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:
@@ -177,6 +177,13 @@ namespace Unity.Netcode
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/// <inheritdoc />
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public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
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{
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/// This is only invoked by <see cref="NetworkVariableDeltaMessage"/> and the only time
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/// keepDirtyDelta is set is when it is the server processing. To be able to handle previous
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/// versions, we use IsServer to keep the dirty states received and the keepDirtyDelta to
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/// actually mark this as dirty and add it to the list of <see cref="NetworkObject"/>s to
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/// be updated. With the forwarding of deltas being handled by <see cref="NetworkVariableDeltaMessage"/>,
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/// once all clients have been forwarded the dirty events, we clear them by invoking <see cref="PostDeltaRead"/>.
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var isServer = m_NetworkManager.IsServer;
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reader.ReadValueSafe(out ushort deltaCount);
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for (int i = 0; i < deltaCount; i++)
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{
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@@ -199,7 +206,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -207,7 +214,11 @@ namespace Unity.Netcode
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Index = m_List.Length - 1,
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Value = m_List[m_List.Length - 1]
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -237,7 +248,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -245,7 +256,11 @@ namespace Unity.Netcode
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Index = index,
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Value = m_List[index]
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -271,7 +286,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -279,7 +294,11 @@ namespace Unity.Netcode
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Index = index,
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Value = value
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -299,7 +318,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -307,7 +326,11 @@ namespace Unity.Netcode
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Index = index,
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Value = value
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -335,7 +358,7 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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@@ -344,7 +367,11 @@ namespace Unity.Netcode
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Value = value,
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PreviousValue = previousValue
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -361,13 +388,18 @@ namespace Unity.Netcode
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});
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}
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if (keepDirtyDelta)
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if (isServer)
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{
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m_DirtyEvents.Add(new NetworkListEvent<T>()
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{
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Type = eventType
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});
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MarkNetworkObjectDirty();
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// Preserve the legacy way of handling this
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if (keepDirtyDelta)
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{
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MarkNetworkObjectDirty();
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}
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}
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}
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break;
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@@ -381,6 +413,18 @@ namespace Unity.Netcode
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}
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}
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/// <inheritdoc />
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/// <remarks>
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/// For NetworkList, we just need to reset dirty if a server has read deltas
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/// </remarks>
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internal override void PostDeltaRead()
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{
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if (m_NetworkManager.IsServer)
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{
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ResetDirty();
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}
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}
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/// <inheritdoc />
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public IEnumerator<T> GetEnumerator()
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{
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@@ -41,6 +41,7 @@ namespace Unity.Netcode
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base.OnInitialize();
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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
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}
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@@ -58,6 +59,7 @@ namespace Unity.Netcode
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: base(readPerm, writePerm)
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{
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m_InternalValue = value;
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m_InternalOriginalValue = default;
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// Since we start with IsDirty = true, this doesn't need to be duplicated
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// right away. It won't get read until after ResetDirty() is called, and
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// the duplicate will be made there. Avoiding calling
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@@ -76,6 +78,7 @@ namespace Unity.Netcode
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if (m_NetworkBehaviour == null || m_NetworkBehaviour != null && !m_NetworkBehaviour.NetworkObject.IsSpawned)
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{
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m_InternalValue = value;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
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m_PreviousValue = default;
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}
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}
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@@ -86,6 +89,12 @@ namespace Unity.Netcode
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[SerializeField]
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private protected T m_InternalValue;
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// The introduction of standard .NET collections caused an issue with permissions since there is no way to detect changes in the
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// collection without doing a full comparison. While this approach does consume more memory per collection instance, it is the
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// lowest risk approach to resolving the issue where a client with no write permissions could make changes to a collection locally
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// which can cause a myriad of issues.
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private protected T m_InternalOriginalValue;
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private protected T m_PreviousValue;
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private bool m_HasPreviousValue;
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@@ -116,6 +125,7 @@ namespace Unity.Netcode
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{
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T previousValue = m_InternalValue;
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m_InternalValue = value;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
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SetDirty(true);
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m_IsDisposed = false;
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OnValueChanged?.Invoke(previousValue, m_InternalValue);
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@@ -136,6 +146,17 @@ namespace Unity.Netcode
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{
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var isDirty = base.IsDirty();
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// A client without permissions invoking this method should only check to assure the current value is equal to the last known current value
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if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
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{
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// If modifications are detected, then revert back to the last known current value
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if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
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{
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NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
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}
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return false;
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}
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// Compare the previous with the current if not dirty or forcing a check.
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if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
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{
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@@ -166,6 +187,7 @@ namespace Unity.Netcode
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}
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m_InternalValue = default;
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m_InternalOriginalValue = default;
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if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
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{
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m_HasPreviousValue = false;
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@@ -188,6 +210,13 @@ namespace Unity.Netcode
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/// <returns>Whether or not the container is dirty</returns>
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public override bool IsDirty()
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{
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// 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
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// to the original collection value prior to applying updates (primarily for collections).
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if (!NetworkUpdaterCheck && m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_InternalOriginalValue))
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{
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NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
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return true;
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}
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// For most cases we can use the dirty flag.
