From f5ace1afe2cdbcae3c0103010eab097f7abda199 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 13:35:39 +0200 Subject: [PATCH 01/34] #642 Attribute meshRenderer is set in Start. Previously, it was set in the prefab, but we changed its visibility from public to private, in which case it is not serialized by default. --- Assets/SEE/Tools/FaceCam/FaceCam.cs | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index a5fa284f21..a50b059f45 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -11,13 +11,15 @@ using UnityEngine.Serialization; using Rect = UnityEngine.Rect; using SEE.Controls; +using SEE.GO; namespace SEE.Tools.FaceCam { /// - /// This component is assumed to be attached to a game object representing - /// an avatar (a local or remote player), which can display a - /// WebCam image of the tracked face of the user over the network. + /// This component is attached to a FaceCam.prefab, which will be instantiated + /// as an immediate child to a game object representing an avatar (a local or + /// remote player). It can be used to display a WebCam image of the tracked + /// face of the user over the network. /// It can be switched off, and it can toggle the position between being /// above the player always facing the camera, and the front of the player's face. /// @@ -193,7 +195,7 @@ public float MoveAcceleration /// /// The mesh renderer of the FaceCam, used to hide it. /// - private readonly MeshRenderer meshRenderer; + private MeshRenderer meshRenderer; /// /// The material of the FaceCam, its texture displaying a default picture, or @@ -281,13 +283,19 @@ private void Start() croppedTexture = new Texture2D(0, 0, TextureFormat.RGBA32, false); // Receive the status of the FaceCam if this is not the owner. - if (!IsOwner) { + if (!IsOwner) + { GetFaceCamStatusServerRpc(); } // Set the speed of the face tracking. faceTrackingSpeed = MoveStartSpeed; + if (!gameObject.TryGetComponentOrLog(out meshRenderer)) + { + gameObject.SetActive(false); + return; + } // Cache the material of the FaceCam to change its texture later. 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The FaceCam prefab will become a child of a player prefab, which is also a NetworkObject. Nested NetworkObjects are not allowed. --- .../Resources/Prefabs/FaceCam/FaceCam.prefab | 23 ++++--------------- 1 file changed, 5 insertions(+), 18 deletions(-) diff --git a/Assets/Resources/Prefabs/FaceCam/FaceCam.prefab b/Assets/Resources/Prefabs/FaceCam/FaceCam.prefab index 5aa552c94c..c8a2074e79 100644 --- a/Assets/Resources/Prefabs/FaceCam/FaceCam.prefab +++ b/Assets/Resources/Prefabs/FaceCam/FaceCam.prefab @@ -31,7 +31,6 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 7436555913014419378} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -111,7 +110,6 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 7436555912304379860} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -193,7 +191,6 @@ RectTransform: m_Children: - {fileID: 7436555913798521338} m_Father: {fileID: 7436555913008548302} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} @@ -297,7 +294,6 @@ RectTransform: m_Children: - {fileID: 7436555911870096486} m_Father: {fileID: 7436555913798521338} - m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} @@ -446,6 +442,7 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 7436555913008548298} + serializedVersion: 2 m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0, y: 0, z: 0} @@ -453,7 +450,6 @@ Transform: m_Children: - {fileID: 7436555912066497589} m_Father: {fileID: 0} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!33 &7436555913008548303 MeshFilter: @@ -517,10 +513,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 383f9da14ed1bdd4f8c696b8c4b75561, type: 3} m_Name: m_EditorClassIdentifier: - _MoveStartSpeed: 0.1 - _MoveAcceleration: 0.1 - MeshRenderer: {fileID: 7436555913008548297} - _NetworkFPS: 24 + moveStartSpeed: 0 + moveAcceleration: 0 + networkFPS: 0 --- !u!114 &7436555913008548300 MonoBehaviour: m_ObjectHideFlags: 0 @@ -596,7 +591,7 @@ MonoBehaviour: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 7436555913008548298} - m_Enabled: 1 + m_Enabled: 0 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} m_Name: @@ -643,7 +638,6 @@ RectTransform: m_Children: - {fileID: 7436555911850551464} m_Father: {fileID: 7436555913798521338} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} @@ -795,7 +789,6 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 7436555913755388213} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -878,7 +871,6 @@ RectTransform: m_Children: - {fileID: 7436555913636398778} m_Father: {fileID: 7436555913798521338} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} @@ -1033,7 +1025,6 @@ RectTransform: m_Children: - {fileID: 7436555913540890891} m_Father: {fileID: 7436555913798521338} - m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} @@ -1185,7 +1176,6 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 7436555913514053935} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -1265,7 +1255,6 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 7436555913507794052} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -1348,7 +1337,6 @@ RectTransform: m_Children: - {fileID: 7436555913060298478} m_Father: {fileID: 7436555913798521338} - m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} @@ -1504,7 +1492,6 @@ RectTransform: - {fileID: 7436555913514053935} - {fileID: 7436555913755388213} m_Father: {fileID: 7436555912066497589} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} From 911a772795fd7764a58cbd8e0ba56fcf1e02a4b9 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 15:02:28 +0200 Subject: [PATCH 04/34] #642 Added documentation. FaceCam must not be a NetworkObject. The FaceCam prefab will become a child of a player prefab, which is also a NetworkObject. Nested NetworkObjects are not allowed. That is why we just instantiate, but not spawn it. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 50 ++++++++++++++++++------- 1 file changed, 37 insertions(+), 13 deletions(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 5187212fa4..57aa7e9e41 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -99,9 +99,10 @@ private IEnumerator SpawnPlayerCoroutine() private int numberOfSpawnedPlayers = 0; /// - /// Spawns a player using the . + /// Spawns a player using the . /// /// the network ID of the owner + /// This code can be executed only on the server. private void Spawn(ulong owner) { int index = numberOfSpawnedPlayers % playerSpawns.Count; @@ -113,24 +114,47 @@ private void Spawn(ulong owner) Debug.Log($"Spawned {player.name} (network id: {owner}, local: {IsLocal(owner)}) at position {player.transform.position}.\n"); if (player.TryGetComponent(out NetworkObject net)) { + // By default a newly spawned network Prefab instance is owned by the server + // unless otherwise specified. net.SpawnAsPlayerObject(owner, destroyWithScene: true); + + // A network Prefab is any unity Prefab asset that has one NetworkObject + // component attached to a GameObject within the prefab. + // player is a network Prefab, i.e., it has a NetworkObject attached to it. + // More commonly, the NetworkObject component is attached to the root GameObject + // of the Prefab asset because this allows any child GameObject to have + // NetworkBehaviour components automatically assigned to the NetworkObject. + // The reason for this is that a NetworkObject component attached to a + // GameObject will be assigned (associated with) any NetworkBehaviour components on: + // + // (1) the same GameObject that the NetworkObject component is attached to + // (2) any child or children of the GameObject that the NetworkObject is attached to. + // + // A caveat of the above two rules is when one of the children GameObjects also + // has a NetworkObject component assigned to it (a.k.a. "Nested NetworkObjects"). + // Nested NetworkObject components aren't permited in network prefabs. + + GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam"); + faceCam.transform.parent = player.transform; +#if false // FIXME + +#if !PLATFORM_LUMIN || UNITY_EDITOR + if (networkManager.IsServer) + { + // Netcode uses a server authoritative networking model so spawning netcode objects + // can only be done on a server or host. + // Add the FaceCam to the player. + GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam"); + faceCam.GetComponent().Spawn(); + faceCam.transform.parent = player.transform; + } +#endif +#endif } else { Debug.LogError($"Spawned player {player.name} does not have a {typeof(NetworkObject)} component.