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fix style issues
1 parent 9a6d1ef commit a83d907

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2 files changed

+115
-115
lines changed

2 files changed

+115
-115
lines changed

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

Lines changed: 112 additions & 112 deletions
Original file line numberDiff line numberDiff line change
@@ -2303,146 +2303,146 @@ private void HandleClientSceneEvent(uint sceneEventId)
23032303
break;
23042304
}
23052305
case SceneEventType.Synchronize:
2306-
{
2307-
if (sceneEventData.IsStartingSynchronization)
23082306
{
2309-
sceneEventData.IsStartingSynchronization = false;
2310-
2311-
OnSceneEvent?.Invoke(new SceneEvent()
2307+
if (sceneEventData.IsStartingSynchronization)
23122308
{
2313-
SceneEventType = SceneEventType.Synchronize,
2314-
ClientId = NetworkManager.LocalClientId,
2315-
});
2309+
sceneEventData.IsStartingSynchronization = false;
23162310

2317-
OnSynchronize?.Invoke(NetworkManager.LocalClientId);
2318-
}
2311+
OnSceneEvent?.Invoke(new SceneEvent()
2312+
{
2313+
SceneEventType = SceneEventType.Synchronize,
2314+
ClientId = NetworkManager.LocalClientId,
2315+
});
23192316

2320-
if (!sceneEventData.IsDoneWithSynchronization())
2321-
{
2322-
OnClientBeginSync(sceneEventId);
2323-
}
2324-
else
2325-
{
2326-
// Include anything in the DDOL scene
2327-
PopulateScenePlacedObjects(DontDestroyOnLoadScene, false);
2317+
OnSynchronize?.Invoke(NetworkManager.LocalClientId);
2318+
}
23282319

2329-
// If needed, set the currently active scene
2330-
if (HashToBuildIndex.ContainsKey(sceneEventData.ActiveSceneHash))
2320+
if (!sceneEventData.IsDoneWithSynchronization())
2321+
{
2322+
OnClientBeginSync(sceneEventId);
2323+
}
2324+
else
23312325
{
2332-
var targetActiveScene = SceneManager.GetSceneByBuildIndex(HashToBuildIndex[sceneEventData.ActiveSceneHash]);
2333-
if (targetActiveScene.isLoaded && targetActiveScene.handle != SceneManager.GetActiveScene().handle)
2326+
// Include anything in the DDOL scene
2327+
PopulateScenePlacedObjects(DontDestroyOnLoadScene, false);
2328+
2329+
// If needed, set the currently active scene
2330+
if (HashToBuildIndex.ContainsKey(sceneEventData.ActiveSceneHash))
23342331
{
2335-
SceneManager.SetActiveScene(targetActiveScene);
2332+
var targetActiveScene = SceneManager.GetSceneByBuildIndex(HashToBuildIndex[sceneEventData.ActiveSceneHash]);
2333+
if (targetActiveScene.isLoaded && targetActiveScene.handle != SceneManager.GetActiveScene().handle)
2334+
{
2335+
SceneManager.SetActiveScene(targetActiveScene);
2336+
}
23362337
}
2337-
}
23382338

2339-
// Spawn and Synchronize all NetworkObjects
2340-
sceneEventData.SynchronizeSceneNetworkObjects(NetworkManager);
2339+
// Spawn and Synchronize all NetworkObjects
2340+
sceneEventData.SynchronizeSceneNetworkObjects(NetworkManager);
23412341

2342-
// If needed, migrate dynamically spawned NetworkObjects to the same scene as they are on the server
2343-
SynchronizeNetworkObjectScene();
2342+
// If needed, migrate dynamically spawned NetworkObjects to the same scene as they are on the server
2343+
SynchronizeNetworkObjectScene();
23442344

2345-
// Process any pending create object messages that the client received during synchronization
2346-
ProcessDeferredCreateObjectMessages();
2345+
// Process any pending create object messages that the client received during synchronization
2346+
ProcessDeferredCreateObjectMessages();
23472347

