InstantiationId
How do I use Instantiation Id
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonViewHandler.cs
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25 internal static void HierarchyChange()
26 {
27 if (Application.isPlaying)
28 {
29 //Debug.Log("HierarchyChange ignored, while running.");
30 CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31 return;
32 }
33
34 if (CheckSceneForStuckHandlers)
35 {
36 CheckSceneForStuckHandlers = false;
37 PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38 }
39
40 HashSet
41 HashSet
42 bool fixedSomeId = false;
43
44 //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45 //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46 //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48 string levelName = Application.loadedLevelName;
49 #if UNITY_EDITOR
50 levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51 #endif
52 int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53 //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55 PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57 foreach (PhotonView view in pvObjects)
58 {
59 // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60 if (EditorUtility.IsPersistent(view.gameObject))
61 {
62 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63 {
64 Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65 view.viewID = 0;
66 view.prefixBackup = -1;
67 view.instantiationId = -1;
68 EditorUtility.SetDirty(view);
69 fixedSomeId = true;
70 }
71 }
72 else
73 {
74 // keep all scene-instanced PVs for later re-check
75 pvInstances.Add(view);
76 }
77 }
78
79 Dictionary
80
81 // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82 // scene-PVs must have user == 0 (scene/room) and a subId != 0
83 foreach (PhotonView view in pvInstances)
84 {
85 if (view.ownerId > 0)
86 {
87 Debug.Log("Re-Setting Owner ID of: " + view);
88 }
89 view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90 view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92 if (view.viewID != 0)
93 {
94 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95 {
96 view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97 }
98 else
99 {
100 usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102 int instId = 0;
103 if (idPerObject.TryGetValue(view.gameObject, out instId))
104 {
105 view.instantiationId = instId;
106 }
107 else
108 {
109 view.instantiationId = view.viewID;
110 idPerObject[view.gameObject] = view.instantiationId;
111 }
112 }
113 }
114
115 }
116
117 // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118 int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120 foreach (PhotonView view in pvInstances)
121 {
122 if (view.viewID == 0)
123 {
124 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127 view.viewID = nextViewId;
128
129 int instId = 0;
130 if (idPerObject.TryGetValue(view.gameObject, out instId))
131 {
132 Debug.Log("Set inst ID");
133 view.instantiationId = instId;
134 }
135 else
136 {
137 view.instantiationId = view.viewID;
138 idPerObject[view.gameObject] = nextViewId;
139 }
140
141 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144 lastUsedId = nextViewId;
145 EditorUtility.SetDirty(view);
146 fixedSomeId = true;
147 }
148 }
149
150
151 if (fixedSomeId)
152 {
153 //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154 }
155 }
File name: NetworkingPeer.cs
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1631 public void OnEvent(EventData photonEvent)
1632 {
1633 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1634 Debug.Log(string.Format("OnEvent: {0}", photonEvent.ToString()));
1635
1636 int actorNr = -1;
1637 PhotonPlayer originatingPlayer = null;
1638
1639 if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
1640 {
1641 actorNr = (int)photonEvent[ParameterCode.ActorNr];
1642 if (this.mActors.ContainsKey(actorNr))
1643 {
1644 originatingPlayer = (PhotonPlayer)this.mActors[actorNr];
1645 }
1646 //else
1647 //{
1648 // // the actor sending this event is not in actorlist. this is usually no problem
1649 // if (photonEvent.Code != (byte)LiteOpCode.Join)
1650 // {
1651 // Debug.LogWarning("Received event, but we do not have this actor: " + actorNr);
1652 // }
1653 //}
1654 }
1655
