com.unity.netcode.gameobjects@1.0.0-pre.10

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).

## [1.0.0-pre.10] - 2022-06-21

### Added

- Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)

### Removed

### Fixed
- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985)
- Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984)
- Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973)
- Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972)
- Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947)
- Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946)
- Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946)
- Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
This commit is contained in:
Unity Technologies
2022-06-21 00:00:00 +00:00
parent 5b1fc203ed
commit 0f7a30d285
62 changed files with 3763 additions and 1286 deletions

View File

@@ -60,6 +60,8 @@ namespace Unity.Netcode
private NetworkPrefabHandler m_PrefabHandler;
internal Dictionary<ulong, ConnectionApprovalResponse> ClientsToApprove = new Dictionary<ulong, ConnectionApprovalResponse>();
public NetworkPrefabHandler PrefabHandler
{
get
@@ -206,12 +208,14 @@ namespace Unity.Netcode
/// <summary>
/// Gets or sets if the application should be set to run in background
/// </summary>
[HideInInspector] public bool RunInBackground = true;
[HideInInspector]
public bool RunInBackground = true;
/// <summary>
/// The log level to use
/// </summary>
[HideInInspector] public LogLevel LogLevel = LogLevel.Normal;
[HideInInspector]
public LogLevel LogLevel = LogLevel.Normal;
/// <summary>
/// The singleton instance of the NetworkManager
@@ -358,26 +362,71 @@ namespace Unity.Netcode
public event Action OnServerStarted = null;
/// <summary>
/// Delegate type called when connection has been approved. This only has to be set on the server.
/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
/// </summary>
/// <param name="createPlayerObject">If true, a player object will be created. Otherwise the client will have no object.</param>
/// <param name="playerPrefabHash">The prefabHash to use for the client. If createPlayerObject is false, this is ignored. If playerPrefabHash is null, the default player prefab is used.</param>
/// <param name="approved">Whether or not the client was approved</param>
/// <param name="position">The position to spawn the client at. If null, the prefab position is used.</param>
/// <param name="rotation">The rotation to spawn the client with. If null, the prefab position is used.</param>
public delegate void ConnectionApprovedDelegate(bool createPlayerObject, uint? playerPrefabHash, bool approved, Vector3? position, Quaternion? rotation);
/// <remarks>
/// A failure of the transport is always followed by the <see cref="NetworkManager"/> shutting down. Recovering
/// from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or
/// recreating a new service allocation depending on the transport) and restarting the client/server/host.
/// </remarks>
public event Action OnTransportFailure = null;
/// <summary>
/// The callback to invoke during connection approval
/// Connection Approval Response
/// </summary>
public event Action<byte[], ulong, ConnectionApprovedDelegate> ConnectionApprovalCallback = null;
/// <param name="Approved">Whether or not the client was approved</param>
/// <param name="CreatePlayerObject">If true, a player object will be created. Otherwise the client will have no object.</param>
/// <param name="PlayerPrefabHash">The prefabHash to use for the client. If createPlayerObject is false, this is ignored. If playerPrefabHash is null, the default player prefab is used.</param>
/// <param name="Position">The position to spawn the client at. If null, the prefab position is used.</param>
/// <param name="Rotation">The rotation to spawn the client with. If null, the prefab position is used.</param>
/// <param name="Pending">If the Approval decision cannot be made immediately, the client code can set Pending to true, keep a reference to the ConnectionApprovalResponse object and write to it later. Client code must exercise care to setting all the members to the value it wants before marking Pending to false, to indicate completion. If the field is set as Pending = true, we'll monitor the object until it gets set to not pending anymore and use the parameters then.</param>
public class ConnectionApprovalResponse
{
public bool Approved;
public bool CreatePlayerObject;
public uint? PlayerPrefabHash;
public Vector3? Position;
public Quaternion? Rotation;
public bool Pending;
}