\n"); } -#if !PLATFORM_LUMIN || UNITY_EDITOR - if (networkManager.IsServer) - { - // FIXME: The FaceCam prefab is instantiated only for the player on the server. - // That means the FaceCam will work only on the host, but not on any of the clients. - // This was noted in issue #633 - // Add the FaceCam to the player. - GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam"); - faceCam.GetComponent().Spawn(); - faceCam.transform.parent = player.transform; - } -#endif } /// From d3f7703309efcea752930a7d91eef76af2acf04d Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 15:02:52 +0200 Subject: [PATCH 05/34] Changes by Unity. --- Assets/Resources/TracingDisplay.prefab | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/Assets/Resources/TracingDisplay.prefab b/Assets/Resources/TracingDisplay.prefab index e129438fc9..f394b9de92 100644 --- a/Assets/Resources/TracingDisplay.prefab +++ b/Assets/Resources/TracingDisplay.prefab @@ -34,7 +34,6 @@ RectTransform: m_Children: - {fileID: 8471043827508793384} m_Father: {fileID: 7376508426775476511} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} @@ -155,7 +154,6 @@ RectTransform: m_Children: - {fileID: 4276327385327401816} m_Father: {fileID: 7135334733838357858} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} @@ -233,7 +231,6 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 8471043827508793384} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} @@ -373,7 +370,6 @@ RectTransform: - {fileID: 7376508425394281797} - {fileID: 7135334733838357858} m_Father: {fileID: 0} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} @@ -397,7 +393,9 @@ Canvas: m_OverrideSorting: 0 m_OverridePixelPerfect: 0 m_SortingBucketNormalizedSize: 0 + m_VertexColorAlwaysGammaSpace: 0 m_AdditionalShaderChannelsFlag: 25 + m_UpdateRectTransformForStandalone: 0 m_SortingLayerID: 0 m_SortingOrder: 0 m_TargetDisplay: 0 @@ -423,7 +421,7 @@ MonoBehaviour: m_FallbackScreenDPI: 96 m_DefaultSpriteDPI: 96 m_DynamicPixelsPerUnit: 1 - m_PresetInfoIsWorld: 0 + m_PresetInfoIsWorld: 1 --- !u!114 &7376508425101270898 MonoBehaviour: m_ObjectHideFlags: 0 @@ -490,7 +488,6 @@ RectTransform: m_Children: - {fileID: 7376508426821294224} m_Father: {fileID: 7376508426775476511} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} @@ -610,7 +607,6 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 7376508426821294224} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} @@ -747,7 +743,6 @@ RectTransform: m_Children: - {fileID: 7376508426226405595} m_Father: {fileID: 7376508425394281797} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} From 9db58d09259be7382d7654f310cb486ae1fa5285 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 15:24:47 +0200 Subject: [PATCH 06/34] #642 Parenting is done in InstantiatePrefab. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 57aa7e9e41..22748c9b8c 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -119,7 +119,7 @@ private void Spawn(ulong owner) net.SpawnAsPlayerObject(owner, destroyWithScene: true); // A network Prefab is any unity Prefab asset that has one NetworkObject - // component attached to a GameObject within the prefab. + // component attached to a GameObject within the prefab. // player is a network Prefab, i.e., it has a NetworkObject attached to it. // More commonly, the NetworkObject component is attached to the root GameObject // of the Prefab asset because this allows any child GameObject to have @@ -134,15 +134,14 @@ private void Spawn(ulong owner) // has a NetworkObject component assigned to it (a.k.a. "Nested NetworkObjects"). // Nested NetworkObject components aren't permited in network prefabs. - GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam"); - faceCam.transform.parent = player.transform; + GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam", parent: player.transform); #if false // FIXME #if !PLATFORM_LUMIN || UNITY_EDITOR if (networkManager.IsServer) { // Netcode uses a server authoritative networking model so spawning netcode objects - // can only be done on a server or host. + // can only be done on a server or host. // Add the FaceCam to the player. GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam"); faceCam.GetComponent().Spawn(); From 0fbe7927e945a18d62982ab17f39ba6c11dd815e Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 15:47:06 +0200 Subject: [PATCH 07/34] Moved FaceCam prefab to folder for Player prefabs. It is used in the context of players. --- Assets/Resources/Prefabs/{FaceCam => Players}/FaceCam.prefab | 0 Assets/Resources/Prefabs/{FaceCam => Players}/FaceCam.prefab.meta | 0 2 files changed, 0 insertions(+), 0 deletions(-) rename Assets/Resources/Prefabs/{FaceCam => Players}/FaceCam.prefab (100%) rename Assets/Resources/Prefabs/{FaceCam => Players}/FaceCam.prefab.meta (100%) diff --git a/Assets/Resources/Prefabs/FaceCam/FaceCam.prefab b/Assets/Resources/Prefabs/Players/FaceCam.prefab similarity index 100% rename from Assets/Resources/Prefabs/FaceCam/FaceCam.prefab rename to Assets/Resources/Prefabs/Players/FaceCam.prefab diff --git a/Assets/Resources/Prefabs/FaceCam/FaceCam.prefab.meta b/Assets/Resources/Prefabs/Players/FaceCam.prefab.meta similarity index 100% rename from Assets/Resources/Prefabs/FaceCam/FaceCam.prefab.meta rename to Assets/Resources/Prefabs/Players/FaceCam.prefab.meta From 64d39e2835400bcfc4b5f94e4bbcfa20a7a838a1 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 15:48:14 +0200 Subject: [PATCH 08/34] #642 The FaceCam prefab is now a child of the player prefabs. --- .../Prefabs/Players/BaseAvatar.prefab | 2090 +++++++++++++++-- Assets/Resources/Prefabs/Players/Male1.prefab | 1527 +++++++++++- Assets/Resources/Prefabs/Players/Male2.prefab | 1539 +++++++++++- 3 files changed, 4969 insertions(+), 187 deletions(-) diff --git a/Assets/Resources/Prefabs/Players/BaseAvatar.prefab b/Assets/Resources/Prefabs/Players/BaseAvatar.prefab index 550fd65c7b..2c0dfaeb27 100644 --- a/Assets/Resources/Prefabs/Players/BaseAvatar.prefab +++ b/Assets/Resources/Prefabs/Players/BaseAvatar.prefab @@ -1,5 +1,305 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &1513405819763325642 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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Is does not need to be instantiated here. We want it to be instantiated for all players, not only those for the player on the server. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 22748c9b8c..6ee1c6fdbc 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -134,7 +134,7 @@ private void Spawn(ulong owner) // has a NetworkObject component assigned to it (a.k.a. "Nested NetworkObjects"). // Nested NetworkObject components aren't permited in network prefabs. - GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam", parent: player.transform); + //GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam", parent: player.transform); #if false // FIXME #if !PLATFORM_LUMIN || UNITY_EDITOR From 58eda804123e25e4c5161b6f901f71fa1128b921 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 15:56:40 +0200 Subject: [PATCH 10/34] #642 Removed component NetworkObject in FaceCam child. Previously, it was only deactivated, but it still didn't work. --- .../Prefabs/Players/BaseAvatar.prefab | 21 ------------------- Assets/Resources/Prefabs/Players/Male1.prefab | 21 ------------------- Assets/Resources/Prefabs/Players/Male2.prefab | 21 ------------------- 3 files changed, 63 deletions(-) diff --git a/Assets/Resources/Prefabs/Players/BaseAvatar.prefab b/Assets/Resources/Prefabs/Players/BaseAvatar.prefab index 2c0dfaeb27..08191b350c 100644 --- a/Assets/Resources/Prefabs/Players/BaseAvatar.prefab +++ b/Assets/Resources/Prefabs/Players/BaseAvatar.prefab @@ -11951,7 +11951,6 @@ GameObject: - component: {fileID: 2175678165497068933} - component: {fileID: 2459368508010357732} - component: {fileID: 2405113274381620987} - - component: {fileID: 1579351384037267629} m_Layer: 0 m_Name: FaceCam m_TagString: Untagged @@ -12108,26 +12107,6 @@ MonoBehaviour: m_BoolArgument: 0 m_CallState: 2 avoidAndroidFrontCameraLowLightIssue: 0 ---- !u!114 &1579351384037267629 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 7992173486801797421} - m_Enabled: 0 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} - m_Name: - m_EditorClassIdentifier: - GlobalObjectIdHash: 951099334 - AlwaysReplicateAsRoot: 0 - SynchronizeTransform: 1 - ActiveSceneSynchronization: 0 - SceneMigrationSynchronization: 1 - SpawnWithObservers: 1 - DontDestroyWithOwner: 0 - AutoObjectParentSync: 1 --- !u!1 &8936659654835615719 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Resources/Prefabs/Players/Male1.prefab b/Assets/Resources/Prefabs/Players/Male1.prefab index 20d6e6d79f..67e244371f 100644 --- a/Assets/Resources/Prefabs/Players/Male1.prefab +++ b/Assets/Resources/Prefabs/Players/Male1.prefab @@ -802,7 +802,6 @@ GameObject: - component: {fileID: 4635275616138823938} - component: {fileID: 2267154105589383481} - component: {fileID: 8376789682962560582} - - component: {fileID: 620182984255565184} m_Layer: 0 m_Name: FaceCam m_TagString: Untagged @@ -959,26 +958,6 @@ MonoBehaviour: m_BoolArgument: 0 m_CallState: 2 avoidAndroidFrontCameraLowLightIssue: 0 ---- !u!114 &620182984255565184 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 2986777013510398624} - m_Enabled: 0 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} - m_Name: - m_EditorClassIdentifier: - GlobalObjectIdHash: 951099334 - AlwaysReplicateAsRoot: 