com.unity.netcode.gameobjects@2.0.0-exp.2

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).

## [2.0.0-exp.2] - 2024-04-02

### Added
- Added updates to all internal messages to account for a distributed authority network session connection.  (#2863)
- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion.  (#2863)
  - For a customized `NetworkRigidbodyBase` class:
    - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
    - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
    - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
      - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
      - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
  - Provides additional public methods:
    - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
    - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
    - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
    - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
    - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
    - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
  - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
  - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
  - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863)
  - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
  - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)

### Fixed

- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions).  (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
Unity Technologies
2024-04-02 00:00:00 +00:00
parent f8ebf679ec
commit 143a6cbd34
140 changed files with 18009 additions and 2672 deletions

8
Components/Messages.meta Normal file
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
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@@ -0,0 +1,205 @@
using Unity.Netcode.Components;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// NetworkTransform State Update Message
/// </summary>
internal struct NetworkTransformMessage : INetworkMessage
{
public int Version => 0;
public ulong NetworkObjectId;
public int NetworkBehaviourId;
// This is only used when serializing but not serialized
public bool DistributedAuthorityMode;
// Might get removed
public ulong[] TargetIds;
private int GetTargetIdLength()
{
if (TargetIds != null)
{
return TargetIds.Length;
}
return 0;
}
public NetworkTransform.NetworkTransformState State;
private NetworkTransform m_ReceiverNetworkTransform;
private FastBufferReader m_CurrentReader;
private unsafe void CopyPayload(ref FastBufferWriter writer)
{
writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
}
public void Serialize(FastBufferWriter writer, int targetVersion)
{
if (m_CurrentReader.IsInitialized)
{
CopyPayload(ref writer);
}
else
{
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourId);
writer.WriteNetworkSerializable(State);
if (DistributedAuthorityMode)
{
var length = GetTargetIdLength();
BytePacker.WriteValuePacked(writer, length);
// If no target ids, then just exit early (DAHost specific)
if (length == 0)
{
return;
}
foreach (var target in TargetIds)
{
BytePacker.WriteValuePacked(writer, target);
}
}
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
var networkManager = context.SystemOwner as NetworkManager;
if (networkManager == null)
{
Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
return false;
}
var currentPosition = reader.Position;
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
var isSpawnedLocally = networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId);
// Only defer if the NetworkObject is not spawned yet and the local NetworkManager is not running as a DAHost.
if (!isSpawnedLocally && !networkManager.DAHost)
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
return false;
}
// While the below check and assignment might seem out of place, this is specific to running in DAHost mode when a NetworkObject is
// hidden from the DAHost but is visible to other clients. Since the DAHost needs to forward updates to the clients, we ignore processing
// this message locally
var networkObject = (NetworkObject)null;
var isServerAuthoritative = false;
var ownerAuthoritativeServerSide = false;
// Get the behaviour index
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourId);
// Deserialize the state
reader.ReadNetworkSerializableInPlace(ref State);
if (networkManager.DistributedAuthorityMode)
{
var targetCount = 0;
ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
if (targetCount > 0)
{
TargetIds = new ulong[targetCount];
}
var targetId = (ulong)0;
for (int i = 0; i < targetCount; i++)
{
ByteUnpacker.ReadValueBitPacked(reader, out targetId);
TargetIds[i] = targetId;
}
}
if (isSpawnedLocally)
{
networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
// Get the target NetworkTransform
m_ReceiverNetworkTransform = networkObject.ChildNetworkBehaviours[NetworkBehaviourId] as NetworkTransform;
isServerAuthoritative = m_ReceiverNetworkTransform.IsServerAuthoritative();
ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
}
else
{
// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
}
if (ownerAuthoritativeServerSide)
{
var ownerClientId = (ulong)0;
if (networkObject != null)
{
ownerClientId = networkObject.OwnerClientId;
if (ownerClientId == NetworkManager.ServerClientId)
{
// Ownership must have changed, ignore any additional pending messages that might have
// come from a previous owner client.
return true;
}
}
else if (networkManager.DAHost)
{
// Specific to distributed authority mode, the only sender of state updates will be the owner
ownerClientId = context.SenderId;
}
var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
// Forward the state update if there are any remote clients to foward it to
if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
{
var clientCount = networkManager.DistributedAuthorityMode ? GetTargetIdLength() : networkManager.ConnectionManager.ConnectedClientsList.Count;
if (clientCount == 0)
{
return true;
}
// This is only to copy the existing and already serialized struct for forwarding purposes only.