internal void InvokeConnectionApproval(byte[] payload, ulong clientId, ConnectionApprovedDelegate action) => ConnectionApprovalCallback?.Invoke(payload, clientId, action);
/// <summary>
/// Connection Approval Request
/// </summary>
/// <param name="Payload">The connection data payload</param>
/// <param name="ClientNetworkId">The Network Id of the client we are about to handle</param>
public struct ConnectionApprovalRequest
{
public byte[] Payload;
public ulong ClientNetworkId;
}
/// <summary>
/// The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection
/// </summary>
public Action<ConnectionApprovalRequest, ConnectionApprovalResponse> ConnectionApprovalCallback
{
get => m_ConnectionApprovalCallback;
set
{
if (value != null && value.GetInvocationList().Length > 1)
{
throw new InvalidOperationException($"Only one {nameof(ConnectionApprovalCallback)} can be registered at a time.");
}
else
{
m_ConnectionApprovalCallback = value;
}
}
}
private Action<ConnectionApprovalRequest, ConnectionApprovalResponse> m_ConnectionApprovalCallback;
/// <summary>
/// The current NetworkConfig
/// </summary>
[HideInInspector] public NetworkConfig NetworkConfig;
[HideInInspector]
public NetworkConfig NetworkConfig;
/// <summary>
/// The current host name we are connected to, used to validate certificate
@@ -389,7 +438,7 @@ namespace Unity.Netcode
internal static event Action OnSingletonReady;
#if UNITY_EDITOR
private void OnValidate()
internal void OnValidate()
{
if (NetworkConfig == null)
{
@@ -541,6 +590,47 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Remove a prefab from the prefab list.
/// As with AddNetworkPrefab, this is specific to the client it's called on -
/// calling it on the server does not automatically remove anything on any of the
/// client processes.
///
/// Like AddNetworkPrefab, when NetworkConfig.ForceSamePrefabs is enabled,
/// this cannot be called after connecting.
/// </summary>
/// <param name="prefab"></param>
public void RemoveNetworkPrefab(GameObject prefab)
{
if (IsListening && NetworkConfig.ForceSamePrefabs)
{
throw new Exception($"Prefabs cannot be removed after starting {nameof(NetworkManager)} when {nameof(NetworkConfig.ForceSamePrefabs)} is enabled.");
}
var globalObjectIdHash = prefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
for (var i = 0; i < NetworkConfig.NetworkPrefabs.Count; ++i)
{
if (NetworkConfig.NetworkPrefabs[i].Prefab.GetComponent<NetworkObject>().GlobalObjectIdHash == globalObjectIdHash)
{
NetworkConfig.NetworkPrefabs.RemoveAt(i);
break;
}
}
if (PrefabHandler.ContainsHandler(globalObjectIdHash))
{
PrefabHandler.RemoveHandler(globalObjectIdHash);
}
if (NetworkConfig.NetworkPrefabOverrideLinks.TryGetValue(globalObjectIdHash, out var targetPrefab))
{
NetworkConfig.NetworkPrefabOverrideLinks.Remove(globalObjectIdHash);
var targetHash = targetPrefab.Prefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
if (NetworkConfig.OverrideToNetworkPrefab.ContainsKey(targetHash))
{
NetworkConfig.OverrideToNetworkPrefab.Remove(targetHash);
}
}
}
private bool ShouldAddPrefab(NetworkPrefab networkPrefab, out uint sourcePrefabGlobalObjectIdHash, out uint targetPrefabGlobalObjectIdHash, int index = -1)
{
sourcePrefabGlobalObjectIdHash = 0;
@@ -865,6 +955,7 @@ namespace Unity.Netcode
m_ConnectedClientIds.Clear();
LocalClient = null;
NetworkObject.OrphanChildren.Clear();
ClientsToApprove.Clear();
}
/// <summary>
@@ -899,6 +990,7 @@ namespace Unity.Netcode
else
{
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
}
@@ -926,6 +1018,7 @@ namespace Unity.Netcode
if (!NetworkConfig.NetworkTransport.StartClient())
{
Debug.LogError($"Client is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
return false;
}
@@ -958,6 +1051,7 @@ namespace Unity.Netcode
if (!NetworkConfig.NetworkTransport.StartServer())
{
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
return false;
}
@@ -970,27 +1064,29 @@ namespace Unity.Netcode
IsClient = true;
IsListening = true;
if (NetworkConfig.ConnectionApproval)
if (NetworkConfig.ConnectionApproval && ConnectionApprovalCallback != null)
{
InvokeConnectionApproval(NetworkConfig.ConnectionData, ServerClientId,
(createPlayerObject, playerPrefabHash, approved, position, rotation) =>
var response = new ConnectionApprovalResponse();
ConnectionApprovalCallback(new ConnectionApprovalRequest { Payload = NetworkConfig.ConnectionData, ClientNetworkId = ServerClientId }, response);
if (!response.Approved)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
// You cannot decline the local server. Force approved to true
if (!approved)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
