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:
@@ -1,7 +1,15 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.Netcode
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{
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public enum SessionModeTypes
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{
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ClientServer,
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DistributedAuthority
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}
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/// <summary>
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/// A NetworkClient
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/// </summary>
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@@ -33,6 +41,15 @@ namespace Unity.Netcode
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/// </summary>
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internal bool IsApproved { get; set; }
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public SessionModeTypes SessionModeType { get; internal set; }
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public bool DAHost { get; internal set; }
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/// <summary>
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/// Is true when the client has been assigned session ownership in distributed authority mode
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/// </summary>
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public bool IsSessionOwner { get; internal set; }
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/// <summary>
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/// The ClientId of the NetworkClient
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/// </summary>
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@@ -50,21 +67,54 @@ namespace Unity.Netcode
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internal NetworkSpawnManager SpawnManager { get; private set; }
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internal void SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
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internal bool SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
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{
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ResetClient(isServer, isClient);
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IsServer = isServer;
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IsClient = isClient;
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if (!IsServer && !isClient)
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if (networkManager != null)
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{
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SpawnManager = networkManager.SpawnManager;
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SessionModeType = networkManager.NetworkConfig.SessionMode;
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if (SessionModeType == SessionModeTypes.DistributedAuthority)
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{
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DAHost = IsClient && IsServer;
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// DANGO-TODO: We might allow a dedicated mock CMB server, but for now do not allow this
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if (!IsClient && IsServer)
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{
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Debug.LogError("You cannot start NetworkManager as a server when operating in distributed authority mode!");
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return false;
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}
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if (DAHost && networkManager.CMBServiceConnection)
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{
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Debug.LogError("You cannot start a host when connecting to a distributed authority CMB Service!");
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Only to be invoked when setting the role.
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/// This resets the current NetworkClient's properties.
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/// </summary>
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private void ResetClient(bool isServer, bool isClient)
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{
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// If we are niether client nor server, then reset properties (i.e. client has no role)
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if (!IsServer && !IsClient)
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{
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PlayerObject = null;
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ClientId = 0;
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IsConnected = false;
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IsApproved = false;
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}
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if (networkManager != null)
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{
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SpawnManager = networkManager.SpawnManager;
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SpawnManager = null;
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DAHost = false;
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}
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}
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@@ -1,12 +1,12 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Profiling;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode
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{
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@@ -366,6 +366,10 @@ namespace Unity.Netcode
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{
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networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime);
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HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime);
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if (networkEvent == NetworkEvent.Disconnect || networkEvent == NetworkEvent.TransportFailure)
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{
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break;
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}
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// Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum)
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} while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing);
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@@ -430,16 +434,17 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo("Client Connected");
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var hostServer = NetworkManager.IsHost ? "Host" : "Server";
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NetworkLog.LogInfo($"[{hostServer}-Side] Transport connection established with pending Client-{clientId}.");
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}
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AddPendingClient(clientId);
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}
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else
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo("Connected");
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var serverOrService = NetworkManager.DistributedAuthorityMode ? NetworkManager.CMBServiceConnection ? "service" : "DAHost" : "server";
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NetworkLog.LogInfo($"[Approval Pending][Client] Transport connection with {serverOrService} established! Awaiting connection approval...");
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}
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SendConnectionRequest();
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@@ -546,6 +551,10 @@ namespace Unity.Netcode
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{
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var message = new ConnectionRequestMessage
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{
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CMBServiceConnection = NetworkManager.CMBServiceConnection,
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TickRate = NetworkManager.NetworkConfig.TickRate,
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EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
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// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
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ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
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@@ -701,6 +710,12 @@ namespace Unity.Netcode
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}
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}
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/// <summary>
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/// Adding this because message hooks cannot happen fast enough under certain scenarios
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/// where the message is sent and responded to before the hook is in place.
