272 lines
9.0 KiB
C#
272 lines
9.0 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace MegaKoop.Game.Networking
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{
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/// <summary>
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/// Centralized registry for managing Network IDs across all clients.
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/// Provides collision detection, Steam ID mapping, and ID range reservation.
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/// </summary>
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public class NetworkIdRegistry : MonoBehaviour
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{
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private static NetworkIdRegistry instance;
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private readonly Dictionary<int, NetworkIdentity> registry = new();
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private readonly Dictionary<ulong, int> steamIdToNetworkId = new();
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private readonly HashSet<int> reservedIds = new();
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public static NetworkIdRegistry Instance
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{
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get
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{
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if (instance == null)
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{
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GameObject go = new GameObject("NetworkIdRegistry");
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instance = go.AddComponent<NetworkIdRegistry>();
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DontDestroyOnLoad(go);
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}
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return instance;
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}
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}
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private void Awake()
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{
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if (instance != null && instance != this)
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{
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Debug.LogWarning("[NetworkIdRegistry] Duplicate instance detected. Destroying.");
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Destroy(gameObject);
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return;
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}
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instance = this;
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DontDestroyOnLoad(gameObject);
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}
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/// <summary>
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/// Attempts to register a NetworkIdentity with its assigned ID.
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/// </summary>
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/// <param name="identity">The NetworkIdentity to register</param>
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/// <returns>True if registration succeeded, false if collision detected</returns>
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public static bool TryRegister(NetworkIdentity identity)
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{
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if (identity == null)
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{
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Debug.LogError("[NetworkIdRegistry] Cannot register null NetworkIdentity.");
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return false;
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}
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int networkId = identity.NetworkId;
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if (networkId == 0)
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{
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Debug.LogWarning($"[NetworkIdRegistry] NetworkIdentity '{identity.name}' has ID 0 and cannot be registered.");
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return false;
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}
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var inst = Instance;
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// Check for collision
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if (inst.registry.TryGetValue(networkId, out NetworkIdentity existing))
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{
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if (existing == identity)
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{
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// Already registered
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return true;
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}
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if (existing != null)
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{
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Debug.LogError($"[NetworkIdRegistry] ID collision detected! ID {networkId} is already assigned to '{existing.name}'. " +
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$"Cannot register '{identity.name}'. This will cause network synchronization issues.");
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return false;
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}
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}
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// Check if ID is in reserved range
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if (inst.reservedIds.Contains(networkId))
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{
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Debug.LogWarning($"[NetworkIdRegistry] ID {networkId} is in a reserved range but being registered for '{identity.name}'.");
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}
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inst.registry[networkId] = identity;
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Debug.Log($"[NetworkIdRegistry] Registered '{identity.name}' with Network ID {networkId}");
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return true;
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}
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/// <summary>
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/// Unregisters a NetworkIdentity by its ID.
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/// </summary>
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/// <param name="networkId">The network ID to unregister</param>
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public static void Unregister(int networkId)
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{
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if (instance == null)
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{
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return;
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}
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if (instance.registry.Remove(networkId))
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{
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Debug.Log($"[NetworkIdRegistry] Unregistered Network ID {networkId}");
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}
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// Also remove from Steam ID mapping if present
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ulong steamIdToRemove = 0;
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foreach (var kvp in instance.steamIdToNetworkId)
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{
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if (kvp.Value == networkId)
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{
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steamIdToRemove = kvp.Key;
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break;
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}
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}
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if (steamIdToRemove != 0)
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{
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instance.steamIdToNetworkId.Remove(steamIdToRemove);
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}
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}
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/// <summary>
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/// Retrieves a NetworkIdentity by its ID.
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/// </summary>
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/// <param name="networkId">The network ID to look up</param>
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/// <returns>The NetworkIdentity if found, null otherwise</returns>
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public static NetworkIdentity GetById(int networkId)
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{
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if (instance == null)
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{
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return null;
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}
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instance.registry.TryGetValue(networkId, out NetworkIdentity identity);
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return identity;
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}
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/// <summary>
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/// Maps a Steam ID to a Network ID for player tracking.