// This will not include any changes made to this struct at this particular stage of processing the message.
var currentMessage = this;
// Create a new reader that replicates this message
currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
// Rewind the new reader to the beginning of the message's payload
currentMessage.m_CurrentReader.Seek(currentPosition);
// Forward the message to all connected clients that are observers of the associated NetworkObject
for (int i = 0; i < clientCount; i++)
{
var clientId = networkManager.DistributedAuthorityMode ? TargetIds[i] : networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) ||
(!networkManager.DistributedAuthorityMode && !networkObject.Observers.Contains(clientId)))
{
continue;
}
networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
}
// Dispose of the reader used for forwarding
currentMessage.m_CurrentReader.Dispose();
}
}
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = context.SystemOwner as NetworkManager;
// Only if the local NetworkManager instance is running as the DAHost we just exit if there is no local
// NetworkTransform component to apply the state update to (i.e. it is hidden from the DAHost and it
// just forwarded the state update to any other connected client)
if (networkManager.DAHost && m_ReceiverNetworkTransform == null)
{
return;
}
if (m_ReceiverNetworkTransform == null)
{
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
return;
}
m_ReceiverNetworkTransform.TransformStateUpdate(ref State, context.SenderId);
}
}
}

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fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -25,26 +25,48 @@ namespace Unity.Netcode.Components
{
foreach (var animationUpdate in m_SendAnimationUpdates)
{
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
{
m_NetworkAnimator.SendAnimStateRpc(animationUpdate.AnimationMessage);
}
else
{
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
}
}
m_SendAnimationUpdates.Clear();
foreach (var sendEntry in m_SendParameterUpdates)
{
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
{
m_NetworkAnimator.SendParametersUpdateRpc(sendEntry.ParametersUpdateMessage);
}
else
{
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
}
}
m_SendParameterUpdates.Clear();
foreach (var sendEntry in m_SendTriggerUpdates)
{
if (!sendEntry.SendToServer)
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
{
m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
m_NetworkAnimator.SendAnimTriggerRpc(sendEntry.AnimationTriggerMessage);
}
else
{
m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
if (!sendEntry.SendToServer)
{
m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
}
else
{
m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
}
}
}
m_SendTriggerUpdates.Clear();
@@ -652,17 +674,14 @@ namespace Unity.Netcode.Components
NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
}
if (IsServer)
m_ClientSendList = new List<ulong>(128);
m_ClientRpcParams = new ClientRpcParams
{
m_ClientSendList = new List<ulong>(128);
m_ClientRpcParams = new ClientRpcParams
Send = new ClientRpcSendParams
{
Send = new ClientRpcSendParams
{
TargetClientIds = m_ClientSendList
}
};
}
TargetClientIds = m_ClientSendList
}
};
// Create a handler for state changes
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
@@ -908,6 +927,11 @@ namespace Unity.Netcode.Components
// Send an AnimationMessage only if there are dirty AnimationStates to send
if (m_AnimationMessage.IsDirtyCount > 0)
{
if (NetworkManager.DistributedAuthorityMode)
{
SendAnimStateRpc(m_AnimationMessage);
}
else
if (!IsServer && IsOwner)
{
SendAnimStateServerRpc(m_AnimationMessage);
@@ -932,20 +956,33 @@ namespace Unity.Netcode.Components
{
Parameters = m_ParameterWriter.ToArray()
};
if (!IsServer)
if (NetworkManager.DistributedAuthorityMode)
{
SendParametersUpdateServerRpc(parametersMessage);
}
else
{
if (sendDirect)
if (IsOwner)
{
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
SendParametersUpdateRpc(parametersMessage);
}
else
{
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
Debug.LogError($"[{name}][Client-{NetworkManager.LocalClientId}] Attempting to send parameter updates but not the owner!");
}
}
else
{
if (!IsServer)
{
SendParametersUpdateServerRpc(parametersMessage);
}
else
{
if (sendDirect)
{
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
}
else
{
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
}
}
}
}
@@ -1225,10 +1262,19 @@ namespace Unity.Netcode.Components
}
/// <summary>
/// Updates the client's animator's parameters
/// Distributed Authority: Updates the client's animator's parameters
/// </summary>
[Rpc(SendTo.NotAuthority)]
internal void SendParametersUpdateRpc(ParametersUpdateMessage parametersUpdate)
{
m_NetworkAnimatorStateChangeHandler.ProcessParameterUpdate(parametersUpdate);
}
/// <summary>
/// Client-Server: Updates the client's animator's parameters
/// </summary>
[ClientRpc]
internal unsafe void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
internal void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
{
var isServerAuthoritative = IsServerAuthoritative();
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
@@ -1242,7 +1288,7 @@ namespace Unity.Netcode.Components