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// This doesn't work for cases where we're wrapping more complex types
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// like INetworkSerializable, NativeList, NativeArray, etc.
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@@ -199,11 +228,11 @@ namespace Unity.Netcode
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return true;
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}
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var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
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// Cache the dirty value so we don't perform this again if we already know we're dirty
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// Unfortunately we can't cache the NOT dirty state, because that might change
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// in between to checks... but the DIRTY state won't change until ResetDirty()
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// is called.
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var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
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SetDirty(dirty);
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return dirty;
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}
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@@ -221,6 +250,8 @@ namespace Unity.Netcode
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{
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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
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// Once updated, assure the original current value is updated for future comparison purposes
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
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}
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base.ResetDirty();
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}
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@@ -241,16 +272,20 @@ namespace Unity.Netcode
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/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
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public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
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{
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// In order to get managed collections to properly have a previous and current value, we have to
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// duplicate the collection at this point before making any modifications to the current.
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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
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// 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
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// to the original collection value prior to applying updates (primarily for collections).
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if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
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{
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NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
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}
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NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
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// todo:
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// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
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// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
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// would be stored in different fields
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// LEGACY NOTE: This is only to handle NetworkVariableDeltaMessage Version 0 connections. The updated
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// NetworkVariableDeltaMessage no longer uses this approach.
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if (keepDirtyDelta)
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{
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SetDirty(true);
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@@ -259,10 +294,43 @@ namespace Unity.Netcode
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OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
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}
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/// <summary>
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/// This should be always invoked (client & server) to assure the previous values are set
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/// !! IMPORTANT !!
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/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
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/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
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/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
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/// </summary>
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internal override void PostDeltaRead()
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{
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// In order to get managed collections to properly have a previous and current value, we have to
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// duplicate the collection at this point before making any modifications to the current.
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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
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// Once updated, assure the original current value is updated for future comparison purposes
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
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}
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/// <inheritdoc />
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public override void ReadField(FastBufferReader reader)
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{
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// 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
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// to the original collection value prior to applying updates (primarily for collections).
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if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId) && !NetworkVariableSerialization<T>.AreEqual(ref m_InternalOriginalValue, ref m_InternalValue))
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{
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NetworkVariableSerialization<T>.Duplicate(m_InternalOriginalValue, ref m_InternalValue);
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}
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NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue);
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// In order to get managed collections to properly have a previous and current value, we have to
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// duplicate the collection at this point before making any modifications to the current.
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// We duplicate the final value after the read (for ReadField ONLY) so the previous value is at par
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// with the current value (since this is only invoked when initially synchronizing).
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m_HasPreviousValue = true;
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
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// Once updated, assure the original current value is updated for future comparison purposes
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NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_InternalOriginalValue);
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}
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/// <inheritdoc />
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@@ -270,5 +338,20 @@ namespace Unity.Netcode
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{
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NetworkVariableSerialization<T>.Write(writer, ref m_InternalValue);
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}
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internal override void WriteFieldSynchronization(FastBufferWriter writer)
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{
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// If we have a pending update, then synchronize the client with the previously known
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// value since the updated version will be sent on the next tick or next time it is
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// set to be updated
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if (base.IsDirty() && m_HasPreviousValue)
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{
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NetworkVariableSerialization<T>.Write(writer, ref m_PreviousValue);
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}
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else
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{
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base.WriteFieldSynchronization(writer);
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}
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}
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}
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}
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@@ -251,6 +251,12 @@ namespace Unity.Netcode
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m_IsDirty = false;
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}
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/// <summary>
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/// Only used during the NetworkBehaviourUpdater pass and only used for NetworkVariable.
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/// This is to bypass duplication of the "original internal value" for collections.
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/// </summary>
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internal bool NetworkUpdaterCheck;
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/// <summary>
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/// Gets Whether or not the container is dirty
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/// </summary>
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@@ -341,6 +347,32 @@ namespace Unity.Netcode
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/// <param name="keepDirtyDelta">Whether or not the delta should be kept as dirty or consumed</param>
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public abstract void ReadDelta(FastBufferReader reader, bool keepDirtyDelta);
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/// <summary>
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/// This should be always invoked (client & server) to assure the previous values are set
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/// !! IMPORTANT !!
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/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
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/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
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/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
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/// </summary>
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internal virtual void PostDeltaRead()
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{
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}
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/// <summary>
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/// There are scenarios, specifically with collections, where a client could be synchronizing and
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/// some NetworkVariables have pending updates. To avoid duplicating entries, this is invoked only
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/// when sending the full synchronization information.
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/// </summary>
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/// <remarks>
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/// Derrived classes should send the previous value for synchronization so when the updated value
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/// is sent (after synchronizing the client) it will apply the updates.
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/// </remarks>
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/// <param name="writer"></param>
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internal virtual void WriteFieldSynchronization(FastBufferWriter writer)
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{
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WriteField(writer);
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}
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|
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/// <summary>
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/// Virtual <see cref="IDisposable"/> implementation
|
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/// </summary>
|
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Reference in New Issue
Block a user