2348-
sceneEventData.SceneEventType = SceneEventType.SynchronizeComplete;
2349-
if (NetworkManager.DistributedAuthorityMode)
2350-
{
2351-
sceneEventData.TargetClientId = NetworkManager.CurrentSessionOwner;
2352-
sceneEventData.SenderClientId = NetworkManager.LocalClientId;
2353-
var message = new SceneEventMessage
2348+
sceneEventData.SceneEventType = SceneEventType.SynchronizeComplete;
2349+
if (NetworkManager.DistributedAuthorityMode)
23542350
{
2355-
EventData = sceneEventData,
2356-
};
2357-
var target = NetworkManager.DAHost ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
2358-
var size = NetworkManager.ConnectionManager.SendMessage(ref message, m_NetworkDelivery, target);
2359-
NetworkManager.NetworkMetrics.TrackSceneEventSent(target, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), size);
2360-
}
2361-
else
2362-
{
2363-
SendSceneEventData(sceneEventId, new ulong[] { NetworkManager.ServerClientId });
2364-
}
2351+
sceneEventData.TargetClientId = NetworkManager.CurrentSessionOwner;
2352+
sceneEventData.SenderClientId = NetworkManager.LocalClientId;
2353+
var message = new SceneEventMessage
2354+
{
2355+
EventData = sceneEventData,
2356+
};
2357+
var target = NetworkManager.DAHost ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
2358+
var size = NetworkManager.ConnectionManager.SendMessage(ref message, m_NetworkDelivery, target);
2359+
NetworkManager.NetworkMetrics.TrackSceneEventSent(target, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), size);
2360+
}
2361+
else
2362+
{
2363+
SendSceneEventData(sceneEventId, new ulong[] { NetworkManager.ServerClientId });
2364+
}
23652365

2366-
// All scenes are synchronized, let the server know we are done synchronizing
2367-
NetworkManager.IsConnectedClient = true;
2366+
// All scenes are synchronized, let the server know we are done synchronizing
2367+
NetworkManager.IsConnectedClient = true;
23682368

2369-
// With distributed authority, either the client-side automatically spawns the default assigned player prefab or
2370-
// if AutoSpawnPlayerPrefabClientSide is disabled the client-side will determine what player prefab to spawn and
2371-
// when it gets spawned.
2372-
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
2373-
{
2374-
NetworkManager.ConnectionManager.CreateAndSpawnPlayer(NetworkManager.LocalClientId);
2375-
}
2369+
// With distributed authority, either the client-side automatically spawns the default assigned player prefab or
2370+
// if AutoSpawnPlayerPrefabClientSide is disabled the client-side will determine what player prefab to spawn and
2371+
// when it gets spawned.
2372+
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
2373+
{
2374+
NetworkManager.ConnectionManager.CreateAndSpawnPlayer(NetworkManager.LocalClientId);
2375+
}
23762376

2377-
// Process any SceneEventType.ObjectSceneChanged messages that
2378-
// were deferred while synchronizing and migrate the associated
2379-
// NetworkObjects to their newly assigned scenes.
2380-
sceneEventData.ProcessDeferredObjectSceneChangedEvents();
2377+
// Process any SceneEventType.ObjectSceneChanged messages that
2378+
// were deferred while synchronizing and migrate the associated
2379+
// NetworkObjects to their newly assigned scenes.
2380+
sceneEventData.ProcessDeferredObjectSceneChangedEvents();
23812381

2382-
// Only if PostSynchronizationSceneUnloading is set and we are running in client synchronization
2383-
// mode additive do we unload any remaining scene that was not synchronized (otherwise any loaded
2384-
// scene not synchronized by the server will remain loaded)
2385-
if (PostSynchronizationSceneUnloading && ClientSynchronizationMode == LoadSceneMode.Additive)
2386-
{
2387-
SceneManagerHandler.UnloadUnassignedScenes(NetworkManager);
2388-
}
2382+
// Only if PostSynchronizationSceneUnloading is set and we are running in client synchronization
2383+
// mode additive do we unload any remaining scene that was not synchronized (otherwise any loaded
2384+
// scene not synchronized by the server will remain loaded)
2385+
if (PostSynchronizationSceneUnloading && ClientSynchronizationMode == LoadSceneMode.Additive)
2386+
{
2387+
SceneManagerHandler.UnloadUnassignedScenes(NetworkManager);
2388+
}
23892389

2390-
// Client is now synchronized and fully "connected". This also means the client can send "RPCs" at this time
2391-
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(NetworkManager.LocalClientId);
2390+
// Client is now synchronized and fully "connected". This also means the client can send "RPCs" at this time
2391+
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(NetworkManager.LocalClientId);
23922392

2393-
// Notify the client that they have finished synchronizing
2394-
OnSceneEvent?.Invoke(new SceneEvent()
2395-
{
2396-
SceneEventType = sceneEventData.SceneEventType,
2397-
ClientId = NetworkManager.LocalClientId, // Client sent this to the server
2398-
});
2393+
// Notify the client that they have finished synchronizing
2394+
OnSceneEvent?.Invoke(new SceneEvent()
2395+
{
2396+
SceneEventType = sceneEventData.SceneEventType,
2397+
ClientId = NetworkManager.LocalClientId, // Client sent this to the server
2398+
});
23992399

2400-
OnSynchronizeComplete?.Invoke(NetworkManager.LocalClientId);
2400+
OnSynchronizeComplete?.Invoke(NetworkManager.LocalClientId);
24012401