/// The server sets its local state and then forwards the message to the remaining clients
/// </summary>
[ServerRpc]
private unsafe void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
private void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
{
if (IsServerAuthoritative())
{
@@ -1273,26 +1319,44 @@ namespace Unity.Netcode.Components
}
/// <summary>
/// Internally-called RPC client receiving function to update some animation state on a client
/// Client-Server: Internally-called RPC client-side receiving function to update animation states
/// </summary>
[ClientRpc]
internal unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
internal void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
{
// This should never happen
if (IsHost)
ProcessAnimStates(animationMessage);
}
/// <summary>
/// Distributed Authority: Internally-called RPC non-authority receiving function to update animation states
/// </summary>
[Rpc(SendTo.NotAuthority)]
internal void SendAnimStateRpc(AnimationMessage animationMessage)
{
ProcessAnimStates(animationMessage);
}
private void ProcessAnimStates(AnimationMessage animationMessage)
{
if (HasAuthority)
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning("Detected the Host is sending itself animation updates! Please report this issue.");
var hostOrOwner = NetworkManager.DistributedAuthorityMode ? "Owner" : "Host";
var clientServerOrDAMode = NetworkManager.DistributedAuthorityMode ? "distributed authority" : "client-server";
NetworkLog.LogWarning($"Detected the {hostOrOwner} is sending itself animation updates in {clientServerOrDAMode} mode! Please report this issue.");
}
return;
}
foreach (var animationState in animationMessage.AnimationStates)
{
UpdateAnimationState(animationState);
}
}
/// <summary>
/// Server-side trigger state update request
/// The server sets its local state and then forwards the message to the remaining clients
@@ -1337,7 +1401,18 @@ namespace Unity.Netcode.Components
}
/// <summary>
/// Internally-called RPC client receiving function to update a trigger when the server wants to forward
/// Distributed Authority: Internally-called RPC client receiving function to update a trigger when the server wants to forward
/// a trigger for a client to play / reset
/// </summary>
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
[Rpc(SendTo.NotAuthority)]
internal void SendAnimTriggerRpc(AnimationTriggerMessage animationTriggerMessage)
{
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
}
/// <summary>
/// Client Server: Internally-called RPC client receiving function to update a trigger when the server wants to forward
/// a trigger for a client to play / reset
/// </summary>
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
@@ -1362,15 +1437,26 @@ namespace Unity.Netcode.Components
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
public void SetTrigger(int hash, bool setTrigger = true)
{
if (!IsSpawned)
{
NetworkLog.LogError($"[{gameObject.name}] Cannot set a synchronized trigger when the {nameof(NetworkObject)} is not spawned!");
return;
}
// MTT-3564:
// After fixing the issue with trigger controlled Transitions being synchronized twice,
// it exposed additional issues with this logic. Now, either the owner or the server can
// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
if (IsOwner || IsServer)
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
if (NetworkManager.DistributedAuthorityMode && HasAuthority)
{
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
InternalSetTrigger(hash, setTrigger);
}
else if (!NetworkManager.DistributedAuthorityMode && (IsOwner || IsServer))
{
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
if (IsServer)
{
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue

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@@ -0,0 +1,535 @@
#if COM_UNITY_MODULES_PHYSICS
using System.Runtime.CompilerServices;
using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// NetworkRigidbodyBase is a unified <see cref="Rigidbody"/> and <see cref="Rigidbody2D"/> integration that helps to synchronize physics motion, collision, and interpolation
/// when used with a <see cref="NetworkTransform"/>.
/// </summary>
/// <remarks>
/// For a customizable netcode Rigidbody, create your own component from this class and use <see cref="Initialize(RigidbodyTypes, NetworkTransform, Rigidbody2D, Rigidbody)"/>
/// during instantiation (i.e. invoked from within the Awake method). You can re-initialize after having initialized but only when the <see cref="NetworkObject"/> is not spawned.
/// </remarks>
public abstract class NetworkRigidbodyBase : NetworkBehaviour
{
/// <summary>
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody/Rigidbody2D to apply and synchronize changes in position, rotation, and
/// allows for the use of Rigidbody interpolation/extrapolation.
/// </summary>
/// <remarks>
/// If <see cref="NetworkTransform.Interpolate"/> is enabled, non-authoritative instances can only use Rigidbody interpolation. If a network prefab is set to
/// extrapolation and <see cref="NetworkTransform.Interpolate"/> is enabled, then non-authoritative instances will automatically be adjusted to use Rigidbody
/// interpolation while the authoritative instance will still use extrapolation.