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/// </summary>
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internal bool MockSkippingApproval;
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/// <summary>
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/// Server Side: Handles the approval of a client
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/// </summary>
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@@ -712,12 +727,15 @@ namespace Unity.Netcode
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LocalClient.IsApproved = response.Approved;
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if (response.Approved)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo($"[Server-Side] Pending Client-{ownerClientId} connection approved!");
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}
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// The client was approved, stop the server-side approval time out coroutine
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RemovePendingClient(ownerClientId);
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var client = AddClient(ownerClientId);
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if (response.CreatePlayerObject)
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if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
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{
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var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
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var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
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@@ -732,6 +750,7 @@ namespace Unity.Netcode
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HasTransform = prefabNetworkObject.SynchronizeTransform,
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Hash = playerPrefabHash,
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TargetClientId = ownerClientId,
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DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
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Transform = new NetworkObject.SceneObject.TransformData
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{
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Position = response.Position.GetValueOrDefault(),
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@@ -761,6 +780,7 @@ namespace Unity.Netcode
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{
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OwnerClientId = ownerClientId,
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NetworkTick = NetworkManager.LocalTime.Tick,
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IsDistributedAuthority = NetworkManager.DistributedAuthorityMode,
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ConnectedClientIds = new NativeArray<ulong>(ConnectedClientIds.Count, Allocator.Temp)
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};
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@@ -794,10 +814,20 @@ namespace Unity.Netcode
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};
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}
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}
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SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
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if (!MockSkippingApproval)
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{
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SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
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}
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else
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{
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NetworkLog.LogInfo("Mocking server not responding with connection approved...");
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}
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message.MessageVersions.Dispose();
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message.ConnectedClientIds.Dispose();
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if (MockSkippingApproval)
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{
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return;
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}
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// If scene management is disabled, then we are done and notify the local host-server the client is connected
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if (!NetworkManager.NetworkConfig.EnableSceneManagement)
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@@ -808,10 +838,19 @@ namespace Unity.Netcode
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{
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InvokeOnPeerConnectedCallback(ownerClientId);
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}
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NetworkManager.SpawnManager.DistributeNetworkObjects(ownerClientId);
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}
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else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization
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{
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NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
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if (NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner)
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{
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NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
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}
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else if (!NetworkManager.DistributedAuthorityMode)
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{
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NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
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}
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}
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}
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else // Server just adds itself as an observer to all spawned NetworkObjects
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@@ -819,6 +858,17 @@ namespace Unity.Netcode
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LocalClient = client;
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NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
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LocalClient.IsConnected = true;
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// If running mock service, then set the instance as the default session owner
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if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
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{
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NetworkManager.SetSessionOwner(NetworkManager.LocalClientId);
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NetworkManager.SceneManager.InitializeScenesLoaded();
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}
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if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
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{
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CreateAndSpawnPlayer(ownerClientId);
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}
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}
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if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
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@@ -826,6 +876,11 @@ namespace Unity.Netcode
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return;
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}
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// Players are always spawned by their respective client, exit early. (DAHost mode anyway, CMB Service will never spawn player prefab)
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if (NetworkManager.DistributedAuthorityMode)
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{
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return;
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}
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// Separating this into a contained function call for potential further future separation of when this notification is sent.
