeException($"Did not find a scene to unload: {sceneRef}", nameof(sceneRef));
} else {
Scene sceneToUnload = default;
// find the scene to unload
for (int i = 0; i < SceneManager.sceneCount; ++i) {
var scene = SceneManager.GetSceneAt(i);
if (GetSceneRef(scene.path) == sceneRef) {
sceneToUnload = scene;
break;
}
}
if (!sceneToUnload.IsValid()) {
throw new ArgumentOutOfRangeException($"Did not find a scene to unload: {sceneRef}", nameof(sceneRef));
}
Log.TraceSceneManager(Runner, $"Started unloading {sceneToUnload.Dump()} for {sceneRef}");
if (!sceneToUnload.CanBeUnloaded()) {
Log.WarnSceneManager(Runner, $"Scene {sceneToUnload.Dump()} can't be unloaded for {sceneRef}, creating a temporary scene to unload it");
Debug.Assert(!_tempUnloadScene.IsValid());
_tempUnloadScene = SceneManager.CreateScene($"FusionSceneManager_TempEmptyScene");
}
#if FUSION_ENABLE_ADDRESSABLES && !FUSION_DISABLE_ADDRESSABLES
if (_addressableOperations.TryGetValue(sceneRef, out var asyncOp)) {
Log.TraceSceneManager(Runner, $"Unloading addressable scene {sceneToUnload.Dump()} for {sceneRef}");
yield return Addressables.UnloadSceneAsync(asyncOp);
} else
#endif
{
Log.TraceSceneManager(Runner, $"Unloading {sceneToUnload.Dump()} for {sceneRef}");
var op = SceneManager.UnloadSceneAsync(sceneToUnload);
if (op == null) {
throw new InvalidOperationException($"Failed to unload {sceneToUnload.Dump()}");
}
yield return op;
}
Log.TraceSceneManager(Runner, $"Finished unloading {sceneToUnload.Dump()} for {sceneRef}");
}
}
}
protected virtual IEnumerator OnSceneLoaded(SceneRef sceneRef, Scene scene, NetworkLoadSceneParameters sceneParams) {
Log.TraceSceneManager(Runner, $"Finished loading, starting processing {scene.Dump()} for {sceneRef}");
var sceneObjects = scene.GetComponents<NetworkObject>(includeInactive: true, out var rootObjects);
// since it is impossible to get objects in deterministic order (sibling index is 0 for all root objects in builds),
// scene objects need to be sorted by something that will guarantee the order
Array.Sort(sceneObjects, NetworkObjectSortKeyComparer.Instance);
if (IsMultiplePeer) {
// create a root GO for all the gameObjects in the newly loaded scene
var newSceneRoot = new GameObject($"[{scene.name}]").AddComponent<MultiPeerSceneRoot>();
newSceneRoot.SceneRef = sceneRef;
newSceneRoot.SceneHandle = scene.handle;
newSceneRoot.Scene = scene;
newSceneRoot.ScenePath = scene.path;
SceneManager.MoveGameObjectToScene(newSceneRoot.gameObject, scene);
foreach (var rootGameObject in rootObjects) {
rootGameObject.transform.SetParent(newSceneRoot.transform, true);
}
// store the info
_multiPeerSceneRoots.Add(newSceneRoot);
Log.TraceSceneManager(Runner, $"Merging {scene.Dump()} to {MultiPeerScene.Dump()} for {sceneRef}");
SceneManager.MergeScenes(scene, MultiPeerScene);
if (sceneParams.IsActiveOnLoad) {
_multiPeerActiveRoot = newSceneRoot;
}
} else {
if (sceneParams.IsActiveOnLoad) {
SceneManager.SetActiveScene(scene);
}
}
// register scene objects; this will deactivate GameObjects for clients
// the additional loadId parameter is passed to ensure each scene load
// yields unique type ids for scene objects
Runner.RegisterSceneObjects(sceneRef, sceneObjects, loadId: sceneParams.LoadId);
Log.TraceSceneManager(Runner, $"Finished loading & processing {scene.Dump()} for {sceneRef}");
Runner.InvokeSceneLoadDone(new SceneLoadDoneArgs(sceneRef, sceneObjects, scene, rootObjects));
yield break;
}
protected virtual void OnLoadSceneProgress(SceneRef sceneRef, float progress) {
Log.TraceSceneManager(Runner, $"Loading scene progress {sceneRef} ({progress:P2})");
}
private Scene FindSceneToTakeOver(SceneRef sceneRef) {
