com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
This commit is contained in:
@@ -1463,8 +1463,6 @@ namespace Unity.Netcode.Components
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// For test logging purposes
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internal NetworkTransformState SynchronizeState;
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// DANGO-TODO: We will want to remove this when we migrate NetworkTransforms to a dedicated internal message
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private const ushort k_NetworkTransformStateMagic = 0xf48d;
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#endregion
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#region ONSYNCHRONIZE
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@@ -1489,19 +1487,10 @@ namespace Unity.Netcode.Components
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HalfVectorRotation = new HalfVector4(),
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HalfVectorScale = new HalfVector3(),
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NetworkDeltaPosition = new NetworkDeltaPosition(),
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};
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if (serializer.IsWriter)
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{
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// DANGO-TODO: This magic value is sent to the server in order to identify the network transform.
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// The server discards it before forwarding synchronization data to other clients.
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if (NetworkManager.DistributedAuthorityMode && NetworkManager.CMBServiceConnection)
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{
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var writer = serializer.GetFastBufferWriter();
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writer.WriteValueSafe(k_NetworkTransformStateMagic);
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}
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SynchronizeState.IsTeleportingNextFrame = true;
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var transformToCommit = transform;
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// If we are using Half Float Precision, then we want to only synchronize the authority's m_HalfPositionState.FullPosition in order for
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@@ -3060,12 +3049,44 @@ namespace Unity.Netcode.Components
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base.InternalOnNetworkSessionSynchronized();
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}
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private void ApplyPlayerTransformState()
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{
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SynchronizeState.InLocalSpace = InLocalSpace;
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SynchronizeState.UseInterpolation = Interpolate;
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SynchronizeState.QuaternionSync = UseQuaternionSynchronization;
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SynchronizeState.UseHalfFloatPrecision = UseHalfFloatPrecision;
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SynchronizeState.QuaternionCompression = UseQuaternionCompression;
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SynchronizeState.UsePositionSlerp = SlerpPosition;
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}
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/// <summary>
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/// For dynamically spawned NetworkObjects, when the non-authority instance's client is already connected and
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/// the SynchronizeState is still pending synchronization then we want to finalize the synchornization at this time.
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/// </summary>
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protected internal override void InternalOnNetworkPostSpawn()
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{
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// This is a special case for client-server where a server is spawning an owner authoritative NetworkObject but has yet to serialize anything.
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// When the server detects that:
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// - We are not in a distributed authority session (DAHost check).
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// - This is the first/root NetworkTransform.
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// - We are in owner authoritative mode.
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// - The NetworkObject is not owned by the server.
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// - The SynchronizeState.IsSynchronizing is set to false.
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// Then we want to:
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// - Force the "IsSynchronizing" flag so the NetworkTransform has its state updated properly and runs through the initialization again.
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// - Make sure the SynchronizingState is updated to the instantiated prefab's default flags/settings.
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if (NetworkManager.IsServer && !NetworkManager.DistributedAuthorityMode && m_IsFirstNetworkTransform && !OnIsServerAuthoritative() && !IsOwner && !SynchronizeState.IsSynchronizing)
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{
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// Assure the first/root NetworkTransform has the synchronizing flag set so the server runs through the final post initialization steps
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SynchronizeState.IsSynchronizing = true;
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// Assure the SynchronizeState matches the initial prefab's values for each associated NetworkTransfrom (this includes root + all children)
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foreach (var child in NetworkObject.NetworkTransforms)
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{
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child.ApplyPlayerTransformState();
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}
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// Now fall through to the final synchronization portion of the spawning for NetworkTransform
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}
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if (!CanCommitToTransform && NetworkManager.IsConnectedClient && SynchronizeState.IsSynchronizing)
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{
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NonAuthorityFinalizeSynchronization();
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@@ -6,13 +6,70 @@ using UnityEngine;
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namespace Unity.Netcode.Components
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{
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/// <summary>
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/// Information a <see cref="Rigidbody"/> returns to <see cref="RigidbodyContactEventManager"/> via <see cref="IContactEventHandlerWithInfo.GetContactEventHandlerInfo"/> <br />
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/// if the <see cref="Rigidbody"/> registers itself with <see cref="IContactEventHandlerWithInfo"/> as opposed to <see cref="IContactEventHandler"/>.
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/// </summary>
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public struct ContactEventHandlerInfo
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{
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/// <summary>
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/// When set to true, the <see cref="RigidbodyContactEventManager"/> will include non-Rigidbody based contact events.<br />
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/// When the <see cref="RigidbodyContactEventManager"/> invokes the <see cref="IContactEventHandler.ContactEvent"/> it will return null in place <br />
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/// of the collidingBody parameter if the contact event occurred with a collider that is not registered with the <see cref="RigidbodyContactEventManager"/>.
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/// </summary>
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public bool ProvideNonRigidBodyContactEvents;
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/// <summary>
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/// When set to true, the <see cref="RigidbodyContactEventManager"/> will prioritize invoking <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> <br /></br>
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/// if it is the 2nd colliding body in the contact pair being processed. With distributed authority, setting this value to true when a <see cref="NetworkObject"/> is owned by the local client <br />
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/// will assure <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> is only invoked on the authoritative side.
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/// </summary>
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public bool HasContactEventPriority;
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}
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/// <summary>
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/// Default implementation required to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.
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/// </summary>
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/// <remarks>
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/// Recommended to implement this method on a <see cref="NetworkBehaviour"/> component
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/// </remarks>
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public interface IContactEventHandler
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{
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/// <summary>
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/// Should return a <see cref="Rigidbody"/>.
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/// </summary>
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Rigidbody GetRigidbody();
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/// <summary>
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/// Invoked by the <see cref="RigidbodyContactEventManager"/> instance.
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/// </summary>
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/// <param name="eventId">A unique contact event identifier.</param>
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/// <param name="averagedCollisionNormal">The average normal of the collision between two colliders.</param>
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/// <param name="collidingBody">If not null, this will be a registered <see cref="Rigidbody"/> that was part of the collision contact event.</param>
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/// <param name="contactPoint">The world space location of the contact event.</param>
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/// <param name="hasCollisionStay">Will be set if this is a collision stay contact event (i.e. it is not the first contact event and continually has contact)</param>
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/// <param name="averagedCollisionStayNormal">The average normal of the collision stay contact over time.</param>
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void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
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}
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/// <summary>
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/// This is an extended version of <see cref="IContactEventHandler"/> and can be used to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance. <br />
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/// This provides additional <see cref="ContactEventHandlerInfo"/> information to the <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing.
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/// </summary>
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public interface IContactEventHandlerWithInfo : IContactEventHandler
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{
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/// <summary>
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/// Invoked by <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing (prior to processing).
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/// </summary>
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/// <returns><see cref="ContactEventHandlerInfo"/></returns>
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ContactEventHandlerInfo GetContactEventHandlerInfo();
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}
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/// <summary>
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/// Add this component to an in-scene placed GameObject to provide faster collision event processing between <see cref="Rigidbody"/> instances and optionally static colliders.
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/// <see cref="IContactEventHandler"/> <br />
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/// <see cref="IContactEventHandlerWithInfo"/> <br />
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/// <see cref="ContactEventHandlerInfo"/> <br />
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/// </summary>
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[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
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public class RigidbodyContactEventManager : MonoBehaviour
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{
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@@ -34,6 +91,7 @@ namespace Unity.Netcode.Components
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private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
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private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
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private readonly Dictionary<int, ContactEventHandlerInfo> m_HandlerInfo = new Dictionary<int, ContactEventHandlerInfo>();
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private void OnEnable()
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{
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@@ -49,6 +107,15 @@ namespace Unity.Netcode.Components
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Instance = this;
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}
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/// <summary>
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/// Any <see cref="IContactEventHandler"/> implementation can register a <see cref="Rigidbody"/> to be handled by this <see cref="RigidbodyContactEventManager"/> instance.
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/// </summary>
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/// <remarks>
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/// You should enable <see cref="Collider.providesContacts"/> for each <see cref="Collider"/> associated with the <see cref="Rigidbody"/> being registered.<br/>
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/// You can enable this during run time or within the editor's inspector view.
