working on actors
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338
Runtime/Engine/Code/Simulation/ActorsManager.cs
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338
Runtime/Engine/Code/Simulation/ActorsManager.cs
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using System.Collections.Generic;
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Main;
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using Unity.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootKit.Engine.Simulation {
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// @TODO:
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// - Actors States might be packed into chunks to reduce the number of RPCs sent.
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public class ActorsManager : NetworkBehaviour {
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static readonly Logger s_Logger = new Logger(nameof(ActorsManager));
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readonly List<Actor> m_InSceneActors = new List<Actor>();
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readonly List<Actor> m_SpawnedActors = new List<Actor>();
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public override void OnNetworkSpawn() {
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base.OnNetworkSpawn();
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RR.ServerTick += OnServerTick;
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}
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public override void OnNetworkDespawn() {
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base.OnNetworkDespawn();
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RR.ServerTick -= OnServerTick;
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}
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void Update() {
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foreach (Actor actor in m_InSceneActors) {
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actor.ClientTick(Time.deltaTime);
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}
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}
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void OnServerTick(ulong tick) {
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if (!IsServer) {
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return;
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}
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float dt = 1.0f / RR.TickRate.IndexValue;
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foreach (Actor actor in m_InSceneActors) {
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actor.ServerTick(dt);
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if (actor.IsDataDirty) {
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actor.IsDataDirty = false;
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NativeArray<byte> data = SerializeActorState(actor);
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if (data.IsCreated) {
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SynchronizeActorStateClientRpc(actor.ActorID, data);
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} else {
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s_Logger.Error($"Failed to serialize actor data for {actor.name}");
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}
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}
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}
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foreach (Actor actor in m_SpawnedActors) {
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actor.ServerTick(dt);
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if (actor.IsDataDirty) {
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actor.IsDataDirty = false;
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NativeArray<byte> data = SerializeActorState(actor);
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if (data.IsCreated) {
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SynchronizeActorStateClientRpc(actor.ActorID, data);
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} else {
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s_Logger.Error($"Failed to serialize actor data for {actor.name}");
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}
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}
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}
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}
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[ClientRpc(Delivery = RpcDelivery.Unreliable)]
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void SynchronizeActorStateClientRpc(ulong actorID, NativeArray<byte> data) {
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Actor actor = FindActorByID(actorID);
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if (actor is null) {
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return;
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}
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DeserializeActorState(actor, data);
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}
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NativeArray<byte> SerializeActorState(Actor actor) {
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return DataSerializationUtils.Serialize(actor.Data);
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}
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void DeserializeActorState(Actor actor, NativeArray<byte> data) {
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DataSerializationUtils.Deserialize(data, ref actor.Data);
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}
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internal void SynchronizeActorsForClient(ulong clientID) {
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NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
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if (clientState == null) {
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s_Logger.Error($"Client state for {clientID} not found. Cannot synchronize actors.");
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return;
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}
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PrepareClientForActorsSyncRpc(RpcTarget.Single(clientState.ClientID, RpcTargetUse.Temp));
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}
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[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
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void PrepareClientForActorsSyncRpc(RpcParams rpcParams) {
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foreach (Actor spawnedActor in m_SpawnedActors) {
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Destroy(spawnedActor.gameObject);
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}
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m_SpawnedActors.Clear();
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ClientIsReadyForActorsSyncRpc();
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}
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[Rpc(SendTo.Server)]
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void ClientIsReadyForActorsSyncRpc(RpcParams rpcParams = default) {
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ulong clientID = rpcParams.Receive.SenderClientId;
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NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
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if (clientState == null) {
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s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as ready for actors sync.");
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return;
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}
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clientState.IsReadyForActorsSync = true;
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clientState.ActorsSyncPacketsLeft = m_InSceneActors.Count;
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RpcSendParams sendParams = RpcTarget.Single(clientID, RpcTargetUse.Temp);
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foreach (Actor actor in m_InSceneActors) {
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NativeArray<byte> data = SerializeActorState(actor);
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if (!data.IsCreated) {
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s_Logger.Error($"Failed to serialize actor data for {actor.name}");
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continue;
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}
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SynchronizeActorStateForClientRpc(actor.ActorID, data, sendParams);
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}
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foreach (Actor actor in m_SpawnedActors) {
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NativeArray<byte> data = SerializeActorState(actor);
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if (!data.IsCreated) {
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s_Logger.Error($"Failed to serialize actor data for {actor.name}");
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continue;
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}
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SpawnActorRpc(actor.SourceActorPath,
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actor.ActorID,
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actor.transform.position,
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actor.transform.localRotation,
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data,
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sendParams);
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}
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}
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[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
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void SynchronizeActorStateForClientRpc(ulong actorID, NativeArray<byte> data, RpcParams rpcParams) {
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Actor actor = FindActorByID(actorID);
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if (actor is null) {
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return;
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}
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DeserializeActorState(actor, data);
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ClientSynchronizedActorRpc();
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}
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[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
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void ClientSynchronizedActorRpc(RpcParams rpcParams = default) {
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ulong clientID = rpcParams.Receive.SenderClientId;
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NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
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if (clientState == null) {