0 - SynchronizeTransform: 1 - ActiveSceneSynchronization: 0 - SceneMigrationSynchronization: 1 - SpawnWithObservers: 1 - DontDestroyWithOwner: 0 - AutoObjectParentSync: 1 --- !u!1 &3443734408606541875 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Resources/Prefabs/Players/Male2.prefab b/Assets/Resources/Prefabs/Players/Male2.prefab index c3292f197f..0446510a01 100644 --- a/Assets/Resources/Prefabs/Players/Male2.prefab +++ b/Assets/Resources/Prefabs/Players/Male2.prefab @@ -11734,7 +11734,6 @@ GameObject: - component: {fileID: 919109411968855460} - component: {fileID: 7822399588098093718} - component: {fileID: 419282880869492892} - - component: {fileID: 2288101108680613305} m_Layer: 0 m_Name: FaceCam m_TagString: Untagged @@ -11891,26 +11890,6 @@ MonoBehaviour: m_BoolArgument: 0 m_CallState: 2 avoidAndroidFrontCameraLowLightIssue: 0 ---- !u!114 &2288101108680613305 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 7523279820272795512} - m_Enabled: 0 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} - m_Name: - m_EditorClassIdentifier: - GlobalObjectIdHash: 951099334 - AlwaysReplicateAsRoot: 0 - SynchronizeTransform: 1 - ActiveSceneSynchronization: 0 - SceneMigrationSynchronization: 1 - SpawnWithObservers: 1 - DontDestroyWithOwner: 0 - AutoObjectParentSync: 1 --- !u!1 &7561899996410585713 GameObject: m_ObjectHideFlags: 0 From 7e5c80fd7dd3083a43351aadd6c0a50989ae24a3 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 16:46:12 +0200 Subject: [PATCH 11/34] #642 Attribute webCamTextureToMatHelper must be initialized when OnNetworkSpawn(). OnNetworkSpawn() can be called before Start(). --- Assets/SEE/Tools/FaceCam/FaceCam.cs | 34 +++++++++++++++++++++++++---- 1 file changed, 30 insertions(+), 4 deletions(-) diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index a50b059f45..1ddfa64ea3 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -17,8 +17,8 @@ namespace SEE.Tools.FaceCam { /// /// This component is attached to a FaceCam.prefab, which will be instantiated - /// as an immediate child to a game object representing an avatar (a local or - /// remote player). It can be used to display a WebCam image of the tracked + /// as an immediate child to a game object representing an avatar (a local or + /// remote player). It can be used to display a WebCam image of the tracked /// face of the user over the network. /// It can be switched off, and it can toggle the position between being /// above the player always facing the camera, and the front of the player's face. @@ -235,6 +235,8 @@ public float NetworkFPS /// Called on network spawn before Start through NetCode. public override void OnNetworkSpawn() { + Initialize(); + // IsOwner is true if the local client is the owner of this NetworkObject. // IsServer is true if this code runs on the server. Note: a host can be // a server and a local client at the same time, in which case IsServer @@ -255,6 +257,30 @@ public override void OnNetworkSpawn() base.OnNetworkSpawn(); } + /// + /// Initializes if not already set. + /// + private void Initialize() + { + // For dynamically spawned NetworkObjects (instantiating a network Prefab + // during runtime) the OnNetworkSpawn method is invoked before the Start + // method is invoked. So, it's important to be aware of this because finding + // and assigning components to a local property within the Start method exclusively + // will result in that property not being set in a NetworkBehaviour component's + // OnNetworkSpawn method when the NetworkObject is dynamically spawned. To + // circumvent this issue, you can have a common method that initializes the + // components and is invoked both during the Start method and the + // OnNetworkSpawned method. That's the purpose of this method. + + if (webCamTextureToMatHelper == null) + { + if (!gameObject.TryGetComponentOrLog(out webCamTextureToMatHelper)) + { + enabled = false; + } + } + } + /// /// The 'Start' code, called before the first frame update. /// The network FPS, size of the FaceCam, and speed of the face tracking is set. @@ -276,6 +302,8 @@ private void Start() // the FaceCam also aprox. centered to his face. playersFace = transform.parent.Find("Root/Global/Position/Hips/LowerBack/Spine/Spine1/Neck/Head/NoseBase"); + Initialize(); + // The startup code from the WebCamTextureToMatHelperExample. StartupCodeFromWebCamTextureToMatHelperExample(); @@ -306,8 +334,6 @@ private void Start() /// private void StartupCodeFromWebCamTextureToMatHelperExample() { - webCamTextureToMatHelper = gameObject.GetComponent(); - dlibShapePredictorFileName = DlibFaceLandmarkDetectorExample.DlibFaceLandmarkDetectorExample.dlibShapePredictorFileName; #if UNITY_WEBGL getFilePath_Coroutine = DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePathAsync(dlibShapePredictorFileName, (result) => From 970d2e426b13f393119b71527c5c513b08e88e48 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 17:05:24 +0200 Subject: [PATCH 12/34] #642 Increased time out for initialization. --- Assets/Resources/Prefabs/Players/FaceCam.prefab | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Resources/Prefabs/Players/FaceCam.prefab b/Assets/Resources/Prefabs/Players/FaceCam.prefab index c8a2074e79..9ed07480be 100644 --- a/Assets/Resources/Prefabs/Players/FaceCam.prefab +++ b/Assets/Resources/Prefabs/Players/FaceCam.prefab @@ -537,7 +537,7 @@ MonoBehaviour: _flipVertical: 0 _flipHorizontal: 0 _outputColorFormat: 3 - _timeoutFrameCount: 300 + _timeoutFrameCount: 30000 onInitialized: m_PersistentCalls: m_Calls: From 5d953b9385198bebe74ce95b7baa83ed9988587f Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 17:06:42 +0200 Subject: [PATCH 13/34] #642 Included FaceCam prefab in player prefab by reference instead of adding them as an instantiated child. 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FaceCamOnOffToggle() is using this field, too. --- Assets/SEE/Tools/FaceCam/FaceCam.cs | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index 1ddfa64ea3..0d33344274 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -279,6 +279,12 @@ private void Initialize() enabled = false; } } + + if (!gameObject.TryGetComponentOrLog(out meshRenderer)) + { + gameObject.SetActive(false); + return; + } } /// @@ -298,7 +304,7 @@ private void Start() // This is the size of the FaceCam at the start transform.localScale = new Vector3(0.2f, 0.2f, -1); // z = -1 to face away from the player. - // For the location of the face of the player we use his his nose. This makes + // For the location of the face of the player we use his nose. This makes // the FaceCam also aprox. centered to his face. playersFace = transform.parent.Find("Root/Global/Position/Hips/LowerBack/Spine/Spine1/Neck/Head/NoseBase"); @@ -319,11 +325,6 @@ private void Start() // Set the speed of the face tracking. faceTrackingSpeed = MoveStartSpeed; - if (!gameObject.TryGetComponentOrLog(out meshRenderer)) - { - gameObject.SetActive(false); - return; - } // Cache the material of the FaceCam to change its texture later. (Display a default // picture or the face of the user). mainMaterial = meshRenderer.material; From 88fbf2c53e626b531a2ba2b202bf6b063fbb1e42 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Wed, 27 Sep 2023 19:15:57 +0200 Subject: [PATCH 16/34] #642 Added debugging output to client/server RPCs. --- Assets/SEE/Tools/FaceCam/FaceCam.cs | 80 ++++++++++++++++++++--------- 1 file changed, 56 insertions(+), 24 deletions(-) diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index 0d33344274..e60cbacce7 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -349,22 +349,22 @@ private void StartupCodeFromWebCamTextureToMatHelperExample() dlibShapePredictorFilePath = DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePath(dlibShapePredictorFileName); Run(); #endif - } - /// - /// The 'run' code from the WebCamTextureToMatHelperExample. - /// - private void Run() - { - if (string.IsNullOrEmpty(dlibShapePredictorFilePath)) + /// + /// The 'run' code from the WebCamTextureToMatHelperExample. + /// + void Run() { - throw new InvalidOperationException - ("shape predictor file does not exist. Please copy from “DlibFaceLandmarkDetector/StreamingAssets/DlibFaceLandmarkDetector/” to “Assets/StreamingAssets/DlibFaceLandmarkDetector/” folder. "); - } + if (string.IsNullOrEmpty(dlibShapePredictorFilePath)) + { + throw new InvalidOperationException + ("shape predictor file does not exist. Please copy from “DlibFaceLandmarkDetector/StreamingAssets/DlibFaceLandmarkDetector/” to “Assets/StreamingAssets/DlibFaceLandmarkDetector/” folder. "); + } - faceLandmarkDetector = new FaceLandmarkDetector(dlibShapePredictorFilePath); + faceLandmarkDetector = new FaceLandmarkDetector(dlibShapePredictorFilePath); - webCamTextureToMatHelper.Initialize(); + webCamTextureToMatHelper.Initialize(); + } } /// @@ -377,7 +377,6 @@ public void OnWebCamTextureToMatHelperInitialized() texture = new Texture2D(webCamTextureMat.cols(), webCamTextureMat.rows(), TextureFormat.RGBA32, false); OpenCVForUnity.UnityUtils.Utils.fastMatToTexture2D(webCamTextureMat, texture); - } /// @@ -411,8 +410,8 @@ public static void OnWebCamTextureToMatHelperErrorOccurred(WebCamTextureToMatHel /// /// Once per frame, the local video is displayed. /// Switches the FaceCam on and off, if the 'I' key is pressed. - /// It also checks whether the video should be sent to the clients in this frame based - /// on the specified network FPS, and transmit it. + /// It also checks whether the video should be sent to the clients in this frame - based + /// on the specified network FPS - and transmits it. /// private void Update() { @@ -425,6 +424,7 @@ private void Update() // Display/render the video from the Webcam if this is the owner. (For each player, // the player is the owner of the local FaceCam) + // NetworkBehaviour.IsOwner is true if the local client is the owner of this NetworkObject. if (IsOwner) { // Switch the FaceCam on or off. @@ -649,22 +649,44 @@ private void RefreshFaceCamPosition() } /// - /// Tell the server to toggle the FaceCam on off state of all clients. + /// Tell the server to toggle the FaceCam on/off for all clients. /// + /// + /// This call will be sent to the server. The default [ServerRpc] attribute + /// setting allows onlya client owner (client that owns the NetworkObject associated + /// with the NetworkBehaviour containing the ServerRpc method) invocation rights. + /// Any client that isn't the owner won't be allowed to invoke the ServerRpc. + /// By setting the ServerRpc attribute's RequireOwnership parameter to false, + /// any client has ServerRpc invocation rights. + /// [ServerRpc(RequireOwnership = false)] - private void FaceCamOnOffServerRpc(bool networkFaceCamOn) + private void FaceCamOnOffServerRpc(bool networkFaceCamOn, ServerRpcParams serverRpcParams = default) { - // Toggle the FaceCam on off state of all clients. + // A ServerRpc is a remote procedure call (RPC) that can be only invoked + // by a client and will always be received and executed on the server/host. + Debug.Log($"Server received FaceCamOnOffServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOn}\n"); FaceCamOnOffClientRpc(networkFaceCamOn); } /// - /// Toggle the FaceCam on off state of all clients. + /// Toggle the FaceCam on/off for all clients. /// (Can only be used by the server). /// + /// This call is sent from the server to all its clients. [ClientRpc] private void FaceCamOnOffClientRpc(bool networkFaceCamOn) { + Debug.Log($"Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnOffClientRpc from server with networkFaceCamOn={networkFaceCamOn}\n"); + + // Note: The host is both a client and a server. If a host invokes a client RPC, + // it triggers the call on all clients, including the host. + // + // When running as a host, Netcode for GameObjects invokes RPCs immediately within the + // same stack as the method invoking the RPC. Since a host is both considered a server + // and a client, you should avoid design patterns where a ClientRpc invokes a ServerRpc + // that invokes the same ClientRpc as this can end up in a stack overflow (infinite + // recursion). + // NetworkFaceCamOn, resp. FaceCamOn has the value which should be inverted. if (faceCamOn == networkFaceCamOn) { @@ -694,8 +716,9 @@ private void FaceCamOnOffToggle() /// Tell the server to toggle the FaceCam position of all clients. /// [ServerRpc(RequireOwnership = false)] - private void FaceCamOnFrontToggleServerRpc(bool networkFaceCamOnFront) + private void FaceCamOnFrontToggleServerRpc(bool networkFaceCamOnFront, ServerRpcParams serverRpcParams = default) { + Debug.Log($"Server received FaceCamOnFrontToggleServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOnFront}\n"); FaceCamOnFrontToggleClientRpc(networkFaceCamOnFront); } @@ -706,6 +729,8 @@ private void FaceCamOnFrontToggleServerRpc(bool networkFaceCamOnFront) [ClientRpc] private void FaceCamOnFrontToggleClientRpc(bool networkFaceCamOnFront) { + Debug.Log($"Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnFrontToggleClientRpc from server with networkFaceCamOnFront={networkFaceCamOnFront}\n"); + if (faceCamOnFront == networkFaceCamOnFront) { faceCamOnFront = !faceCamOnFront; @@ -716,8 +741,9 @@ private void FaceCamOnFrontToggleClientRpc(bool networkFaceCamOnFront) /// Get the FaceCam status from the server to all clients. /// [ServerRpc(RequireOwnership = false)] - private void AddClientIdToListServerRPC(ulong clientId) + private void AddClientIdToListServerRPC(ulong clientId, ServerRpcParams serverRpcParams = default) { + Debug.Log($"Server received AddClientIdToListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); clientsIdsList.Add(clientId); // Create the RpcParams from the list to make the list usable as RpcParams. CreateClientRpcParams(); @@ -864,8 +895,9 @@ private void AddClientIdToListServerRPC(ulong clientId) /// The clients call this to remove their ClientId from the list on the Server. /// [ServerRpc(RequireOwnership = false)] - private void RemoveClientFromListServerRPC(ulong clientId) + private void RemoveClientFromListServerRPC(ulong clientId, ServerRpcParams serverRpcParams = default) { + Debug.Log($"Server received RemoveClientFromListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); clientsIdsList.Remove(clientId); // Create the RpcParams to make this list usable. CreateClientRpcParams(); From ad1bc911130b2ca79a5325aefdc83a8e4fdad96a Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 28 Sep 2023 17:18:23 +0200 Subject: [PATCH 17/34] More debugging output. Removed unused import. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 6ee1c6fdbc..9eb3370b08 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -5,7 +5,6 @@ using System.Collections.Generic; using Unity.Netcode; using UnityEngine; -using SEE.Utils; namespace SEE.Game.Worlds { @@ -89,7 +88,7 @@ private IEnumerator SpawnPlayerCoroutine() // to spawn a player whenever a client connects. networkManager.OnClientConnectedCallback += Spawn; networkManager.OnClientDisconnectCallback += ClientDisconnects; - // Spawn the local player. + // Spawn the local player. This code is executed by the server. Spawn(networkManager.LocalClientId); } @@ -111,13 +110,14 @@ private void Spawn(ulong owner) Quaternion.Euler(new Vector3(0, playerSpawns[index].Rotation, 0))); numberOfSpawnedPlayers++; player.name = "Player " + numberOfSpawnedPlayers; - Debug.Log($"Spawned {player.name} (network id: {owner}, local: {IsLocal(owner)}) at position {player.transform.position}.\n"); + Debug.Log($"Spawned {player.name} (network id of owner: {owner}, local: {IsLocal(owner)}) at position {player.transform.position}.\n"); if (player.TryGetComponent(out NetworkObject net)) { // By default a newly spawned network Prefab instance is owned by the server // unless otherwise specified. net.SpawnAsPlayerObject(owner, destroyWithScene: true); + Debug.Log($"Owner of player {player.name} is server: {net.IsOwner}\n"); // A network Prefab is any unity Prefab asset that has one NetworkObject // component attached to a GameObject within the prefab. // player is a network Prefab, i.e., it has a NetworkObject attached to it. From 6549105f3a4247024f2325e1b5e7cd7d5e95e89a Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 28 Sep 2023 17:18:56 +0200 Subject: [PATCH 18/34] Added RPC to debug output. --- Assets/SEE/Tools/FaceCam/FaceCam.cs | 28 +++++++++++++++------------- 1 file changed, 15 insertions(+), 13 deletions(-) diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index e60cbacce7..02cfbddbd5 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -453,7 +453,6 @@ private void Update() /// /// Render the video. /// The face captured on the Webcam is displayed onto the FaceCam. - /// (Only executed as owner.) /// private void DisplayLocalVideo() { @@ -593,10 +592,13 @@ private void DisplayLocalVideo() } } - // Called each frame after the Update() function + /// + /// Updates the position of the FaceCam if it is turned on. + /// + /// Called by Unity each frame after the Update() function. + /// private void LateUpdate() { - // Refresh the position of the FaceCam. if (faceCamOn) { RefreshFaceCamPosition(); @@ -664,7 +666,7 @@ private void FaceCamOnOffServerRpc(bool networkFaceCamOn, ServerRpcParams server { // A ServerRpc is a remote procedure call (RPC) that can be only invoked // by a client and will always be received and executed on the server/host. - Debug.Log($"Server received FaceCamOnOffServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOn}\n"); + Debug.Log($"[RPC] Server received FaceCamOnOffServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOn}\n"); FaceCamOnOffClientRpc(networkFaceCamOn); } @@ -676,7 +678,7 @@ private void FaceCamOnOffServerRpc(bool networkFaceCamOn, ServerRpcParams server [ClientRpc] private void FaceCamOnOffClientRpc(bool networkFaceCamOn) { - Debug.Log($"Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnOffClientRpc from server with networkFaceCamOn={networkFaceCamOn}\n"); + Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnOffClientRpc from server