"You cannot decline the host connection. The connection was automatically approved.");
}
}
NetworkLog.LogWarning("You cannot decline the host connection. The connection was automatically approved.");
}
}
HandleApproval(ServerClientId, createPlayerObject, playerPrefabHash, true, position, rotation);
});
response.Approved = true;
HandleConnectionApproval(ServerClientId, response);
}
else
{
HandleApproval(ServerClientId, NetworkConfig.PlayerPrefab != null, null, true, null, null);
var response = new ConnectionApprovalResponse
{
Approved = true,
CreatePlayerObject = NetworkConfig.PlayerPrefab != null
};
HandleConnectionApproval(ServerClientId, response);
}
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
@@ -1076,7 +1172,6 @@ namespace Unity.Netcode
private void Awake()
{
UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
NetworkVariableHelper.InitializeAllBaseDelegates();
}
/// <summary>
@@ -1327,6 +1422,43 @@ namespace Unity.Netcode
}
}
private void ProcessPendingApprovals()
{
List<ulong> senders = null;
foreach (var responsePair in ClientsToApprove)
{
var response = responsePair.Value;
var senderId = responsePair.Key;
if (!response.Pending)
{
try
{
HandleConnectionApproval(senderId, response);
if (senders == null)
{
senders = new List<ulong>();
}
senders.Add(senderId);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
}
if (senders != null)
{
foreach (var sender in senders)
{
ClientsToApprove.Remove(sender);
}
}
}
private void OnNetworkEarlyUpdate()
{
if (!IsListening)
@@ -1334,6 +1466,8 @@ namespace Unity.Netcode
return;
}
ProcessPendingApprovals();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportPoll.Begin();
#endif
@@ -1554,6 +1688,12 @@ namespace Unity.Netcode
s_TransportDisconnect.End();
#endif
break;
case NetworkEvent.TransportFailure:
Debug.LogError($"Shutting down due to network transport failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown(true);
break;
}
}
@@ -1818,15 +1958,11 @@ namespace Unity.Netcode
/// <summary>
/// Server Side: Handles the approval of a client
/// </summary>
/// <param name="ownerClientId">client being approved</param>
/// <param name="createPlayerObject">whether we want to create a player or not</param>
/// <param name="playerPrefabHash">the GlobalObjectIdHash value for the Network Prefab to create as the player</param>
/// <param name="approved">Is the player approved or not?</param>
/// <param name="position">Used when createPlayerObject is true, position of the player when spawned </param>
/// <param name="rotation">Used when createPlayerObject is true, rotation of the player when spawned</param>
internal void HandleApproval(ulong ownerClientId, bool createPlayerObject, uint? playerPrefabHash, bool approved, Vector3? position, Quaternion? rotation)
/// <param name="ownerClientId">The Network Id of the client being approved</param>
/// <param name="response">The response to allow the player in or not, with its parameters</param>
internal void HandleConnectionApproval(ulong ownerClientId, ConnectionApprovalResponse response)
{
if (approved)
if (response.Approved)
{
// Inform new client it got approved
PendingClients.Remove(ownerClientId);
@@ -1836,10 +1972,23 @@ namespace Unity.Netcode
m_ConnectedClientsList.Add(client);
m_ConnectedClientIds.Add(client.ClientId);
if (createPlayerObject)
if (response.CreatePlayerObject)
{
var networkObject = SpawnManager.CreateLocalNetworkObject(false, playerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, null, position, rotation);
SpawnManager.SpawnNetworkObjectLocally(networkObject, SpawnManager.GetNetworkObjectId(), false, true, ownerClientId, false);
var networkObject = SpawnManager.CreateLocalNetworkObject(
isSceneObject: false,
response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash,
ownerClientId,
parentNetworkId: null,
networkSceneHandle: null,
response.Position,
response.Rotation);
SpawnManager.SpawnNetworkObjectLocally(
networkObject,
SpawnManager.GetNetworkObjectId(),
sceneObject: false,
playerObject: true,
ownerClientId,
destroyWithScene: false);
ConnectedClients[ownerClientId].PlayerObject = networkObject;
}
@@ -1879,13 +2028,13 @@ namespace Unity.Netcode
InvokeOnClientConnectedCallback(ownerClientId);
}
if (!createPlayerObject || (playerPrefabHash == null && NetworkConfig.PlayerPrefab == null))
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkConfig.PlayerPrefab == null))
{
return;
}
// Separating this into a contained function call for potential further future separation of when this notification is sent.
ApprovedPlayerSpawn(ownerClientId, playerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
}
else
{

