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:
@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using System.Linq;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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@@ -34,6 +35,148 @@ namespace Unity.Netcode
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#pragma warning restore IDE1006 // restore naming rule violation check
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/// <summary>
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/// Distributed Authority Mode
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/// Returns true if the current session is running in distributed authority mode.
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/// </summary>
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public bool DistributedAuthorityMode
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{
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get
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{
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return NetworkConfig.SessionMode == SessionModeTypes.DistributedAuthority;
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}
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}
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/// <summary>
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/// Distributed Authority Mode
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/// Gets whether the NetworkManager is connected to a distributed authority state service.
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/// <see cref="NetworkClient.DAHost"/> to determine if the instance is mocking the state service.
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/// </summary>
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public bool CMBServiceConnection
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{
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get
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{
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return NetworkConfig.UseCMBService;
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}
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}
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/// <summary>
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/// Distributed Authority Mode
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/// When enabled, the player prefab will be automatically spawned on the newly connected client-side.
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/// </summary>
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/// <remarks>
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/// Refer to <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> to enable/disable automatic spawning of the player prefab.
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/// Alternately, override the <see cref="FetchLocalPlayerPrefabToSpawn"/> to control what prefab the player should spawn.
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/// </remarks>
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public bool AutoSpawnPlayerPrefabClientSide
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{
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get
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{
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return NetworkConfig.AutoSpawnPlayerPrefabClientSide;
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}
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}
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/// <summary>
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/// Distributed Authority Mode
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/// Delegate definition for <see cref="FetchLocalPlayerPrefabToSpawn"/>
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/// </summary>
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/// <returns>Player Prefab <see cref="GameObject"/></returns>
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public delegate GameObject OnFetchLocalPlayerPrefabToSpawnDelegateHandler();
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/// <summary>
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/// Distributed Authority Mode
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/// When a callback is assigned, this provides control over what player prefab a client will be using.
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/// This is invoked only when <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> is enabled.
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/// </summary>
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public OnFetchLocalPlayerPrefabToSpawnDelegateHandler OnFetchLocalPlayerPrefabToSpawn;
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internal GameObject FetchLocalPlayerPrefabToSpawn()
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{
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if (!AutoSpawnPlayerPrefabClientSide)
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{
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Debug.LogError($"[{nameof(FetchLocalPlayerPrefabToSpawn)}] Invoked when {nameof(NetworkConfig.AutoSpawnPlayerPrefabClientSide)} was not set! Check call paths!");
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return null;
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}
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if (OnFetchLocalPlayerPrefabToSpawn == null && NetworkConfig.PlayerPrefab == null)
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{
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return null;
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}
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if (OnFetchLocalPlayerPrefabToSpawn != null)
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{
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return OnFetchLocalPlayerPrefabToSpawn();
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}
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return NetworkConfig.PlayerPrefab;
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}
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/// <summary>
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/// Distributed Authority Mode
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/// Gets whether the current NetworkManager is running as a mock distributed authority state service (DAHost)
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/// </summary>
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public bool DAHost
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{
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get
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{
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return LocalClient.DAHost;
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}
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}
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// DANGO-TODO-MVP: Remove these properties once the service handles object distribution
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internal ulong ClientToRedistribute;
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internal bool RedistributeToClient;
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internal int TickToRedistribute;
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internal List<NetworkObject> DeferredDespawnObjects = new List<NetworkObject>();
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public ulong CurrentSessionOwner { get; internal set; }
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internal void SetSessionOwner(ulong sessionOwner)
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{
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var previousSessionOwner = CurrentSessionOwner;
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CurrentSessionOwner = sessionOwner;
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LocalClient.IsSessionOwner = LocalClientId == sessionOwner;
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if (LocalClient.IsSessionOwner)
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{
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foreach (var networkObjectEntry in SpawnManager.SpawnedObjects)
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{
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var networkObject = networkObjectEntry.Value;
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if (networkObject.IsSceneObject == null || !networkObject.IsSceneObject.Value)
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{
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continue;
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}
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if (networkObject.OwnerClientId != LocalClientId)
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{
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SpawnManager.ChangeOwnership(networkObject, LocalClientId, true);
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}
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}
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}
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}
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// TODO: Make this internal after testing
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public void PromoteSessionOwner(ulong clientId)
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{
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if (!DistributedAuthorityMode)
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{
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NetworkLog.LogErrorServer($"[SceneManagement][NotDA] Invoking promote session owner while not in distributed authority mode!");
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return;
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}
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if (!DAHost)
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{
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NetworkLog.LogErrorServer($"[SceneManagement][NotDAHost] Client is attempting to promote another client as the session owner!");
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return;
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}
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SetSessionOwner(clientId);
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var sessionOwnerMessage = new SessionOwnerMessage()
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{
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SessionOwner = clientId,
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};
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var clients = ConnectionManager.ConnectedClientIds.Where(c => c != LocalClientId).ToArray();
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foreach (var targetClient in clients)
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{
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ConnectionManager.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableSequenced, targetClient);
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}
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}
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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switch (updateStage)
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@@ -56,6 +199,15 @@ namespace Unity.Netcode
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break;
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case NetworkUpdateStage.PostLateUpdate:
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{
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// Handle deferred despawning
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if (DistributedAuthorityMode)
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{
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SpawnManager.DeferredDespawnUpdate(ServerTime);
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}
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// Update any NetworkObject's registered to notify of scene migration changes.