with networkFaceCamOn={networkFaceCamOn}\n"); // Note: The host is both a client and a server. If a host invokes a client RPC, // it triggers the call on all clients, including the host. @@ -718,7 +720,7 @@ private void FaceCamOnOffToggle() [ServerRpc(RequireOwnership = false)] private void FaceCamOnFrontToggleServerRpc(bool networkFaceCamOnFront, ServerRpcParams serverRpcParams = default) { - Debug.Log($"Server received FaceCamOnFrontToggleServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOnFront}\n"); + Debug.Log($"[RPC] Server received FaceCamOnFrontToggleServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOnFront}\n"); FaceCamOnFrontToggleClientRpc(networkFaceCamOnFront); } @@ -729,7 +731,7 @@ private void FaceCamOnFrontToggleServerRpc(bool networkFaceCamOnFront, ServerRpc [ClientRpc] private void FaceCamOnFrontToggleClientRpc(bool networkFaceCamOnFront) { - Debug.Log($"Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnFrontToggleClientRpc from server with networkFaceCamOnFront={networkFaceCamOnFront}\n"); + Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnFrontToggleClientRpc from server with networkFaceCamOnFront={networkFaceCamOnFront}\n"); if (faceCamOnFront == networkFaceCamOnFront) { @@ -743,7 +745,7 @@ private void FaceCamOnFrontToggleClientRpc(bool networkFaceCamOnFront) [ServerRpc(RequireOwnership = false)] private void GetFaceCamStatusServerRpc(ServerRpcParams serverRpcParams = default) { - Debug.Log($"Server received GetFaceCamStatusServerRpc from {serverRpcParams.Receive.SenderClientId}\n"); + Debug.Log($"[RPC] Server received GetFaceCamStatusServerRpc from {serverRpcParams.Receive.SenderClientId}\n"); SetFaceCamStatusClientRpc(faceCamOn, faceCamOnFront); } @@ -754,7 +756,7 @@ private void GetFaceCamStatusServerRpc(ServerRpcParams serverRpcParams = default [ClientRpc] private void SetFaceCamStatusClientRpc(bool faceCamOn, bool faceCamOnFront) { - Debug.Log($"Client {NetworkManager.Singleton.LocalClientId} received SetFaceCamStatusClientRpc from server\n"); + Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received SetFaceCamStatusClientRpc from server with faceCamOn={faceCamOn} and faceCamOnFront={faceCamOnFront}\n"); this.faceCamOn = faceCamOn; this.faceCamOnFront = faceCamOnFront; // Make the FaceCam visible/invisible and/or start/stop it. @@ -813,7 +815,7 @@ private byte[] CreateNetworkFrameFromVideo() [ServerRpc] private void GetVideoFromClientAndSendItToClientsToRenderItServerRPC(byte[] videoFrame, ServerRpcParams serverRpcParams = default) { - Debug.Log($"Server received GetVideoFromClientAndSendItToClientsToRenderItServerRPC from {serverRpcParams.Receive.SenderClientId}\n"); + Debug.Log($"[RPC] Server received GetVideoFromClientAndSendItToClientsToRenderItServerRPC from {serverRpcParams.Receive.SenderClientId}\n"); // The server will render this video onto his instance of the FaceCam. RenderNetworkFrameOnFaceCam(videoFrame); @@ -832,7 +834,7 @@ private void GetVideoFromClientAndSendItToClientsToRenderItServerRPC(byte[] vide [ClientRpc] private void SendVideoToClientsToRenderItClientRPC(byte[] videoFrame) { - Debug.Log($"Client {NetworkManager.Singleton.LocalClientId} received SendVideoToClientsToRenderItClientRPC from server\n"); + Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received SendVideoToClientsToRenderItClientRPC from server\n"); RenderNetworkFrameOnFaceCam(videoFrame); } @@ -885,7 +887,7 @@ public override void OnDestroy() [ServerRpc(RequireOwnership = false)] private void AddClientIdToListServerRPC(ulong clientId, ServerRpcParams serverRpcParams = default) { - Debug.Log($"Server received AddClientIdToListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); + Debug.Log($"[RPC] Server received AddClientIdToListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); clientsIdsList.Add(clientId); // Create the RpcParams from the list to make the list usable as RpcParams. CreateClientRpcParams(); @@ -897,7 +899,7 @@ private void AddClientIdToListServerRPC(ulong clientId, ServerRpcParams serverRp [ServerRpc(RequireOwnership = false)] private void RemoveClientFromListServerRPC(ulong clientId, ServerRpcParams serverRpcParams = default) { - Debug.Log($"Server received RemoveClientFromListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); + Debug.Log($"[RPC] Server received RemoveClientFromListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); clientsIdsList.Remove(clientId); // Create the RpcParams to make this list usable. CreateClientRpcParams(); From a3eb9434ad10707a26a885de0ca134aac470ec77 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 28 Sep 2023 17:34:38 +0200 Subject: [PATCH 19/34] Debug output to find out who the owner is. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 2 +- Assets/SEE/Tools/FaceCam/FaceCam.cs | 2 ++ 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 9eb3370b08..e66a47a1a7 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -117,7 +117,7 @@ private void Spawn(ulong owner) // unless otherwise specified. net.SpawnAsPlayerObject(owner, destroyWithScene: true); - Debug.Log($"Owner of player {player.name} is server: {net.IsOwner}\n"); + Debug.Log($"Owner of player {player.name} is server: {net.IsOwnedByServer} or is local client: {net.IsOwner}\n"); // A network Prefab is any unity Prefab asset that has one NetworkObject // component attached to a GameObject within the prefab. // player is a network Prefab, i.e., it has a NetworkObject attached to it. diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index 02cfbddbd5..1b994ab527 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -328,6 +328,8 @@ private void Start() // Cache the material of the FaceCam to change its texture later. (Display a default // picture or the face of the user). mainMaterial = meshRenderer.material; + + Debug.Log($"Owner of player {NetworkManager.LocalClient.PlayerObject.name} is server: {NetworkManager.LocalClient.PlayerObject.IsOwnedByServer} or is local client: {NetworkManager.LocalClient.PlayerObject.IsOwner}\n"); } /// From 1e64a27059462bec9a0d5f3aeec4481e2b63985e Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 28 Sep 2023 17:46:40 +0200 Subject: [PATCH 20/34] Updated com.unity.burst to version 1.8.9. --- Packages/manifest.json | 2 +- Packages/packages-lock.json | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Packages/manifest.json b/Packages/manifest.json index ac60474a1b..d7f7a3f7e3 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -6,7 +6,7 @@ "com.unity.2d.sprite": "1.0.0", "com.unity.2d.tilemap": "1.0.0", "com.unity.ai.navigation": "1.1.4", - "com.unity.burst": "1.8.8", + "com.unity.burst": "1.8.9", "com.unity.formats.fbx": "4.2.1", "com.unity.ide.rider": "3.0.25", "com.unity.ide.visualstudio": "2.0.21", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 5394d4eca1..4c3c6c41d0 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -56,7 +56,7 @@ "url": "https://packages.unity.com" }, "com.unity.burst": { - "version": "1.8.8", + "version": "1.8.9", "depth": 0, "source": "registry", "dependencies": { From 2661f15115eff3c4fdcd46965c42e4d48d84d664 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 28 Sep 2023 17:47:13 +0200 Subject: [PATCH 21/34] Clarified who is the owner of the FaceCam. --- Assets/SEE/Tools/FaceCam/FaceCam.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index 1b994ab527..d5871e8709 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -329,7 +329,7 @@ private void Start() // picture or the face of the user). mainMaterial = meshRenderer.material; - Debug.Log($"Owner of player {NetworkManager.LocalClient.PlayerObject.name} is server: {NetworkManager.LocalClient.PlayerObject.IsOwnedByServer} or is local client: {NetworkManager.LocalClient.PlayerObject.IsOwner}\n"); + Debug.Log($"[FaceCam.Start] Owner of player {NetworkManager.LocalClient.PlayerObject.name} is server: {NetworkManager.LocalClient.PlayerObject.IsOwnedByServer} or is local client: {NetworkManager.LocalClient.PlayerObject.IsOwner}\n"); } /// @@ -424,8 +424,10 @@ private void Update() } // Netcode specific logic executed when spawned. - // Display/render the video from the Webcam if this is the owner. (For each player, - // the player is the owner of the local FaceCam) + // Display/render the video from the Webcam if this is the owner. + // The local client owns the player object the NetworkObject is attached to. + // The FaceCam is attached to a child of the local player. + // Hence, the local player (client) is the owner of the local FaceCam. // NetworkBehaviour.IsOwner is true if the local client is the owner of this NetworkObject. if (IsOwner) { From db04db49432fe7c78c1cdc772a9a7cbd0a6e89d1 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Mon, 2 Oct 2023 14:05:18 +0200 Subject: [PATCH 22/34] Removed unused obsolete class. --- Assets/SEE/Controls/Actions/LocalPlayerActions.cs | 13 ------------- .../SEE/Controls/Actions/LocalPlayerActions.cs.meta | 11 ----------- 2 files changed, 24 deletions(-) delete mode 100644 Assets/SEE/Controls/Actions/LocalPlayerActions.cs delete mode 100644 Assets/SEE/Controls/Actions/LocalPlayerActions.cs.meta diff --git a/Assets/SEE/Controls/Actions/LocalPlayerActions.cs b/Assets/SEE/Controls/Actions/LocalPlayerActions.cs deleted file mode 100644 index 22b787af83..0000000000 --- a/Assets/SEE/Controls/Actions/LocalPlayerActions.cs +++ /dev/null @@ -1,13 +0,0 @@ -using UnityEngine; - -namespace SEE.Controls.Actions -{ - /// - /// Actions of a player. To be attached to a game object representing a - /// player (desktop, VR, etc.). - /// - [System.Obsolete("Use ActionState.cs and PlayerMenu.cs instead")] - public class LocalPlayerActions : MonoBehaviour - { - } -} diff --git a/Assets/SEE/Controls/Actions/LocalPlayerActions.cs.meta b/Assets/SEE/Controls/Actions/LocalPlayerActions.cs.meta deleted file mode 100644 index bfb99fb981..0000000000 --- a/Assets/SEE/Controls/Actions/LocalPlayerActions.