Merge pull request #11 from TwoTenPvP/object-pooling

Object pooling Rewrite
This commit is contained in:
Albin Corén 2018-03-05 12:29:25 +01:00 committed by GitHub
commit 0b90d02371
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 175 additions and 3 deletions

42
MLAPI/Data/NetworkPool.cs Normal file
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@ -0,0 +1,42 @@
using UnityEngine;
namespace MLAPI.Data
{
internal class NetworkPool
{
internal int spawnablePrefabIndex;
internal GameObject[] objects;
internal ushort poolId;
internal NetworkPool(int prefabIndex, uint size, ushort poolIndex)
{
objects = new GameObject[size];
poolId = poolIndex;
for (int i = 0; i < size; i++)
{
GameObject go = Object.Instantiate(NetworkingManager.singleton.SpawnablePrefabs[prefabIndex], Vector3.zero, Quaternion.identity);
go.GetComponent<NetworkedObject>().IsPooledObject = true;
go.GetComponent<NetworkedObject>().PoolId = poolId;
go.GetComponent<NetworkedObject>().Spawn();
go.name = "Pool Id: " + poolId + " #" + i;
go.SetActive(false);
}
}
internal GameObject SpawnObject(Vector3 position, Quaternion rotation)
{
for (int i = 0; i < objects.Length; i++)
{
if (objects[i].activeInHierarchy)
{
GameObject go = objects[i];
go.transform.position = position;
go.transform.rotation = rotation;
go.SetActive(true);
}
}
Debug.LogWarning("MLAPI: The pool " + poolId + " has ran out of space");
return null;
}
}
}

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@ -55,6 +55,7 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Data\NetworkPool.cs" />
<Compile Include="Data\TrackedPointData.cs" />
<Compile Include="NetworkingManagerComponents\LagCompensationManager.cs" />
<Compile Include="MonoBehaviours\Core\NetworkedBehaviour.cs" />
@ -65,6 +66,7 @@
<Compile Include="MonoBehaviours\Core\TrackedObject.cs" />
<Compile Include="MonoBehaviours\Prototyping\NetworkedTransform.cs" />
<Compile Include="NetworkingManagerComponents\MessageManager.cs" />
<Compile Include="NetworkingManagerComponents\NetworkPoolManager.cs" />
<Compile Include="NetworkingManagerComponents\NetworkSceneManager.cs" />
<Compile Include="NetworkingManagerComponents\SpawnManager.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />

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@ -14,6 +14,10 @@ namespace MLAPI
[HideInInspector]
public bool isPlayerObject = false;
public bool ServerOnly = false;
[HideInInspector]
public bool IsPooledObject = false;
[HideInInspector]
public ushort PoolId;
public bool isLocalPlayer
{
get