1656 switch (photonEvent.Code)
1657 {
1658 case PunEvent.OwnershipRequest:
1659 {
1660 int[] requestValues = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1661 int requestedViewId = requestValues[0];
1662 int currentOwner = requestValues[1];
1663 Debug.Log("Ev OwnershipRequest: " + photonEvent.Parameters.ToStringFull() + " ViewID: " + requestedViewId + " from: " + currentOwner + " Time: " + Environment.TickCount%1000);
1664
1665 PhotonView requestedView = PhotonView.Find(requestedViewId);
1666 if (requestedView == null)
1667 {
1668 Debug.LogWarning("Can't find PhotonView of incoming OwnershipRequest. ViewId not found: " + requestedViewId);
1669 break;
1670 }
1671
1672 Debug.Log("Ev OwnershipRequest PhotonView.ownershipTransfer: " + requestedView.ownershipTransfer + " .ownerId: " + requestedView.ownerId + " isOwnerActive: " + requestedView.isOwnerActive + ". This client's player: " + PhotonNetwork.player.ToStringFull());
1673
1674 switch (requestedView.ownershipTransfer)
1675 {
1676 case OwnershipOption.Fixed:
1677 Debug.LogWarning("Ownership mode == fixed. Ignoring request.");
1678 break;
1679 case OwnershipOption.Takeover:
1680 if (currentOwner == requestedView.ownerId)
1681 {
1682 // a takeover is successful automatically, if taken from current owner
1683 requestedView.ownerId = actorNr;
1684 }
1685 break;
1686 case OwnershipOption.Request:
1687 if (currentOwner == PhotonNetwork.player.ID || PhotonNetwork.player.isMasterClient)
1688 {
1689 if ((requestedView.ownerId == PhotonNetwork.player.ID) || (PhotonNetwork.player.isMasterClient && !requestedView.isOwnerActive))
1690 {
1691 SendMonoMessage(PhotonNetworkingMessage.OnOwnershipRequest, new object[] {requestedView, originatingPlayer});
1692 }
1693 }
1694 break;
1695 default:
1696 break;
1697 }
1698 }
1699 break;
1700
1701 case PunEvent.OwnershipTransfer:
1702 {
1703 int[] transferViewToUserID = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1704 Debug.Log("Ev OwnershipTransfer. ViewID " + transferViewToUserID[0] + " to: " + transferViewToUserID[1] + " Time: " + Environment.TickCount%1000);
1705
1706 int requestedViewId = transferViewToUserID[0];
1707 int newOwnerId = transferViewToUserID[1];
1708
1709 PhotonView pv = PhotonView.Find(requestedViewId);
1710 pv.ownerId = newOwnerId;
1711
1712 break;
1713 }
1714 case EventCode.GameList:
1715 {
1716 this.mGameList = new Dictionary
1717 Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1718 foreach (DictionaryEntry game in games)
1719 {
1720 string gameName = (string)game.Key;
1721 this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)game.Value);
1722 }
1723 mGameListCopy = new RoomInfo[mGameList.Count];
1724 mGameList.Values.CopyTo(mGameListCopy, 0);
1725 SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1726 break;
1727 }
1728
1729 case EventCode.GameListUpdate:
1730 {
1731 Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1732 foreach (DictionaryEntry room in games)
1733 {
1734 string gameName = (string)room.Key;
1735 RoomInfo game = new RoomInfo(gameName, (Hashtable)room.Value);
1736 if (game.removedFromList)
1737 {
1738 this.mGameList.Remove(gameName);
1739 }
1740 else
1741 {
1742 this.mGameList[gameName] = game;
1743 }
1744 }
1745 this.mGameListCopy = new RoomInfo[this.mGameList.Count];
1746 this.mGameList.Values.CopyTo(this.mGameListCopy, 0);
1747 SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1748 break;
1749 }
1750
1751 case EventCode.QueueState:
1752 // not used anymore
1753 break;
1754
1755 case EventCode.AppStats:
1756 // Debug.LogInfo("Received stats!");
1757 this.mPlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
1758 this.mPlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
1759 this.mGameCount = (int)photonEvent[ParameterCode.GameCount];
1760 break;
1761
1762 case EventCode.Join:
1763 // actorNr is fetched out of event above
1764 Hashtable actorProperties = (Hashtable)photonEvent[ParameterCode.PlayerProperties];
1765 if (originatingPlayer == null)
1766 {
1767 bool isLocal = this.mLocalActor.ID == actorNr;
1768 this.AddNewPlayer(actorNr, new PhotonPlayer(isLocal, actorNr, actorProperties));
1769 this.ResetPhotonViewsOnSerialize(); // This sets the correct OnSerializeState for Reliable OnSerialize
