네트워크 동기화 문제 해결
몬스터와 크립에 네트워크 관련 컴포넌트가 없는 문제 수정 포탈/캠프와 몬스터/크립 간의 계층 구조 해제 - 네트워크 오브젝트끼리 계층 구조로 둘 수 없음
This commit is contained in:
@@ -80,6 +80,7 @@
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ShowTopMostFoldoutHeaderGroup: 1
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enemyTeam: 3
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damageEffectPrefab: {fileID: 0}
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destroyEffectPrefab: {fileID: 0}
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--- !u!195 &1255224548206942124
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@@ -1445,6 +1447,84 @@ MonoBehaviour:
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isMovingParam: IsMoving
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autoLoadFromMonsterData: 1
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debugLogging: 0
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--- !u!114 &5730991426544788936
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--- !u!1 &6071706308012469538
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GameObject:
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runTestOnStart: 1
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showDetailedLogs: 1
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showDetailedLogs: 0
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@@ -2893,6 +2895,32 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::Northbound.PortListenerTestSimultaneous
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testPort: 40445
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autoStartOnEnable: 0
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m_EditorClassIdentifier: Assembly-CSharp::Northbound.SimpleNetworkMonitor
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enableOnStart: 1
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checkInterval: 2
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--- !u!114 &2053530252
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Northbound.NetworkConfigDebugger
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--- !u!1001 &2098115307
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -3542,15 +3570,15 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: GlobalObjectIdHash
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@@ -190,9 +190,7 @@ namespace Northbound
|
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networkObj = creep.AddComponent<NetworkObject>();
|
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}
|
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|
||||
networkObj.Spawn();
|
||||
|
||||
creep.transform.SetParent(transform);
|
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networkObj.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId);
|
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}
|
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|
||||
private void OnDrawGizmos()
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyPortal : MonoBehaviour
|
||||
public class EnemyPortal : NetworkBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class MonsterEntry
|
||||
@@ -131,6 +131,8 @@ public class EnemyPortal : MonoBehaviour
|
||||
|
||||
private void SpawnEnemy(GameObject prefab)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
|
||||
GameObject enemy = Instantiate(prefab, transform);
|
||||
|
||||
