optimizing network stuff
This commit is contained in:
@@ -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()) {
|
||||
|
||||
Reference in New Issue
Block a user