working on multiplayer
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169
Runtime/Engine/Code/Simulation/WorldService.cs
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169
Runtime/Engine/Code/Simulation/WorldService.cs
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using R3;
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using RebootKit.Engine.Foundation;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.Assertions;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.ResourceProviders;
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using UnityEngine.SceneManagement;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootKit.Engine.Services.Simulation {
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public interface IWorldContext { }
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public class WorldService : IService {
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static readonly Logger s_Logger = new Logger(nameof(WorldService));
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enum WorldState {
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Unloaded,
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Loading,
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Loaded
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}
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WorldState m_WorldState = WorldState.Unloaded;
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WorldConfig m_Config;
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AsyncOperationHandle<SceneInstance> m_SceneInstance;
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struct ActorData {
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public Actor Actor;
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public readonly bool ManagedByAddressabled;
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public ActorData(Actor actor, bool managedByAddressabled) {
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Actor = actor;
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ManagedByAddressabled = managedByAddressabled;
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}
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}
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readonly List<ActorData> m_Actors = new List<ActorData>();
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readonly IDisposable m_UpdateSubscription;
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public IWorldContext Context { get; private set; }
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public WorldService() {
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m_UpdateSubscription = Observable.EveryUpdate()
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.Subscribe(_ => { Tick(Time.deltaTime); });
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}
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public void Dispose() {
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m_UpdateSubscription.Dispose();
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Unload();
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}
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public async UniTask LoadAsync(WorldConfig worldConfig, CancellationToken cancellationToken) {
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await UniTask.WaitWhile(() => m_WorldState == WorldState.Loading, cancellationToken: cancellationToken);
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Unload();
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m_WorldState = WorldState.Loading;
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m_Config = worldConfig;
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m_SceneInstance = worldConfig.mainScene.LoadSceneAsync(LoadSceneMode.Additive, false);
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await m_SceneInstance.ToUniTask(cancellationToken: cancellationToken);
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await m_SceneInstance.Result.ActivateAsync();
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SceneManager.SetActiveScene(m_SceneInstance.Result.Scene);
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foreach (GameObject root in m_SceneInstance.Result.Scene.GetRootGameObjects()) {
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if (root.TryGetComponent(out IWorldContext worldContext)) {
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Assert.IsNull(Context,
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"WorldContext is already set. There should be only one WorldContext in the scene.");
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Context = worldContext;
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}
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foreach (Actor actor in root.GetComponentsInChildren<Actor>()) {
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m_Actors.Add(new ActorData(actor, false));
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}
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}
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m_WorldState = WorldState.Loaded;
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}
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public void Unload() {
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KillAllActors();
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if (m_SceneInstance.IsValid()) {
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m_SceneInstance.Release();
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m_SceneInstance = default;
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}
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m_WorldState = WorldState.Unloaded;
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Context = null;
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}
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public async UniTask<TActor> SpawnActor<TActor>(AssetReferenceT<GameObject> asset,
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CancellationToken cancellationToken) where TActor : Actor {
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if (m_WorldState != WorldState.Loaded) {
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s_Logger.Error("World is not loaded. Cannot spawn actor.");
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return null;
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}
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GameObject gameObject = await Addressables.InstantiateAsync(asset);
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if (cancellationToken.IsCancellationRequested) {
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asset.ReleaseInstance(gameObject);
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return null;
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}
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if (gameObject.TryGetComponent(out TActor actor)) {
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actor.OnSpawned();
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actor.IsPlaying = true;
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m_Actors.Add(new ActorData(actor, true));
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return actor;
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}
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asset.ReleaseInstance(gameObject);
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return null;
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}
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public void KillActor(Actor actor) {
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ActorData actorData = default;
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bool found = false;
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for (int i = m_Actors.Count - 1; i >= 0; i--) {
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if (m_Actors[i].Actor == actor) {
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found = true;
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actorData = m_Actors[i];
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m_Actors.RemoveAt(i);
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break;
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}
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}
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Assert.IsTrue(found, $"Actor {actor.name} not found in the world actors list.");
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actor.IsPlaying = false;
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actor.OnDespawned();
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if (actorData.ManagedByAddressabled) {
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Addressables.ReleaseInstance(actor.gameObject);
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}
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}
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public void KillAllActors() {
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foreach (ActorData actorData in m_Actors) {
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actorData.Actor.IsPlaying = false;
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actorData.Actor.OnDespawned();
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if (actorData.ManagedByAddressabled) {
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Addressables.ReleaseInstance(actorData.Actor.gameObject);
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} else {
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UnityEngine.Object.Destroy(actorData.Actor.gameObject);
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}
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}
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m_Actors.Clear();
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}
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void Tick(float deltaTime) {
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if (m_WorldState != WorldState.Loaded) {
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return;
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}
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foreach (ActorData actorData in m_Actors) {
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if (actorData.Actor.IsPlaying) {
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actorData.Actor.OnTick(deltaTime);
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}
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}
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}
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}
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}
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