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4 changes: 3 additions & 1 deletion .yamato/project.metafile
Original file line number Diff line number Diff line change
Expand Up @@ -28,4 +28,6 @@ projects:
- name: invaders
path: Basic/Invaders
- name: clientdriven
path: Basic/ClientDriven
path: Basic/ClientDriven
- name: dynamicaddressablesnetworkprefabs
path: Basic/DynamicAddressablesNetworkPrefabs
Original file line number Diff line number Diff line change
Expand Up @@ -172,14 +172,19 @@ async Task PreloadDynamicPrefabOnServerAndStartLoadingOnAllClients(string guid)
Debug.Log("Loading dynamic prefab on the clients...");
LoadAddressableClientRpc(assetGuid);

// server is starting to load a prefab, update UI
m_InGameUI.ClientLoadedPrefabStatusChanged(NetworkManager.ServerClientId, assetGuid.GetHashCode(), "Undefined", InGameUI.LoadStatus.Loading);

await DynamicPrefabLoadingUtilities.LoadDynamicPrefab(assetGuid, m_InGameUI.ArtificialDelayMilliseconds);

// server loaded a prefab, update UI with the loaded asset's name
DynamicPrefabLoadingUtilities.TryGetLoadedGameObjectFromGuid(assetGuid, out var loadedGameObject);
m_InGameUI.ClientLoadedPrefabStatusChanged(NetworkManager.ServerClientId, assetGuid.GetHashCode(), loadedGameObject.Result.name, InGameUI.LoadStatus.Loaded);

// every client loaded dynamic prefab, their respective ClientUIs in case they loaded first
foreach (var client in m_NetworkManager.ConnectedClients.Keys)
{
m_InGameUI.ClientLoadedPrefabStatusChanged(client,
assetGuid.GetHashCode(),
loadedGameObject.Result.name,
InGameUI.LoadStatus.Loading);
}
}
}

Expand Down Expand Up @@ -214,13 +219,20 @@ void AcknowledgeSuccessfulPrefabLoadServerRpc(int prefabHash, ServerRpcParams rp
DynamicPrefabLoadingUtilities.RecordThatClientHasLoadedAPrefab(prefabHash, rpcParams.Receive.SenderClientId);

// a quick way to grab a matching prefab reference's name via its prefabHash
var loadedPrefabName = prefabHash.ToString();
var loadedPrefabName = "Undefined";
foreach (var prefabReference in m_DynamicPrefabReferences)
{
var prefabReferenceGuid = new AddressableGUID() { Value = prefabReference.AssetGUID };
if (prefabReferenceGuid.GetHashCode() == prefabHash)
{
loadedPrefabName = prefabReference.editorAsset.name;
// found the matching prefab reference
if (DynamicPrefabLoadingUtilities.LoadedDynamicPrefabResourceHandles.TryGetValue(
prefabReferenceGuid,
out var loadedGameObject))
{
// if it is loaded on the server, update the name on the ClientUI
loadedPrefabName = loadedGameObject.Result.name;
}
break;
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -220,6 +220,16 @@ NetworkObject Spawn(AddressableGUID assetGuid)
var obj = Instantiate(prefab.Result, position, rotation).GetComponent<NetworkObject>();
obj.Spawn();
Debug.Log("Spawned dynamic prefab");

// every client loaded dynamic prefab, their respective ClientUIs in case they loaded first
foreach (var client in m_NetworkManager.ConnectedClients.Keys)
{
m_InGameUI.ClientLoadedPrefabStatusChanged(client,
assetGuid.GetHashCode(),
prefab.Result.name,
InGameUI.LoadStatus.Loading);
}

return obj;
}
}
Expand Down Expand Up @@ -257,13 +267,20 @@ void AcknowledgeSuccessfulPrefabLoadServerRpc(int prefabHash, ServerRpcParams rp
rpcParams.Receive.SenderClientId);

// a quick way to grab a matching prefab reference's name via its prefabHash
var loadedPrefabName = prefabHash.ToString();
var loadedPrefabName = "Undefined";
foreach (var prefabReference in m_DynamicPrefabReferences)
{
var prefabReferenceGuid = new AddressableGUID() { Value = prefabReference.AssetGUID };
if (prefabReferenceGuid.GetHashCode() == prefabHash)
{
loadedPrefabName = prefabReference.editorAsset.name;
// found the matching prefab reference
if (DynamicPrefabLoadingUtilities.LoadedDynamicPrefabResourceHandles.TryGetValue(
prefabReferenceGuid,
out var loadedGameObject))
{
// if it is loaded on the server, update the name on the ClientUI
loadedPrefabName = loadedGameObject.Result.name;
}
break;
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -280,13 +280,20 @@ void AcknowledgeSuccessfulPrefabLoadServerRpc(int prefabHash, ServerRpcParams rp
}