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/// </remarks>
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/// <param name="contactEventHandler"><see cref="IContactEventHandler"/> or <see cref="IContactEventHandlerWithInfo"/></param>
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/// <param name="register">true to register and false to remove from being registered</param>
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public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
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{
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var rigidbody = contactEventHandler.GetRigidbody();
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@@ -64,6 +131,22 @@ namespace Unity.Netcode.Components
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{
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m_HandlerMapping.Add(instanceId, contactEventHandler);
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}
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if (!m_HandlerInfo.ContainsKey(instanceId))
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{
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var handlerInfo = new ContactEventHandlerInfo()
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{
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HasContactEventPriority = true,
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ProvideNonRigidBodyContactEvents = false,
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};
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var handlerWithInfo = contactEventHandler as IContactEventHandlerWithInfo;
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if (handlerWithInfo != null)
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{
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handlerInfo = handlerWithInfo.GetContactEventHandlerInfo();
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}
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m_HandlerInfo.Add(instanceId, handlerInfo);
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}
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}
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else
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{
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@@ -88,25 +171,98 @@ namespace Unity.Netcode.Components
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private void ProcessCollisions()
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{
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foreach (var contactEventHandler in m_HandlerMapping)
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{
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var handlerWithInfo = contactEventHandler.Value as IContactEventHandlerWithInfo;
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if (handlerWithInfo != null)
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{
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m_HandlerInfo[contactEventHandler.Key] = handlerWithInfo.GetContactEventHandlerInfo();
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}
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else
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{
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var info = m_HandlerInfo[contactEventHandler.Key];
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info.HasContactEventPriority = !m_RigidbodyMapping[contactEventHandler.Key].isKinematic;
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m_HandlerInfo[contactEventHandler.Key] = info;
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}
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}
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ContactEventHandlerInfo contactEventHandlerInfo0;
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ContactEventHandlerInfo contactEventHandlerInfo1;
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// Process all collisions
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for (int i = 0; i < m_Count; i++)
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{
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var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
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var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
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var rb0Valid = thisInstanceID != 0 && m_RigidbodyMapping.ContainsKey(thisInstanceID);
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var rb1Valid = otherInstanceID != 0 && m_RigidbodyMapping.ContainsKey(otherInstanceID);
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// Only notify registered rigid bodies.
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if (!rb0Valid || !rb1Valid || !m_HandlerMapping.ContainsKey(thisInstanceID))
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var contactHandler0 = (IContactEventHandler)null;
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var contactHandler1 = (IContactEventHandler)null;
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var preferredContactHandler = (IContactEventHandler)null;
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var preferredContactHandlerNonRigidbody = false;
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var preferredRigidbody = (Rigidbody)null;
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var otherContactHandler = (IContactEventHandler)null;
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var otherRigidbody = (Rigidbody)null;
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var otherContactHandlerNonRigidbody = false;
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if (m_RigidbodyMapping.ContainsKey(thisInstanceID))
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{
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contactHandler0 = m_HandlerMapping[thisInstanceID];
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contactEventHandlerInfo0 = m_HandlerInfo[thisInstanceID];
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if (contactEventHandlerInfo0.HasContactEventPriority)
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{
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preferredContactHandler = contactHandler0;
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preferredContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
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preferredRigidbody = m_RigidbodyMapping[thisInstanceID];
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}
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else
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{
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otherContactHandler = contactHandler0;
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otherContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
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otherRigidbody = m_RigidbodyMapping[thisInstanceID];
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}
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}
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if (m_RigidbodyMapping.ContainsKey(otherInstanceID))
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{
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contactHandler1 = m_HandlerMapping[otherInstanceID];
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contactEventHandlerInfo1 = m_HandlerInfo[otherInstanceID];
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if (contactEventHandlerInfo1.HasContactEventPriority && preferredContactHandler == null)
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{
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preferredContactHandler = contactHandler1;
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preferredContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
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preferredRigidbody = m_RigidbodyMapping[otherInstanceID];
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}
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else
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{
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otherContactHandler = contactHandler1;
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otherContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
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otherRigidbody = m_RigidbodyMapping[otherInstanceID];
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}
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}
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if (preferredContactHandler == null && otherContactHandler != null)
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{
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preferredContactHandler = otherContactHandler;
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preferredContactHandlerNonRigidbody = otherContactHandlerNonRigidbody;
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preferredRigidbody = otherRigidbody;
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otherContactHandler = null;
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otherContactHandlerNonRigidbody = false;
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otherRigidbody = null;
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}
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if (preferredContactHandler == null || (preferredContactHandler != null && otherContactHandler == null && !preferredContactHandlerNonRigidbody))
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{
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continue;
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}
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if (m_ResultsArray[i].HasCollisionStay)
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{
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m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
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preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
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}
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else
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{
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m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint);
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preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint);
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}
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}
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}
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@@ -105,8 +105,12 @@ namespace Unity.Netcode
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continue;
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}
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peerClientIds[idx] = peerId;
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++idx;
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// This assures if the server has not timed out prior to the client synchronizing that it doesn't exceed the allocated peer count.
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if (peerClientIds.Length > idx)
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{
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peerClientIds[idx] = peerId;
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++idx;
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}
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}
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try
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@@ -496,24 +500,32 @@ namespace Unity.Netcode
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// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
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MessageManager.ProcessIncomingMessageQueue();
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InvokeOnClientDisconnectCallback(clientId);
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if (LocalClient.IsHost)
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{
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InvokeOnPeerDisconnectedCallback(clientId);
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}
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if (LocalClient.IsServer)
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{
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// We need to process the disconnection before notifying
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OnClientDisconnectFromServer(clientId);
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// Now notify the client has disconnected
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InvokeOnClientDisconnectCallback(clientId);
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if (LocalClient.IsHost)
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{
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InvokeOnPeerDisconnectedCallback(clientId);
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}
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}
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else // As long as we are not in the middle of a shutdown
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if (!NetworkManager.ShutdownInProgress)
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else
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{
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// We must pass true here and not process any sends messages as we are no longer connected.
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// Otherwise, attempting to process messages here can cause an exception within UnityTransport
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// as the client ID is no longer valid.
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NetworkManager.Shutdown(true);
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// Notify local client of disconnection
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InvokeOnClientDisconnectCallback(clientId);
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// As long as we are not in the middle of a shutdown
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if (!NetworkManager.ShutdownInProgress)
|
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{
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// We must pass true here and not process any sends messages as we are no longer connected.
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// Otherwise, attempting to process messages here can cause an exception within UnityTransport
|
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// as the client ID is no longer valid.
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NetworkManager.Shutdown(true);
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}
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportDisconnect.End();
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@@ -552,9 +564,6 @@ namespace Unity.Netcode
|
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var message = new ConnectionRequestMessage
|
||||
{
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CMBServiceConnection = NetworkManager.CMBServiceConnection,
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TickRate = NetworkManager.NetworkConfig.TickRate,
|
||||
EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
|
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|
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// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
|
||||
ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
|
||||
@@ -562,6 +571,12 @@ namespace Unity.Netcode
|
||||
MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp)
|
||||
};
|
||||
|
||||
if (NetworkManager.CMBServiceConnection)
|
||||
{
|
||||
message.ClientConfig.TickRate = NetworkManager.NetworkConfig.TickRate;
|
||||
message.ClientConfig.EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement;
|
||||
}
|
||||
|
||||
for (int index = 0; index < MessageManager.MessageHandlers.Length; index++)
|
||||
{
|
||||
if (MessageManager.MessageTypes[index] != null)
|
||||
@@ -739,8 +754,8 @@ namespace Unity.Netcode
|
||||
// Server-side spawning (only if there is a prefab hash or player prefab provided)
|
||||
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
|
||||
{
|
||||
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
|
||||
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
|
||||
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position ?? null, response.Rotation ?? null)
|
||||
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position ?? null, response.Rotation ?? null);
|
||||
|
||||
// Spawn the player NetworkObject locally
|
||||
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
|
||||
@@ -884,7 +899,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
|
||||
/// </summary>
|
||||
internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
|
||||
internal void CreateAndSpawnPlayer(ulong ownerId)
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
|
||||
{
|
||||
@@ -892,7 +907,7 @@ namespace Unity.Netcode
|
||||
if (playerPrefab != null)
|
||||
{
|
||||
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
|
||||
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
|
||||
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation);
|
||||
networkObject.IsSceneObject = false;
|
||||
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
|
||||
}
|
||||
|
||||
@@ -826,6 +826,13 @@ namespace Unity.Netcode
|
||||
internal void InternalOnGainedOwnership()
|
||||
{
|
||||
UpdateNetworkProperties();
|
||||
// New owners need to assure any NetworkVariables they have write permissions
|
||||
// to are updated so the previous and original values are aligned with the
|
||||
// current value (primarily for collections).
|
||||
if (OwnerClientId == NetworkManager.LocalClientId)
|
||||
{
|
||||
UpdateNetworkVariableOnOwnershipChanged();
|
||||
}
|
||||
OnGainedOwnership();
|
||||
}
|
||||
|
||||
@@ -1016,9 +1023,14 @@ namespace Unity.Netcode
|
||||
internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
|
||||
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
|
||||
|
||||
internal void NetworkVariableUpdate(ulong targetClientId)
|
||||
/// <summary>
|
||||
/// Determines if a NetworkVariable should have any changes to state sent out
|
||||
/// </summary>
|
||||
/// <param name="targetClientId">target to send the updates to</param>
|
||||
/// <param name="forceSend">specific to change in ownership</param>
|
||||
internal void NetworkVariableUpdate(ulong targetClientId, bool forceSend = false)
|
||||
{
|
||||
if (!CouldHaveDirtyNetworkVariables())
|
||||
if (!forceSend && !CouldHaveDirtyNetworkVariables())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1069,7 +1081,11 @@ namespace Unity.Netcode
|
||||
NetworkBehaviourIndex = behaviourIndex,
|
||||
NetworkBehaviour = this,
|
||||
TargetClientId = targetClientId,
|
||||
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
|
||||
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j],
|
||||
// By sending the network delivery we can forward messages immediately as opposed to processing them
|
||||
// at the end. While this will send updates to clients that cannot read, the handler will ignore anything
|
||||
// sent to a client that does not have read permissions.