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
@@ -75,7 +76,7 @@ namespace Unity.Netcode
public bool IsPlayerObject { get; internal set; }
/// <summary>
/// Gets if the object is the the personal clients player object
/// Gets if the object is the personal clients player object
/// </summary>
public bool IsLocalPlayer => NetworkManager != null && IsPlayerObject && OwnerClientId == NetworkManager.LocalClientId;
@@ -151,6 +152,7 @@ namespace Unity.Netcode
#endif
}
private readonly HashSet<ulong> m_EmptyULongHashSet = new HashSet<ulong>();
/// <summary>
/// Returns Observers enumerator
/// </summary>
@@ -159,7 +161,7 @@ namespace Unity.Netcode
{
if (!IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
return m_EmptyULongHashSet.GetEnumerator();
}
return Observers.GetEnumerator();
@@ -174,15 +176,62 @@ namespace Unity.Netcode
{
if (!IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
return false;
}
return Observers.Contains(clientId);
}
/// <summary>
/// In the event the scene of origin gets unloaded, we keep
/// the most important part to uniquely identify in-scene
/// placed NetworkObjects
/// </summary>
internal int SceneOriginHandle = 0;
private Scene m_SceneOrigin;
/// <summary>
/// The scene where the NetworkObject was first instantiated
/// Note: Primarily for in-scene placed NetworkObjects
/// We need to keep track of the original scene of origin for
/// the NetworkObject in order to be able to uniquely identify it
/// using the scene of origin's handle.
/// </summary>
internal Scene SceneOrigin
{
get
{
return m_SceneOrigin;
}
return Observers.Contains(clientId);
set
{
// The scene origin should only be set once.
// Once set, it should never change.
if (SceneOriginHandle == 0 && value.IsValid() && value.isLoaded)
{
m_SceneOrigin = value;
SceneOriginHandle = value.handle;
}
}
}
/// <summary>
/// Helper method to return the correct scene handle
/// Note: Do not use this within NetworkSpawnManager.SpawnNetworkObjectLocallyCommon
/// </summary>
internal int GetSceneOriginHandle()
{
if (SceneOriginHandle == 0 && IsSpawned && IsSceneObject != false)
{
throw new Exception($"{nameof(GetSceneOriginHandle)} called when {nameof(SceneOriginHandle)} is still zero but the {nameof(NetworkObject)} is already spawned!");
}
return SceneOriginHandle != 0 ? SceneOriginHandle : gameObject.scene.handle;
}
private void Awake()
{
SetCachedParent(transform.parent);
SceneOrigin = gameObject.scene;
}
/// <summary>
@@ -285,7 +334,8 @@ namespace Unity.Netcode
var message = new DestroyObjectMessage
{
NetworkObjectId = NetworkObjectId
NetworkObjectId = NetworkObjectId,
DestroyGameObject = true
};
// Send destroy call
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
@@ -372,7 +422,7 @@ namespace Unity.Netcode
throw new NotServerException($"Only server can spawn {nameof(NetworkObject)}s");
}
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(this, NetworkManager.SpawnManager.GetNetworkObjectId(), false, playerObject, ownerClientId, destroyWithScene);
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(this, NetworkManager.SpawnManager.GetNetworkObjectId(), IsSceneObject.HasValue && IsSceneObject.Value, playerObject, ownerClientId, destroyWithScene);
for (int i = 0; i < NetworkManager.ConnectedClientsList.Count; i++)
{
@@ -865,16 +915,17 @@ namespace Unity.Netcode
public NetworkObject OwnerObject;
public ulong TargetClientId;
public int NetworkSceneHandle;
public unsafe void Serialize(FastBufferWriter writer)
{
if (!writer.TryBeginWrite(
sizeof(HeaderData) +
(Header.HasParent ? FastBufferWriter.GetWriteSize(ParentObjectId) : 0) +