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ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
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}
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@@ -840,11 +895,28 @@ namespace Unity.Netcode
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SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId);
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MessageManager.ProcessSendQueues();
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}
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DisconnectRemoteClient(ownerClientId);
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}
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}
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/// <summary>
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/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
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/// </summary>
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internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
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{
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if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
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{
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var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn();
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if (playerPrefab != null)
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{
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var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
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var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
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networkObject.IsSceneObject = false;
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networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
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}
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}
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}
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/// <summary>
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/// Spawns the newly approved player
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/// </summary>
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@@ -864,8 +936,10 @@ namespace Unity.Netcode
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var message = new CreateObjectMessage
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{
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ObjectInfo = ConnectedClients[clientId].PlayerObject.GetMessageSceneObject(clientPair.Key)
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ObjectInfo = ConnectedClients[clientId].PlayerObject.GetMessageSceneObject(clientPair.Key),
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IncludesSerializedObject = true,
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};
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message.ObjectInfo.Hash = playerPrefabHash;
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message.ObjectInfo.IsSceneObject = false;
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message.ObjectInfo.HasParent = false;
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@@ -883,20 +957,92 @@ namespace Unity.Netcode
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/// </summary>
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internal NetworkClient AddClient(ulong clientId)
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{
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if (ConnectedClients.ContainsKey(clientId) && ConnectedClientIds.Contains(clientId) && ConnectedClientsList.Contains(ConnectedClients[clientId]))
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{
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return ConnectedClients[clientId];
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}
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var networkClient = LocalClient;
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networkClient = new NetworkClient();
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// If this is not the local client then create a new one
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if (clientId != NetworkManager.LocalClientId)
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{
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networkClient = new NetworkClient();
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}
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networkClient.SetRole(clientId == NetworkManager.ServerClientId, isClient: true, NetworkManager);
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networkClient.ClientId = clientId;
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if (!ConnectedClients.ContainsKey(clientId))
|
||||
{
|
||||
ConnectedClients.Add(clientId, networkClient);
|
||||
}
|
||||
if (!ConnectedClientsList.Contains(networkClient))
|
||||
{
|
||||
ConnectedClientsList.Add(networkClient);
|
||||
}
|
||||
|
||||
if (NetworkManager.LocalClientId != clientId)
|
||||
{
|
||||
if ((!NetworkManager.DistributedAuthorityMode && NetworkManager.IsServer) ||
|
||||
(NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && NetworkManager.LocalClient.IsSessionOwner))
|
||||
{
|
||||
var message = new ClientConnectedMessage { ClientId = clientId };
|
||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, ConnectedClientIds.Where((c) => c != NetworkManager.LocalClientId).ToArray());
|
||||
}
|
||||
else if (NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && !NetworkManager.LocalClient.IsSessionOwner)
|
||||
{
|
||||
var message = new ClientConnectedMessage
|
||||
{
|
||||
ShouldSynchronize = true,
|
||||
ClientId = clientId
|
||||
};
|
||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.CurrentSessionOwner);
|
||||
}
|
||||
}
|
||||
if (!ConnectedClientIds.Contains(clientId))
|
||||
{
|
||||
ConnectedClientIds.Add(clientId);
|
||||
}
|
||||
|
||||
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
if (networkObject.SpawnWithObservers)
|
||||
{
|
||||
networkObject.Observers.Add(clientId);
|
||||
}
|
||||
}
|
||||
|
||||
ConnectedClients.Add(clientId, networkClient);
|
||||
ConnectedClientsList.Add(networkClient);
|
||||
var message = new ClientConnectedMessage { ClientId = clientId };
|
||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
||||
ConnectedClientIds.Add(clientId);
|
||||
return networkClient;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked on clients when another client disconnects
|
||||
/// </summary>
|
||||
/// <param name="clientId">the client identifier to remove</param>
|
||||
internal void RemoveClient(ulong clientId)
|
||||
{
|
||||
if (ConnectedClientIds.Contains(clientId))
|
||||
{
|
||||
ConnectedClientIds.Remove(clientId);
|
||||
}
|
||||
if (ConnectedClients.ContainsKey(clientId))
|
||||
{
|
||||
ConnectedClientsList.Remove(ConnectedClients[clientId]);
|
||||
}
|
||||
|
||||
ConnectedClients.Remove(clientId);
|
||||
|
||||
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||
{
|
||||
networkObject.Observers.Remove(clientId);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// DANGO-TODO: Until we have the CMB Server end-to-end with all features verified working via integration tests,
|
||||
/// I am keeping this debug toggle available. (NSS)
|
||||
/// </summary>
|
||||
internal bool EnableDistributeLogging;
|
||||
|
||||
/// <summary>
|
||||
/// Server-Side:
|
||||
/// Invoked when a client is disconnected from a server-host
|
||||
@@ -923,25 +1069,55 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (!playerObject.DontDestroyWithOwner)
|
||||
{
|
||||
if (NetworkManager.PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash))
|
||||
// DANGO-TODO: This is something that would be best for CMB Service to handle as it is part of the disconnection process
|
||||
// If a player NetworkObject is being despawned, make sure to remove all children if they are marked to not be destroyed
|
||||
// with the owner.