if (enemy.GetComponent<FogOfWarVisibility>() == null)
|
||||
@@ -140,7 +142,7 @@ public class EnemyPortal : MonoBehaviour
|
||||
visibility.updateInterval = 0.2f;
|
||||
}
|
||||
|
||||
enemy.GetComponent<NetworkObject>().Spawn();
|
||||
enemy.GetComponent<NetworkObject>().SpawnWithOwnership(NetworkManager.Singleton.LocalClientId);
|
||||
}
|
||||
|
||||
private void IncreaseCost()
|
||||
|
||||
334
Assets/Scripts/FINAL_SOLUTION_KO.md
Normal file
334
Assets/Scripts/FINAL_SOLUTION_KO.md
Normal file
@@ -0,0 +1,334 @@
|
||||
# 🎯 최종 진단 및 해결 가이드
|
||||
|
||||
## 📊 현재 상황 분석
|
||||
|
||||
### 성공한 사항
|
||||
- ✅ yougetsignal: 포트 4045 접근 가능 (외부에서 열림)
|
||||
- ✅ 방화벽: 허용 (yougetsignal 성공으로 증명)
|
||||
- ✅ OS 바인딩: 가능 (PortListenerTest 증명)
|
||||
- ✅ NetworkManager: IsServer=True, IsHost=True
|
||||
- ✅ Player Prefab: Player (할당됨)
|
||||
- ✅ Unity Transport: 4045, 0.0.0.0
|
||||
- ✅ 모든 설정: 올바름
|
||||
|
||||
### 문제: 유니티 Netcode가 반복적으로 네트워크를 종료
|
||||
```
|
||||
상황:
|
||||
- 게임 시작 → 호스트 시작됨
|
||||
- 잠시후 (1-30초) → 서버 종료됨
|
||||
- 포트 4045: 외부에서 닫힘
|
||||
- yougetsignal: "closed"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🔍 문제 원인
|
||||
|
||||
### 가장 흔한 가능성 1: AutoHost 간섭
|
||||
```
|
||||
AutoHost가 다음과 같은 행동:
|
||||
- Start()에서 자동으로 StartHost() 호출
|
||||
- NetworkManager가 이미 실행 중이면
|
||||
→ 다시 시도하거나
|
||||
→ 무시하고 넘어감
|
||||
- 하지만 연결 승인 처리 중 오류가 발생하면
|
||||
→ 자동으로 종료하거나
|
||||
→ 포트가 닫힘
|
||||
```
|
||||
|
||||
**해결책:**
|
||||
```
|
||||
씬에서 AutoHost 컴포넌트 제거
|
||||
또는 Enable Auto Host 체크 해제
|
||||
```
|
||||
|
||||
### 가장 흔한 가능성 2: NetworkConnectionHandler 승인 오류
|
||||
```
|
||||
NetworkConnectionHandler.ApprovalCheck()에서:
|
||||
- 스폰 포인트 모두 찾았음
|
||||
- 하지만 승인: response.Approved = true
|
||||
- response.CreatePlayerObject = false
|
||||
- response.Position/Rotation 설정
|
||||
|
||||
이 상황에서:
|
||||
- Netcode는 "수동 스폰으로 대기" 상태로 됨
|
||||
- 하지만 실제 플레이어 스폰하지 않음 (CreatePlayerObject=false)
|
||||
- 연결 시간초과 또는 서버 측에서 종료
|
||||
```
|
||||
|
||||
**해결책:**
|
||||
```
|
||||
NetworkConnectionHandler.ApprovalCheck() 수정:
|
||||
|
||||
response.Approved = true;
|
||||
response.CreatePlayerObject = false;
|
||||
response.PlayerPrefabHash = 0;
|
||||
response.Position = Vector3.zero;
|
||||
response.Rotation = Quaternion.identity;
|
||||
|
||||
↓
|
||||
|
||||
response.Approved = true;
|
||||
response.CreatePlayerObject = true; // 스폰 생성!
|
||||
response.PlayerPrefabHash = NetworkManager.Singleton.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
|
||||
```
|
||||
|
||||
### 가능성 3: 다른 스크립트에서 Shutdown() 호출
|
||||
```
|
||||
AutoHost, 네트워크 관련 스크립트 등에서
|
||||
- 명시적이든 아니든 NetworkManager.Shutdown()를 호출
|
||||
- 연결 제대로 되지 않아도 호출됨
|
||||
```
|
||||
|
||||
**해결책:**
|
||||
```
|
||||
- 모든 스크립트에서 Shutdown() 호출 제거
|
||||
- 또는 명시적인 조건문 추가
|
||||
```
|
||||
|
||||
### 가능성 4: 네트워크 이벤트에서 예외 발생
|
||||
```
|
||||
NetworkConnectionHandler의 다른 이벤트 핸들러에서
|
||||
- 예외가 발생해 NetworkManager.Shutdown() 트리거
|
||||
```
|
||||
|
||||
**해결책:**
|
||||
```
|
||||
try-catch로 래핑 및 로깅 추가
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ✅ 해결 단계 (순서대로 수행)
|
||||
|
||||
### 1단계: AutoHost 제거 (가장 중요!)
|
||||
```
|
||||
1. 씬에서 AutoHost 게임오브젝트 찾기
|
||||
2. 제거 (컴포넌트 우클릭 → Remove Component)
|
||||
3. 또는 Enable Auto Host 체크 해제
|
||||
```
|
||||
|
||||
### 2단계: SimpleNetworkMonitor 추가
|
||||
```
|
||||
1. SimpleNetworkMonitor를 씬에 추가
|
||||
2. 플레이하여 5-10초간 관찰
|
||||
3. "Server stopped X times!" 메시지가 나오면
|
||||
→ 이것이 문제 원인 확인!
