optimizing network stuff

This commit is contained in:
2025-07-30 05:51:39 +02:00
parent ea99249fe2
commit 159e9adcd7
56 changed files with 2272 additions and 1781 deletions

View File

@@ -3,9 +3,7 @@ using System.Threading;
using Cysharp.Threading.Tasks;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Assertions;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
@@ -59,7 +57,7 @@ namespace RebootKit.Engine.Simulation {
public void Dispose() {
Unload();
}
public async UniTask LoadAsync(WorldConfig worldConfig, CancellationToken cancellationToken) {
await UniTask.WaitWhile(() => m_WorldState == WorldState.Loading, cancellationToken: cancellationToken);
@@ -73,9 +71,7 @@ namespace RebootKit.Engine.Simulation {
await m_SceneInstance.Result.ActivateAsync();
SceneManager.SetActiveScene(m_SceneInstance.Result.Scene);
// await UniTask.WaitWhile(() => RR.CoreNetworkGameSystemsInstance is null, cancellationToken: cancellationToken);
foreach (GameObject root in m_SceneInstance.Result.Scene.GetRootGameObjects()) {
if (root.TryGetComponent(out IWorldContext worldContext)) {
Assert.IsNull(Context,
@@ -84,7 +80,7 @@ namespace RebootKit.Engine.Simulation {
}
foreach (Actor actor in root.GetComponentsInChildren<Actor>()) {
RR.NetworkSystemInstance.Actors.RegisterInSceneActor(actor);
RR.Network.Actors.RegisterInSceneActor(actor);
}
}
@@ -96,8 +92,8 @@ namespace RebootKit.Engine.Simulation {
return;
}
if (RR.NetworkSystemInstance != null) {
RR.NetworkSystemInstance.Actors.CleanUp();
if (RR.Network != null) {
RR.Network.Actors.CleanUp();
}
if (m_SceneInstance.IsValid()) {