1770 }
1771
1772 if (actorNr == this.mLocalActor.ID)
1773 {
1774 // in this player's 'own' join event, we get a complete list of players in the room, so check if we know all players
1775 int[] actorsInRoom = (int[])photonEvent[ParameterCode.ActorList];
1776 foreach (int actorNrToCheck in actorsInRoom)
1777 {
1778 if (this.mLocalActor.ID != actorNrToCheck && !this.mActors.ContainsKey(actorNrToCheck))
1779 {
1780 this.AddNewPlayer(actorNrToCheck, new PhotonPlayer(false, actorNrToCheck, string.Empty));
1781 }
1782 }
1783
1784 // joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
1785 if (this.mLastJoinType == JoinType.JoinOrCreateOnDemand && this.mLocalActor.ID == 1)
1786 {
1787 SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
1788 }
1789 SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom); //Always send OnJoinedRoom
1790
1791 }
1792 else
1793 {
1794 SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerConnected, this.mActors[actorNr]);
1795 }
1796 break;
1797
1798 case EventCode.Leave:
1799 this.HandleEventLeave(actorNr);
1800 break;
1801
1802 case EventCode.PropertiesChanged:
1803 int targetActorNr = (int)photonEvent[ParameterCode.TargetActorNr];
1804 Hashtable gameProperties = null;
1805 Hashtable actorProps = null;
1806 if (targetActorNr == 0)
1807 {
1808 gameProperties = (Hashtable)photonEvent[ParameterCode.Properties];
1809 }
1810 else
1811 {
1812 actorProps = (Hashtable)photonEvent[ParameterCode.Properties];
1813 }
1814
1815 this.ReadoutProperties(gameProperties, actorProps, targetActorNr);
1816 break;
1817
1818 case PunEvent.RPC:
1819 //ts: each event now contains a single RPC. execute this
1820 // Debug.Log("Ev RPC from: " + originatingPlayer);
1821 this.ExecuteRPC(photonEvent[ParameterCode.Data] as Hashtable, originatingPlayer);
1822 break;
1823
1824 case PunEvent.SendSerialize:
1825 case PunEvent.SendSerializeReliable:
1826 Hashtable serializeData = (Hashtable)photonEvent[ParameterCode.Data];
1827 //Debug.Log(serializeData.ToStringFull());
1828
1829 int remoteUpdateServerTimestamp = (int)serializeData[(byte)0];
1830 short remoteLevelPrefix = -1;
1831 short initialDataIndex = 1;
1832 if (serializeData.ContainsKey((byte)1))
1833 {
1834 remoteLevelPrefix = (short)serializeData[(byte)1];
1835 initialDataIndex = 2;
1836 }
1837
1838 for (short s = initialDataIndex; s < serializeData.Count; s++)
1839 {
1840 this.OnSerializeRead(serializeData[s] as Hashtable, originatingPlayer, remoteUpdateServerTimestamp, remoteLevelPrefix);
1841 }
1842 break;
1843
1844 case PunEvent.Instantiation:
1845 this.DoInstantiate((Hashtable)photonEvent[ParameterCode.Data], originatingPlayer, null);
1846 break;
1847
1848 case PunEvent.CloseConnection:
1849 // MasterClient "requests" a disconnection from us
1850 if (originatingPlayer == null || !originatingPlayer.isMasterClient)
1851 {
1852 Debug.LogError("Error: Someone else(" + originatingPlayer + ") then the masterserver requests a disconnect!");
1853 }
1854 else
1855 {
1856 PhotonNetwork.LeaveRoom();
1857 }
1858
1859 break;
1860
1861 case PunEvent.DestroyPlayer:
1862 Hashtable evData = (Hashtable)photonEvent[ParameterCode.Data];
1863 int targetPlayerId = (int)evData[(byte)0];
1864 if (targetPlayerId >= 0)
1865 {
1866 this.DestroyPlayerObjects(targetPlayerId, true);
1867 }
1868 else
1869 {
1870 if (this.DebugOut >= DebugLevel.INFO) Debug.Log("Ev DestroyAll! By PlayerId: " + actorNr);
1871 this.DestroyAll(true);
1872 }
1873 break;
1874
1875 case PunEvent.Destroy:
1876 evData = (Hashtable)photonEvent[ParameterCode.Data];
1877 int instantiationId = (int)evData[(byte)0];
1878 // Debug.Log("Ev Destroy for viewId: " + instantiationId + " sent by owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == actorNr) + " this client is owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == this.mLocalActor.ID));
1879
1880
1881 PhotonView pvToDestroy = null;
1882 if (this.photonViewList.TryGetValue(instantiationId, out pvToDestroy))
1883 {
1884 this.RemoveInstantiatedGO(pvToDestroy.gameObject, true);
1885 }
1886 else
1887 {
1888 if (this.DebugOut >= DebugLevel.ERROR) Debug.LogError("Ev Destroy Failed. Could not find PhotonView with instantiationId " + instantiationId + ". Sent by actorNr: " + actorNr);