|
||||
```
|
||||
|
||||
### 3단계: 문제 원인 찾기
|
||||
```
|
||||
Monitor에서 다음을 확인:
|
||||
|
||||
정상적인 경우:
|
||||
- Server started (Count: 1)
|
||||
- 그 후 중지 중단 없음
|
||||
- Server uptime: 계속 증가
|
||||
|
||||
불안정적인 경우 (현재 문제):
|
||||
- Server started (Count: 1)
|
||||
- Server stopped (Count: 1+)
|
||||
- Server started (Count: 2+)
|
||||
- Server stopped (Count: 2+)
|
||||
- 짧은 업타임 (1-30초)
|
||||
```
|
||||
|
||||
### 4단계: AutoHost가 원인인지 확인
|
||||
```
|
||||
|
||||
1. AutoHost 제거 후 테스트
|
||||
2. 호스트 시작
|
||||
3. Monitor 관찰
|
||||
4. 포트 열린 상태 확인 (yougetsignal)
|
||||
|
||||
이것으로 해결되면:
|
||||
→ AutoHost가 문제였음!
|
||||
|
||||
해결되지 않으면:
|
||||
→ 다른 원인 찾아야 함
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🎯 팀원과 테스트 방법
|
||||
|
||||
### 호스트 (당신)
|
||||
```
|
||||
1. AutoHost 제거
|
||||
2. SimpleNetworkMonitor 추가
|
||||
3. 호스트 시작
|
||||
4. Monitor에서 "Server uptime" 관찰
|
||||
5. yougetsignal에서 포트 4045 확인
|
||||
6. 팀원에게 퍼블릭 IP 공유
|
||||
```
|
||||
|
||||
### 팀원
|
||||
```
|
||||
1. 에디터에서 클라이언트 모드 시작
|
||||
2. 당신의 퍼블릭 IP 입력: 4045
|
||||
3. "연결" 클릭
|
||||
4. 성공: 플레이어 스폰, 게임 시작! 🎉
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📊 예상 결과
|
||||
|
||||
### 성공한 경우
|
||||
```
|
||||
Monitor 로그:
|
||||
[SimpleMonitor] Server started (Count: 1)
|
||||
[SimpleMonitor] Server uptime: 10s, 20s, 30s...
|
||||
[SimpleMonitor] Client connected: [팀원 ID]
|
||||
|
||||
팀원:
|
||||
- 접속 성공!
|
||||
- 플레이어 스폰됨
|
||||
- 게임 시작 가능!
|
||||
|
||||
yougetsignal:
|
||||
- Port 4045: open
|
||||
```
|
||||
|
||||
### 실패하는 경우 (현재)
|
||||
```
|
||||
Monitor 로그:
|
||||
[SimpleMonitor] Server started (Count: 1)
|
||||
[SimpleMonitor] Server stopped (Count: 1, Uptime: 5s)
|
||||
[SimpleMonitor] Server started (Count: 2)
|
||||
[SimpleMonitor] Server stopped (Count: 2, Uptime: 8s)
|
||||
|
||||
팀원:
|
||||
- 접속 시도
|
||||
- "Failed to connect" 에러
|
||||
- 포트가 닫힘 있어서 실패
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🔧 필수 조치
|
||||
|
||||
### 1. AutoHost 제거 (즉시)
|
||||
```
|
||||
AutoHost는 게임에 필요 없음
|
||||
- 네트워크 연결 UI를 사용하세요
|
||||
- NetworkConnectionHelper나
|
||||
- 또는 직접 NetworkManager.StartHost()
|
||||
```
|
||||
|
||||
### 2. 설정 확인
|
||||
```
|
||||
NetworkManager → Network Config:
|
||||
✓ Player Prefab: Player
|
||||
✓ Connection Approval: 체크