(Header.HasTransform ? FastBufferWriter.GetWriteSize(Transform) : 0) +
(Header.IsReparented
? FastBufferWriter.GetWriteSize(IsLatestParentSet) +
(IsLatestParentSet ? FastBufferWriter.GetWriteSize<ulong>() : 0)
: 0)))
var writeSize = sizeof(HeaderData);
writeSize += Header.HasParent ? FastBufferWriter.GetWriteSize(ParentObjectId) : 0;
writeSize += Header.HasTransform ? FastBufferWriter.GetWriteSize(Transform) : 0;
writeSize += Header.IsReparented ? FastBufferWriter.GetWriteSize(IsLatestParentSet) + (IsLatestParentSet ? FastBufferWriter.GetWriteSize<ulong>() : 0) : 0;
writeSize += Header.IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
if (!writer.TryBeginWrite(writeSize))
{
throw new OverflowException("Could not serialize SceneObject: Out of buffer space.");
}
@@ -900,6 +951,16 @@ namespace Unity.Netcode
}
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Since each loaded scene has a unique
// handle, it provides us with a unique and persistent "scene prefab asset" instance.
// This is only set on in-scene placed NetworkObjects to reduce the over-all packet
// sizes for dynamically spawned NetworkObjects.
if (Header.IsSceneObject)
{
writer.WriteValue(OwnerObject.GetSceneOriginHandle());
}
OwnerObject.WriteNetworkVariableData(writer, TargetClientId);
}
@@ -910,10 +971,12 @@ namespace Unity.Netcode
throw new OverflowException("Could not deserialize SceneObject: Out of buffer space.");
}
reader.ReadValue(out Header);
if (!reader.TryBeginRead(
(Header.HasParent ? FastBufferWriter.GetWriteSize(ParentObjectId) : 0) +
(Header.HasTransform ? FastBufferWriter.GetWriteSize(Transform) : 0) +
(Header.IsReparented ? FastBufferWriter.GetWriteSize(IsLatestParentSet) : 0)))
var readSize = Header.HasParent ? FastBufferWriter.GetWriteSize(ParentObjectId) : 0;
readSize += Header.HasTransform ? FastBufferWriter.GetWriteSize(Transform) : 0;
readSize += Header.IsReparented ? FastBufferWriter.GetWriteSize(IsLatestParentSet) + (IsLatestParentSet ? FastBufferWriter.GetWriteSize<ulong>() : 0) : 0;
readSize += Header.IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
if (!reader.TryBeginRead(readSize))
{
throw new OverflowException("Could not deserialize SceneObject: Out of buffer space.");
}
@@ -937,6 +1000,16 @@ namespace Unity.Netcode
LatestParent = latestParent;
}
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Since each loaded scene has a unique
// handle, it provides us with a unique and persistent "scene prefab asset" instance.
// Client-side NetworkSceneManagers use this to locate their local instance of the
// NetworkObject instance.
if (Header.IsSceneObject)
{
reader.ReadValueSafe(out NetworkSceneHandle);
}
}
}
@@ -1006,6 +1079,7 @@ namespace Unity.Netcode
Vector3? position = null;
Quaternion? rotation = null;
ulong? parentNetworkId = null;
int? networkSceneHandle = null;
if (sceneObject.Header.HasTransform)
{
@@ -1018,10 +1092,15 @@ namespace Unity.Netcode
parentNetworkId = sceneObject.ParentObjectId;
}
if (sceneObject.Header.IsSceneObject)
{
networkSceneHandle = sceneObject.NetworkSceneHandle;
}
//Attempt to create a local NetworkObject
var networkObject = networkManager.SpawnManager.CreateLocalNetworkObject(
sceneObject.Header.IsSceneObject, sceneObject.Header.Hash,
sceneObject.Header.OwnerClientId, parentNetworkId, position, rotation, sceneObject.Header.IsReparented);
sceneObject.Header.OwnerClientId, parentNetworkId, networkSceneHandle, position, rotation, sceneObject.Header.IsReparented);
networkObject?.SetNetworkParenting(sceneObject.Header.IsReparented, sceneObject.LatestParent);