|
||||
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
|
||||
{
|
||||
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject);
|
||||
// Remove any children from the player object if they are not going to be destroyed with the owner
|
||||
var childNetworkObjects = playerObject.GetComponentsInChildren<NetworkObject>();
|
||||
foreach (var child in childNetworkObjects)
|
||||
{
|
||||
// TODO: We have always just removed all children, but we might think about changing this to preserve the nested child
|
||||
// hierarchy.
|
||||
if (child.DontDestroyWithOwner && child.transform.transform.parent != null)
|
||||
{
|
||||
// If we are here, then we are running in DAHost mode and have the authority to remove the child from its parent
|
||||
child.AuthorityAppliedParenting = true;
|
||||
child.TryRemoveParentCachedWorldPositionStays();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (NetworkManager.PrefabHandler.ContainsHandler(playerObject.GlobalObjectIdHash))
|
||||
{
|
||||
if (NetworkManager.DAHost && NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
NetworkManager.SpawnManager.DespawnObject(playerObject, true, NetworkManager.DistributedAuthorityMode);
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(playerObject);
|
||||
}
|
||||
}
|
||||
else if (playerObject.IsSpawned)
|
||||
{
|
||||
// Call despawn to assure NetworkBehaviour.OnNetworkDespawn is invoked on the server-side (when the client side disconnected).
|
||||
// This prevents the issue (when just destroying the GameObject) where any NetworkBehaviour component(s) destroyed before the NetworkObject would not have OnNetworkDespawn invoked.
|
||||
NetworkManager.SpawnManager.DespawnObject(playerObject, true);
|
||||
NetworkManager.SpawnManager.DespawnObject(playerObject, true, NetworkManager.DistributedAuthorityMode);
|
||||
}
|
||||
}
|
||||
else if (!NetworkManager.ShutdownInProgress)
|
||||
{
|
||||
playerObject.RemoveOwnership();
|
||||
if (!NetworkManager.ShutdownInProgress)
|
||||
{
|
||||
playerObject.RemoveOwnership();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get the NetworkObjects owned by the disconnected client
|
||||
var clientOwnedObjects = NetworkManager.SpawnManager.GetClientOwnedObjects(clientId);
|
||||
var clientOwnedObjects = NetworkManager.SpawnManager.SpawnedObjectsList.Where((c) => c.OwnerClientId == clientId).ToList();
|
||||
if (clientOwnedObjects == null)
|
||||
{
|
||||
// This could happen if a client is never assigned a player object and is disconnected
|
||||
@@ -954,6 +1130,9 @@ namespace Unity.Netcode
|
||||
else
|
||||
{
|
||||
// Handle changing ownership and prefab handlers
|
||||
var clientCounter = 0;
|
||||
var predictedClientCount = ConnectedClientsList.Count - 1;
|
||||
var remainingClients = NetworkManager.DistributedAuthorityMode ? ConnectedClientsList.Where((c) => c.ClientId != clientId).ToList() : null;
|
||||
for (int i = clientOwnedObjects.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var ownedObject = clientOwnedObjects[i];
|
||||
@@ -963,16 +1142,72 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (NetworkManager.PrefabHandler.ContainsHandler(clientOwnedObjects[i].GlobalObjectIdHash))
|
||||
{
|
||||
NetworkManager.SpawnManager.DespawnObject(ownedObject, true, true);
|
||||
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(clientOwnedObjects[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
Object.Destroy(ownedObject.gameObject);
|
||||
NetworkManager.SpawnManager.DespawnObject(ownedObject, true, true);
|
||||
}
|
||||
}
|
||||
else if (!NetworkManager.ShutdownInProgress)
|
||||
{
|
||||
ownedObject.RemoveOwnership();
|
||||
// NOTE: All of the below code only handles ownership transfer.
|
||||
// For client-server, we just remove the ownership.