/// </remarks>
public bool UseRigidBodyForMotion;
/// <summary>
/// When enabled (default), automatically set the Kinematic state of the Rigidbody based on ownership.
/// When disabled, Kinematic state needs to be set by external script(s).
/// </summary>
public bool AutoUpdateKinematicState = true;
/// <summary>
/// Primarily applies to the <see cref="AutoUpdateKinematicState"/> property when disabled but you still want
/// the Rigidbody to be automatically set to Kinematic when despawned.
/// </summary>
public bool AutoSetKinematicOnDespawn = true;
// Determines if this is a Rigidbody or Rigidbody2D implementation
private bool m_IsRigidbody2D => RigidbodyType == RigidbodyTypes.Rigidbody2D;
// Used to cache the authority state of this Rigidbody during the last frame
private bool m_IsAuthority;
private Rigidbody m_Rigidbody;
private Rigidbody2D m_Rigidbody2D;
private NetworkTransform m_NetworkTransform;
private enum InterpolationTypes
{
None,
Interpolate,
Extrapolate
}
private InterpolationTypes m_OriginalInterpolation;
/// <summary>
/// Used to define the type of Rigidbody implemented.
/// <see cref=""/>
/// </summary>
public enum RigidbodyTypes
{
Rigidbody,
Rigidbody2D,
}
public RigidbodyTypes RigidbodyType { get; private set; }
/// <summary>
/// Initializes the networked Rigidbody based on the <see cref="RigidbodyTypes"/>
/// passed in as a parameter.
/// </summary>
/// <remarks>
/// Cannot be initialized while the associated <see cref="NetworkObject"/> is spawned.
/// </remarks>
/// <param name="rigidbodyType">type of rigid body being initialized</param>
/// <param name="rigidbody2D">(optional) The <see cref="Rigidbody2D"/> to be used</param>
/// <param name="rigidbody">(optional) The <see cref="Rigidbody"/> to be used</param>
protected void Initialize(RigidbodyTypes rigidbodyType, NetworkTransform networkTransform = null, Rigidbody2D rigidbody2D = null, Rigidbody rigidbody = null)
{
// Don't initialize if already spawned
if (IsSpawned)
{
Debug.LogError($"[{name}] Attempting to initialize while spawned is not allowed.");
return;
}
RigidbodyType = rigidbodyType;
m_Rigidbody2D = rigidbody2D;
m_Rigidbody = rigidbody;
m_NetworkTransform = networkTransform;
if (m_IsRigidbody2D && m_Rigidbody2D == null)
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
else if (m_Rigidbody == null)
{
m_Rigidbody = GetComponent<Rigidbody>();
}
SetOriginalInterpolation();
if (m_NetworkTransform == null)
{
m_NetworkTransform = GetComponent<NetworkTransform>();
}
if (m_NetworkTransform != null)
{
m_NetworkTransform.RegisterRigidbody(this);
}
else
{
throw new System.Exception($"[Missing {nameof(NetworkTransform)}] No {nameof(NetworkTransform)} is assigned or can be found during initialization!");
}
if (AutoUpdateKinematicState)
{
SetIsKinematic(true);
}
}
/// <summary>
/// Gets the position of the Rigidbody
/// </summary>
/// <returns><see cref="Vector3"/></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 GetPosition()
{
if (m_IsRigidbody2D)
{
return m_Rigidbody2D.position;
}
else
{
return m_Rigidbody.position;
}
}
/// <summary>
/// Gets the rotation of the Rigidbody
/// </summary>
/// <returns><see cref="Quaternion"/></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Quaternion GetRotation()
{
if (m_IsRigidbody2D)
{
var quaternion = Quaternion.identity;
var angles = quaternion.eulerAngles;
angles.z = m_Rigidbody2D.rotation;
quaternion.eulerAngles = angles;
return quaternion;
}
else
{
return m_Rigidbody.rotation;
}
}
/// <summary>
/// Moves the rigid body
/// </summary>
/// <param name="position">The <see cref="Vector3"/> position to move towards</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void MovePosition(Vector3 position)
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.MovePosition(position);
}
else
{
m_Rigidbody.MovePosition(position);
}
}
/// <summary>
/// Directly applies a position (like teleporting)
/// </summary>
/// <param name="position"><see cref="Vector3"/> position to apply to the Rigidbody</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetPosition(Vector3 position)
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.position = position;
}
else
{
m_Rigidbody.position = position;
}
}
/// <summary>
/// Applies the rotation and position of the <see cref="GameObject"/>'s <see cref="Transform"/>
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ApplyCurrentTransform()