|
||||
✓ Enable Scene Management: 체크
|
||||
|
||||
Unity Transport:
|
||||
✓ Port: 4045
|
||||
✓ Address: 0.0.0.0
|
||||
✓ ServerListenAddress: 0.0.0.0
|
||||
```
|
||||
|
||||
### 3. 방화벽 확인
|
||||
```
|
||||
Windows 방화벽:
|
||||
- 포트 4045 허용
|
||||
- Unity Editor 허용
|
||||
- 빌드 실행파일 허용
|
||||
|
||||
라우터:
|
||||
- 포트 포워딩 구성됨
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📋 테스트 체크리스트
|
||||
|
||||
### 호스트 측
|
||||
- [ ] AutoHost 제거됨
|
||||
- [ ] SimpleNetworkMonitor 추가됨
|
||||
- [ ] 호스트 시작 성공
|
||||
- [ ] 서버 중지 없음 (최소 30초)
|
||||
- [ ] Monitor: "Server uptime: 30s+" 표시
|
||||
- [ ] yougetsignal: "Port 4045 is open"
|
||||
|
||||
### 팀원 측
|
||||
- [ ] 퍼블릭 IP 입력: 4045
|
||||
- [ ] "연결" 클릭
|
||||
- [ ] 접속 성공
|
||||
- [ ] 플레이어 스폰됨
|
||||
- [ ] 게임 시작 가능
|
||||
|
||||
---
|
||||
|
||||
## 🚀 다음 액션
|
||||
|
||||
### 지금 당장 할 것
|
||||
```
|
||||
1. AutoHost 제거 (씬에서 찾기 → Remove Component)
|
||||
2. 플레이하여 10초간 관찰
|
||||
3. Monitor 로그 확인
|
||||
4. "Server stopped X times!" 보이면
|
||||
→ 이것이 해결해야 할 포인트!
|
||||
```
|
||||
|
||||
### Monitor가 보여주는 것
|
||||
```
|
||||
정상:
|
||||
✓ Server started (Count: 1)
|
||||
✓ Uptime: 계속 증가
|
||||
✓ Client connected: [ID]
|
||||
|
||||
불안정 (현재):
|
||||
✗ Server stopped (Count: 1)
|
||||
✗ Server stopped (Count: 2+)
|
||||
✗ 짧은 업타임
|
||||
✗ Uptime: 5s, 10s, 15s
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🎯 해결 우선순위
|
||||
|
||||
### 1순위: AutoHost 제거 (가장 중요!)
|
||||
- 이것이 가장 흔한 원인
|
||||
- 완전히 제거 필요
|
||||
|
||||
### 2순위: Monitor 관찰
|
||||
- 5-10초 관찰
|
||||
- Server가 안정적인지 확인
|
||||
|
||||
### 3순위: 팀원 테스트
|
||||
- 설정이 안정적이면 테스트
|
||||
- 문제 지속되면 추가 조치
|
||||
|
||||
### 4순위: 네트워크 로그 분석
|
||||
- Console에서 경고/에러 확인
|
||||
- Shutdown()이 언제 호출되는지 파악
|
||||
|
||||
---
|
||||
|
||||
## 💡 성공하면 보게 될 것
|
||||
|
||||
```
|
||||
Monitor: Server uptime: 60s+
|
||||
yougetsignal: Port 4045 is open
|
||||
팀원: 접속 성공!
|
||||
게임: 팀원 플레이어 스폰됨, 시작 가능! 🎉
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📞 참고
|
||||
|
||||
이 가이드의 모든 설정이:
|
||||
- ✅ yougetsignal 성공으로 검증됨 (외부 접근 가능)
|
||||
- ✅ 포트 포워딩 작동 중
|
||||
- ✅ 방화벽 허용
|
||||
- ✅ OS 바인딩 가능
|
||||
|
||||
현재 유일한 문제:
|
||||
- 유니티 Netcode가 반복적으로 서버를 중지
|
||||
- 포트가 1-30초 후 닫힘
|
||||
|
||||
해결책: AutoHost 제거가 이 문제를 해결할 가능성이 가장 높음!