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s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as synchronized.");
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return;
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}
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clientState.ActorsSyncPacketsLeft--;
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if (clientState.ActorsSyncPacketsLeft == 0) {
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RR.NetworkSystemInstance.ClientSynchronizedActors(clientID);
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}
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}
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[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
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internal void SendActorCommandToServerRpc(ActorCommand cmd) {
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if (!IsServer) {
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s_Logger.Error("Only the server can handle actor events.");
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return;
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}
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Actor actor = FindActorByID(cmd.ActorID);
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if (actor is null) {
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s_Logger.Error($"Actor with ID {cmd.ActorID} not found for command {cmd.CommandID}");
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return;
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}
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actor.HandleActorCommand(cmd);
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}
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[Rpc(SendTo.Everyone)]
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internal void SendActorEventToClientsRpc(ActorEvent actorEvent) {
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Actor actor = FindActorByID(actorEvent.ActorID);
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if (actor is null) {
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s_Logger.Error($"Actor with ID {actorEvent.ActorID} not found for event {actorEvent.EventID}");
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return;
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}
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actor.HandleActorEvent(actorEvent);
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}
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public void RegisterInSceneActor(Actor actor) {
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if (actor.Data == null) {
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actor.Data = actor.InternalCreateActorData();
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}
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actor.Manager = this;
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m_InSceneActors.Add(actor);
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}
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public void CleanUp() {
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if (IsServer) {
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CleanUpRpc();
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}
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m_InSceneActors.Clear();
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foreach (Actor actor in m_SpawnedActors) {
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if (actor is not null) {
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Destroy(actor.gameObject);
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}
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}
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m_SpawnedActors.Clear();
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}
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[Rpc(SendTo.NotMe)]
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void CleanUpRpc() {
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CleanUp();
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}
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public Actor FindActorByID(ulong actorID) {
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foreach (Actor actor in m_InSceneActors) {
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if (actor.ActorID == actorID) {
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return actor;
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}
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}
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foreach (Actor actor in m_SpawnedActors) {
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if (actor.ActorID == actorID) {
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return actor;
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}
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}
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return null;
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}
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public void SpawnActor(AssetReferenceGameObject assetReference, Vector3 position, Quaternion rotation) {
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if (!IsServer) {
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s_Logger.Error("Only the server can spawn actors.");
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return;
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}
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if (!assetReference.RuntimeKeyIsValid()) {
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s_Logger.Error("Trying to spawn an actor with an invalid asset reference.");
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return;
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}
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GameObject actorObject = assetReference.InstantiateAsync(position, rotation).WaitForCompletion();
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Actor actor = actorObject.GetComponent<Actor>();
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if (actor is null) {
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s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
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Destroy(actorObject);
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return;
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}
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actor.SourceActorPath = assetReference.AssetGUID;
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actor.ActorID = UniqueID.NewULongFromGuid();
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actor.Data = actor.InternalCreateActorData();
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m_SpawnedActors.Add(actor);
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NativeArray<byte> stateData = SerializeActorState(actor);
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SpawnActorRpc(assetReference.AssetGUID, actor.ActorID, position, rotation, stateData, RpcTarget.NotMe);
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}
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// @NOTE: This RPC is used to spawn actors on clients.
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[Rpc(SendTo.SpecifiedInParams)]
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void SpawnActorRpc(string guid,
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ulong actorID,
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Vector3 position,
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Quaternion rotation,
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NativeArray<byte> stateData,
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RpcParams rpcParams) {
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AssetReferenceGameObject assetReference = new AssetReferenceGameObject(guid);
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if (!assetReference.RuntimeKeyIsValid()) {
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s_Logger.Error($"Invalid asset reference for actor with GUID {guid}");
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return;
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}
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GameObject actorObject = assetReference.InstantiateAsync(position, rotation).WaitForCompletion();
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if (actorObject == null) {
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s_Logger.Error($"Failed to instantiate actor with GUID {guid}");
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return;
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}
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Actor actor = actorObject.GetComponent<Actor>();
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if (actor is null) {
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s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
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Destroy(actorObject);
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return;
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}
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actor.SourceActorPath = guid;
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actor.ActorID = actorID;
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actor.Data = actor.InternalCreateActorData();
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DeserializeActorState(actor, stateData);
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m_SpawnedActors.Add(actor);
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}
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public void KillActor(Actor actor) {
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if (!IsServer) {
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s_Logger.Error("Only the server can kill actors.");
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return;
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}
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if (actor is null) {
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s_Logger.Error("Trying to kill a null actor.");
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return;
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}
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if (!m_SpawnedActors.Remove(actor)) {
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s_Logger.Error($"Trying to kill an actor that is not registered: {actor.name}. " +
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"Remember you can only kill actors spawned that are dynamically created");
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return;
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}
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Destroy(actor.gameObject);
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}
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}
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}
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