|
||||
NetworkDelivery = m_DeliveryTypesForNetworkVariableGroups[j]
|
||||
};
|
||||
// TODO: Serialization is where the IsDirty flag gets changed.
|
||||
// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
|
||||
@@ -1114,6 +1130,26 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked on a new client to assure the previous and original values
|
||||
/// are synchronized with the current known value.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Primarily for collections to assure the previous value(s) is/are the
|
||||
/// same as the current value(s) in order to not re-send already known entries.
|
||||
/// </remarks>
|
||||
internal void UpdateNetworkVariableOnOwnershipChanged()
|
||||
{
|
||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||
{
|
||||
// Only invoke OnInitialize on NetworkVariables the owner can write to
|
||||
if (NetworkVariableFields[j].CanClientWrite(OwnerClientId))
|
||||
{
|
||||
NetworkVariableFields[j].OnInitialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void MarkVariablesDirty(bool dirty)
|
||||
{
|
||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||
@@ -1122,6 +1158,17 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void MarkOwnerReadVariablesDirty()
|
||||
{
|
||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||
{
|
||||
if (NetworkVariableFields[j].ReadPerm == NetworkVariableReadPermission.Owner)
|
||||
{
|
||||
NetworkVariableFields[j].SetDirty(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
|
||||
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
|
||||
@@ -1172,17 +1219,24 @@ namespace Unity.Netcode
|
||||
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
|
||||
writer.WriteValueSafe((ushort)0);
|
||||
var startPos = writer.Position;
|
||||
NetworkVariableFields[j].WriteField(writer);
|
||||
// Write the NetworkVariable field value
|
||||
// WriteFieldSynchronization will write the current value only if there are no pending changes.
|
||||
// Otherwise, it will write the previous value if there are pending changes since the pending
|
||||
// changes will be sent shortly after the client's synchronization.
|
||||
NetworkVariableFields[j].WriteFieldSynchronization(writer);
|
||||
var size = writer.Position - startPos;
|
||||
writer.Seek(writePos);
|
||||
// Write the NetworkVariable value
|
||||
// Write the NetworkVariable field value size
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(startPos + size);
|
||||
}
|
||||
else // Client-Server Only: Should only ever be invoked when using a client-server NetworkTopology
|
||||
{
|
||||
// Write the NetworkVariable value
|
||||
NetworkVariableFields[j].WriteField(writer);
|
||||
// Write the NetworkVariable field value
|
||||
// WriteFieldSynchronization will write the current value only if there are no pending changes.
|
||||
// Otherwise, it will write the previous value if there are pending changes since the pending
|
||||
// changes will be sent shortly after the client's synchronization.
|
||||
NetworkVariableFields[j].WriteFieldSynchronization(writer);
|
||||
}
|
||||
}
|
||||
else if (ensureLengthSafety)
|
||||
|
||||
@@ -19,10 +19,15 @@ namespace Unity.Netcode
|
||||
|
||||
internal void AddForUpdate(NetworkObject networkObject)
|
||||
{
|
||||
// Since this is a HashSet, we don't need to worry about duplicate entries
|
||||
m_PendingDirtyNetworkObjects.Add(networkObject);
|
||||
}
|
||||
|
||||
internal void NetworkBehaviourUpdate()
|
||||
/// <summary>
|
||||
/// Sends NetworkVariable deltas
|
||||
/// </summary>
|
||||
/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
|
||||
internal void NetworkBehaviourUpdate(bool forceSend = false)
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
m_NetworkBehaviourUpdate.Begin();
|
||||
@@ -53,7 +58,7 @@ namespace Unity.Netcode
|
||||
// Sync just the variables for just the objects this client sees
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
|
||||
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId, forceSend);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -72,7 +77,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
|
||||
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId, forceSend);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -85,19 +90,24 @@ namespace Unity.Netcode
|
||||
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
|
||||
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
// Set to true for NetworkVariable to ignore duplication of the
|
||||
// "internal original value" for collections support.
|
||||
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
|
||||
if (behaviour.NetworkVariableFields[i].IsDirty() &&
|
||||
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
||||
{
|
||||
behaviour.NetworkVariableIndexesToResetSet.Add(i);
|
||||
behaviour.NetworkVariableIndexesToReset.Add(i);
|
||||
}
|
||||
// Reset back to false when done
|
||||
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Now, reset all the no-longer-dirty variables
|
||||
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
||||
{
|
||||
dirtyobj.PostNetworkVariableWrite();
|
||||
dirtyobj.PostNetworkVariableWrite(forceSend);
|
||||
// Once done processing, we set the previous owner id to the current owner id
|
||||
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using System.Linq;
|
||||
using UnityEngine;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
|
||||
#endif
|
||||
using UnityEngine.SceneManagement;
|
||||
using Debug = UnityEngine.Debug;
|
||||
@@ -17,6 +18,17 @@ namespace Unity.Netcode
|
||||
[AddComponentMenu("Netcode/Network Manager", -100)]
|
||||
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance has been instantiated.
|
||||
/// </summary>
|
||||
public static event Action<NetworkManager> OnInstantiated;
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance is being destroyed.
|
||||
/// </summary>
|
||||
public static event Action<NetworkManager> OnDestroying;
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Inspector view expand/collapse settings for this derived child class
|
||||
[HideInInspector]
|
||||
@@ -874,6 +886,7 @@ namespace Unity.Netcode
|
||||
|
||||
internal Override<ushort> PortOverride;
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
internal static INetworkManagerHelper NetworkManagerHelper;
|
||||
|
||||
@@ -900,6 +913,11 @@ namespace Unity.Netcode
|
||||
|
||||
}
|
||||
|
||||
private PackageInfo GetPackageInfo(string packageName)
|
||||
{
|
||||
return AssetDatabase.FindAssets("package").Select(AssetDatabase.GUIDToAssetPath).Where(x => AssetDatabase.LoadAssetAtPath<TextAsset>(x) != null).Select(PackageInfo.FindForAssetPath).Where(x => x != null).First(x => x.name == packageName);
|
||||
}
|
||||
|
||||
internal void OnValidate()
|
||||
{
|
||||
if (NetworkConfig == null)
|
||||
@@ -1030,6 +1048,8 @@ namespace Unity.Netcode
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.playModeStateChanged += ModeChanged;
|
||||
#endif
|
||||
// Notify we have instantiated a new instance of NetworkManager.
|
||||
OnInstantiated?.Invoke(this);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -1141,9 +1161,6 @@ namespace Unity.Netcode
|
||||
|
||||
UpdateTopology();
|
||||
|
||||
//DANGOEXP TODO: Remove this before finalizing the experimental release
|
||||
NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
|
||||
|
||||
// Make sure the ServerShutdownState is reset when initializing
|
||||
if (server)
|
||||
{
|
||||
@@ -1632,6 +1649,9 @@ namespace Unity.Netcode
|
||||
|
||||
UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
|
||||
|
||||
// Notify we are destroying NetworkManager
|
||||
OnDestroying?.Invoke(this);
|
||||
|
||||
if (Singleton == this)
|
||||
{
|
||||
Singleton = null;
|
||||
|
||||
@@ -113,11 +113,6 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
// Handle updating the currently active scene
|
||||
var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||
foreach (var networkObject in networkObjects)
|
||||
{
|
||||
networkObject.OnValidate();
|
||||
}
|
||||
NetworkObjectRefreshTool.ProcessActiveScene();
|
||||
|
||||
// Refresh all build settings scenes
|
||||
@@ -130,14 +125,14 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
// Add the scene to be processed
|
||||
NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
|
||||
NetworkObjectRefreshTool.ProcessScene(editorScene.path, true);
|
||||
}
|
||||
|
||||
// Process all added scenes
|
||||
NetworkObjectRefreshTool.ProcessScenes();
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
internal void OnValidate()
|
||||
{
|
||||
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
|
||||
if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
|
||||
@@ -229,6 +224,7 @@ namespace Unity.Netcode
|
||||
if (sourceAsset != null && sourceAsset.GlobalObjectIdHash != 0 && InScenePlacedSourceGlobalObjectIdHash != sourceAsset.GlobalObjectIdHash)
|
||||
{
|
||||
InScenePlacedSourceGlobalObjectIdHash = sourceAsset.GlobalObjectIdHash;
|
||||
EditorUtility.SetDirty(this);
|
||||
}
|
||||
IsSceneObject = true;
|
||||
}
|
||||
@@ -340,7 +336,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (!HasAuthority)
|
||||
{
|
||||
NetworkLog.LogError($"Only the authoirty can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
|
||||
NetworkLog.LogError($"Only the authority can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1613,7 +1609,12 @@ namespace Unity.Netcode
|
||||
}
|
||||
else if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
|
||||
{
|
||||
NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
|
||||
// If spawning with observers or if not spawning with observers but the observer count is greater than 1 (i.e. owner/authority creating),
|
||||
// then we want to send a spawn notification.