for (int i = 0; i < SceneManager.sceneCount; ++i) {
var candidate = SceneManager.GetSceneAt(i);
if (!candidate.isLoaded) {
continue;
}
if (GetSceneRef(candidate.path) != sceneRef) {
continue;
}
if (_allOwnedScenes.ContainsKey(candidate)) {
continue;
}
return candidate;
}
return default;
}
private ICoroutine StartTracedCoroutine(IEnumerator inner) {
var coro = new FusionCoroutine(inner);
_runningCoroutines.Add(coro);
coro.Completed += x => {
if (LogSceneLoadErrors && x.Error != null) {
Log.ErrorSceneManager(Runner, $"Failed async op: {x.Error.SourceException}");
}
// remove this one from the list
var index = _runningCoroutines.IndexOf((ICoroutine)x);
Debug.Assert(index == 0, "Expected the completed coroutine to be the first in the list");
_runningCoroutines.RemoveAt(index);
// start the next one
if (index < _runningCoroutines.Count) {
Log.TraceSceneManager(Runner, $"Starting enqueued coroutine {index} of {_runningCoroutines.Count}");
StartCoroutine(_runningCoroutines[index]);
}
};
if (_runningCoroutines.Count == 1) {
// start immediately
StartCoroutine(coro);
} else {
Log.TraceSceneManager(Runner, $"Enqueued coroutine, there are already {_runningCoroutines.Count - 1} running");
}
return coro;
}
protected LoadingScope MakeLoadingScope() {
return new LoadingScope(this);
}
protected void MarkSceneAsOwned(SceneRef sceneRef, Scene scene) {
if (_allOwnedScenes.TryGetValue(scene, out var manager)) {
Log.WarnSceneManager(Runner, $"Scene {scene.Dump()} (for {sceneRef}) already owned by {manager}");
} else {
_allOwnedScenes.Add(scene, this);
}
}
private NetworkSceneAsyncOp FailOp(SceneRef sceneRef, Exception exception) {
if (LogSceneLoadErrors) {
Log.ErrorSceneManager(Runner, $"Failed with: {exception}");
}
return NetworkSceneAsyncOp.FromError(sceneRef, exception);
}
#if FUSION_ENABLE_ADDRESSABLES && !FUSION_DISABLE_ADDRESSABLES
/// <summary>
/// A label by which addressable scenes can be discovered.
/// </summary>
[InlineHelp]
public string AddressableScenesLabel = "FusionScenes";
public NetworkSceneManagerDefault() {
_addressableScenesTask = new Lazy<Task<string[]>>(() => GetAddressableScenes());
}
public Task LoadAddressableScenePathsAsync() {
return _addressableScenesTask.Value;
}
protected virtual Task<string[]> GetAddressableScenes() {
Log.TraceSceneManager(Runner, $"Locating addressable scenes with label: {AddressableScenesLabel}");
var tcs = new TaskCompletionSource<string[]>();
var result = Addressables.LoadResourceLocationsAsync(AddressableScenesLabel, typeof(SceneInstance));
result.Completed += op => {
try {
if (op.Status == AsyncOperationStatus.Failed) {
tcs.SetException(op.OperationException);
} else {
var paths = op.Result.Select(x => x.PrimaryKey).ToArray();
Log.TraceSceneManager(Runner, $"Found {paths.Length} addressable scenes: {string.Join(", ", paths)}");
tcs.SetResult(paths);
}
} finally {
Addressables.Release(op);
}
};
return tcs.Task;
}
private Lazy<Task<string[]>> _addressableScenesTask;
private Dictionary<SceneRef, AsyncOperationHandle<SceneInstance>> _addressableOperations = new();
#endif
protected sealed class MultiPeerSceneRoot : MonoBehaviour {
public SceneRef SceneRef;
public string ScenePath;
public int SceneHandle;
public Scene Scene;
}
protected struct LoadingScope : IDisposable {
private readonly NetworkSceneManagerDefault _manager;
public LoadingScope(NetworkSceneManagerDefault manager) {
_manager = manager;
_manager._isLoading = true;
Log.TraceSceneManager(manager.Runner, "Loading scope started");
}
public void Dispose() {
_manager._isLoading = false;
Log.TraceSceneManager(_manager.Runner, "Loading scope ended");
}
}
}
}