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The PhotonNetworkMessenger class is defined in /Assets/Discover/Scripts/Colocation/PhotonNetworkMessenger.cs. It contains the FindRPCToCallServerRPC member function, which relates to the host player (also called the server here).
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[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
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private void FindRPCToCallServerRPC(byte eventCode, int playerId, ulong oculusIdAnchorOwner,
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ulong oculusIdAnchorRequester, Guid headsetIdRequester, string uuid,
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NetworkBool anchorFlowSucceeded, RpcInfo info = default)
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{
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Debug.Log("FindRPCToCallServerRPC");
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PlayerRef playerRef = playerId;
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FindRPCToCallClientRPC(playerRef, eventCode, oculusIdAnchorOwner, oculusIdAnchorRequester, headsetIdRequester, uuid, anchorFlowSucceeded);
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}
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[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
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private void FindRPCToCallServerRPC(byte eventCode, int playerId)
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{
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Debug.Log("FindRPCToCallServerRPC: Null");
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PlayerRef playerRef = playerId;
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FindRPCToCallClientRPC(playerRef, eventCode);
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}
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There is also the corresponding FindRPCToCallClientRPC function for client players:
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[Rpc(RpcSources.All, RpcTargets.All)]
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private void FindRPCToCallClientRPC(
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[RpcTarget] PlayerRef player,
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byte eventCode,
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ulong oculusIdAnchorOwner, ulong oculusIdAnchorRequester, Guid headsetIdRequester,
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string uuid, NetworkBool anchorFlowSucceeded)
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{
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Debug.Log("FindRPCToCallClientRPC");
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var data = new ShareAndLocalizeParams(oculusIdAnchorOwner, oculusIdAnchorRequester, headsetIdRequester, uuid)
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{
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anchorFlowSucceeded = anchorFlowSucceeded
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};
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m_callbackDictionary[eventCode](data);
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}
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[Rpc(RpcSources.All, RpcTargets.All)]
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private void FindRPCToCallClientRPC(
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[RpcTarget] PlayerRef player,
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byte eventCode
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)
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{
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Debug.Log("FindRPCToCallClientRPC: null");
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m_callbackDictionary[eventCode](null);
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}
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Depending on the messages, these are all Photon Fusion attributes to RPCs.
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Server and client messages
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The INetworkMessenger interface invokes the SendMessageUsingOculusId function. This is a member function of the PhotonNetworkMessenger class, as defined in /Assets/Discover/Scripts/Colocation/PhotonNetworkMessenger.cs. It uses a dictionary and implements the PhotonPlayerIDDictionary player ID dictionary class.
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When using the SendMessageUsingOculusId function, the following translates the association between the Oculus ID and the Photon Fusion ID:
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var networkId = (int)m_idDictionary.GetNetworkId(oculusId);
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By using this, Discover sends any referenced RPC by this message data object (called messageData):
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if (messageData != null)
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{
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var data = (ShareAndLocalizeParams)messageData;
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FindRPCToCallServerRPC(eventCode, networkId, data.oculusIdAnchorOwner, data.oculusIdAnchorRequester, data.headsetIdAnchorRequester, data.uuid.ToString(), data.anchorFlowSucceeded);
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}
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This forwards all networking information through the network.
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ColocationDriverNetObj initialization walkthrough
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Focusing back on theColocationDriverNetObj class discussed above, here is a more in-depth look of the process followed in the class.
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It sets up the following objects:
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m_ovrCameraRigTransform
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m_oculusUser
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m_headsetGuid
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It adds the current Oculus user ID to the dictionary:
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AddToIdDictionary(m_oculusUser?.ID ?? default, Runner.LocalPlayer.PlayerId, m_headsetGuid);
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This is run either by the client or the host. This gets the Oculus user ID and associates it with the local player ID, as well as with a headset Guid, which is also used for referencing the Oculus player.
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It initializes the Messenger class with:
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messenger.Init(PlayerIDDictionary);
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It then starts the colocation flow.
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It creates an alignment anchor manager called m_alignmentAnchorManager with the following:
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```
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m_alignmentAnchorManager = Instantiate(m_alignmentAnchorManagerPrefab).GetComponent<AlignmentAnchorManager>();
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``` 2. It then creates a colocation launcher as follows:
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```
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m_colocationLauncher = new ColocationLauncher();
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``` 3. This is initialized with this invocation with the `Init` function of the `ColocationLauncher` class from the Colocation package:
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```
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m_colocationLauncher.Init(
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m_oculusUser?.ID ?? default,
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