2402-
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
2403-
{
2404-
NetworkLog.LogInfo($"[Client-{NetworkManager.LocalClientId}][Scene Management Enabled] Synchronization complete!");
2405-
}
2406-
// For convenience, notify all NetworkBehaviours that synchronization is complete.
2407-
NetworkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
2402+
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
2403+
{
2404+
NetworkLog.LogInfo($"[Client-{NetworkManager.LocalClientId}][Scene Management Enabled] Synchronization complete!");
2405+
}
2406+
// For convenience, notify all NetworkBehaviours that synchronization is complete.
2407+
NetworkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
24082408

2409-
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority() && IsRestoringSession)
2410-
{
2411-
IsRestoringSession = false;
2412-
PostSynchronizationSceneUnloading = m_OriginalPostSynchronizationSceneUnloading;
2409+
if (NetworkManager.DistributedAuthorityMode && HasSceneAuthority() && IsRestoringSession)
2410+
{
2411+
IsRestoringSession = false;
2412+
PostSynchronizationSceneUnloading = m_OriginalPostSynchronizationSceneUnloading;
2413+
}
2414+
2415+
EndSceneEvent(sceneEventId);
24132416
}
2417+
break;
2418+
}
2419+
case SceneEventType.ReSynchronize:
2420+
{
2421+
// Notify the local client that they have been re-synchronized after being synchronized with an in progress game session
2422+
OnSceneEvent?.Invoke(new SceneEvent()
2423+
{
2424+
SceneEventType = sceneEventData.SceneEventType,
2425+
ClientId = NetworkManager.ServerClientId, // Server sent this to client
2426+
});
24142427

24152428
EndSceneEvent(sceneEventId);
2429+
break;
24162430
}
2417-
break;
2418-
}
2419-
case SceneEventType.ReSynchronize:
2420-
{
2421-
// Notify the local client that they have been re-synchronized after being synchronized with an in progress game session
2422-
OnSceneEvent?.Invoke(new SceneEvent()
2431+
case SceneEventType.LoadEventCompleted:
2432+
case SceneEventType.UnloadEventCompleted:
24232433
{
2424-
SceneEventType = sceneEventData.SceneEventType,
2425-
ClientId = NetworkManager.ServerClientId, // Server sent this to client
2426-
});
2427-
2428-
EndSceneEvent(sceneEventId);
2429-
break;
2430-
}
2431-
case SceneEventType.LoadEventCompleted:
2432-
case SceneEventType.UnloadEventCompleted:
2433-
{
2434-
// Notify the local client that all clients have finished loading or unloading
2435-
var clientId = NetworkManager.CMBServiceConnection ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
2436-
InvokeSceneEvents(clientId, sceneEventData);
2434+
// Notify the local client that all clients have finished loading or unloading
2435+
var clientId = NetworkManager.CMBServiceConnection ? NetworkManager.CurrentSessionOwner : NetworkManager.ServerClientId;
2436+
InvokeSceneEvents(clientId, sceneEventData);
24372437

2438-
EndSceneEvent(sceneEventId);
2439-
break;
2440-
}
2441-
default:
2442-
{
2443-
Debug.LogWarning($"{sceneEventData.SceneEventType} is not currently supported!");
2444-
break;
2445-
}
2438+
EndSceneEvent(sceneEventId);
2439+
break;
2440+
}
2441+
default:
2442+
{
2443+
Debug.LogWarning($"{sceneEventData.SceneEventType} is not currently supported!");
2444+
break;
2445+
}
24462446
}
24472447
}
24482448

com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1503,7 +1503,7 @@ internal void ServerDestroySpawnedSceneObjects()
15031503
if (sobj.IsSceneObject != null && sobj.IsSceneObject.Value && sobj.DestroyWithScene && sobj.gameObject.scene != NetworkManager.SceneManager.DontDestroyOnLoadScene)
15041504
{
15051505
SpawnedObjectsList.Remove(sobj);
1506-
UnityEngine.Object.Destroy(sobj.gameObject);
1506+
Object.Destroy(sobj.gameObject);
15071507
}
15081508
}
15091509
}
@@ -1587,7 +1587,7 @@ internal void DestroySceneObjects()
15871587
}
15881588
else
15891589
{
1590-
UnityEngine.Object.Destroy(networkObjects[i].gameObject);
1590+
Object.Destroy(networkObjects[i].gameObject);
15911591
}
15921592
}
15931593
}
@@ -1834,7 +1834,7 @@ internal void OnDespawnObject(NetworkObject networkObject, bool destroyGameObjec
18341834
}
18351835
else
18361836
{
1837-
UnityEngine.Object.Destroy(gobj);
1837+
Object.Destroy(gobj);
18381838
}
18391839
}
18401840
}

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