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.position = transform.position;
m_Rigidbody2D.rotation = transform.eulerAngles.z;
}
else
{
m_Rigidbody.position = transform.position;
m_Rigidbody.rotation = transform.rotation;
}
}
/// <summary>
/// Rotatates the Rigidbody towards a specified rotation
/// </summary>
/// <param name="rotation">The rotation expressed as a <see cref="Quaternion"/></param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void MoveRotation(Quaternion rotation)
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.MoveRotation(rotation);
}
else
{
m_Rigidbody.MoveRotation(rotation);
}
}
/// <summary>
/// Applies a rotation to the Rigidbody
/// </summary>
/// <param name="rotation">The rotation to apply expressed as a <see cref="Quaternion"/></param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetRotation(Quaternion rotation)
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.rotation = rotation.eulerAngles.z;
}
else
{
m_Rigidbody.rotation = rotation;
}
}
/// <summary>
/// Sets the original interpolation of the Rigidbody while taking the Rigidbody type into consideration
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void SetOriginalInterpolation()
{
if (m_IsRigidbody2D)
{
switch (m_Rigidbody2D.interpolation)
{
case RigidbodyInterpolation2D.None:
{
m_OriginalInterpolation = InterpolationTypes.None;
break;
}
case RigidbodyInterpolation2D.Interpolate:
{
m_OriginalInterpolation = InterpolationTypes.Interpolate;
break;
}
case RigidbodyInterpolation2D.Extrapolate:
{
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
break;
}
}
}
else
{
switch (m_Rigidbody.interpolation)
{
case RigidbodyInterpolation.None:
{
m_OriginalInterpolation = InterpolationTypes.None;
break;
}
case RigidbodyInterpolation.Interpolate:
{
m_OriginalInterpolation = InterpolationTypes.Interpolate;
break;
}
case RigidbodyInterpolation.Extrapolate:
{
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
break;
}
}
}
}
/// <summary>
/// Wakes the Rigidbody if it is sleeping
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WakeIfSleeping()
{
if (m_IsRigidbody2D)
{
if (m_Rigidbody2D.IsSleeping())
{
m_Rigidbody2D.WakeUp();
}
}
else
{
if (m_Rigidbody.IsSleeping())
{
m_Rigidbody.WakeUp();
}
}
}
/// <summary>
/// Puts the Rigidbody to sleep
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SleepRigidbody()
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.Sleep();
}
else
{
m_Rigidbody.Sleep();
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool IsKinematic()
{
if (m_IsRigidbody2D)
{
return m_Rigidbody2D.isKinematic;
}
else
{
return m_Rigidbody.isKinematic;
}
}
/// <summary>
/// Sets the kinematic state of the Rigidbody and handles updating the Rigidbody's
/// interpolation setting based on the Kinematic state.
/// </summary>
/// <remarks>
/// When using the Rigidbody for <see cref="NetworkTransform"/> motion, this automatically
/// adjusts from extrapolation to interpolation if:
/// - The Rigidbody was originally set to extrapolation
/// - The NetworkTransform is set to interpolate
/// When the two above conditions are true:
/// - When switching from non-kinematic to kinematic this will automatically
/// switch the Rigidbody from extrapolation to interpolate.
/// - When switching from kinematic to non-kinematic this will automatically
/// switch the Rigidbody from interpolation back to extrapolation.
/// </remarks>
/// <param name="isKinematic"></param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetIsKinematic(bool isKinematic)
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.isKinematic = isKinematic;
}
else
{
m_Rigidbody.isKinematic = isKinematic;
}
// If we are not spawned, then exit early
if (!IsSpawned)
{
return;
}
if (UseRigidBodyForMotion)
{
// Only if the NetworkTransform is set to interpolate do we need to check for extrapolation
if (m_NetworkTransform.Interpolate && m_OriginalInterpolation == InterpolationTypes.Extrapolate)
{
if (IsKinematic())
{
// If not already set to interpolate then set the Rigidbody to interpolate
if (m_Rigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
{
// Sleep until the next fixed update when switching from extrapolation to interpolation
SleepRigidbody();
SetInterpolation(InterpolationTypes.Interpolate);
}
}
else
{
// Switch it back to the original interpolation if non-kinematic (doesn't require sleep).