|
||||
7
Assets/Scripts/FINAL_SOLUTION_KO.md.meta
Normal file
7
Assets/Scripts/FINAL_SOLUTION_KO.md.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cbc87bc6c6ff80843a00d9ca19932155
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -25,21 +25,21 @@ namespace Northbound
|
||||
private NetworkVariable<float> _currentTime = new NetworkVariable<float>(
|
||||
0f,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server
|
||||
NetworkVariableWritePermission.Owner
|
||||
);
|
||||
|
||||
// 타이머 실행 중 여부
|
||||
private NetworkVariable<bool> _isRunning = new NetworkVariable<bool>(
|
||||
false,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server
|
||||
NetworkVariableWritePermission.Owner
|
||||
);
|
||||
|
||||
// 현재 사이클 번호
|
||||
private NetworkVariable<int> _cycleCount = new NetworkVariable<int>(
|
||||
0,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server
|
||||
NetworkVariableWritePermission.Owner
|
||||
);
|
||||
|
||||
// 이벤트
|
||||
@@ -83,7 +83,7 @@ namespace Northbound
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!IsServer || !_isRunning.Value)
|
||||
if (!IsServer || !IsOwner || !_isRunning.Value)
|
||||
return;
|
||||
|
||||
_currentTime.Value -= Time.deltaTime;
|
||||
|
||||
@@ -116,7 +116,6 @@ namespace Northbound
|
||||
private List<Vector3> _spawnedPositions = new List<Vector3>();
|
||||
private List<Vector3> _creepCampPositions = new List<Vector3>();
|
||||
private List<GameObject> _creepPrefabs = new List<GameObject>();
|
||||
private Transform _objectsParent;
|
||||
|
||||
[System.Serializable]
|
||||
public class ObstacleEntry
|
||||
@@ -188,19 +187,6 @@ namespace Northbound
|
||||
|
||||
private void GenerateMap()
|
||||
{
|
||||
if (groupUnderParent)
|
||||
{
|
||||
_objectsParent = new GameObject("Generated Map Objects").transform;
|
||||
_objectsParent.SetParent(transform);
|
||||
|
||||
NetworkObject parentNetworkObj = _objectsParent.gameObject.GetComponent<NetworkObject>();
|
||||
if (parentNetworkObj == null)
|
||||
{
|
||||
parentNetworkObj = _objectsParent.gameObject.AddComponent<NetworkObject>();
|
||||
}
|
||||
parentNetworkObj.Spawn();
|
||||
}
|
||||
|
||||
_spawnedPositions.Clear();
|
||||
_creepCampPositions.Clear();
|
||||
|
||||
@@ -412,7 +398,7 @@ namespace Northbound
|
||||
for (int i = 0; i < _generatedResources.Length; i++)
|
||||
{
|
||||
GameObject resourceObj = Instantiate(resourcePrefab, new Vector3(_generatedResources[i].position.x, 1f, _generatedResources[i].position.y), Quaternion.identity);
|
||||
|
||||
|
||||
Resource resource = resourceObj.GetComponent<Resource>();
|
||||
if (resource == null)
|
||||
{
|
||||
@@ -422,15 +408,11 @@ namespace Northbound
|
||||
}
|
||||
|
||||
resource.InitializeQuality(_generatedResources[i].qualityModifier);
|
||||
|
||||
|
||||
NetworkObject networkObj = resourceObj.GetComponent<NetworkObject>();
|
||||
if (networkObj != null)
|
||||
{
|
||||
networkObj.Spawn();
|
||||
if (groupUnderParent && _objectsParent != null)
|
||||
{
|
||||
resourceObj.transform.SetParent(_objectsParent);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -557,11 +539,6 @@ namespace Northbound
|
||||
|
||||
networkObj.Spawn();
|
||||
|
||||
if (groupUnderParent && _objectsParent != null)
|
||||
{
|
||||
obstacle.transform.SetParent(_objectsParent);
|
||||
}
|
||||
|
||||
if (obstacle.GetComponent<FogOfWarVisibility>() == null)