|
||||
if (SpawnWithObservers || !SpawnWithObservers && Observers.Count > 1)
|
||||
{
|
||||
NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2444,6 +2445,14 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void MarkOwnerReadVariablesDirty()
|
||||
{
|
||||
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
ChildNetworkBehaviours[i].MarkOwnerReadVariablesDirty();
|
||||
}
|
||||
}
|
||||
|
||||
// NGO currently guarantees that the client will receive spawn data for all objects in one network tick.
|
||||
// Children may arrive before their parents; when they do they are stored in OrphanedChildren and then
|
||||
// resolved when their parents arrived. Because we don't send a partial list of spawns (yet), something
|
||||
@@ -2770,11 +2779,11 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void PostNetworkVariableWrite()
|
||||
internal void PostNetworkVariableWrite(bool forced = false)
|
||||
{
|
||||
for (int k = 0; k < ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
ChildNetworkBehaviours[k].PostNetworkVariableWrite();
|
||||
ChildNetworkBehaviours[k].PostNetworkVariableWrite(forced);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3053,10 +3062,15 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// Add all known players to the observers list if they don't already exist
|
||||
foreach (var player in networkManager.SpawnManager.PlayerObjects)
|
||||
// Only add all other players as observers if we are spawning with observers,
|
||||
// otherwise user controls via NetworkShow.
|
||||
if (networkObject.SpawnWithObservers)
|
||||
{
|
||||
networkObject.Observers.Add(player.OwnerClientId);
|
||||
// Add all known players to the observers list if they don't already exist
|
||||
foreach (var player in networkManager.SpawnManager.PlayerObjects)
|
||||
{
|
||||
networkObject.Observers.Add(player.OwnerClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
@@ -21,6 +23,28 @@ namespace Unity.Netcode
|
||||
|
||||
internal static Action AllScenesProcessed;
|
||||
|
||||
internal static NetworkObject PrefabNetworkObject;
|
||||
|
||||
internal static void LogInfo(string msg, bool append = false)
|
||||
{
|
||||
if (!append)
|
||||
{
|
||||
s_Log.AppendLine(msg);
|
||||
}
|
||||
else
|
||||
{
|
||||
s_Log.Append(msg);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void FlushLog()
|
||||
{
|
||||
Debug.Log(s_Log.ToString());
|
||||
s_Log.Clear();
|
||||
}
|
||||
|
||||
private static StringBuilder s_Log = new StringBuilder();
|
||||
|
||||
internal static void ProcessScene(string scenePath, bool processScenes = true)
|
||||
{
|
||||
if (!s_ScenesToUpdate.Contains(scenePath))
|
||||
@@ -29,7 +53,10 @@ namespace Unity.Netcode
|
||||
{
|
||||
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
|
||||
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
|
||||
s_Log.Clear();
|
||||
LogInfo("NetworkObject Refresh Scenes to Process:");
|
||||
}
|
||||
LogInfo($"[{scenePath}]", true);
|
||||
s_ScenesToUpdate.Add(scenePath);
|
||||
}
|
||||
s_ProcessScenes = processScenes;
|
||||
@@ -37,6 +64,7 @@ namespace Unity.Netcode
|
||||
|
||||
internal static void ProcessActiveScene()
|
||||
{
|
||||
FlushLog();
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
|
||||
{
|
||||
@@ -54,10 +82,12 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
s_ProcessScenes = false;
|
||||
s_CloseScenes = false;
|
||||
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
|
||||
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
|
||||
AllScenesProcessed?.Invoke();
|
||||
FlushLog();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,9 +98,8 @@ namespace Unity.Netcode
|
||||
// Provide a log of all scenes that were modified to the user
|
||||
if (refreshed)
|
||||
{
|
||||
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
|
||||
LogInfo($"Refreshed and saved updates to scene: {scene.name}");
|
||||
}
|
||||
s_ProcessScenes = false;
|
||||
s_ScenesToUpdate.Remove(scene.path);
|
||||
|
||||
if (scene != SceneManager.GetActiveScene())
|
||||
@@ -88,24 +117,41 @@ namespace Unity.Netcode
|
||||
|
||||
private static void SceneOpened(Scene scene)
|
||||
{
|
||||
LogInfo($"Processing scene {scene.name}:");
|
||||
if (s_ScenesToUpdate.Contains(scene.path))
|
||||
{
|
||||
if (s_ProcessScenes)
|
||||
{
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
var prefabInstances = PrefabUtility.FindAllInstancesOfPrefab(PrefabNetworkObject.gameObject);
|
||||
|
||||
if (prefabInstances.Length > 0)
|
||||
{
|
||||
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
var instancesSceneLoadedSpecific = prefabInstances.Where((c) => c.scene == scene).ToList();
|
||||
|
||||
if (instancesSceneLoadedSpecific.Count > 0)
|
||||
{
|
||||
foreach (var prefabInstance in instancesSceneLoadedSpecific)
|
||||
{
|
||||
prefabInstance.GetComponent<NetworkObject>().OnValidate();
|
||||
}
|
||||
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
{
|
||||
LogInfo($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogInfo($"Changes detected and applied!");
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
|
||||
LogInfo($"No changes required.");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -9,7 +9,6 @@ namespace Unity.Netcode
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public ulong OwnerClientId;
|
||||
// DANGOEXP TODO: Remove these notes or change their format
|
||||
// SERVICE NOTES:
|
||||
// When forwarding the message to clients on the CMB Service side,
|
||||
// you can set the ClientIdCount to 0 and skip writing the ClientIds.
|
||||
@@ -258,15 +257,18 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
|
||||
// If ownership is changing and this is not an ownership request approval then ignore the OnwerClientId
|
||||
// If it is just updating flags then ignore sending to the owner
|
||||
// If it is a request or approving request, then ignore the RequestClientId
|
||||
if ((OwnershipIsChanging && !RequestApproved && OwnerClientId == clientId) || (OwnershipFlagsUpdate && clientId == OwnerClientId)
|
||||
|| ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
|
||||
// If ownership is changing and this is not an ownership request approval then ignore the SenderId
|
||||
if (OwnershipIsChanging && !RequestApproved && context.SenderId == clientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// If it is just updating flags then ignore sending to the owner
|
||||
// If it is a request or approving request, then ignore the RequestClientId
|
||||
if ((OwnershipFlagsUpdate && clientId == OwnerClientId) || ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
|
||||
}
|
||||
}
|
||||
@@ -327,10 +329,12 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||
|
||||
// DANGO-TODO: This probably shouldn't be allowed to happen.
|
||||
// Sanity check that we are not sending duplicated change ownership messages
|
||||
if (networkObject.OwnerClientId == OwnerClientId)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"Unnecessary ownership changed message for {NetworkObjectId}");
|
||||
UnityEngine.Debug.LogError($"Unnecessary ownership changed message for {NetworkObjectId}.");
|
||||
// Ignore the message
|
||||
return;
|
||||
}
|
||||
|
||||
var originalOwner = networkObject.OwnerClientId;
|
||||
@@ -347,12 +351,6 @@ namespace Unity.Netcode
|
||||
networkObject.InvokeBehaviourOnLostOwnership();
|
||||
}
|
||||
|
||||
// We are new owner or (client-server) or running in distributed authority mode
|
||||
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||
}
|
||||
|
||||
// If in distributed authority mode
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
@@ -374,6 +372,22 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// We are new owner or (client-server) or running in distributed authority mode
|
||||
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||
}
|
||||
|
||||
|
||||
if (originalOwner == networkManager.LocalClientId && !networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// Mark any owner read variables as dirty
|
||||
networkObject.MarkOwnerReadVariablesDirty();
|
||||
// Immediately queue any pending deltas and order the message before the
|
||||
// change in ownership message.
