ViewIDs









How do I use View I Ds
Below are practical examples compiled from projects for learning and reference purposes

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File name: PhotonViewHandler.cs Copy
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 pvInstances = new HashSet();
41         HashSet usedInstanceViewNumbers = new 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 idPerObject = new 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 Copy
459     private void LeftRoomCleanup()
460     {
461         bool wasInRoom = mRoomToGetInto != null;
462         // when leaving a room, we clean up depending on that room's settings.
463         bool autoCleanupSettingOfRoom = (this.mRoomToGetInto != null) ? this.mRoomToGetInto.autoCleanUp : PhotonNetwork.autoCleanUpPlayerObjects;
464
465         this.hasSwitchedMC = false;
466         this.mRoomToGetInto = null;
467         this.mActors = new Dictionary();
468         this.mPlayerListCopy = new PhotonPlayer[0];
469         this.mOtherPlayerListCopy = new PhotonPlayer[0];
470         this.mMasterClient = null;
471         this.allowedReceivingGroups = new HashSet();
472         this.blockSendingGroups = new HashSet();
473         this.mGameList = new Dictionary();
474         this.mGameListCopy = new RoomInfo[0];
475         this.isFetchingFriends = false;
476
477         this.ChangeLocalID(-1);
478
479         // Cleanup all network objects (all spawned PhotonViews, local and remote)
480         if (autoCleanupSettingOfRoom)
481         {
482             this.LocalCleanupAnythingInstantiated(true);
483             PhotonNetwork.manuallyAllocatedViewIds = new List(); // filled and easier to replace completely
484         }
485
486         if (wasInRoom)
487         {
488             SendMonoMessage(PhotonNetworkingMessage.OnLeftRoom);
489         }
490     }
File name: NetworkingPeer.cs Copy
1918     private void SendVacantViewIds()
1919     {
1920         Debug.Log("SendVacantViewIds()");
1921         List vacantViews = new List();
1922         foreach (PhotonView view in this.photonViewList.Values)
1923         {
1924             if (!view.isOwnerActive)
1925             {
1926                 vacantViews.Add(view.viewID);
1927             }
1928         }
1929
1930         Debug.Log("Sending vacant view IDs. Length: " + vacantViews.Count);
1931         //this.OpRaiseEvent(PunEvent.VacantViewIds, true, vacantViews.ToArray());
1932         this.OpRaiseEvent(PunEvent.VacantViewIds, vacantViews.ToArray(), true, null);
1933     }
File name: NetworkingPeer.cs Copy
2228     internal Hashtable SendInstantiate(string prefabName, Vector3 position, Quaternion rotation, int group, int[] viewIDs, object[] data, bool isGlobalObject)
2229     {
2230         // first viewID is now also the gameobject's instantiateId
2231         int instantiateId = viewIDs[0]; // LIMITS PHOTONVIEWS&PLAYERS
2232
2233         //TODO: reduce hashtable key usage by using a parameter array for the various values
2234         Hashtable instantiateEvent = new Hashtable(); // This players info is sent via ActorID
2235         instantiateEvent[(byte)0] = prefabName;
2236
2237         if (position != Vector3.zero)
2238         {
2239             instantiateEvent[(byte)1] = position;
2240         }
2241
2242         if (rotation != Quaternion.identity)
2243         {
2244             instantiateEvent[(byte)2] = rotation;
2245         }
2246
2247         if (group != 0)
2248         {
2249             instantiateEvent[(byte)3] = group;
2250         }
2251
2252         // send the list of viewIDs only if there are more than one. else the instantiateId is the viewID
2253         if (viewIDs.Length > 1)
2254         {
2255             instantiateEvent[(byte)4] = viewIDs; // LIMITS PHOTONVIEWS&PLAYERS
2256         }
2257
2258         if (data != null)
2259         {
2260             instantiateEvent[(byte)5] = data;
2261         }
2262
2263         if (this.currentLevelPrefix > 0)
2264         {
2265             instantiateEvent[(byte)8] = this.currentLevelPrefix; // photonview's / object's level prefix
2266         }
2267
2268         instantiateEvent[(byte)6] = this.ServerTimeInMilliSeconds;
2269         instantiateEvent[(byte)7] = instantiateId;
2270
2271
2272         RaiseEventOptions options = new RaiseEventOptions();
2273         options.CachingOption = (isGlobalObject) ? EventCaching.AddToRoomCacheGlobal : EventCaching.AddToRoomCache;
2274
2275         this.OpRaiseEvent(PunEvent.Instantiation, instantiateEvent, true, options);
2276         return instantiateEvent;
2277     }
File name: PhotonNetwork.cs Copy
1959     public static int AllocateViewID()
1960     {
1961         int manualId = AllocateViewID(player.ID);
1962         manuallyAllocatedViewIds.Add(manualId);
1963         return manualId;
1964     }
File name: PhotonNetwork.cs Copy
1971     public static int AllocateSceneViewID()
1972     {
1973         if (!PhotonNetwork.isMasterClient)
1974         {
1975             Debug.LogError("Only the Master Client can AllocateSceneViewID(). Check PhotonNetwork.isMasterClient!");
1976             return -1;
1977         }
1978
1979         int manualId = AllocateViewID(0);
1980         manuallyAllocatedViewIds.Add(manualId);
1981         return manualId;
1982     }
File name: PhotonNetwork.cs Copy
1988     public static void UnAllocateViewID(int viewID)
1989     {
