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:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user