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3e9f0fd4c4ba53148a37a2018c7fbf5d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: From 178ef737c7e7af7c9f09aac1cb97266e4812c120 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 5 Oct 2023 10:58:58 +0200 Subject: [PATCH 23/34] #644 Removed unused declaration. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index e66a47a1a7..484b31c8a8 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -46,11 +46,6 @@ private void OnEnable() StartCoroutine(SpawnPlayerCoroutine()); } - /// - /// The NetworkManager, used to spawn the FaceCam. - /// - private readonly NetworkManager networkManager = NetworkManager.Singleton; - /// /// This co-routine sets , registers /// on the and spawns @@ -117,7 +112,7 @@ private void Spawn(ulong owner) // unless otherwise specified. net.SpawnAsPlayerObject(owner, destroyWithScene: true); - Debug.Log($"Owner of player {player.name} is server: {net.IsOwnedByServer} or is local client: {net.IsOwner}\n"); + Debug.Log($"Is local player: {net.IsLocalPlayer}. Owner of player {player.name} is server: {net.IsOwnedByServer} or is local client: {net.IsOwner}\n"); // A network Prefab is any unity Prefab asset that has one NetworkObject // component attached to a GameObject within the prefab. // player is a network Prefab, i.e., it has a NetworkObject attached to it. From 7f1143ed35e13a516e58f076671cd03f643e248b Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 5 Oct 2023 08:38:34 +0200 Subject: [PATCH 24/34] #644 New class offering the local player. --- Assets/SEE/Game/LocalPlayer.cs | 17 +++++++++++++++++ Assets/SEE/Game/LocalPlayer.cs.meta | 11 +++++++++++ 2 files changed, 28 insertions(+) create mode 100644 Assets/SEE/Game/LocalPlayer.cs create mode 100644 Assets/SEE/Game/LocalPlayer.cs.meta diff --git a/Assets/SEE/Game/LocalPlayer.cs b/Assets/SEE/Game/LocalPlayer.cs new file mode 100644 index 0000000000..3fee5f2ec8 --- /dev/null +++ b/Assets/SEE/Game/LocalPlayer.cs @@ -0,0 +1,17 @@ +using UnityEngine; + +namespace SEE.Game +{ + /// + /// Provides access to the game object representing the active local player, + /// that is, the player executing on this local instance of Unity. + /// + public static class LocalPlayer + { + /// + /// The game object representing the active local player, that is, the player + /// executing on this local instance of Unity. + /// + public static GameObject Instance; + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/LocalPlayer.cs.meta b/Assets/SEE/Game/LocalPlayer.cs.meta new file mode 100644 index 0000000000..ab3c7e9a8b --- /dev/null +++ b/Assets/SEE/Game/LocalPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 46c4f87f1a25e2b41aed61045d1ea76f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: From d95a3863876e8eee462f518fed8aa89ed22be75a Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 5 Oct 2023 08:40:42 +0200 Subject: [PATCH 25/34] #644 Removed LocalPlayer and related obsolete code. Added documentation. LocalPlayer is now in a class of its own. It didn't belong here. --- Assets/SEE/Controls/SceneSettings.cs | 83 +++------------------------- 1 file changed, 7 insertions(+), 76 deletions(-) diff --git a/Assets/SEE/Controls/SceneSettings.cs b/Assets/SEE/Controls/SceneSettings.cs index 24ffe1a969..60f5cf90dc 100644 --- a/Assets/SEE/Controls/SceneSettings.cs +++ b/Assets/SEE/Controls/SceneSettings.cs @@ -1,7 +1,5 @@ -using Sirenix.Serialization; -using SEE.Game; +using SEE.Game; using SEE.GO; -using SEE.Utils; using System; using DG.Tweening; using UnityEngine; @@ -10,6 +8,12 @@ namespace SEE.Controls { + /// + /// Manages the kind of environment (desktop or VR). + /// + /// This component is assumed to be attached to a game object in the + /// main scene. The user can select the environment in the Unity editor. + /// The selection can also be made during run-time. public class SceneSettings : MonoBehaviour { //----------------------------------------------- @@ -110,30 +114,6 @@ private static void SetInstance() } } - private static GameObject localPlayer; - /// - /// The game object representing the active local player, that is, the player - /// executing on this local instance of Unity. - /// - public static GameObject LocalPlayer - { - get - { - if (localPlayer == null) - { - localPlayer = CreatePlayer(InputType); - } - return localPlayer; - } - private set - { - if (LocalPlayer == null) - { - localPlayer = value; - } - } - } - /// /// Depending on the user's selection, turns VR mode on or off and activates/deactivates /// the game objects representing the player in the scene. @@ -165,54 +145,5 @@ private static void SetDoTweenSettings() { DOTween.defaultEaseType = Ease.OutExpo; } - - /// - /// Finds or creates the kind of player required for the given . - /// For some players, additional game objects and/or components will be added to the - /// scene required for the particular player to work correctly. - /// - /// the kind of environment the player is to run - /// new player for given , null - /// if equals - [Obsolete("Do not use. This method will be superseded by SEE.Game.Avatars.AvatarAdapter.")] - private static GameObject CreatePlayer(PlayerInputType inputType) - { - GameObject player; - - switch (inputType) - { - case PlayerInputType.DesktopPlayer: - // position and rotation of the local desktop player are set - // elsewhere by the player spawner. That is why we can return - // this local player immediately. - return LocalPlayer(); - case PlayerInputType.VRPlayer: - { - /// FIXME: Move this code to . - player = LocalPlayer(); - } - break; - case PlayerInputType.TouchGamepadPlayer: - /// FIXME: Move this code to . - player = LocalPlayer(); - break; - case PlayerInputType.None: return null; // No player needs to be created - default: - throw new NotImplementedException($"Unhandled case {inputType}."); - } - return player; - - static GameObject LocalPlayer() - { - // The local player is holding the main camera. Remote players do not have - // a camera attached. Hence, we only need to retrieve that camera. - - /// FIXME: This should be the case for all environments as soon as we - /// migrated to - /// - return InputType == PlayerInputType.DesktopPlayer ? - MainCamera.Camera.gameObject : null; - } - } } } From 57f586596b97963cbbdd25d5b9f921ff39fecce3 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 5 Oct 2023 08:42:23 +0200 Subject: [PATCH 26/34] #644 The LocalPlayer is set when an avatar comes into existence. Added debugging output. --- Assets/SEE/Game/Avatars/AvatarAdapter.cs | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/Assets/SEE/Game/Avatars/AvatarAdapter.cs b/Assets/SEE/Game/Avatars/AvatarAdapter.cs index 1b080fbb02..a21ab38213 100644 --- a/Assets/SEE/Game/Avatars/AvatarAdapter.cs +++ b/Assets/SEE/Game/Avatars/AvatarAdapter.cs @@ -42,6 +42,8 @@ private void Start() if (IsLocalPlayer) { // I am the avatar of the local player. + LocalPlayer.Instance = gameObject; + if (!gameObject.TryGetComponent(out WindowSpaceManager _)) { gameObject.AddComponent(); @@ -69,6 +71,11 @@ private void Start() StartCoroutine(SetUpSALSA()); } + if (gameObject.TryGetComponentOrLog(out NetworkObject net)) + { + Debug.Log($"Avatar {gameObject.name} is local player: {net.IsLocalPlayer}. Owner of avatar is server: {net.IsOwnedByServer} or is local client: {net.IsOwner}\n"); + } + EnableLocalControl(IsLocalPlayer); } From c455922c47aaccbb5a6838a628262da28675d705 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 5 Oct 2023 08:43:22 +0200 Subject: [PATCH 27/34] #644 The LocalPlayer has been moved to a class of its own. --- Assets/SEE/GameObjects/Menu/PlayerMenu.