|
||||
networkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
|
||||
}
|
||||
|
||||
// Always invoke ownership change notifications
|
||||
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
|
||||
|
||||
|
||||
@@ -3,14 +3,39 @@ using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ServiceConfig : INetworkSerializable
|
||||
{
|
||||
public uint Version;
|
||||
public bool IsRestoredSession;
|
||||
public ulong CurrentSessionOwner;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), Version);
|
||||
serializer.SerializeValue(ref IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out Version);
|
||||
serializer.SerializeValue(ref IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal struct ConnectionApprovedMessage : INetworkMessage
|
||||
{
|
||||
private const int k_AddCMBServiceConfig = 2;
|
||||
private const int k_VersionAddClientIds = 1;
|
||||
public int Version => k_VersionAddClientIds;
|
||||
public int Version => k_AddCMBServiceConfig;
|
||||
|
||||
public ulong OwnerClientId;
|
||||
public int NetworkTick;
|
||||
// The cloud state service should set this if we are restoring a session
|
||||
public ServiceConfig ServiceConfig;
|
||||
public bool IsRestoredSession;
|
||||
public ulong CurrentSessionOwner;
|
||||
// Not serialized
|
||||
@@ -25,6 +50,32 @@ namespace Unity.Netcode
|
||||
|
||||
public NativeArray<ulong> ConnectedClientIds;
|
||||
|
||||
private int m_ReceiveMessageVersion;
|
||||
|
||||
private ulong GetSessionOwner()
|
||||
{
|
||||
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
return ServiceConfig.CurrentSessionOwner;
|
||||
}
|
||||
else
|
||||
{
|
||||
return CurrentSessionOwner;
|
||||
}
|
||||
}
|
||||
|
||||
private bool GetIsSessionRestor()
|
||||
{
|
||||
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
return ServiceConfig.IsRestoredSession;
|
||||
}
|
||||
else
|
||||
{
|
||||
return IsRestoredSession;
|
||||
}
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
// ============================================================
|
||||
@@ -45,8 +96,17 @@ namespace Unity.Netcode
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkTick);
|
||||
if (IsDistributedAuthority)
|
||||
{
|
||||
writer.WriteValueSafe(IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
|
||||
if (targetVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
ServiceConfig.IsRestoredSession = false;
|
||||
ServiceConfig.CurrentSessionOwner = CurrentSessionOwner;
|
||||
writer.WriteNetworkSerializable(ServiceConfig);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetVersion >= k_VersionAddClientIds)
|
||||
@@ -122,13 +182,20 @@ namespace Unity.Netcode
|
||||
// ============================================================
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
m_ReceiveMessageVersion = receivedMessageVersion;
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
reader.ReadValueSafe(out IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
|
||||
if (receivedMessageVersion >= k_AddCMBServiceConfig)
|
||||
{
|
||||
reader.ReadNetworkSerializable(out ServiceConfig);
|
||||
}
|
||||
else
|
||||
{
|
||||
reader.ReadValueSafe(out IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
|
||||
}
|
||||
}
|
||||
|
||||
if (receivedMessageVersion >= k_VersionAddClientIds)
|
||||
@@ -157,7 +224,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkManager.SetSessionOwner(CurrentSessionOwner);
|
||||
networkManager.SetSessionOwner(GetSessionOwner());
|
||||
if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
networkManager.SceneManager.InitializeScenesLoaded();
|
||||
@@ -233,9 +300,9 @@ namespace Unity.Netcode
|
||||
// Mark the client being connected
|
||||
networkManager.IsConnectedClient = true;
|
||||
|
||||
networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
|
||||
networkManager.SceneManager.IsRestoringSession = GetIsSessionRestor();
|
||||
|
||||
if (!IsRestoredSession)
|
||||
if (!networkManager.SceneManager.IsRestoringSession)
|
||||
{
|
||||
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
|
||||
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
|
||||
|
||||
@@ -2,16 +2,54 @@ using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ConnectionRequestMessage : INetworkMessage
|
||||
/// <summary>
|
||||
/// Only used when connecting to the distributed authority service
|
||||
/// </summary>
|
||||
internal struct ClientConfig : INetworkSerializable
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong ConfigHash;
|
||||
|
||||
public bool CMBServiceConnection;
|
||||
/// <summary>
|
||||
/// We start at version 1, where anything less than version 1 on the service side
|
||||
/// is not bypass feature compatible.
|
||||
/// </summary>
|
||||
private const int k_BypassFeatureCompatible = 1;
|
||||
public int Version => k_BypassFeatureCompatible;
|
||||
public uint TickRate;
|
||||
public bool EnableSceneManagement;
|
||||
|
||||
// Only gets deserialized but should never be used unless testing
|
||||
public int RemoteClientVersion;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
var writer = serializer.GetFastBufferWriter();
|
||||
BytePacker.WriteValueBitPacked(writer, Version);
|
||||
BytePacker.WriteValueBitPacked(writer, TickRate);
|
||||
writer.WriteValueSafe(EnableSceneManagement);
|
||||
}
|
||||
else
|
||||
{
|
||||
var reader = serializer.GetFastBufferReader();
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
|
||||
reader.ReadValueSafe(out EnableSceneManagement);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal struct ConnectionRequestMessage : INetworkMessage
|
||||
{
|
||||
// This version update is unidirectional (client to service) and version
|
||||
// handling occurs on the service side. This serialized data is never sent
|
||||
// to a host or server.
|
||||
private const int k_SendClientConfigToService = 1;
|
||||
public int Version => k_SendClientConfigToService;
|
||||
|
||||
public ulong ConfigHash;
|
||||
public bool CMBServiceConnection;
|
||||
public ClientConfig ClientConfig;
|
||||
|
||||
public byte[] ConnectionData;
|
||||
|
||||
public bool ShouldSendConnectionData;
|
||||
@@ -36,8 +74,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (CMBServiceConnection)
|
||||
{
|
||||
writer.WriteValueSafe(TickRate);
|
||||
writer.WriteValueSafe(EnableSceneManagement);
|
||||
writer.WriteNetworkSerializable(ClientConfig);
|
||||
}
|
||||
|
||||
if (ShouldSendConnectionData)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
@@ -10,9 +11,22 @@ namespace Unity.Netcode
|
||||
/// serialization. This is due to the generally amorphous nature of network variable
|
||||
/// deltas, since they're all driven by custom virtual method overloads.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Version 1:
|
||||
/// This version -does not- use the "KeepDirty" approach. Instead, the server will forward any state updates
|
||||
/// to the connected clients that are not the sender or the server itself. Each NetworkVariable state update
|
||||
/// included, on a per client basis, is first validated that the client can read the NetworkVariable before
|
||||
/// being added to the m_ForwardUpdates table.
|
||||
/// Version 0:
|
||||
/// The original version uses the "KeepDirty" approach in a client-server network topology where the server
|
||||
/// proxies state updates by "keeping the NetworkVariable(s) dirty" so it will send state updates
|
||||
/// at the end of the frame (but could delay until the next tick).
|
||||
/// </remarks>
|
||||
internal struct NetworkVariableDeltaMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
private const int k_ServerDeltaForwardingAndNetworkDelivery = 1;
|
||||
public int Version => k_ServerDeltaForwardingAndNetworkDelivery;
|
||||
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public ushort NetworkBehaviourIndex;
|
||||
@@ -21,10 +35,62 @@ namespace Unity.Netcode
|
||||
public ulong TargetClientId;
|
||||
public NetworkBehaviour NetworkBehaviour;
|
||||
|
||||
public NetworkDelivery NetworkDelivery;
|
||||
|
||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||
|
||||
private bool m_ForwardingMessage;
|
||||
|
||||
private int m_ReceivedMessageVersion;
|
||||
|
||||
private const string k_Name = "NetworkVariableDeltaMessage";
|
||||
|
||||
private Dictionary<ulong, List<int>> m_ForwardUpdates;
|
||||
|
||||
private List<int> m_UpdatedNetworkVariables;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void WriteNetworkVariable(ref FastBufferWriter writer, ref NetworkVariableBase networkVariable, bool distributedAuthorityMode, bool ensureNetworkVariableLengthSafety, int nonfragmentedSize, int fragmentedSize)
|
||||
{
|
||||
if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
var tempWriter = new FastBufferWriter(nonfragmentedSize, Allocator.Temp, fragmentedSize);
|
||||
networkVariable.WriteDelta(tempWriter);
|
||||
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
|
||||
|
||||
if (!writer.TryBeginWrite(tempWriter.Length))
|
||||
{
|
||||
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
|
||||
}
|
||||
|
||||
tempWriter.CopyTo(writer);
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Determine if we need to remove this with the 6.1 service updates
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
var size_marker = writer.Position;
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
var start_marker = writer.Position;
|
||||
networkVariable.WriteDelta(writer);
|
||||
var end_marker = writer.Position;
|
||||
writer.Seek(size_marker);
|
||||
var size = end_marker - start_marker;
|
||||
if (size == 0)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Invalid write size of zero!");
|
||||
}
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(end_marker);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
||||
@@ -34,10 +100,67 @@ namespace Unity.Netcode
|
||||
|
||||
var obj = NetworkBehaviour.NetworkObject;
|
||||
var networkManager = obj.NetworkManagerOwner;
|
||||
var typeName = NetworkBehaviour.__getTypeName();
|
||||
var nonFragmentedMessageMaxSize = networkManager.MessageManager.NonFragmentedMessageMaxSize;
|
||||
var fragmentedMessageMaxSize = networkManager.MessageManager.FragmentedMessageMaxSize;
|
||||
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
|
||||
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
|
||||
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
|
||||
// If using k_IncludeNetworkDelivery version, then we want to write the network delivery used and if we
|
||||
// are forwarding state updates then serialize any NetworkVariable states specific to this client.
|
||||
if (targetVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
|
||||
{
|
||||
writer.WriteValueSafe(NetworkDelivery);
|
||||
// If we are forwarding the message, then proceed to forward state updates specific to the targeted client
|
||||
if (m_ForwardingMessage)
|
||||
{
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
var startingSize = writer.Length;
|
||||
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
|
||||
var shouldWrite = m_ForwardUpdates[TargetClientId].Contains(i);
|
||||
|
||||
// This var does not belong to the currently iterating delivery group.