SetInterpolation(m_OriginalInterpolation);
}
}
}
else
{
SetInterpolation(m_IsAuthority ? m_OriginalInterpolation : (m_NetworkTransform.Interpolate ? InterpolationTypes.None : m_OriginalInterpolation));
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void SetInterpolation(InterpolationTypes interpolationType)
{
switch (interpolationType)
{
case InterpolationTypes.None:
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
}
else
{
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
}
break;
}
case InterpolationTypes.Interpolate:
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
}
else
{
m_Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
}
break;
}
case InterpolationTypes.Extrapolate:
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
}
else
{
m_Rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
}
break;
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ResetInterpolation()
{
SetInterpolation(m_OriginalInterpolation);
}
protected override void OnOwnershipChanged(ulong previous, ulong current)
{
UpdateOwnershipAuthority();
base.OnOwnershipChanged(previous, current);
}
/// <summary>
/// Sets the authority based on whether it is server or owner authoritative
/// </summary>
/// <remarks>
/// Distributed authority sessions will always be owner authoritative.
/// </remarks>
internal void UpdateOwnershipAuthority()
{
if (NetworkManager.DistributedAuthorityMode)
{
// When in distributed authority mode, always use HasAuthority
m_IsAuthority = HasAuthority;
}
else
{
if (m_NetworkTransform.IsServerAuthoritative())
{
m_IsAuthority = NetworkManager.IsServer;
}
else
{
m_IsAuthority = IsOwner;
}
}
if (AutoUpdateKinematicState)
{
SetIsKinematic(!m_IsAuthority);
}
}
/// <inheritdoc />
public override void OnNetworkSpawn()
{
UpdateOwnershipAuthority();
}
/// <inheritdoc />
public override void OnNetworkDespawn()
{
// If we are automatically handling the kinematic state...
if (AutoUpdateKinematicState || AutoSetKinematicOnDespawn)
{
// Turn off physics for the rigid body until spawned, otherwise
// non-owners can run fixed updates before the first full
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
SetIsKinematic(true);
}
SetInterpolation(m_OriginalInterpolation);
}
/// <summary>
/// When <see cref="UseRigidBodyForMotion"/> is enabled, the <see cref="NetworkTransform"/> will update Kinematic instances using
/// the Rigidbody's move methods allowing Rigidbody interpolation settings to be taken into consideration by the physics simulation.
/// </summary>
/// <remarks>
/// This will update the associated <see cref="NetworkTransform"/> during FixedUpdate which also avoids the added expense of adding
/// a FixedUpdate to all <see cref="NetworkTransform"/> instances where some might not be using a Rigidbody.
/// </remarks>
private void FixedUpdate()
{
if (!IsSpawned || m_NetworkTransform == null || !UseRigidBodyForMotion)
{
return;
}
m_NetworkTransform.OnFixedUpdate();
}
}
}
#endif // COM_UNITY_MODULES_PHYSICS

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@@ -7,96 +7,14 @@ namespace Unity.Netcode.Components
/// NetworkRigidbody allows for the use of <see cref="Rigidbody"/> on network objects. By controlling the kinematic
/// mode of the <see cref="Rigidbody"/> and disabling it on all peers but the authoritative one.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(NetworkTransform))]
[RequireComponent(typeof(Rigidbody))]
[AddComponentMenu("Netcode/Network Rigidbody")]
public class NetworkRigidbody : NetworkBehaviour
public class NetworkRigidbody : NetworkRigidbodyBase
{
/// <summary>
/// Determines if we are server (true) or owner (false) authoritative
/// </summary>
private bool m_IsServerAuthoritative;
private Rigidbody m_Rigidbody;
private NetworkTransform m_NetworkTransform;
private RigidbodyInterpolation m_OriginalInterpolation;
// Used to cache the authority state of this Rigidbody during the last frame
private bool m_IsAuthority;
private void Awake()
protected virtual void Awake()
{
m_NetworkTransform = GetComponent<NetworkTransform>();
m_IsServerAuthoritative = m_NetworkTransform.IsServerAuthoritative();
m_Rigidbody = GetComponent<Rigidbody>();
m_OriginalInterpolation = m_Rigidbody.interpolation;
// Set interpolation to none if NetworkTransform is handling interpolation, otherwise it sets it to the original value
m_Rigidbody.interpolation = m_NetworkTransform.Interpolate ? RigidbodyInterpolation.None : m_OriginalInterpolation;
// Turn off physics for the rigid body until spawned, otherwise
