mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
195 lines
7.3 KiB
C#
195 lines
7.3 KiB
C#
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#if UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2
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#define UNITY_MIN_5_3
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#endif
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using System.Collections;
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using Debug = UnityEngine.Debug;
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using UnityEditor.SceneManagement;
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[InitializeOnLoad]
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public class PhotonViewHandler : EditorWindow
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{
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private static bool CheckSceneForStuckHandlers = true;
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static PhotonViewHandler()
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{
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// hierarchyWindowChanged is called on hierarchy changed and on save. It's even called when hierarchy-window is closed and if a prefab with instances is changed.
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// this is not called when you edit a instance's value but: on save
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EditorApplication.hierarchyWindowChanged += HierarchyChange;
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}
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// this method corrects the IDs for photonviews in the scene and in prefabs
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// make sure prefabs always use viewID 0
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// make sure instances never use a owner
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// this is a editor class that should only run if not playing
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internal static void HierarchyChange()
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{
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if (Application.isPlaying)
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{
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//Debug.Log("HierarchyChange ignored, while running.");
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CheckSceneForStuckHandlers = true; // done once AFTER play mode.
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return;
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}
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if (CheckSceneForStuckHandlers)
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{
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CheckSceneForStuckHandlers = false;
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PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
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}
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HashSet<PhotonView> pvInstances = new HashSet<PhotonView>();
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HashSet<int> usedInstanceViewNumbers = new HashSet<int>();
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bool fixedSomeId = false;
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//// the following code would be an option if we only checked scene objects (but we can check all PVs)
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//PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
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//Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
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string levelName = SceneManagerHelper.ActiveSceneName;
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#if UNITY_EDITOR
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levelName = SceneManagerHelper.EditorActiveSceneName;
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#endif
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int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
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//Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
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PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
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foreach (PhotonView view in pvObjects)
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{
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// first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
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if (EditorUtility.IsPersistent(view.gameObject))
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{
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if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
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{
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Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
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view.viewID = 0;
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view.prefixBackup = -1;
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view.instantiationId = -1;
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EditorUtility.SetDirty(view); // even in Unity 5.3+ it's OK to SetDirty() for non-scene objects.
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fixedSomeId = true;
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}
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}
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else
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{
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// keep all scene-instanced PVs for later re-check
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pvInstances.Add(view);
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}
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}
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Dictionary<GameObject, int> idPerObject = new Dictionary<GameObject, int>();
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// second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
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// scene-PVs must have user == 0 (scene/room) and a subId != 0
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foreach (PhotonView view in pvInstances)
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{
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if (view.ownerId > 0)
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{
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Debug.Log("Re-Setting Owner ID of: " + view);
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}
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view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
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view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
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if (view.viewID != 0)
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{
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if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
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{
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view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
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}
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else
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{
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usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
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int instId = 0;
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if (idPerObject.TryGetValue(view.gameObject, out instId))
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{
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view.instantiationId = instId;
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}
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else
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{
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view.instantiationId = view.viewID;
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idPerObject[view.gameObject] = view.instantiationId;
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}
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}
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}
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}
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// third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
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int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
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foreach (PhotonView view in pvInstances)
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{
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if (view.viewID == 0)
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{
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Undo.RecordObject(view, "Automatic viewID change for: "+view.gameObject.name);
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// Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
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int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
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view.viewID = nextViewId;
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int instId = 0;
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if (idPerObject.TryGetValue(view.gameObject, out instId))
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{
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view.instantiationId = instId;
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}
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else
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{
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view.instantiationId = view.viewID;
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idPerObject[view.gameObject] = nextViewId;
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}
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lastUsedId = nextViewId;
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fixedSomeId = true;
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#if !UNITY_MIN_5_3
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EditorUtility.SetDirty(view);
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#endif
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}
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}
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if (fixedSomeId)
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{
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//Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
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}
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}
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// TODO fail if no ID was available anymore
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// TODO look up lower numbers if offset hits max?!
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public static int GetID(int idOffset, HashSet<int> usedInstanceViewNumbers)
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{
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while (idOffset < PhotonNetwork.MAX_VIEW_IDS)
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{
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idOffset++;
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if (!usedInstanceViewNumbers.Contains(idOffset))
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{
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break;
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}
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}
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return idOffset;
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}
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//TODO: check if this can be internal protected (as source in editor AND as dll)
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public static void LoadAllScenesToFix()
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{
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string[] scenes = System.IO.Directory.GetFiles(".", "*.unity", SearchOption.AllDirectories);
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foreach (string scene in scenes)
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{
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EditorSceneManager.OpenScene(scene);
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PhotonViewHandler.HierarchyChange();//NOTE: most likely on load also triggers a hierarchy change
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EditorSceneManager.SaveOpenScenes();
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}
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Debug.Log("Corrected scene views where needed.");
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}
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}
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