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
}
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(shouldWrite);
|
||||
}
|
||||
|
||||
if (shouldWrite)
|
||||
{
|
||||
WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// DANGO TODO: Remove this when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
|
||||
}
|
||||
@@ -46,12 +169,12 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (!DeliveryMappedNetworkVariableIndex.Contains(i))
|
||||
{
|
||||
// This var does not belong to the currently iterating delivery group.
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||
}
|
||||
@@ -88,14 +211,15 @@ namespace Unity.Netcode
|
||||
shouldWrite = false;
|
||||
}
|
||||
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
@@ -109,53 +233,22 @@ namespace Unity.Netcode
|
||||
|
||||
if (shouldWrite)
|
||||
{
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
|
||||
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
|
||||
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
|
||||
|
||||
if (!writer.TryBeginWrite(tempWriter.Length))
|
||||
{
|
||||
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
|
||||
}
|
||||
|
||||
tempWriter.CopyTo(writer);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
var size_marker = writer.Position;
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
var start_marker = writer.Position;
|
||||
networkVariable.WriteDelta(writer);
|
||||
var end_marker = writer.Position;
|
||||
writer.Seek(size_marker);
|
||||
var size = end_marker - start_marker;
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(end_marker);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
}
|
||||
}
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
||||
TargetClientId,
|
||||
obj,
|
||||
networkVariable.Name,
|
||||
NetworkBehaviour.__getTypeName(),
|
||||
writer.Length - startingSize);
|
||||
WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
m_ReceivedMessageVersion = receivedMessageVersion;
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
|
||||
|
||||
// If we are using the k_IncludeNetworkDelivery message version, then read the NetworkDelivery used
|
||||
if (receivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
|
||||
{
|
||||
reader.ReadValueSafe(out NetworkDelivery);
|
||||
}
|
||||
m_ReceivedNetworkVariableData = reader;
|
||||
|
||||
return true;
|
||||
@@ -167,7 +260,12 @@ namespace Unity.Netcode
|
||||
|
||||
if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
|
||||
{
|
||||
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
|
||||
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
|
||||
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
|
||||
var isServerAndDeltaForwarding = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery && networkManager.IsServer;
|
||||
var markNetworkVariableDirty = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery ? false : networkManager.IsServer;
|
||||
m_UpdatedNetworkVariables = new List<int>();
|
||||
|
||||
if (networkBehaviour == null)
|
||||
{
|
||||
@@ -178,7 +276,8 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
|
||||
if (variableCount != networkBehaviour.NetworkVariableFields.Count)
|
||||
@@ -187,10 +286,30 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
|
||||
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
|
||||
// to the client. This creates a list of all remaining connected clients that could have updates applied.
|
||||
if (isServerAndDeltaForwarding)
|
||||
{
|
||||
m_ForwardUpdates = new Dictionary<ulong, List<int>>();
|
||||
foreach (var clientId in networkManager.ConnectedClientsIds)
|
||||
{
|
||||
if (clientId == context.SenderId || clientId == networkManager.LocalClientId || !networkObject.Observers.Contains(clientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_ForwardUpdates.Add(clientId, new List<int>());
|
||||
}
|
||||
}
|
||||
|
||||
// Update NetworkVariable Fields
|
||||
for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
int varSize = 0;
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
var networkVariable = networkBehaviour.NetworkVariableFields[i];
|
||||
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode)
|
||||
{
|
||||
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
|
||||
varSize = variableSize;
|
||||
@@ -200,10 +319,9 @@ namespace Unity.Netcode
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
else if (ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
|
||||
|
||||
if (varSize == 0)
|
||||
{
|
||||
continue;
|
||||
@@ -218,8 +336,6 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
var networkVariable = networkBehaviour.NetworkVariableFields[i];
|
||||
|
||||
if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
|
||||
{
|
||||
// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
|
||||
@@ -247,13 +363,58 @@ namespace Unity.Netcode
|
||||
NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
|
||||
NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
int readStartPos = m_ReceivedNetworkVariableData.Position;
|
||||
|
||||
// Read Delta so we also notify any subscribers to a change in the NetworkVariable
|
||||
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
var remainingBufferSize = m_ReceivedNetworkVariableData.Length - m_ReceivedNetworkVariableData.Position;
|
||||
if (varSize > (remainingBufferSize))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"[{networkBehaviour.name}][Delta State Read Error] Expecting to read {varSize} but only {remainingBufferSize} remains!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Added a try catch here to assure any failure will only fail on this one message and not disrupt the stack
|
||||
try
|
||||
{
|
||||
// Read the delta
|
||||
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, markNetworkVariableDirty);
|
||||
|
||||
// Add the NetworkVariable field index so we can invoke the PostDeltaRead
|
||||
m_UpdatedNetworkVariables.Add(i);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
UnityEngine.Debug.LogException(ex);
|
||||
return;
|
||||
}
|
||||
|
||||
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
|
||||
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
|
||||
// to the client. This happens once the server is finished processing all state updates for this message.
|
||||
if (isServerAndDeltaForwarding)
|
||||
{
|
||||
foreach (var forwardEntry in m_ForwardUpdates)
|
||||
{
|
||||
// Only track things that the client can read
|
||||
if (networkVariable.CanClientRead(forwardEntry.Key))
|
||||
{
|
||||
// If the object is about to be shown to the client then don't send an update as it will
|
||||
// send a full update when shown.
|
||||
if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(forwardEntry.Key) &&
|
||||
networkManager.SpawnManager.ObjectsToShowToClient[forwardEntry.Key]
|
||||
.Contains(networkObject))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
forwardEntry.Value.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
|
||||
context.SenderId,
|
||||
@@ -262,7 +423,8 @@ namespace Unity.Netcode
|
||||
networkBehaviour.__getTypeName(),
|
||||
context.MessageSize);
|
||||
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
|
||||
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
|
||||
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
|
||||
{
|
||||
@@ -284,6 +446,40 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we are using the version of this message that includes network delivery, then
|
||||
// forward this update to all connected clients (other than the sender and the server).
|
||||
if (isServerAndDeltaForwarding)
|
||||
{
|
||||
var message = new NetworkVariableDeltaMessage()
|
||||
{
|
||||
NetworkBehaviour = networkBehaviour,
|
||||
NetworkBehaviourIndex = NetworkBehaviourIndex,
|
||||
NetworkObjectId = NetworkObjectId,
|
||||
m_ForwardingMessage = true,
|
||||
m_ForwardUpdates = m_ForwardUpdates,
|
||||
};
|
||||
|
||||
foreach (var forwardEntry in m_ForwardUpdates)
|
||||
{
|
||||
// Only forward updates to any client that has visibility to the state updates included in this message
|
||||
if (forwardEntry.Value.Count > 0)
|
||||
{
|
||||
message.TargetClientId = forwardEntry.Key;
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery, forwardEntry.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This should be always invoked (client & server) to assure the previous values are set
|
||||
// !! IMPORTANT ORDER OF OPERATIONS !! (Has to happen after forwarding deltas)
|
||||
// When a server forwards delta updates to connected clients, it needs to preserve the previous value
|
||||
// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This
|
||||
// is invoked after it is done forwarding the deltas.
|
||||
foreach (var fieldIndex in m_UpdatedNetworkVariables)
|
||||
{
|
||||
networkBehaviour.NetworkVariableFields[fieldIndex].PostDeltaRead();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -177,6 +177,13 @@ namespace Unity.Netcode
|
||||
/// <inheritdoc />
|
||||
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
|
||||
{
|
||||
/// This is only invoked by <see cref="NetworkVariableDeltaMessage"/> and the only time
|
||||
/// keepDirtyDelta is set is when it is the server processing. To be able to handle previous
|
||||
/// versions, we use IsServer to keep the dirty states received and the keepDirtyDelta to
|
||||
/// actually mark this as dirty and add it to the list of <see cref="NetworkObject"/>s to
|
||||
/// be updated. With the forwarding of deltas being handled by <see cref="NetworkVariableDeltaMessage"/>,
|
||||
/// once all clients have been forwarded the dirty events, we clear them by invoking <see cref="PostDeltaRead"/>.