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NetworkObject.UpdateNetworkObjectSceneChanges();
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// This should be invoked just prior to the MessageManager processes its outbound queue.
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SceneManager.CheckForAndSendNetworkObjectSceneChanged();
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@@ -71,6 +223,16 @@ namespace Unity.Netcode
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// This is "ok" to invoke when not processing messages since it is just cleaning up messages that never got handled within their timeout period.
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DeferredMessageManager.CleanupStaleTriggers();
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// DANGO-TODO-MVP: Remove this once the service handles object distribution
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// NOTE: This needs to be the last thing done and should happen exactly at this point
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// in the update
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if (RedistributeToClient && ServerTime.Tick <= TickToRedistribute)
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{
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RedistributeToClient = false;
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SpawnManager.DistributeNetworkObjects(ClientToRedistribute);
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ClientToRedistribute = 0;
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}
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if (m_ShuttingDown)
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{
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// Host-server will disconnect any connected clients prior to finalizing its shutdown
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@@ -171,17 +333,17 @@ namespace Unity.Netcode
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}
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/// <summary>
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/// Gets a dictionary of connected clients and their clientId keys. This is only accessible on the server.
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/// Gets a dictionary of connected clients and their clientId keys.
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/// </summary>
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public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients => IsServer ? ConnectionManager.ConnectedClients : throw new NotServerException($"{nameof(ConnectionManager.ConnectedClients)} should only be accessed on server.");
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public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients => ConnectionManager.ConnectedClients;
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/// <summary>
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/// Gets a list of connected clients. This is only accessible on the server.
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/// Gets a list of connected clients.
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/// </summary>
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public IReadOnlyList<NetworkClient> ConnectedClientsList => IsServer ? ConnectionManager.ConnectedClientsList : throw new NotServerException($"{nameof(ConnectionManager.ConnectedClientsList)} should only be accessed on server.");
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public IReadOnlyList<NetworkClient> ConnectedClientsList => ConnectionManager.ConnectedClientsList;
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/// <summary>
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/// Gets a list of just the IDs of all connected clients. This is only accessible on the server.
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/// Gets a list of just the IDs of all connected clients.
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/// </summary>
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public IReadOnlyList<ulong> ConnectedClientsIds => ConnectionManager.ConnectedClientIds;
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@@ -780,6 +942,10 @@ namespace Unity.Netcode
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internal void Initialize(bool server)
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{
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//DANGOEXP TODO: Remove this before finalizing the experimental release
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NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
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// Make sure the ServerShutdownState is reset when initializing
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if (server)
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{
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@@ -930,7 +1096,10 @@ namespace Unity.Netcode
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return false;
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}
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ConnectionManager.LocalClient.SetRole(true, false, this);
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if (!ConnectionManager.LocalClient.SetRole(true, false, this))
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{
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return false;
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}
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ConnectionManager.LocalClient.ClientId = ServerClientId;
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Initialize(true);
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@@ -976,7 +1145,10 @@ namespace Unity.Netcode
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return false;
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}
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ConnectionManager.LocalClient.SetRole(false, true, this);
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if (!ConnectionManager.LocalClient.SetRole(false, true, this))
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{
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return false;
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}
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Initialize(false);
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@@ -1019,7 +1191,11 @@ namespace Unity.Netcode
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return false;
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}
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ConnectionManager.LocalClient.SetRole(true, true, this);
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if (!ConnectionManager.LocalClient.SetRole(true, true, this))
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{
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return false;
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}
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Initialize(true);
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try
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{
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@@ -1075,7 +1251,8 @@ namespace Unity.Netcode
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var response = new ConnectionApprovalResponse
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{
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Approved = true,
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CreatePlayerObject = NetworkConfig.PlayerPrefab != null
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// Distributed authority always returns true since the client side handles spawning (whether automatically or manually)
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CreatePlayerObject = DistributedAuthorityMode || NetworkConfig.PlayerPrefab != null,
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};
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ConnectionManager.HandleConnectionApproval(ServerClientId, response);
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}
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@@ -1185,6 +1362,12 @@ namespace Unity.Netcode
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IsListening = false;
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m_ShuttingDown = false;
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// Generate a local notification that the host client is disconnected
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if (IsHost)
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{
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ConnectionManager.InvokeOnClientDisconnectCallback(LocalClientId);
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}
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if (ConnectionManager.LocalClient.IsClient)
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{
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// If we were a client, we want to know if we were a host
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@@ -1218,6 +1401,7 @@ namespace Unity.Netcode
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NetworkTickSystem = null;
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}
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// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when quitting the application.
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private void OnApplicationQuit()
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{
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Reference in New Issue
Block a user