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Assets/SEE/GameObjects/Menu/PlayerMenu.cs b/Assets/SEE/GameObjects/Menu/PlayerMenu.cs index 52b039f0a9..0b3f46417f 100644 --- a/Assets/SEE/GameObjects/Menu/PlayerMenu.cs +++ b/Assets/SEE/GameObjects/Menu/PlayerMenu.cs @@ -2,6 +2,7 @@ using System.Linq; using SEE.Controls; using SEE.Controls.Actions; +using SEE.Game; using SEE.UI.Menu; using SEE.UI.StateIndicator; using SEE.Utils; @@ -222,7 +223,7 @@ private void Update() /// name of the menu entry to be private static void SetPlayerMenu(string actionName) { - if (SceneSettings.LocalPlayer.TryGetComponentOrLog(out PlayerMenu playerMenu)) + if (LocalPlayer.Instance.TryGetComponentOrLog(out PlayerMenu playerMenu)) { // We cannot use PlayerActionHistory.Current here playerMenu.modeMenu.ActiveEntry = playerMenu.modeMenu.Entries.First(x => x.Title.Equals(actionName)); From 813e2bb204d35002439d94cd1256f8874748f44e Mon Sep 17 00:00:00 2001 From: Falko Galperin Date: Thu, 5 Oct 2023 14:30:20 +0200 Subject: [PATCH 28/34] Allow NodeOperator even with NodeRef.value == null This may be the case on artificial nodes, such as the artificial roots on reflexion cities. --- Assets/SEE/Controls/Actions/ShowLabel.cs | 9 ++++++--- .../SEE/Game/HolisticMetrics/WidgetsManager.cs | 4 ++-- Assets/SEE/Game/LabelAttributes.cs | 16 +++++++++++++--- Assets/SEE/Game/Operator/LabelOperator.cs | 9 +++++---- Assets/SEE/Game/Operator/NodeOperator.cs | 7 +++++-- 5 files changed, 31 insertions(+), 14 deletions(-) diff --git a/Assets/SEE/Controls/Actions/ShowLabel.cs b/Assets/SEE/Controls/Actions/ShowLabel.cs index 94e773a985..0aba08e383 100644 --- a/Assets/SEE/Controls/Actions/ShowLabel.cs +++ b/Assets/SEE/Controls/Actions/ShowLabel.cs @@ -181,9 +181,12 @@ private void On() /// private void Off() { - LabelAttributes settings = GetLabelSettings(nodeOperator.Node, nodeOperator.City); - nodeOperator.FadeLabel(0f, settings.AnimationFactor); - DisplayedLabelOperators.Remove(nodeOperator); + if (nodeOperator.Node != null) + { + LabelAttributes settings = GetLabelSettings(nodeOperator.Node, nodeOperator.City); + nodeOperator.FadeLabel(0f, settings.AnimationFactor); + DisplayedLabelOperators.Remove(nodeOperator); + } } /// diff --git a/Assets/SEE/Game/HolisticMetrics/WidgetsManager.cs b/Assets/SEE/Game/HolisticMetrics/WidgetsManager.cs index d5d5225751..e434f5f7eb 100644 --- a/Assets/SEE/Game/HolisticMetrics/WidgetsManager.cs +++ b/Assets/SEE/Game/HolisticMetrics/WidgetsManager.cs @@ -155,8 +155,8 @@ internal void Create(WidgetConfig widgetConfiguration) { ShowNotification.Error("Metric-board error", "There was an error when displaying the metric on the newly created " - + $"widget, this is the exception: {exception.Message}"); - throw exception; + + $"widget, this is the exception: {exception.Message}", log: false); + throw; } } } diff --git a/Assets/SEE/Game/LabelAttributes.cs b/Assets/SEE/Game/LabelAttributes.cs index 39261f966f..f4c9f1ca8d 100644 --- a/Assets/SEE/Game/LabelAttributes.cs +++ b/Assets/SEE/Game/LabelAttributes.cs @@ -14,6 +14,16 @@ namespace SEE.Game [HideReferenceObjectPicker] public class LabelAttributes { + /// + /// The default value for . + /// + public const float DEFAULT_FONT_SIZE = 0.4f; + + /// + /// The default value for . + /// + public const float DEFAULT_DISTANCE = 0.2f; + /// /// If true, a label with the node's SourceName will be displayed above each node. /// @@ -24,13 +34,13 @@ public class LabelAttributes /// The distance between the top of the node and its label. /// [Tooltip("The distance between the top of the node and its label.")] - public float Distance = 0.2f; + public float Distance = DEFAULT_DISTANCE; /// /// The font size of the node's label. /// [Tooltip("The font size of the label.")] - public float FontSize = 0.4f; + public float FontSize = DEFAULT_FONT_SIZE; /// /// How fast the label should (dis)appear. @@ -90,4 +100,4 @@ internal void Restore(Dictionary attributes, string label) } } } -} \ No newline at end of file +} diff --git a/Assets/SEE/Game/Operator/LabelOperator.cs b/Assets/SEE/Game/Operator/LabelOperator.cs index a3210735ca..fbffda5c79 100644 --- a/Assets/SEE/Game/Operator/LabelOperator.cs +++ b/Assets/SEE/Game/Operator/LabelOperator.cs @@ -60,7 +60,7 @@ private void PrepareLabel() Color textColor = UnityEngine.Color.white; Color lineColor = UnityEngine.Color.white; - string shownText = Node.SourceName; + string shownText = Node?.SourceName ?? gameObject.name; nodeLabel = transform.Find(labelPrefix + shownText)?.gameObject; if (nodeLabel == null) @@ -71,9 +71,10 @@ private void PrepareLabel() // First we create the label. // We define starting and ending positions for the animation. Vector3 startLabelPosition = gameObject.GetTop(); + float fontSize = Node != null ? City.NodeTypes[Node.Type].LabelSettings.FontSize : LabelAttributes.DEFAULT_FONT_SIZE; nodeLabel = TextFactory.GetTextWithSize(shownText, startLabelPosition, - City.NodeTypes[Node.Type].LabelSettings.FontSize, + fontSize, lift: true, textColor: textColor); nodeLabel.name = labelPrefix + shownText; @@ -132,7 +133,7 @@ private Vector3 DesiredLabelTextPosition if (labelAlpha.TargetValue > 0) { // Only put line and label up if the label should actually be shown. - endLabelPosition.y += City.NodeTypes[Node.Type].LabelSettings.Distance; + endLabelPosition.y += Node != null ? City.NodeTypes[Node.Type].LabelSettings.Distance : LabelAttributes.DEFAULT_DISTANCE; } return endLabelPosition; @@ -185,4 +186,4 @@ private Vector3 DesiredLabelEndLinePosition nodeLabel.transform.DOMove(position, duration).Play() }; } -} \ No newline at end of file +} diff --git a/Assets/SEE/Game/Operator/NodeOperator.cs b/Assets/SEE/Game/Operator/NodeOperator.cs index 4d6f94f33f..27b4b991ba 100644 --- a/Assets/SEE/Game/Operator/NodeOperator.cs +++ b/Assets/SEE/Game/Operator/NodeOperator.cs @@ -78,6 +78,8 @@ public partial class NodeOperator : GraphElementOperator /// /// The node to which this node operator belongs. + /// + /// Be aware that this may be null if the node operator is attached to an artificial node. /// public Node Node { @@ -461,7 +463,8 @@ Tween[] BlinkAction(int count, float duration) static Node GetNode(GameObject gameObject) { - if (!gameObject.TryGetComponent(out NodeRef nodeRef) || nodeRef.Value == null) + // We allow a null value for artificial nodes, but at least a NodeRef must be attached. + if (!gameObject.TryGetComponent(out NodeRef nodeRef)) { throw new InvalidOperationException($"NodeOperator-operated object {gameObject.FullName()} must have {nameof(NodeRef)} attached!"); } @@ -525,4 +528,4 @@ private void Update() } } } -} \ No newline at end of file +} From abf328e4b12dd2f3276416e37bbe466f2e306a5b Mon Sep 17 00:00:00 2001 From: Falko Galperin Date: Thu, 5 Oct 2023 14:48:07 +0200 Subject: [PATCH 29/34] Use PascalCase for constants in LabelAttributes --- Assets/SEE/Game/LabelAttributes.cs | 8 ++++---- Assets/SEE/Game/Operator/LabelOperator.cs | 4 ++-- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Assets/SEE/Game/LabelAttributes.cs b/Assets/SEE/Game/LabelAttributes.cs index f4c9f1ca8d..2c6c5630b5 100644 --- a/Assets/SEE/Game/LabelAttributes.cs +++ b/Assets/SEE/Game/LabelAttributes.cs @@ -17,12 +17,12 @@ public class LabelAttributes /// /// The default value for . /// - public const float DEFAULT_FONT_SIZE = 0.4f; + public const float DefaultFontSize = 0.4f; /// /// The default value for . /// - public const float DEFAULT_DISTANCE = 0.2f; + public const float DefaultDistance = 0.2f; /// /// If true, a label with the node's SourceName will be displayed above each node. @@ -34,13 +34,13 @@ public class LabelAttributes /// The distance between the top of the node and its label. /// [Tooltip("The distance between the top of the node and its label.")] - public float Distance = DEFAULT_DISTANCE; + public float Distance = DefaultDistance; /// /// The font size of the node's label. /// [Tooltip("The font size of the label.")] - public float FontSize = DEFAULT_FONT_SIZE; + public float FontSize = DefaultFontSize; /// /// How fast the label should (dis)appear. diff --git a/Assets/SEE/Game/Operator/LabelOperator.cs b/Assets/SEE/Game/Operator/LabelOperator.cs index fbffda5c79..2f325933fb 100644 --- a/Assets/SEE/Game/Operator/LabelOperator.cs +++ b/Assets/SEE/Game/Operator/LabelOperator.cs @@ -71,7 +71,7 @@ private void PrepareLabel() // First we create the label. // We define starting and ending positions for the animation. Vector3 startLabelPosition = gameObject.GetTop(); - float fontSize = Node != null ? City.NodeTypes[Node.Type].LabelSettings.FontSize : LabelAttributes.DEFAULT_FONT_SIZE; + float fontSize = Node != null ? City.NodeTypes[Node.Type].LabelSettings.FontSize : LabelAttributes.DefaultFontSize; nodeLabel = TextFactory.GetTextWithSize(shownText, startLabelPosition, fontSize, @@ -133,7 +133,7 @@ private Vector3 DesiredLabelTextPosition if (labelAlpha.TargetValue > 0) { // Only put line and label up if the label should actually be shown. - endLabelPosition.y += Node != null ? City.NodeTypes[Node.Type].LabelSettings.Distance : LabelAttributes.DEFAULT_DISTANCE; + endLabelPosition.y += Node != null ? City.NodeTypes[Node.Type].LabelSettings.Distance : LabelAttributes.DefaultDistance; } return endLabelPosition; From a26b133380a8a986d1327b8b7268f1f08c9b81a6 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 5 Oct 2023 14:50:36 +0200 Subject: [PATCH 30/34] Applied suggestion by reviewer falko17. Co-authored-by: Falko <10247603+falko17@users.noreply.github.com> --- Assets/SEE/Tools/FaceCam/FaceCam.