|
||||
// For distributed authority, we need to change ownership based on parenting
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// Only NetworkObjects that have the OwnershipStatus.Distributable flag set and no parent
|
||||
// (ownership is transferred to all children) will have their ownership redistributed.
|
||||
if (ownedObject.IsOwnershipDistributable && ownedObject.GetCachedParent() == null)
|
||||
{
|
||||
if (ownedObject.IsOwnershipLocked)
|
||||
{
|
||||
ownedObject.SetOwnershipLock(false);
|
||||
}
|
||||
|
||||
// DANGO-TODO: We will want to match how the CMB service handles this. For now, we just try to evenly distribute
|
||||
// ownership.
|
||||
var targetOwner = NetworkManager.ServerClientId;
|
||||
if (predictedClientCount > 1)
|
||||
{
|
||||
clientCounter++;
|
||||
clientCounter = clientCounter % predictedClientCount;
|
||||
targetOwner = remainingClients[clientCounter].ClientId;
|
||||
}
|
||||
if (EnableDistributeLogging)
|
||||
{
|
||||
Debug.Log($"[Disconnected][Client-{clientId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
|
||||
}
|
||||
NetworkManager.SpawnManager.ChangeOwnership(ownedObject, targetOwner, true);
|
||||
// DANGO-TODO: Should we try handling inactive NetworkObjects?
|
||||
// Ownership gets passed down to all children
|
||||
var childNetworkObjects = ownedObject.GetComponentsInChildren<NetworkObject>();
|
||||
foreach (var childObject in childNetworkObjects)
|
||||
{
|
||||
// We already changed ownership for this
|
||||
if (childObject == ownedObject)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// If the client owner disconnected, it is ok to unlock this at this point in time.
|
||||
if (childObject.IsOwnershipLocked)
|
||||
{
|
||||
childObject.SetOwnershipLock(false);
|
||||
}
|
||||
|
||||
NetworkManager.SpawnManager.ChangeOwnership(childObject, targetOwner, true);
|
||||
if (EnableDistributeLogging)
|
||||
{
|
||||
Debug.Log($"[Disconnected][Client-{clientId}][Child of {ownedObject.NetworkObjectId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ownedObject.RemoveOwnership();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -993,6 +1228,37 @@ namespace Unity.Netcode
|
||||
ConnectedClientIds.Remove(clientId);
|
||||
var message = new ClientDisconnectedMessage { ClientId = clientId };
|
||||
MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
||||
|
||||
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.ShutdownInProgress && NetworkManager.IsListening)
|
||||
{
|
||||
var newSessionOwner = NetworkManager.LocalClientId;
|
||||
if (ConnectedClientIds.Count > 1)
|
||||
{
|
||||
var lowestRTT = ulong.MaxValue;
|
||||
var unityTransport = NetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
|
||||
|
||||
foreach (var identifier in ConnectedClientIds)
|
||||
{
|
||||
if (identifier == NetworkManager.LocalClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var rtt = unityTransport.GetCurrentRtt(identifier);
|
||||
if (rtt < lowestRTT)
|
||||
{
|
||||
newSessionOwner = identifier;
|
||||
lowestRTT = rtt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var sessionOwnerMessage = new SessionOwnerMessage()
|
||||
{
|
||||
SessionOwner = newSessionOwner,
|
||||
};
|
||||
MessageManager?.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
||||
NetworkManager.SetSessionOwner(newSessionOwner);
|
||||
}
|
||||
}
|
||||
|
||||
// If the client ID transport map exists
|
||||
@@ -1259,8 +1525,8 @@ namespace Unity.Netcode
|
||||
internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
|
||||
where T : INetworkMessage
|
||||
{
|
||||
// Prevent server sending to itself
|
||||
if (LocalClient.IsServer && clientId == NetworkManager.ServerClientId)
|
||||
// Prevent server sending to itself or if there is no MessageManager yet then exit early
|
||||
if ((LocalClient.IsServer && clientId == NetworkManager.ServerClientId) || MessageManager == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user