1889 }
1890
1891 break;
1892
1893 case PunEvent.AssignMaster:
1894 evData = (Hashtable)photonEvent[ParameterCode.Data];
1895 int newMaster = (int)evData[(byte)1];
1896 this.SetMasterClient(newMaster, false);
1897 break;
1898
1899 default:
1900 if (photonEvent.Code < 200 && PhotonNetwork.OnEventCall != null)
1901 {
1902 object content = photonEvent[ParameterCode.Data];
1903 PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
1904 }
1905 else
1906 {
1907 // actorNr might be null. it is fetched out of event on top of method
1908 // Hashtable eventContent = (Hashtable) photonEvent[ParameterCode.Data];
1909 // this.mListener.customEventAction(actorNr, eventCode, eventContent);
1910 Debug.LogError("Error. Unhandled event: " + photonEvent);
1911 }
1912 break;
1913 }
1914
1915 this.externalListener.OnEvent(photonEvent);
1916 }
File name: NetworkingPeer.cs
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2279 internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
2280 {
2281 // some values always present:
2282 string prefabName = (string)evData[(byte)0];
2283 int serverTime = (int)evData[(byte)6];
2284 int instantiationId = (int)evData[(byte)7];
2285
2286 Vector3 position;
2287 if (evData.ContainsKey((byte)1))
2288 {
2289 position = (Vector3)evData[(byte)1];
2290 }
2291 else
2292 {
2293 position = Vector3.zero;
2294 }
2295
2296 Quaternion rotation = Quaternion.identity;
2297 if (evData.ContainsKey((byte)2))
2298 {
2299 rotation = (Quaternion)evData[(byte)2];
2300 }
2301
2302 int group = 0;
2303 if (evData.ContainsKey((byte)3))
2304 {
2305 group = (int)evData[(byte)3];
2306 }
2307
2308 short objLevelPrefix = 0;
2309 if (evData.ContainsKey((byte)8))
2310 {
2311 objLevelPrefix = (short)evData[(byte)8];
2312 }
2313
2314 int[] viewsIDs;
2315 if (evData.ContainsKey((byte)4))
2316 {
2317 viewsIDs = (int[])evData[(byte)4];
2318 }
2319 else
2320 {
2321 viewsIDs = new int[1] { instantiationId };
2322 }
2323
2324 object[] incomingInstantiationData;
2325 if (evData.ContainsKey((byte)5))
2326 {
2327 incomingInstantiationData = (object[])evData[(byte)5];
2328 }
2329 else
2330 {
2331 incomingInstantiationData = null;
2332 }
2333
2334 // SetReceiving filtering
2335 if (group != 0 && !this.allowedReceivingGroups.Contains(group))
2336 {
2337 return null; // Ignore group
2338 }
2339
2340 // load prefab, if it wasn't loaded before (calling methods might do this)
2341 if (resourceGameObject == null)
2342 {
2343 if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
2344 {
2345 resourceGameObject = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2346 if (NetworkingPeer.UsePrefabCache)
2347 {
2348 NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
2349 }
2350 }
2351
2352 if (resourceGameObject == null)
2353 {
2354 Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
2355 return null;
2356 }
2357 }
2358
2359 // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
2360 PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
2361 if (resourcePVs.Length != viewsIDs.Length)
2362 {
2363 throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
2364 }
2365
2366 for (int i = 0; i < viewsIDs.Length; i++)
2367 {
2368 // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2369 // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2370 resourcePVs[i].viewID = viewsIDs[i];
2371 resourcePVs[i].prefix = objLevelPrefix;
2372 resourcePVs[i].instantiationId = instantiationId;
2373 resourcePVs[i].isRuntimeInstantiated = true;
2374 }
2375
2376 this.StoreInstantiationData(instantiationId, incomingInstantiationData);
2377
2378 // load the resource and set it's values before instantiating it:
2379 GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
2380
2381 for (int i = 0; i < viewsIDs.Length; i++)
2382 {
2383 // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2384 // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2385 resourcePVs[i].viewID = 0;
2386 resourcePVs[i].prefix = -1;
2387 resourcePVs[i].prefixBackup = -1;
2388 resourcePVs[i].instantiationId = -1;
2389 resourcePVs[i].isRuntimeInstantiated = false;
2390 }
2391
2392 this.RemoveInstantiationData(instantiationId);
2393
2394 // Send OnPhotonInstantiate callback to newly created GO.