// clients can run fixed update before the first full
// NetworkTransform update
m_Rigidbody.isKinematic = true;
}
/// <summary>
/// For owner authoritative (i.e. ClientNetworkTransform)
/// we adjust our authority when we gain ownership
/// </summary>
public override void OnGainedOwnership()
{
UpdateOwnershipAuthority();
}
/// <summary>
/// For owner authoritative(i.e. ClientNetworkTransform)
/// we adjust our authority when we have lost ownership
/// </summary>
public override void OnLostOwnership()
{
UpdateOwnershipAuthority();
}
/// <summary>
/// Sets the authority differently depending upon
/// whether it is server or owner authoritative
/// </summary>
private void UpdateOwnershipAuthority()
{
if (m_IsServerAuthoritative)
{
m_IsAuthority = NetworkManager.IsServer;
}
else
{
m_IsAuthority = IsOwner;
}
// If you have authority then you are not kinematic
m_Rigidbody.isKinematic = !m_IsAuthority;
// Set interpolation of the Rigidbody based on authority
// With authority: let local transform handle interpolation
// Without authority: let the NetworkTransform handle interpolation
m_Rigidbody.interpolation = m_IsAuthority ? m_OriginalInterpolation : RigidbodyInterpolation.None;
}
/// <inheritdoc />
public override void OnNetworkSpawn()
{
UpdateOwnershipAuthority();
}
/// <inheritdoc />
public override void OnNetworkDespawn()
{
m_Rigidbody.interpolation = m_OriginalInterpolation;
// Turn off physics for the rigid body until spawned, otherwise
// non-owners can run fixed updates before the first full
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
m_Rigidbody.isKinematic = true;
Initialize(RigidbodyTypes.Rigidbody);
}
}
}

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@@ -7,76 +7,14 @@ namespace Unity.Netcode.Components
/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
/// mode of the rigidbody and disabling it on all peers but the authoritative one.
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(NetworkTransform))]
[RequireComponent(typeof(Rigidbody2D))]
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
public class NetworkRigidbody2D : NetworkBehaviour
public class NetworkRigidbody2D : NetworkRigidbodyBase
{
private Rigidbody2D m_Rigidbody;
private NetworkTransform m_NetworkTransform;
private bool m_OriginalKinematic;
private RigidbodyInterpolation2D m_OriginalInterpolation;
// Used to cache the authority state of this rigidbody during the last frame
private bool m_IsAuthority;
/// <summary>
/// Gets a bool value indicating whether this <see cref="NetworkRigidbody2D"/> on this peer currently holds authority.
/// </summary>
private bool HasAuthority => m_NetworkTransform.CanCommitToTransform;
private void Awake()
protected virtual void Awake()
{
m_Rigidbody = GetComponent<Rigidbody2D>();
m_NetworkTransform = GetComponent<NetworkTransform>();
}
private void FixedUpdate()
{
if (IsSpawned)
{
if (HasAuthority != m_IsAuthority)
{
m_IsAuthority = HasAuthority;
UpdateRigidbodyKinematicMode();
}
}
}
// Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
private void UpdateRigidbodyKinematicMode()
{
if (m_IsAuthority == false)
{
m_OriginalKinematic = m_Rigidbody.isKinematic;
m_Rigidbody.isKinematic = true;
m_OriginalInterpolation = m_Rigidbody.interpolation;
// Set interpolation to none, the NetworkTransform component interpolates the position of the object.
m_Rigidbody.interpolation = RigidbodyInterpolation2D.None;
}
else
{
// Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
m_Rigidbody.isKinematic = m_OriginalKinematic;
m_Rigidbody.interpolation = m_OriginalInterpolation;
}
}
/// <inheritdoc />
public override void OnNetworkSpawn()
{
m_IsAuthority = HasAuthority;
m_OriginalKinematic = m_Rigidbody.isKinematic;
m_OriginalInterpolation = m_Rigidbody.interpolation;
UpdateRigidbodyKinematicMode();
}
/// <inheritdoc />
public override void OnNetworkDespawn()
{
UpdateRigidbodyKinematicMode();
Initialize(RigidbodyTypes.Rigidbody2D);
}
}
}

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#if COM_UNITY_MODULES_PHYSICS
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
namespace Unity.Netcode.Components
{
public interface IContactEventHandler
{
Rigidbody GetRigidbody();
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
}
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
public class RigidbodyContactEventManager : MonoBehaviour
{
public static RigidbodyContactEventManager Instance { get; private set; }
private struct JobResultStruct
{
