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Creating workers with WorkerConnector

This document relates to the MonoBehaviour workflow.

See first the documentation on:

To demonstrate use of the Worker class, the GDK contains an example implementation of how to create a Worker object and connect to SpatialOS. We provide an abstract WorkerConnector class and a DefaultWorkerConnector implementing the abstract methods to get you started quickly. You can extend it further by creating classes which inherit from it. The WorkerConnector is a MonoBehaviour script. You can use it to create multiple workers in one Scene by adding it to multiple GameObjects, each GameObject creating a different worker.

When you have multiple workers represented as GameObjects in a scene, you are likely to have multiple ECS entities checked out to that worker. To make sure you don’t have all the ECS entities which are checked out to a worker/GameObject in the same (x, y, z) location, we use an offset for each ECS entity against the origin of the worker/GameObject. We call the offset of the worker/GameObject origin, the “translation”.

How to use worker prefabs

In the GDK’s Playground project, we provide an example implementation of a client-worker and a server-worker connecting using the WorkerConnector. These are stored as prefabs, so that you can use them directly in your Scenes. The prefabs are stored inside Playground/Resources/Prefabs/Worker:

  • ClientWorker: This prefab has the ClientWorkerConnector attached to it. This is a sample implementation to connect as a client-worker. (Note that the client-worker is sometimes called UnityClient.)
  • GameLogicWorker: This prefab has the GameLogicWorkerConnector attached to it. This is a sample implementation to connect as a server-worker.

We provide three sample Scenes:

  • SampleScene: This Scene contains both the ClientWorker and the GameLogicWorker prefabs and starts both workers as soon as you load the scene.
  • ClientScene: This Scene contains only the ClientWorker prefab which you can use to build your client-worker for cloud deployments.
  • GameLogicScene: This Scene contains only the GameLogicWorker prefab which you can use to build your server worker for cloud deployments.

How to create your own WorkerConnector

You can inherit from the WorkerConnector class to create your own connection logic, dependent on the type of the worker that you want to create.

Showing what your implementation, inheriting from DefaultWorkerConnector, could look like.

public class ClientWorkerConnector : DefaultWorkerConnector
	private async void Start()
    	// try to connect as a worker of type UnityClient
    	await Connect("UnityClient", new ForwardingDispatcher())

	protected override string SelectDeploymentName(DeploymentList deployments)
    	// return the name of the first active deployment that you can find
    	return deployments.Deployments[0].DeploymentName;

	protected override void HandleWorkerConnectionEstablished()
    	// add all the systems that you want on your workers

	protected override void HandleWorkerConnectionFailure()
    	Debug.Log("Failed to create worker.");

	public override void Dispose()
    	// need to call base.Dispose() to properly clean up
    	// the ECS world and the connection

How to modify the connection configuration

When inheriting from the WorkerConnector, you can override GetLocatorConfig and GetReceptionistConfig to modify the connection configuration used to connect to the Locator or Receptionist. See Connecting to SpatialOS to find out more about the connection flows for client-workers and server-workers.

Override the connection Receptionist connection flow configuration.

protected override ReceptionistConfig GetReceptionistConfig(string workerType)
	return new ReceptionistConfig
    	WorkerType = workerType,
    	WorkerId = CreateNewWorkerId(workerType),
    	UseExternalIp = UseExternalIp

How to decide whether to use the Locator or the Receptionist flow

(See Connecting to SpatialOS to find out more about the connection flows for client-workers and server-workers)

The WorkerConnector provides a default implementation to decide which connection flow to use based on whether the application is running in the Unity Editor and whether it can find a login token. You can change the behavior by overriding the ShouldUseLocator method.

Overriding the Locator connection flow configuration.

protected override bool ShouldUseLocator()
	// Your worker will always connect via the Receptionist.
	// This is the expected behaviour for any server-worker.
	return false;

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