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index d5871e8709..dd6e78b876 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -659,7 +659,7 @@ private void RefreshFaceCamPosition() /// /// /// This call will be sent to the server. The default [ServerRpc] attribute - /// setting allows onlya client owner (client that owns the NetworkObject associated + /// setting allows only a client owner (client that owns the NetworkObject associated /// with the NetworkBehaviour containing the ServerRpc method) invocation rights. /// Any client that isn't the owner won't be allowed to invoke the ServerRpc. /// By setting the ServerRpc attribute's RequireOwnership parameter to false, From 84eafe57cc8ca98f040176ce204d17b037e5d768 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Thu, 5 Oct 2023 14:51:36 +0200 Subject: [PATCH 31/34] Applied suggestion by reviewer falko17. Co-authored-by: Falko <10247603+falko17@users.noreply.github.com> --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 484b31c8a8..1c8292fc40 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -127,7 +127,7 @@ private void Spawn(ulong owner) // // A caveat of the above two rules is when one of the children GameObjects also // has a NetworkObject component assigned to it (a.k.a. "Nested NetworkObjects"). - // Nested NetworkObject components aren't permited in network prefabs. + // Nested NetworkObject components aren't permitted in network prefabs. //GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam", parent: player.transform); #if false // FIXME From 81cf2aa8ebcc45cef0838725d1f29fd6c03e8770 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Fri, 6 Oct 2023 14:23:32 +0200 Subject: [PATCH 32/34] #642 Added #ifdefs for debug logs. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 5 ++++- Assets/SEE/Tools/FaceCam/FaceCam.cs | 20 ++++++++++++++++++++ 2 files changed, 24 insertions(+), 1 deletion(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 1c8292fc40..585f947210 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -105,14 +105,17 @@ private void Spawn(ulong owner) Quaternion.Euler(new Vector3(0, playerSpawns[index].Rotation, 0))); numberOfSpawnedPlayers++; player.name = "Player " + numberOfSpawnedPlayers; +#if DEBUG Debug.Log($"Spawned {player.name} (network id of owner: {owner}, local: {IsLocal(owner)}) at position {player.transform.position}.\n"); +#endif if (player.TryGetComponent(out NetworkObject net)) { // By default a newly spawned network Prefab instance is owned by the server // unless otherwise specified. net.SpawnAsPlayerObject(owner, destroyWithScene: true); - +#if DEBUG Debug.Log($"Is local player: {net.IsLocalPlayer}. Owner of player {player.name} is server: {net.IsOwnedByServer} or is local client: {net.IsOwner}\n"); +#endif // A network Prefab is any unity Prefab asset that has one NetworkObject // component attached to a GameObject within the prefab. // player is a network Prefab, i.e., it has a NetworkObject attached to it. diff --git a/Assets/SEE/Tools/FaceCam/FaceCam.cs b/Assets/SEE/Tools/FaceCam/FaceCam.cs index dd6e78b876..2464b9e5e4 100644 --- a/Assets/SEE/Tools/FaceCam/FaceCam.cs +++ b/Assets/SEE/Tools/FaceCam/FaceCam.cs @@ -670,7 +670,9 @@ private void FaceCamOnOffServerRpc(bool networkFaceCamOn, ServerRpcParams server { // A ServerRpc is a remote procedure call (RPC) that can be only invoked // by a client and will always be received and executed on the server/host. +#if DEBUG Debug.Log($"[RPC] Server received FaceCamOnOffServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOn}\n"); +#endif FaceCamOnOffClientRpc(networkFaceCamOn); } @@ -682,7 +684,9 @@ private void FaceCamOnOffServerRpc(bool networkFaceCamOn, ServerRpcParams server [ClientRpc] private void FaceCamOnOffClientRpc(bool networkFaceCamOn) { +#if DEBUG Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnOffClientRpc from server with networkFaceCamOn={networkFaceCamOn}\n"); +#endif // Note: The host is both a client and a server. If a host invokes a client RPC, // it triggers the call on all clients, including the host. @@ -724,7 +728,9 @@ private void FaceCamOnOffToggle() [ServerRpc(RequireOwnership = false)] private void FaceCamOnFrontToggleServerRpc(bool networkFaceCamOnFront, ServerRpcParams serverRpcParams = default) { +#if DEBUG Debug.Log($"[RPC] Server received FaceCamOnFrontToggleServerRpc from {serverRpcParams.Receive.SenderClientId} with networkFaceCamOn={networkFaceCamOnFront}\n"); +#endif FaceCamOnFrontToggleClientRpc(networkFaceCamOnFront); } @@ -735,7 +741,9 @@ private void FaceCamOnFrontToggleServerRpc(bool networkFaceCamOnFront, ServerRpc [ClientRpc] private void FaceCamOnFrontToggleClientRpc(bool networkFaceCamOnFront) { +#if DEBUG Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received FaceCamOnFrontToggleClientRpc from server with networkFaceCamOnFront={networkFaceCamOnFront}\n"); +#endif if (faceCamOnFront == networkFaceCamOnFront) { @@ -749,7 +757,9 @@ private void FaceCamOnFrontToggleClientRpc(bool networkFaceCamOnFront) [ServerRpc(RequireOwnership = false)] private void GetFaceCamStatusServerRpc(ServerRpcParams serverRpcParams = default) { +#if DEBUG Debug.Log($"[RPC] Server received GetFaceCamStatusServerRpc from {serverRpcParams.Receive.SenderClientId}\n"); +#endif SetFaceCamStatusClientRpc(faceCamOn, faceCamOnFront); } @@ -760,7 +770,9 @@ private void GetFaceCamStatusServerRpc(ServerRpcParams serverRpcParams = default [ClientRpc] private void SetFaceCamStatusClientRpc(bool faceCamOn, bool faceCamOnFront) { +#if DEBUG Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received SetFaceCamStatusClientRpc from server with faceCamOn={faceCamOn} and faceCamOnFront={faceCamOnFront}\n"); +#endif this.faceCamOn = faceCamOn; this.faceCamOnFront = faceCamOnFront; // Make the FaceCam visible/invisible and/or start/stop it. @@ -819,7 +831,9 @@ private byte[] CreateNetworkFrameFromVideo() [ServerRpc] private void GetVideoFromClientAndSendItToClientsToRenderItServerRPC(byte[] videoFrame, ServerRpcParams serverRpcParams = default) { +#if DEBUG Debug.Log($"[RPC] Server received GetVideoFromClientAndSendItToClientsToRenderItServerRPC from {serverRpcParams.Receive.SenderClientId}\n"); +#endif // The server will render this video onto his instance of the FaceCam. RenderNetworkFrameOnFaceCam(videoFrame); @@ -838,7 +852,9 @@ private void GetVideoFromClientAndSendItToClientsToRenderItServerRPC(byte[] vide [ClientRpc] private void SendVideoToClientsToRenderItClientRPC(byte[] videoFrame) { +#if DEBUG Debug.Log($"[RPC] Client {NetworkManager.Singleton.LocalClientId} received SendVideoToClientsToRenderItClientRPC from server\n"); +#endif RenderNetworkFrameOnFaceCam(videoFrame); } @@ -891,7 +907,9 @@ public override void OnDestroy() [ServerRpc(RequireOwnership = false)] private void AddClientIdToListServerRPC(ulong clientId, ServerRpcParams serverRpcParams = default) { +#if DEBUG Debug.Log($"[RPC] Server received AddClientIdToListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); +#endif clientsIdsList.Add(clientId); // Create the RpcParams from the list to make the list usable as RpcParams. CreateClientRpcParams(); @@ -903,7 +921,9 @@ private void AddClientIdToListServerRPC(ulong clientId, ServerRpcParams serverRp [ServerRpc(RequireOwnership = false)] private void RemoveClientFromListServerRPC(ulong clientId, ServerRpcParams serverRpcParams = default) { +#if DEBUG Debug.Log($"[RPC] Server received RemoveClientFromListServerRPC from {serverRpcParams.Receive.SenderClientId} with clientId={clientId}\n"); +#endif clientsIdsList.Remove(clientId); // Create the RpcParams to make this list usable. CreateClientRpcParams(); From e0a4a129aaf019916d86dfa0afdfdd03bd29a3e0 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Fri, 6 Oct 2023 14:26:10 +0200 Subject: [PATCH 33/34] #642 Added explanation for FIXME. --- Assets/SEE/Game/Worlds/PlayerSpawner.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 585f947210..4b3d76ff44 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -133,7 +133,8 @@ private void Spawn(ulong owner) // Nested NetworkObject components aren't permitted in network prefabs. //GameObject faceCam = PrefabInstantiator.InstantiatePrefab("Prefabs/FaceCam/FaceCam", parent: player.transform); -#if false // FIXME + +#if false // FIXME: The FaceCam is already added in the prefab of the player. No need to add it by the code below. #if !PLATFORM_LUMIN || UNITY_EDITOR if (networkManager.IsServer) From 3f2a96bae9a0869673caecb7e175a6735a5e04a1 Mon Sep 17 00:00:00 2001 From: Rainer Koschke Date: Fri, 6 Oct 2023 14:28:48 +0200 Subject: [PATCH 34/34] #642 Added newline at the end of the file. --- Assets/SEE/Game/LocalPlayer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/SEE/Game/LocalPlayer.cs b/Assets/SEE/Game/LocalPlayer.cs index 3fee5f2ec8..aa4e20e481 100644 --- a/Assets/SEE/Game/LocalPlayer.cs +++ b/Assets/SEE/Game/LocalPlayer.cs @@ -14,4 +14,4 @@ public static class LocalPlayer /// public static GameObject Instance; } -} \ No newline at end of file +}