// a quick way to grab a matching prefab reference's name via its prefabHash
var loadedPrefabName = prefabHash.ToString();
var loadedPrefabName = "Undefined";
foreach (var prefabReference in m_DynamicPrefabReferences)
{
var prefabReferenceGuid = new AddressableGUID() { Value = prefabReference.AssetGUID };
if (prefabReferenceGuid.GetHashCode() == prefabHash)
{
loadedPrefabName = prefabReference.editorAsset.name;
// found the matching prefab reference
if (DynamicPrefabLoadingUtilities.LoadedDynamicPrefabResourceHandles.TryGetValue(
prefabReferenceGuid,
out var loadedGameObject))
{
// if it is loaded on the server, update the name on the ClientUI
loadedPrefabName = loadedGameObject.Result.name;
}
break;
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -226,20 +226,28 @@ async Task PreloadDynamicPrefabOnServerAndStartLoadingOnAllClients(string guid)
// update UI for each client that is requested to load a certain prefab
foreach (var client in m_NetworkManager.ConnectedClients.Keys)
{
m_InGameUI.ClientLoadedPrefabStatusChanged(client, assetGuid.GetHashCode(), "Undefined", InGameUI.LoadStatus.Loading);
m_InGameUI.ClientLoadedPrefabStatusChanged(client,
assetGuid.GetHashCode(),
"Undefined",
InGameUI.LoadStatus.Loading);
}

Debug.Log("Loading dynamic prefab on the clients...");
LoadAddressableClientRpc(assetGuid);

// server is starting to load a prefab, update UI
m_InGameUI.ClientLoadedPrefabStatusChanged(NetworkManager.ServerClientId, assetGuid.GetHashCode(), "Undefined", InGameUI.LoadStatus.Loading);

await DynamicPrefabLoadingUtilities.LoadDynamicPrefab(assetGuid, m_InGameUI.ArtificialDelayMilliseconds);

// server loaded a prefab, update UI with the loaded asset's name
DynamicPrefabLoadingUtilities.TryGetLoadedGameObjectFromGuid(assetGuid, out var loadedGameObject);
m_InGameUI.ClientLoadedPrefabStatusChanged(NetworkManager.ServerClientId, assetGuid.GetHashCode(), loadedGameObject.Result.name, InGameUI.LoadStatus.Loaded);

// every client loaded dynamic prefab, their respective ClientUIs in case they loaded first
foreach (var client in m_NetworkManager.ConnectedClients.Keys)
{
m_InGameUI.ClientLoadedPrefabStatusChanged(client,
assetGuid.GetHashCode(),
loadedGameObject.Result.name,
InGameUI.LoadStatus.Loading);
}
}
}

Expand Down Expand Up @@ -322,6 +330,16 @@ NetworkObject Spawn(AddressableGUID assetGuid)
var obj = Instantiate(prefab.Result, position, rotation).GetComponent<NetworkObject>();
obj.Spawn();
Debug.Log("Spawned dynamic prefab");

// every client loaded dynamic prefab, their respective ClientUIs in case they loaded first
foreach (var client in m_NetworkManager.ConnectedClients.Keys)
{
m_InGameUI.ClientLoadedPrefabStatusChanged(client,
assetGuid.GetHashCode(),
prefab.Result.name,
InGameUI.LoadStatus.Loading);
}

return obj;
}
}
Expand Down Expand Up @@ -462,13 +480,20 @@ void AcknowledgeSuccessfulPrefabLoadServerRpc(int prefabHash, ServerRpcParams rp
}

// a quick way to grab a matching prefab reference's name via its prefabHash
var loadedPrefabName = prefabHash.ToString();
var loadedPrefabName = "Undefined";
foreach (var prefabReference in m_DynamicPrefabReferences)
{
var prefabReferenceGuid = new AddressableGUID() { Value = prefabReference.AssetGUID };
if (prefabReferenceGuid.GetHashCode() == prefabHash)
{
loadedPrefabName = prefabReference.editorAsset.name;
// found the matching prefab reference
if (DynamicPrefabLoadingUtilities.LoadedDynamicPrefabResourceHandles.TryGetValue(
prefabReferenceGuid,
out var loadedGameObject))
{
// if it is loaded on the server, update the name on the ClientUI
loadedPrefabName = loadedGameObject.Result.name;
}
break;
}
}
Expand Down