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:
@@ -1,4 +1,6 @@
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using System.Linq;
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using System.Runtime.CompilerServices;
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namespace Unity.Netcode
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{
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internal struct CreateObjectMessage : INetworkMessage
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@@ -8,9 +10,109 @@ namespace Unity.Netcode
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public NetworkObject.SceneObject ObjectInfo;
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private FastBufferReader m_ReceivedNetworkVariableData;
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// DA - NGO CMB SERVICE NOTES:
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// The ObserverIds and ExistingObserverIds will only be populated if k_UpdateObservers is set
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// ObserverIds is the full list of observers (see below)
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internal ulong[] ObserverIds;
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// While this does consume a bit more bandwidth, this is only sent by the authority/owner
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// and can be used to determine which clients should receive the ObjectInfo serialized data.
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// All other already existing observers just need to receive the NewObserverIds and the
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// NetworkObjectId
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internal ulong[] NewObserverIds;
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// If !IncludesSerializedObject then the NetworkObjectId will be serialized.
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// This happens when we are just sending an update to the observers list
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// to clients that already have the NetworkObject spawned
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internal ulong NetworkObjectId;
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private const byte k_IncludesSerializedObject = 0x01;
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private const byte k_UpdateObservers = 0x02;
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private const byte k_UpdateNewObservers = 0x04;
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private byte m_CreateObjectMessageTypeFlags;
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internal bool IncludesSerializedObject
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{
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get
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{
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return GetFlag(k_IncludesSerializedObject);
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}
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set
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{
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SetFlag(value, k_IncludesSerializedObject);
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}
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}
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internal bool UpdateObservers
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{
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get
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{
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return GetFlag(k_UpdateObservers);
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}
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set
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{
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SetFlag(value, k_UpdateObservers);
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}
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}
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internal bool UpdateNewObservers
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{
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get
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{
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return GetFlag(k_UpdateNewObservers);
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}
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set
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{
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SetFlag(value, k_UpdateNewObservers);
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}
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}
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private bool GetFlag(int flag)
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{
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return (m_CreateObjectMessageTypeFlags & flag) != 0;
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}
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private void SetFlag(bool set, byte flag)
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{
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if (set) { m_CreateObjectMessageTypeFlags = (byte)(m_CreateObjectMessageTypeFlags | flag); }
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else { m_CreateObjectMessageTypeFlags = (byte)(m_CreateObjectMessageTypeFlags & ~flag); }
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}
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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ObjectInfo.Serialize(writer);
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writer.WriteValueSafe(m_CreateObjectMessageTypeFlags);
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if (UpdateObservers)
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{
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BytePacker.WriteValuePacked(writer, ObserverIds.Length);
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foreach (var clientId in ObserverIds)
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{
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BytePacker.WriteValuePacked(writer, clientId);
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}
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}
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if (UpdateNewObservers)
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{
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BytePacker.WriteValuePacked(writer, NewObserverIds.Length);
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foreach (var clientId in NewObserverIds)
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{
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BytePacker.WriteValuePacked(writer, clientId);
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}
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}
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if (IncludesSerializedObject)
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{
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ObjectInfo.Serialize(writer);
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}
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else
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{
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BytePacker.WriteValuePacked(writer, NetworkObjectId);
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}
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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@@ -21,10 +123,45 @@ namespace Unity.Netcode
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return false;
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}
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ObjectInfo.Deserialize(reader);
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reader.ReadValueSafe(out m_CreateObjectMessageTypeFlags);
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if (UpdateObservers)
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{
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var length = 0;
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ByteUnpacker.ReadValuePacked(reader, out length);
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ObserverIds = new ulong[length];
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var clientId = (ulong)0;
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for (int i = 0; i < length; i++)
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{
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ByteUnpacker.ReadValuePacked(reader, out clientId);
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ObserverIds[i] = clientId;
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}
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}
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if (UpdateNewObservers)
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{
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var length = 0;