public bool HasCollisionStay;
public int ThisInstanceID;
public int OtherInstanceID;
public Vector3 AverageNormal;
public Vector3 AverageCollisionStayNormal;
public Vector3 ContactPoint;
}
private NativeArray<JobResultStruct> m_ResultsArray;
private int m_Count = 0;
private JobHandle m_JobHandle;
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
private void OnEnable()
{
m_ResultsArray = new NativeArray<JobResultStruct>(16, Allocator.Persistent);
Physics.ContactEvent += Physics_ContactEvent;
if (Instance != null)
{
NetworkLog.LogError($"[Invalid][Multiple Instances] Found more than one instance of {nameof(RigidbodyContactEventManager)}: {name} and {Instance.name}");
NetworkLog.LogError($"[Disable][Additional Instance] Disabling {name} instance!");
gameObject.SetActive(false);
return;
}
Instance = this;
}
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
{
var rigidbody = contactEventHandler.GetRigidbody();
var instanceId = rigidbody.GetInstanceID();
if (register)
{
if (!m_RigidbodyMapping.ContainsKey(instanceId))
{
m_RigidbodyMapping.Add(instanceId, rigidbody);
}
if (!m_HandlerMapping.ContainsKey(instanceId))
{
m_HandlerMapping.Add(instanceId, contactEventHandler);
}
}
else
{
m_RigidbodyMapping.Remove(instanceId);
m_HandlerMapping.Remove(instanceId);
}
}
private void OnDisable()
{
m_JobHandle.Complete();
m_ResultsArray.Dispose();
Physics.ContactEvent -= Physics_ContactEvent;
m_RigidbodyMapping.Clear();
Instance = null;
}
private bool m_HasCollisions;
private int m_CurrentCount = 0;
private void ProcessCollisions()
{
// Process all collisions
for (int i = 0; i < m_Count; i++)
{
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
var rb0Valid = thisInstanceID != 0 && m_RigidbodyMapping.ContainsKey(thisInstanceID);
var rb1Valid = otherInstanceID != 0 && m_RigidbodyMapping.ContainsKey(otherInstanceID);
// Only notify registered rigid bodies.
if (!rb0Valid || !rb1Valid || !m_HandlerMapping.ContainsKey(thisInstanceID))
{
continue;
}
if (m_ResultsArray[i].HasCollisionStay)
{
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);
}
else
{
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint);
}
}
}
private void FixedUpdate()
{
// Only process new collisions
if (!m_HasCollisions && m_CurrentCount == 0)
{
return;
}
// This assures we won't process the same collision
// set after it has been processed.
if (m_HasCollisions)
{
m_CurrentCount = m_Count;
m_HasCollisions = false;
m_JobHandle.Complete();
}
ProcessCollisions();
}
private void LateUpdate()
{
m_CurrentCount = 0;
}
private ulong m_EventId;
private void Physics_ContactEvent(PhysicsScene scene, NativeArray<ContactPairHeader>.ReadOnly pairHeaders)
{
m_EventId++;
m_HasCollisions = true;
int n = pairHeaders.Length;
if (m_ResultsArray.Length < n)
{
m_ResultsArray.Dispose();
m_ResultsArray = new NativeArray<JobResultStruct>(Mathf.NextPowerOfTwo(n), Allocator.Persistent);
}
m_Count = n;
var job = new GetCollisionsJob()
{
PairedHeaders = pairHeaders,
ResultsArray = m_ResultsArray
};
m_JobHandle = job.Schedule(n, 256);
}
private struct GetCollisionsJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<ContactPairHeader>.ReadOnly PairedHeaders;
public NativeArray<JobResultStruct> ResultsArray;
public void Execute(int index)
{
Vector3 averageNormal = Vector3.zero;
Vector3 averagePoint = Vector3.zero;
Vector3 averageCollisionStay = Vector3.zero;
int count = 0;
int collisionStaycount = 0;
int positionCount = 0;
for (int j = 0; j < PairedHeaders[index].pairCount; j++)
{
ref readonly var pair = ref PairedHeaders[index].GetContactPair(j);
if (pair.isCollisionExit)
{
continue;
}
for (int k = 0; k < pair.contactCount; k++)
{
ref readonly var contact = ref pair.GetContactPoint(k);
averagePoint += contact.position;
positionCount++;
if (!pair.isCollisionStay)
{
averageNormal += contact.normal;
count++;
}
else
{
averageCollisionStay += contact.normal;
collisionStaycount++;
}
}
}
if (count != 0)
{
averageNormal /= count;
}
if (collisionStaycount != 0)
{
averageCollisionStay /= collisionStaycount;
}
if (positionCount != 0)
{
averagePoint /= positionCount;
}
var result = new JobResultStruct()
{
ThisInstanceID = PairedHeaders[index].bodyInstanceID,
OtherInstanceID = PairedHeaders[index].otherBodyInstanceID,
AverageNormal = averageNormal,
HasCollisionStay = collisionStaycount != 0,
AverageCollisionStayNormal = averageCollisionStay,
ContactPoint = averagePoint
};
ResultsArray[index] = result;
}
}
}
}
#endif

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