|
||||
{
|
||||
var visibility = obstacle.AddComponent<FogOfWarVisibility>();
|
||||
@@ -657,18 +634,7 @@ namespace Northbound
|
||||
|
||||
private int CountObstacleType(GameObject prefab)
|
||||
{
|
||||
int count = 0;
|
||||
if (_objectsParent != null)
|
||||
{
|
||||
foreach (Transform child in _objectsParent)
|
||||
{
|
||||
if (child.name.StartsWith(prefab.name))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
return count;
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -860,6 +826,13 @@ namespace Northbound
|
||||
{
|
||||
GameObject campObj = Instantiate(creepCampPrefab, position, Quaternion.identity);
|
||||
|
||||
if (campObj.GetComponent<FogOfWarVisibility>() == null)
|
||||
{
|
||||
var visibility = campObj.AddComponent<FogOfWarVisibility>();
|
||||
visibility.showInExploredAreas = false;
|
||||
visibility.updateInterval = 0.2f;
|
||||
}
|
||||
|
||||
CreepCamp creepCamp = campObj.GetComponent<CreepCamp>();
|
||||
if (creepCamp == null)
|
||||
{
|
||||
@@ -879,18 +852,6 @@ namespace Northbound
|
||||
}
|
||||
|
||||
networkObj.Spawn();
|
||||
|
||||
if (groupUnderParent && _objectsParent != null)
|
||||
{
|
||||
campObj.transform.SetParent(_objectsParent);
|
||||
}
|
||||
|
||||
if (campObj.GetComponent<FogOfWarVisibility>() == null)
|
||||
{
|
||||
var visibility = campObj.AddComponent<FogOfWarVisibility>();
|
||||
visibility.showInExploredAreas = false;
|
||||
visibility.updateInterval = 0.2f;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -912,34 +873,6 @@ namespace Northbound
|
||||
|
||||
public void ClearGeneratedObjects()
|
||||
{
|
||||
if (_objectsParent != null)
|
||||
{
|
||||
NetworkObject parentNetworkObj = _objectsParent.GetComponent<NetworkObject>();
|
||||
if (parentNetworkObj != null && parentNetworkObj.IsSpawned)
|
||||
{
|
||||
parentNetworkObj.Despawn(true);
|
||||
}
|
||||
|
||||
foreach (Transform child in _objectsParent)
|
||||
{
|
||||
NetworkObject networkObj = child.GetComponent<NetworkObject>();
|
||||
if (networkObj != null && networkObj.IsSpawned)
|
||||
{
|
||||
networkObj.Despawn(true);
|
||||
}
|
||||
}
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
Destroy(_objectsParent.gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(_objectsParent.gameObject);
|
||||
}
|
||||
_objectsParent = null;
|
||||
}
|
||||
|
||||
_spawnedPositions.Clear();
|
||||
}
|
||||
|
||||
|
||||
@@ -32,13 +32,13 @@ namespace Northbound
|
||||
private NetworkVariable<float> _networkSpeed = new NetworkVariable<float>(
|
||||
0f,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server
|
||||
NetworkVariableWritePermission.Owner
|
||||
);
|
||||
|
||||
private NetworkVariable<bool> _networkIsMoving = new NetworkVariable<bool>(
|
||||
false,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server
|
||||
NetworkVariableWritePermission.Owner
|
||||
);
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
@@ -101,7 +101,7 @@ namespace Northbound
|
||||
{
|
||||
if (!IsSpawned) return;
|
||||
|
||||
if (IsServer)
|
||||
if (IsServer && IsOwner)
|
||||
{
|
||||
UpdateServerSide();
|
||||
}
|
||||
|
||||
67
Assets/Scripts/NetworkConfigDebugger.cs
Normal file
67
Assets/Scripts/NetworkConfigDebugger.cs
Normal file
@@ -0,0 +1,67 @@
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace Northbound
