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:
Unity Technologies
2024-10-18 00:00:00 +00:00
parent 48c6a6121c
commit 016788c21e
34 changed files with 3048 additions and 307 deletions

View File

@@ -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()
{

View File

@@ -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);
}
}
}
}

View File

@@ -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>