|
||||
var isServer = m_NetworkManager.IsServer;
|
||||
reader.ReadValueSafe(out ushort deltaCount);
|
||||
for (int i = 0; i < deltaCount; i++)
|
||||
{
|
||||
@@ -199,7 +206,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -207,7 +214,11 @@ namespace Unity.Netcode
|
||||
Index = m_List.Length - 1,
|
||||
Value = m_List[m_List.Length - 1]
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -237,7 +248,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -245,7 +256,11 @@ namespace Unity.Netcode
|
||||
Index = index,
|
||||
Value = m_List[index]
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -271,7 +286,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -279,7 +294,11 @@ namespace Unity.Netcode
|
||||
Index = index,
|
||||
Value = value
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -299,7 +318,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -307,7 +326,11 @@ namespace Unity.Netcode
|
||||
Index = index,
|
||||
Value = value
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -335,7 +358,7 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
@@ -344,7 +367,11 @@ namespace Unity.Netcode
|
||||
Value = value,
|
||||
PreviousValue = previousValue
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -361,13 +388,18 @@ namespace Unity.Netcode
|
||||
});
|
||||
}
|
||||
|
||||
if (keepDirtyDelta)
|
||||
if (isServer)
|
||||
{
|
||||
m_DirtyEvents.Add(new NetworkListEvent<T>()
|
||||
{
|
||||
Type = eventType
|
||||
});
|
||||
MarkNetworkObjectDirty();
|
||||
|
||||
// Preserve the legacy way of handling this
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
MarkNetworkObjectDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -381,6 +413,18 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
/// <remarks>
|
||||
/// For NetworkList, we just need to reset dirty if a server has read deltas
|
||||
/// </remarks>
|
||||
internal override void PostDeltaRead()
|
||||
{
|
||||
if (m_NetworkManager.IsServer)
|
||||
{
|
||||
ResetDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public IEnumerator<T> GetEnumerator()
|
||||
{
|
||||
|
||||
@@ -41,6 +41,7 @@ namespace Unity.Netcode
|
||||
base.OnInitialize();
|
||||
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
}
|
||||
|
||||
@@ -58,6 +59,7 @@ namespace Unity.Netcode
|
||||
: base(readPerm, writePerm)
|
||||
{
|
||||
m_InternalValue = value;
|
||||
m_InternalOriginalValue = default;
|
||||
// Since we start with IsDirty = true, this doesn't need to be duplicated
|
||||
// right away. It won't get read until after ResetDirty() is called, and
|
||||
// the duplicate will be made there. Avoiding calling
|
||||
@@ -76,6 +78,7 @@ namespace Unity.Netcode
|
||||
if (m_NetworkBehaviour == null || m_NetworkBehaviour != null && !m_NetworkBehaviour.NetworkObject.IsSpawned)
|
||||
{
|
||||
m_InternalValue = value;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
m_PreviousValue = default;
|
||||
}
|
||||
}
|
||||
@@ -86,6 +89,12 @@ namespace Unity.Netcode
|
||||
[SerializeField]
|
||||
private protected T m_InternalValue;
|
||||
|
||||
// The introduction of standard .NET collections caused an issue with permissions since there is no way to detect changes in the
|
||||
// collection without doing a full comparison. While this approach does consume more memory per collection instance, it is the
|
||||
// lowest risk approach to resolving the issue where a client with no write permissions could make changes to a collection locally
|
||||
// which can cause a myriad of issues.
|
||||
private protected T m_InternalOriginalValue;
|
||||
|
||||
private protected T m_PreviousValue;
|
||||
|
||||
private bool m_HasPreviousValue;
|
||||
@@ -116,6 +125,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
T previousValue = m_InternalValue;
|
||||
m_InternalValue = value;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
SetDirty(true);
|
||||
m_IsDisposed = false;
|
||||
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||
@@ -136,6 +146,17 @@ namespace Unity.Netcode
|
||||
{
|
||||
var isDirty = base.IsDirty();
|
||||
|
||||
// A client without permissions invoking this method should only check to assure the current value is equal to the last known current value
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
|
||||
{
|
||||
// If modifications are detected, then revert back to the last known current value
|
||||
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compare the previous with the current if not dirty or forcing a check.
|
||||
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
|
||||
{
|
||||
@@ -166,6 +187,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
m_InternalValue = default;
|
||||
m_InternalOriginalValue = default;
|
||||
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
|
||||
{
|
||||
m_HasPreviousValue = false;
|
||||
@@ -188,6 +210,13 @@ namespace Unity.Netcode
|
||||
/// <returns>Whether or not the container is dirty</returns>
|
||||
public override bool IsDirty()
|
||||
{
|
||||
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
|
||||
// to the original collection value prior to applying updates (primarily for collections).
|
||||
if (!NetworkUpdaterCheck && m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
return true;
|
||||
}
|
||||
// For most cases we can use the dirty flag.
|
||||
// This doesn't work for cases where we're wrapping more complex types
|
||||
// like INetworkSerializable, NativeList, NativeArray, etc.
|
||||
@@ -199,11 +228,11 @@ namespace Unity.Netcode
|
||||
return true;
|
||||
}
|
||||
|
||||
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
|
||||
// Cache the dirty value so we don't perform this again if we already know we're dirty
|
||||
// Unfortunately we can't cache the NOT dirty state, because that might change
|
||||
// in between to checks... but the DIRTY state won't change until ResetDirty()
|
||||
// is called.
|
||||
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
|
||||
SetDirty(dirty);
|
||||
return dirty;
|
||||
}
|
||||
@@ -221,6 +250,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
// Once updated, assure the original current value is updated for future comparison purposes
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
}
|
||||
base.ResetDirty();
|
||||
}
|
||||
@@ -241,16 +272,20 @@ namespace Unity.Netcode
|
||||
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
|
||||
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
|
||||
{
|
||||
// In order to get managed collections to properly have a previous and current value, we have to
|
||||
// duplicate the collection at this point before making any modifications to the current.
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
|
||||
// to the original collection value prior to applying updates (primarily for collections).
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
}
|
||||
|
||||
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
|
||||
|
||||
// todo:
|
||||
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
|
||||
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
|
||||
// would be stored in different fields
|
||||
// LEGACY NOTE: This is only to handle NetworkVariableDeltaMessage Version 0 connections. The updated
|
||||
// NetworkVariableDeltaMessage no longer uses this approach.
|
||||
if (keepDirtyDelta)
|
||||
{
|
||||
SetDirty(true);
|
||||
@@ -259,10 +294,43 @@ namespace Unity.Netcode
|
||||
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This should be always invoked (client & server) to assure the previous values are set
|
||||
/// !! IMPORTANT !!
|
||||
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
|
||||
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
|
||||
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
|
||||
/// </summary>
|
||||
internal override void PostDeltaRead()
|
||||
{
|
||||
// In order to get managed collections to properly have a previous and current value, we have to
|
||||
// duplicate the collection at this point before making any modifications to the current.
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
// Once updated, assure the original current value is updated for future comparison purposes
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void ReadField(FastBufferReader reader)
|
||||
{
|
||||
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
|
||||
// to the original collection value prior to applying updates (primarily for collections).
|
||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
|
||||
{
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
|
||||
}
|
||||
|
||||
NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue);
|
||||
// In order to get managed collections to properly have a previous and current value, we have to
|
||||
// duplicate the collection at this point before making any modifications to the current.
|
||||
// We duplicate the final value after the read (for ReadField ONLY) so the previous value is at par
|
||||
// with the current value (since this is only invoked when initially synchronizing).
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
|
||||
// Once updated, assure the original current value is updated for future comparison purposes
|
||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
@@ -270,5 +338,20 @@ namespace Unity.Netcode
|
||||
{
|
||||
NetworkVariableSerialization<T>.Write(writer, ref m_InternalValue);
|
||||
}
|
||||
|
||||
internal override void WriteFieldSynchronization(FastBufferWriter writer)
|
||||
{
|
||||
// If we have a pending update, then synchronize the client with the previously known
|
||||
// value since the updated version will be sent on the next tick or next time it is
|
||||
// set to be updated
|
||||
if (base.IsDirty() && m_HasPreviousValue)
|
||||
{
|
||||
NetworkVariableSerialization<T>.Write(writer, ref m_PreviousValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
base.WriteFieldSynchronization(writer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -251,6 +251,12 @@ namespace Unity.Netcode
|
||||
m_IsDirty = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only used during the NetworkBehaviourUpdater pass and only used for NetworkVariable.
|
||||
/// This is to bypass duplication of the "original internal value" for collections.
|
||||
/// </summary>
|
||||
internal bool NetworkUpdaterCheck;
|
||||
|
||||
/// <summary>
|
||||
/// Gets Whether or not the container is dirty
|
||||
/// </summary>
|
||||
@@ -341,6 +347,32 @@ namespace Unity.Netcode
|
||||
/// <param name="keepDirtyDelta">Whether or not the delta should be kept as dirty or consumed</param>
|
||||
public abstract void ReadDelta(FastBufferReader reader, bool keepDirtyDelta);
|
||||
|
||||
/// <summary>
|
||||
/// This should be always invoked (client & server) to assure the previous values are set
|
||||
/// !! IMPORTANT !!