1990         manuallyAllocatedViewIds.Remove(viewID);
1991
1992         if (networkingPeer.photonViewList.ContainsKey(viewID))
1993         {
1994             Debug.LogWarning(string.Format("UnAllocateViewID() should be called after the PhotonView was destroyed (GameObject.Destroy()). ViewID: {0} still found in: {1}", viewID, networkingPeer.photonViewList[viewID]));
1995         }
1996     }
File name: PhotonNetwork.cs Copy
1999     // returns viewID (combined owner and sub id)
2000     private static int AllocateViewID(int ownerId)
2001     {
2002         if (ownerId == 0)
2003         {
2004             // we look up a fresh subId for the owner "room" (mind the "sub" in subId)
2005             int newSubId = lastUsedViewSubIdStatic;
2006             int newViewId;
2007             int ownerIdOffset = ownerId * MAX_VIEW_IDS;
2008             for (int i = 1; i < MAX_VIEW_IDS; i++)
2009             {
2010                 newSubId = (newSubId + 1) % MAX_VIEW_IDS;
2011                 if (newSubId == 0)
2012                 {
2013                     continue; // avoid using subID 0
2014                 }
2015
2016                 newViewId = newSubId + ownerIdOffset;
2017                 if (!networkingPeer.photonViewList.ContainsKey(newViewId))
2018                 {
2019                     lastUsedViewSubIdStatic = newSubId;
2020                     return newViewId;
2021                 }
2022             }
2023
2024             // this is the error case: we didn't find any (!) free subId for this user
2025             throw new Exception(string.Format("AllocateViewID() failed. Room (user {0}) is out of 'scene' viewIDs. It seems all available are in use.", ownerId));
2026         }
2027         else
2028         {
2029             // we look up a fresh SUBid for the owner
2030             int newSubId = lastUsedViewSubId;
2031             int newViewId;
2032             int ownerIdOffset = ownerId * MAX_VIEW_IDS;
2033             for (int i = 1; i < MAX_VIEW_IDS; i++)
2034             {
2035                 newSubId = (newSubId + 1) % MAX_VIEW_IDS;
2036                 if (newSubId == 0)
2037                 {
2038                     continue; // avoid using subID 0
2039                 }
2040
2041                 newViewId = newSubId + ownerIdOffset;
2042                 if (!networkingPeer.photonViewList.ContainsKey(newViewId) && !manuallyAllocatedViewIds.Contains(newViewId))
2043                 {
2044                     lastUsedViewSubId = newSubId;
2045                     return newViewId;
2046                 }
2047             }
2048
2049             throw new Exception(string.Format("AllocateViewID() failed. User {0} is out of subIds, as all viewIDs are used.", ownerId));
2050         }
2051     }
File name: PhotonNetwork.cs Copy
2053     private static int[] AllocateSceneViewIDs(int countOfNewViews)
2054     {
2055         int[] viewIDs = new int[countOfNewViews];
2056         for (int view = 0; view < countOfNewViews; view++)
2057         {
2058             viewIDs[view] = AllocateViewID(0);
2059         }
2060
2061         return viewIDs;
2062     }
File name: PhotonNetwork.cs Copy
2090     public static GameObject Instantiate(string prefabName, Vector3 position, Quaternion rotation, int group, object[] data)
2091     {
2092         if (!connected || (InstantiateInRoomOnly && !inRoom))
2093         {
2094             Debug.LogError("Failed to Instantiate prefab: " + prefabName + ". Client should be in a room. Current connectionStateDetailed: " + PhotonNetwork.connectionStateDetailed);
2095             return null;
2096         }
2097
2098         GameObject prefabGo;
2099         if (!UsePrefabCache || !PrefabCache.TryGetValue(prefabName, out prefabGo))
2100         {
2101             prefabGo = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2102             if (UsePrefabCache)
2103             {
2104                 PrefabCache.Add(prefabName, prefabGo);
2105             }
2106         }
2107
2108         if (prefabGo == null)
2109         {
2110             Debug.LogError("Failed to Instantiate prefab: " + prefabName + ". Verify the Prefab is in a Resources folder (and not in a subfolder)");
2111             return null;
2112         }
2113
2114         // a scene object instantiated with network visibility has to contain a PhotonView
2115         if (prefabGo.GetComponent() == null)
2116         {
2117             Debug.LogError("Failed to Instantiate prefab:" + prefabName + ". Prefab must have a PhotonView component.");
2118             return null;
2119         }
2120
2121         Component[] views = (Component[])prefabGo.GetPhotonViewsInChildren();
2122         int[] viewIDs = new int[views.Length];
2123         for (int i = 0; i < viewIDs.Length; i++)
2124         {
2125             //Debug.Log("Instantiate prefabName: " + prefabName + " player.ID: " + player.ID);
2126             viewIDs[i] = AllocateViewID(player.ID);
2127         }
2128
2129         // Send to others, create info
2130         Hashtable instantiateEvent = networkingPeer.SendInstantiate(prefabName, position, rotation, group, viewIDs, data, false);
2131
2132         // Instantiate the GO locally (but the same way as if it was done via event). This will also cache the instantiationId
2133         return networkingPeer.DoInstantiate(instantiateEvent, networkingPeer.mLocalActor, prefabGo);
2134     }

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