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/// </summary>
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/// <param name="steamId">The Steam ID of the player</param>
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/// <param name="networkId">The Network ID assigned to the player</param>
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public static void MapSteamIdToNetworkId(ulong steamId, int networkId)
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{
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if (steamId == 0)
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{
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Debug.LogWarning("[NetworkIdRegistry] Cannot map Steam ID 0.");
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return;
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}
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var inst = Instance;
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if (inst.steamIdToNetworkId.TryGetValue(steamId, out int existingId))
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{
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if (existingId != networkId)
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{
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Debug.LogWarning($"[NetworkIdRegistry] Steam ID {steamId} was mapped to Network ID {existingId}, now remapping to {networkId}");
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}
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}
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inst.steamIdToNetworkId[steamId] = networkId;
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Debug.Log($"[NetworkIdRegistry] Mapped Steam ID {steamId} to Network ID {networkId}");
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}
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/// <summary>
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/// Gets the Network ID associated with a Steam ID.
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/// </summary>
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/// <param name="steamId">The Steam ID to look up</param>
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/// <returns>The Network ID if found, 0 otherwise</returns>
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public static int GetNetworkIdForSteamId(ulong steamId)
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{
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if (instance == null || steamId == 0)
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{
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return 0;
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}
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instance.steamIdToNetworkId.TryGetValue(steamId, out int networkId);
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return networkId;
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}
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/// <summary>
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/// Reserves a range of IDs to prevent automatic assignment.
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/// </summary>
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/// <param name="startId">The starting ID of the range (inclusive)</param>
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/// <param name="count">The number of IDs to reserve</param>
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public static void ReserveIdRange(int startId, int count)
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{
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if (startId <= 0 || count <= 0)
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{
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Debug.LogWarning($"[NetworkIdRegistry] Invalid ID range: start={startId}, count={count}");
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return;
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}
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var inst = Instance;
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for (int i = 0; i < count; i++)
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{
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inst.reservedIds.Add(startId + i);
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}
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Debug.Log($"[NetworkIdRegistry] Reserved ID range {startId} to {startId + count - 1} ({count} IDs)");
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}
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/// <summary>
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/// Checks if an ID is in a reserved range.
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/// </summary>
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/// <param name="networkId">The ID to check</param>
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/// <returns>True if the ID is reserved, false otherwise</returns>
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public static bool IsIdReserved(int networkId)
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{
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if (instance == null)
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{
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return false;
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}
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return instance.reservedIds.Contains(networkId);
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}
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/// <summary>
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/// Clears all registrations and mappings. Use when transitioning between scenes or sessions.
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/// </summary>
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public static void ClearRegistry()
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{
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if (instance == null)
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{
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return;
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}
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int registryCount = instance.registry.Count;
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int mappingCount = instance.steamIdToNetworkId.Count;
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int reservedCount = instance.reservedIds.Count;
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instance.registry.Clear();
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instance.steamIdToNetworkId.Clear();
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instance.reservedIds.Clear();
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Debug.Log($"[NetworkIdRegistry] Registry cleared. Removed {registryCount} identities, {mappingCount} Steam ID mappings, and {reservedCount} reserved IDs.");
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}
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/// <summary>
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/// Gets the total number of registered identities.
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/// </summary>
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public static int GetRegisteredCount()
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{
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return instance?.registry.Count ?? 0;
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}
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/// <summary>
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/// Checks if a specific Network ID is currently registered.
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/// </summary>
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public static bool IsIdRegistered(int networkId)
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{
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return instance != null && instance.registry.ContainsKey(networkId);
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}
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private void OnDestroy()
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{
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if (instance == this)
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{
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instance = null;
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}
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}
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}
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}
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