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkConfig의 모든 설정을 로그로 출력하여 서버/클라이언트 차이점을 확인
|
||||
/// </summary>
|
||||
public class NetworkConfigDebugger : MonoBehaviour
|
||||
{
|
||||
[ContextMenu("Log NetworkConfig Details")]
|
||||
public void LogNetworkConfig()
|
||||
{
|
||||
if (NetworkManager.Singleton == null)
|
||||
{
|
||||
Debug.LogError("[NetworkConfigDebugger] NetworkManager not found!");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("=== NETWORK CONFIG DEBUGGER ===");
|
||||
|
||||
var config = NetworkManager.Singleton.NetworkConfig;
|
||||
var transport = NetworkManager.Singleton.GetComponent<Unity.Netcode.Transports.UTP.UnityTransport>();
|
||||
|
||||
Debug.Log("<color=cyan>Basic Config:</color>");
|
||||
Debug.Log($" ProtocolVersion: {config.ProtocolVersion}");
|
||||
Debug.Log($" TickRate: {config.TickRate}");
|
||||
Debug.Log($" ClientConnectionBufferTimeout: {config.ClientConnectionBufferTimeout}");
|
||||
Debug.Log($" EnsureNetworkVariableLengthSafety: {config.EnsureNetworkVariableLengthSafety}");
|
||||
|
||||
Debug.Log("<color=cyan>Connection Settings:</color>");
|
||||
Debug.Log($" ConnectionApproval: {config.ConnectionApproval}");
|
||||
Debug.Log($" EnableSceneManagement: {config.EnableSceneManagement}");
|
||||
Debug.Log($" EnableNetworkLogs: {config.EnableNetworkLogs}");
|
||||
|
||||
Debug.Log("<color=cyan>Spawn Settings:</color>");
|
||||
Debug.Log($" ForceSamePrefabs: {config.ForceSamePrefabs}");
|
||||
Debug.Log($" RecycleNetworkIds: {config.RecycleNetworkIds}");
|
||||
Debug.Log($" PlayerPrefab: {config.PlayerPrefab?.name ?? "NULL"}");
|
||||
|
||||
Debug.Log("<color=cyan>NetworkPrefabs ({config.Prefabs.Prefabs.Count}):</color>");
|
||||
foreach (var prefab in config.Prefabs.Prefabs)
|
||||
{
|
||||
Debug.Log($" - {prefab.Prefab.name} (Hash: {prefab.Prefab.GetHashCode()})");
|
||||
}
|
||||
|
||||
Debug.Log("<color=cyan>Transport:</color>");
|
||||
if (transport != null)
|
||||
{
|
||||
Debug.Log($" Address: {transport.ConnectionData.Address}");
|
||||
Debug.Log($" Port: {transport.ConnectionData.Port}");
|
||||
Debug.Log($" ServerData: {transport.ConnectionData.ServerListenAddress}:{transport.ConnectionData.Port}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError(" Transport not found!");
|
||||
}
|
||||
|
||||
Debug.Log("================================");
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Invoke(nameof(LogNetworkConfig), 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/NetworkConfigDebugger.cs.meta
Normal file
2
Assets/Scripts/NetworkConfigDebugger.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8ab98e4f98fbe4e44a4a2f7cb8fe59ca
|
||||
115
Assets/Scripts/SimpleNetworkMonitor.cs
Normal file
115
Assets/Scripts/SimpleNetworkMonitor.cs
Normal file
@@ -0,0 +1,115 @@
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace Northbound
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple monitor for network restarts
|
||||
/// Detects if Unity Netcode is shutting down repeatedly
|
||||
/// </summary>
|
||||
public class SimpleNetworkMonitor : MonoBehaviour
|
||||
{
|
||||
[Header("Settings")]
|
||||
[SerializeField] private bool enableOnStart = true;
|
||||
[SerializeField] private float checkInterval = 2f;
|
||||
|
||||
private NetworkManager _networkManager;
|
||||
private float _lastCheckTime;
|
||||
private int _serverStopCount = 0;
|
||||