|
||||
/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
|
||||
/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
|
||||
/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
|
||||
/// </summary>
|
||||
internal virtual void PostDeltaRead()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// There are scenarios, specifically with collections, where a client could be synchronizing and
|
||||
/// some NetworkVariables have pending updates. To avoid duplicating entries, this is invoked only
|
||||
/// when sending the full synchronization information.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Derrived classes should send the previous value for synchronization so when the updated value
|
||||
/// is sent (after synchronizing the client) it will apply the updates.
|
||||
/// </remarks>
|
||||
/// <param name="writer"></param>
|
||||
internal virtual void WriteFieldSynchronization(FastBufferWriter writer)
|
||||
{
|
||||
WriteField(writer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Virtual <see cref="IDisposable"/> implementation
|
||||
/// </summary>
|
||||
|
||||
@@ -320,9 +320,11 @@ namespace Unity.Netcode
|
||||
internal void AddSpawnedNetworkObjects()
|
||||
{
|
||||
m_NetworkObjectsSync.Clear();
|
||||
// If distributed authority mode and sending to the service, then ignore observers
|
||||
var distributedAuthoritySendingToService = m_NetworkManager.DistributedAuthorityMode && TargetClientId == NetworkManager.ServerClientId;
|
||||
foreach (var sobj in m_NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
if (sobj.Observers.Contains(TargetClientId))
|
||||
if (sobj.Observers.Contains(TargetClientId) || distributedAuthoritySendingToService)
|
||||
{
|
||||
m_NetworkObjectsSync.Add(sobj);
|
||||
}
|
||||
@@ -666,12 +668,14 @@ namespace Unity.Netcode
|
||||
// Write our count place holder (must not be packed!)
|
||||
writer.WriteValueSafe((ushort)0);
|
||||
var distributedAuthority = m_NetworkManager.DistributedAuthorityMode;
|
||||
// If distributed authority mode and sending to the service, then ignore observers
|
||||
var distributedAuthoritySendingToService = distributedAuthority && TargetClientId == NetworkManager.ServerClientId;
|
||||
|
||||
foreach (var keyValuePairByGlobalObjectIdHash in m_NetworkManager.SceneManager.ScenePlacedObjects)
|
||||
{
|
||||
foreach (var keyValuePairBySceneHandle in keyValuePairByGlobalObjectIdHash.Value)
|
||||
{
|
||||
if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId))
|
||||
if (keyValuePairBySceneHandle.Value.Observers.Contains(TargetClientId) || distributedAuthoritySendingToService)
|
||||
{
|
||||
// Serialize the NetworkObject
|
||||
var sceneObject = keyValuePairBySceneHandle.Value.GetMessageSceneObject(TargetClientId, distributedAuthority);
|
||||
|
||||
@@ -72,11 +72,22 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var player in m_PlayerObjects)
|
||||
{
|
||||
player.Observers.Add(playerObject.OwnerClientId);
|
||||
playerObject.Observers.Add(player.OwnerClientId);
|
||||
// If the player's SpawnWithObservers is not set then do not add the new player object's owner as an observer.
|
||||
if (player.SpawnWithObservers)
|
||||
{
|
||||
player.Observers.Add(playerObject.OwnerClientId);
|
||||
}
|
||||
|
||||
// If the new player object's SpawnWithObservers is not set then do not add this player as an observer to the new player object.
|
||||
if (playerObject.SpawnWithObservers)
|
||||
{
|
||||
playerObject.Observers.Add(player.OwnerClientId);
|
||||
}
|
||||
}
|
||||
|
||||
m_PlayerObjects.Add(playerObject);
|
||||
if (!m_PlayerObjectsTable.ContainsKey(playerObject.OwnerClientId))
|
||||
{
|
||||
@@ -423,8 +434,31 @@ namespace Unity.Netcode
|
||||
ChangeOwnership(networkObject, NetworkManager.ServerClientId, true);
|
||||
}
|
||||
|
||||
private Dictionary<ulong, float> m_LastChangeInOwnership = new Dictionary<ulong, float>();
|
||||
private const int k_MaximumTickOwnershipChangeMultiplier = 6;
|
||||
|
||||
internal void ChangeOwnership(NetworkObject networkObject, ulong clientId, bool isAuthorized, bool isRequestApproval = false)
|
||||
{
|
||||
// For client-server:
|
||||
// If ownership changes faster than the latency between the client-server and there are NetworkVariables being updated during ownership changes,
|
||||
// then notify the user they could potentially lose state updates if developer logging is enabled.
|
||||
if (!NetworkManager.DistributedAuthorityMode && m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId) && m_LastChangeInOwnership[networkObject.NetworkObjectId] > Time.realtimeSinceStartup)
|
||||
{
|
||||
var hasNetworkVariables = false;
|
||||
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
hasNetworkVariables = networkObject.ChildNetworkBehaviours[i].NetworkVariableFields.Count > 0;
|
||||
if (hasNetworkVariables)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hasNetworkVariables && NetworkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarningServer($"[Rapid Ownership Change Detected][Potential Loss in State] Detected a rapid change in ownership that exceeds a frequency less than {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate! Provide at least {k_MaximumTickOwnershipChangeMultiplier}x the current network tick rate between ownership changes to avoid NetworkVariable state loss.");
|
||||
}
|
||||
}
|
||||
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// If are not authorized and this is not an approved ownership change, then check to see if we can change ownership
|
||||
@@ -497,15 +531,21 @@ namespace Unity.Netcode
|
||||
// Always notify locally on the server when ownership is lost
|
||||
networkObject.InvokeBehaviourOnLostOwnership();
|
||||
|
||||
networkObject.MarkVariablesDirty(true);
|
||||
NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
|
||||
|
||||
// Authority adds entries for all client ownership
|
||||
UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
|
||||
|
||||
// Always notify locally on the server when a new owner is assigned
|
||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||
|
||||
if (networkObject.PreviousOwnerId == NetworkManager.LocalClientId)
|
||||
{
|
||||
// Mark any owner read variables as dirty
|
||||
networkObject.MarkOwnerReadVariablesDirty();
|
||||
// Immediately queue any pending deltas and order the message before the
|
||||
// change in ownership message.
|
||||
NetworkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
|
||||
}
|
||||
|
||||
var size = 0;
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
@@ -569,6 +609,17 @@ namespace Unity.Netcode
|
||||
/// This gets called specifically *after* sending the ownership message so any additional messages that need to proceed an ownership
|
||||
/// change can be sent from NetworkBehaviours that override the <see cref="NetworkBehaviour.OnOwnershipChanged"></see>
|
||||
networkObject.InvokeOwnershipChanged(networkObject.PreviousOwnerId, clientId);
|
||||
|
||||
// Keep track of the ownership change frequency to assure a user is not exceeding changes faster than 2x the current Tick Rate.
|
||||
if (!NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (!m_LastChangeInOwnership.ContainsKey(networkObject.NetworkObjectId))
|
||||
{
|
||||
m_LastChangeInOwnership.Add(networkObject.NetworkObjectId, 0.0f);
|
||||
}
|
||||
var tickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
|
||||
m_LastChangeInOwnership[networkObject.NetworkObjectId] = Time.realtimeSinceStartup + (tickFrequency * k_MaximumTickOwnershipChangeMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
|
||||
@@ -695,14 +746,14 @@ namespace Unity.Netcode
|
||||
/// Gets the right NetworkObject prefab instance to spawn. If a handler is registered or there is an override assigned to the
|
||||
/// passed in globalObjectIdHash value, then that is what will be instantiated, spawned, and returned.
|
||||
/// </summary>
|
||||
internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3 position = default, Quaternion rotation = default, bool isScenePlaced = false)
|
||||
internal NetworkObject GetNetworkObjectToSpawn(uint globalObjectIdHash, ulong ownerId, Vector3? position, Quaternion? rotation, bool isScenePlaced = false)
|
||||
{
|
||||
NetworkObject networkObject = null;
|
||||
// If the prefab hash has a registered INetworkPrefabInstanceHandler derived class
|
||||
if (NetworkManager.PrefabHandler.ContainsHandler(globalObjectIdHash))
|
||||
{
|
||||
// Let the handler spawn the NetworkObject
|
||||
networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position, rotation);
|
||||
networkObject = NetworkManager.PrefabHandler.HandleNetworkPrefabSpawn(globalObjectIdHash, ownerId, position ?? default, rotation ?? default);
|
||||
networkObject.NetworkManagerOwner = NetworkManager;
|
||||
}
|
||||
else
|
||||
@@ -752,8 +803,10 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create prefab instance
|
||||
// Create prefab instance while applying any pre-assigned position and rotation values
|
||||
networkObject = UnityEngine.Object.Instantiate(networkPrefabReference).GetComponent<NetworkObject>();
|
||||
networkObject.transform.position = position ?? networkObject.transform.position;
|
||||
networkObject.transform.rotation = rotation ?? networkObject.transform.rotation;
|
||||
networkObject.NetworkManagerOwner = NetworkManager;
|
||||
networkObject.PrefabGlobalObjectIdHash = globalObjectIdHash;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user