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@ -1,5 +1,4 @@
using MLAPI.MonoBehaviours.Core;
using MLAPI.NetworkingManagerComponents;
using MLAPI.NetworkingManagerComponents;
using System;
using System.Collections;
using System.Collections.Generic;
@ -72,6 +71,8 @@ namespace MLAPI
MessageManager.reverseMessageTypes = new Dictionary<ushort, string>();
SpawnManager.spawnedObjects = new Dictionary<uint, NetworkedObject>();
SpawnManager.releasedNetworkObjectIds = new Stack<uint>();
NetworkPoolManager.Pools = new Dictionary<ushort, Data.NetworkPool>();
NetworkPoolManager.PoolNamesToIndexes = new Dictionary<string, ushort>();
NetworkSceneManager.registeredSceneNames = new HashSet<string>();
NetworkSceneManager.sceneIndexToString = new Dictionary<uint, string>();
NetworkSceneManager.sceneNameToIndex = new Dictionary<string, uint>();
@ -98,6 +99,8 @@ namespace MLAPI
MessageManager.messageTypes.Add("MLAPI_CLIENT_DISCONNECT", 3);
MessageManager.messageTypes.Add("MLAPI_DESTROY_OBJECT", 4);
MessageManager.messageTypes.Add("MLAPI_SWITCH_SCENE", 5);
MessageManager.messageTypes.Add("MLAPI_SPAWN_POOL_OBJECT", 6);
MessageManager.messageTypes.Add("MLAPI_DESTROY_POOL_OBJECT", 7);
NetworkConfig.MessageTypes.Add("MLAPI_OnRecieveTransformFromClient");
NetworkConfig.MessageTypes.Add("MLAPI_OnRecieveTransformFromServer");
@ -488,13 +491,15 @@ namespace MLAPI
uint networkId = messageReader.ReadUInt32();
int ownerId = messageReader.ReadInt32();
int prefabId = messageReader.ReadInt32();
bool isActive = messageReader.ReadBoolean();
if(isPlayerObject)
{
SpawnManager.SpawnPlayerObject(ownerId, networkId);
}
else
{
SpawnManager.SpawnObject(prefabId, networkId, ownerId);
GameObject go = SpawnManager.SpawnObject(prefabId, networkId, ownerId);
go.SetActive(isActive);
}
}
}
@ -578,6 +583,40 @@ namespace MLAPI
}
}
break;
case 6: //Spawn pool object
if(isClient)
{
using (MemoryStream messageReadStream = new MemoryStream(incommingData))
{
using (BinaryReader messageReader = new BinaryReader(messageReadStream))
{
uint netId = messageReader.ReadUInt32();
float xPos = messageReader.ReadSingle();
float yPos = messageReader.ReadSingle();
float zPos = messageReader.ReadSingle();
float xRot = messageReader.ReadSingle();
float yRot = messageReader.ReadSingle();
float zRot = messageReader.ReadSingle();
SpawnManager.spawnedObjects[netId].transform.position = new Vector3(xPos, yPos, zPos);
SpawnManager.spawnedObjects[netId].transform.rotation = Quaternion.Euler(new Vector3(xRot, yRot, zRot));
SpawnManager.spawnedObjects[netId].gameObject.SetActive(true);
}
}
}
break;
case 7: //Destroy pool object
if(isClient)
{
using (MemoryStream messageReadStream = new MemoryStream(incommingData))
{
using (BinaryReader messageReader = new BinaryReader(messageReadStream))
{
uint netId = messageReader.ReadUInt32();
SpawnManager.spawnedObjects[netId].gameObject.SetActive(false);
}
}
}
break;
}
}
}
@ -943,6 +982,7 @@ namespace MLAPI
writer.Write(pair.Value.NetworkId);
writer.Write(pair.Value.OwnerClientId);
writer.Write(pair.Value.SpawnablePrefabIndex);
writer.Write(pair.Value.gameObject.activeInHierarchy);
}
}
}

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@ -0,0 +1,84 @@
using MLAPI.Data;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace MLAPI.NetworkingManagerComponents
{
public static class NetworkPoolManager
{
internal static Dictionary<ushort, NetworkPool> Pools;
private static ushort PoolIndex = 0;
internal static Dictionary<string, ushort> PoolNamesToIndexes;
//Server only
public static void CreatePool(string poolName, int spawnablePrefabIndex, uint size = 16)
{
if(!NetworkingManager.singleton.isServer)
{
Debug.LogWarning("MLAPI: Pools can only be created on the server");
return;
}
NetworkPool pool = new NetworkPool(spawnablePrefabIndex, size, PoolIndex);
PoolNamesToIndexes.Add(poolName, PoolIndex);
PoolIndex++;
}
public static void DestroyPool(string poolName)
{
if (!NetworkingManager.singleton.isServer)
{
Debug.LogWarning("MLAPI: Pools can only be destroyed on the server");
return;
}
for (int i = 0; i < Pools[PoolNamesToIndexes[poolName]].objects.Length; i++)
{
MonoBehaviour.Destroy(Pools[PoolNamesToIndexes[poolName]].objects[i]);
}
Pools.Remove(PoolNamesToIndexes[poolName]);
}
public static GameObject SpawnPoolObject(string poolName, Vector3 position, Quaternion rotation)
{
if (!NetworkingManager.singleton.isServer)
{
Debug.LogWarning("MLAPI: Object spawning can only occur on server");
return null;
}
GameObject go = Pools[PoolNamesToIndexes[poolName]].SpawnObject(position, rotation);
using (MemoryStream stream = new MemoryStream(28))
{
using (BinaryWriter writer = new BinaryWriter(stream))
{
writer.Write(go.GetComponent<NetworkedObject>().NetworkId);
writer.Write(position.x);
writer.Write(position.y);
writer.Write(position.z);
writer.Write(rotation.eulerAngles.x);
writer.Write(rotation.eulerAngles.y);
writer.Write(rotation.eulerAngles.z);
}
NetworkingManager.singleton.Send("MLAPI_SPAWN_POOL_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
}
return go;
}
public static void DestroyPoolObject(NetworkedObject netObject)
{
if (!NetworkingManager.singleton.isServer)
{
Debug.LogWarning("MLAPI: Objects can only be destroyed on the server");
return;
}
netObject.gameObject.SetActive(false);
using (MemoryStream stream = new MemoryStream(4))
{
using (BinaryWriter writer = new BinaryWriter(stream))
{
writer.Write(netObject.NetworkId);
}
NetworkingManager.singleton.Send("MLAPI_DESTROY_POOL_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
}
}
}
}