private int _serverStartCount = 0;
|
||||
private float _lastServerStartTime = 0f;
|
||||
private int _eventsLogged = 0;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (enableOnStart)
|
||||
{
|
||||
_networkManager = NetworkManager.Singleton;
|
||||
Debug.Log("[SimpleMonitor] Simple Network Monitor started");
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_networkManager == null)
|
||||
{
|
||||
_networkManager = NetworkManager.Singleton;
|
||||
}
|
||||
|
||||
if (Time.time - _lastCheckTime >= checkInterval)
|
||||
{
|
||||
_lastCheckTime = Time.time;
|
||||
CheckNetworkStatus();
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckNetworkStatus()
|
||||
{
|
||||
if (_networkManager == null)
|
||||
{
|
||||
Debug.LogWarning("[SimpleMonitor] NetworkManager not found");
|
||||
return;
|
||||
}
|
||||
|
||||
bool isServer = _networkManager.IsServer;
|
||||
bool isClient = _networkManager.IsClient;
|
||||
bool isHost = _networkManager.IsHost;
|
||||
|
||||
if (isServer && !isClient && _eventsLogged < 3)
|
||||
{
|
||||
_serverStartCount++;
|
||||
_lastServerStartTime = Time.time;
|
||||
Debug.Log("[SimpleMonitor] Server started (Count: " + _serverStartCount + ")");
|
||||
_eventsLogged++;
|
||||
}
|
||||
|
||||
if (!isServer && !isClient && _lastServerStartTime > 0f && _eventsLogged < 50)
|
||||
{
|
||||
float uptime = Time.time - _lastServerStartTime;
|
||||
_serverStopCount++;
|
||||
Debug.LogWarning("[SimpleMonitor] Server stopped (Count: " + _serverStopCount + ", Uptime: " + uptime.ToString("F1") + "s)");
|
||||
_eventsLogged++;
|
||||
|
||||
if (_serverStopCount >= 3)
|
||||
{
|
||||
Debug.LogError("[SimpleMonitor] SERVER STOPPED " + _serverStopCount + " TIMES!");
|
||||
Debug.LogError("[SimpleMonitor] This is why port closes!");
|
||||
Debug.LogError("[SimpleMonitor] Something is calling NetworkManager.Shutdown()");
|
||||
}
|
||||
}
|
||||
|
||||
if (isServer && _serverStartCount > 0)
|
||||
{
|
||||
if (_eventsLogged % 10 == 0)
|
||||
{
|
||||
float uptime = Time.time - _lastServerStartTime;
|
||||
Debug.Log("[SimpleMonitor] Server uptime: " + uptime.ToString("F1") + "s");
|
||||
_eventsLogged++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("Reset Counters")]
|
||||
public void ResetCounters()
|
||||
{
|
||||
_serverStopCount = 0;
|
||||
_serverStartCount = 0;
|
||||
_lastServerStartTime = 0f;
|
||||
_eventsLogged = 0;
|
||||
Debug.Log("[SimpleMonitor] Counters reset");
|
||||
}
|
||||
|
||||
[ContextMenu("Show Stats")]
|
||||
public void ShowStats()
|
||||
{
|
||||
Debug.Log("=== SIMPLE MONITOR STATS ===");
|
||||
Debug.Log("Server Stops: " + _serverStopCount);
|
||||
Debug.Log("Server Starts: " + _serverStartCount);
|
||||
Debug.Log("NetworkManager:");
|
||||
Debug.Log(" IsServer: " + (_networkManager != null ? _networkManager.IsServer.ToString() : "null"));
|
||||
Debug.Log(" IsClient: " + (_networkManager != null ? _networkManager.IsClient.ToString() : "null"));
|
||||
Debug.Log(" IsHost: " + (_networkManager != null ? _networkManager.IsHost.ToString() : "null"));
|
||||
Debug.Log("============================");
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/SimpleNetworkMonitor.cs.meta
Normal file
2
Assets/Scripts/SimpleNetworkMonitor.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 977685b2792b7684dbc782d410338a51
|
||||
Reference in New Issue
Block a user