2395 // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
2396 go.SendMessage(PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
2397 return go;
2398 }
File name: NetworkingPeer.cs
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2402 private void StoreInstantiationData(int instantiationId, object[] instantiationData)
2403 {
2404 // Debug.Log("StoreInstantiationData() instantiationId: " + instantiationId + " tempInstantiationData.Count: " + tempInstantiationData.Count);
2405 tempInstantiationData[instantiationId] = instantiationData;
2406 }
File name: NetworkingPeer.cs
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2408 public object[] FetchInstantiationData(int instantiationId)
2409 {
2410 object[] data = null;
2411 if (instantiationId == 0)
2412 {
2413 return null;
2414 }
2415
2416 tempInstantiationData.TryGetValue(instantiationId, out data);
2417 // Debug.Log("FetchInstantiationData() instantiationId: " + instantiationId + " tempInstantiationData.Count: " + tempInstantiationData.Count);
2418 return data;
2419 }
File name: NetworkingPeer.cs
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2421 private void RemoveInstantiationData(int instantiationId)
2422 {
2423 tempInstantiationData.Remove(instantiationId);
2424 }
File name: NetworkingPeer.cs
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2493 protected internal void RemoveInstantiatedGO(GameObject go, bool localOnly)
2494 {
2495 if (go == null)
2496 {
2497 Debug.LogError("Failed to 'network-remove' GameObject because it's null.");
2498 return;
2499 }
2500
2501 // Don't remove the GO if it doesn't have any PhotonView
2502 PhotonView[] views = go.GetComponentsInChildren
2503 if (views == null || views.Length <= 0)
2504 {
2505 Debug.LogError("Failed to 'network-remove' GameObject because has no PhotonView components: " + go);
2506 return;
2507 }
2508
2509 PhotonView viewZero = views[0];
2510 int creatorId = viewZero.CreatorActorNr; // creatorId of obj is needed to delete EvInstantiate (only if it's from that user)
2511 int instantiationId = viewZero.instantiationId; // actual, live InstantiationIds start with 1 and go up
2512
2513 // Don't remove GOs that are owned by others (unless this is the master and the remote player left)
2514 if (!localOnly)
2515 {
2516 if (!viewZero.isMine)
2517 {
2518 Debug.LogError("Failed to 'network-remove' GameObject. Client is neither owner nor masterClient taking over for owner who left: " + viewZero);
2519 return;
2520 }
2521
2522 // Don't remove the Instantiation from the server, if it doesn't have a proper ID
2523 if (instantiationId < 1)
2524 {
2525 Debug.LogError("Failed to 'network-remove' GameObject because it is missing a valid InstantiationId on view: " + viewZero + ". Not Destroying GameObject or PhotonViews!");
2526 return;
2527 }
2528 }
2529
2530
2531 // cleanup instantiation (event and local list)
2532 if (!localOnly)
2533 {
2534 this.ServerCleanInstantiateAndDestroy(instantiationId, creatorId, viewZero.isRuntimeInstantiated); // server cleaning
2535 }
2536
2537
2538 // cleanup PhotonViews and their RPCs events (if not localOnly)
2539 for (int j = views.Length - 1; j >= 0; j--)
2540 {
2541 PhotonView view = views[j];
2542 if (view == null)
2543 {
2544 continue;
2545 }
2546
2547 // we only destroy/clean PhotonViews that were created by PhotonNetwork.Instantiate (and those have an instantiationId!)
2548 if (view.instantiationId >= 1)
2549 {
2550 this.LocalCleanPhotonView(view);
2551 }
2552 if (!localOnly)
2553 {
2554 this.OpCleanRpcBuffer(view);
2555 }
2556 }
2557
2558 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
2559 Debug.Log("Network destroy Instantiated GO: " + go.name);
2560
2561 GameObject.Destroy(go);
2562 }
File name: NetworkingPeer.cs
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2567 public int GetInstantiatedObjectsId(GameObject go)
2568 {
2569 int id = -1;
2570 if (go == null)
2571 {
2572 Debug.LogError("GetInstantiatedObjectsId() for GO == null.");
2573 return id;
2574 }
2575
2576 PhotonView[] pvs = go.GetPhotonViewsInChildren();
2577 if (pvs != null && pvs.Length > 0 && pvs[0] != null)
2578 {
2579 return pvs[0].instantiationId;
2580 }
2581
2582 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
2583 UnityEngine.Debug.Log("GetInstantiatedObjectsId failed for GO: " + go);
2584
2585
2586 return id;
2587 }
File name: PhotonView.cs
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91 /// This is the instantiationData that was passed when calling PhotonNetwork.Instantiate* (if that was used to spawn this prefab)
94 {
95 get
96 {
97 if (!this.didAwake)
98 {
99 // even though viewID and instantiationID are setup before the GO goes live, this data can't be set. as workaround: fetch it if needed
100 this.instantiationDataField = PhotonNetwork.networkingPeer.FetchInstantiationData(this.instantiationId);
101 }
102 return this.instantiationDataField;
103 }
104 set { this.instantiationDataField = value; }
105 }
File name: PhotonView.cs
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176 public int instantiationId; // if the view was instantiated with a GO, this GO has a instantiationID (first view's viewID)
185 {
186 get { return this.CreatorActorNr == 0; }
187 }
InstantiationId 158 lượt xem
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