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ByteUnpacker.ReadValuePacked(reader, out length);
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NewObserverIds = new ulong[length];
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var clientId = (ulong)0;
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for (int i = 0; i < length; i++)
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{
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ByteUnpacker.ReadValuePacked(reader, out clientId);
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NewObserverIds[i] = clientId;
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}
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}
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if (IncludesSerializedObject)
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{
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ObjectInfo.Deserialize(reader);
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}
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else
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{
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ByteUnpacker.ReadValuePacked(reader, out NetworkObjectId);
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}
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if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, GetType().Name);
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return false;
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}
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m_ReceivedNetworkVariableData = reader;
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@@ -38,21 +175,130 @@ namespace Unity.Netcode
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// If a client receives a create object message and it is still synchronizing, then defer the object creation until it has finished synchronizing
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if (networkManager.SceneManager.ShouldDeferCreateObject())
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{
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networkManager.SceneManager.DeferCreateObject(context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData);
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networkManager.SceneManager.DeferCreateObject(context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
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}
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else
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{
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CreateObject(ref networkManager, context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData);
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if (networkManager.DistributedAuthorityMode && !IncludesSerializedObject && UpdateObservers)
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{
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ObjectInfo = new NetworkObject.SceneObject()
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{
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NetworkObjectId = NetworkObjectId,
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};
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}
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CreateObject(ref networkManager, context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static void CreateObject(ref NetworkManager networkManager, ulong senderId, uint messageSize, NetworkObject.SceneObject sceneObject, FastBufferReader networkVariableData)
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internal static void CreateObject(ref NetworkManager networkManager, ref NetworkSceneManager.DeferredObjectCreation deferredObjectCreation)
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{
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var senderId = deferredObjectCreation.SenderId;
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var observerIds = deferredObjectCreation.ObserverIds;
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var newObserverIds = deferredObjectCreation.NewObserverIds;
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var messageSize = deferredObjectCreation.MessageSize;
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var sceneObject = deferredObjectCreation.SceneObject;
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var networkVariableData = deferredObjectCreation.FastBufferReader;
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CreateObject(ref networkManager, senderId, messageSize, sceneObject, networkVariableData, observerIds, newObserverIds);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static void CreateObject(ref NetworkManager networkManager, ulong senderId, uint messageSize, NetworkObject.SceneObject sceneObject, FastBufferReader networkVariableData, ulong[] observerIds, ulong[] newObserverIds)
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{
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var networkObject = (NetworkObject)null;
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try
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{
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var networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager);
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networkManager.NetworkMetrics.TrackObjectSpawnReceived(senderId, networkObject, messageSize);
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if (!networkManager.DistributedAuthorityMode)
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{
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networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager);
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}
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else
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{
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var hasObserverIdList = observerIds != null && observerIds.Length > 0;
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var hasNewObserverIdList = newObserverIds != null && newObserverIds.Length > 0;
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// Depending upon visibility of the NetworkObject and the client in question, it could be that
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// this client already has visibility of this NetworkObject
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if (networkManager.SpawnManager.SpawnedObjects.ContainsKey(sceneObject.NetworkObjectId))
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{
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// If so, then just get the local instance
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networkObject = networkManager.SpawnManager.SpawnedObjects[sceneObject.NetworkObjectId];
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// This should not happen, logging error just in case
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if (hasNewObserverIdList && newObserverIds.Contains(networkManager.LocalClientId))
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{
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NetworkLog.LogErrorServer($"[{nameof(CreateObjectMessage)}][Duplicate-Broadcast] Detected duplicated object creation for {sceneObject.NetworkObjectId}!");
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}
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else // Trap to make sure the owner is not receiving any messages it sent
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if (networkManager.CMBServiceConnection && networkManager.LocalClientId == networkObject.OwnerClientId)
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{
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NetworkLog.LogWarning($"[{nameof(CreateObjectMessage)}][Client-{networkManager.LocalClientId}][Duplicate-CreateObjectMessage][Client Is Owner] Detected duplicated object creation for {networkObject.name}-{sceneObject.NetworkObjectId}!");
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}
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}
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else
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{
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networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager, true);
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}
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// DA - NGO CMB SERVICE NOTES:
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// It is possible for two clients to connect at the exact same time which, due to client-side spawning, can cause each client
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// to miss their spawns. For now, all player NetworkObject spawns will always be visible to all known connected clients
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var clientList = hasObserverIdList && !networkObject.IsPlayerObject ? observerIds : networkManager.ConnectedClientsIds;
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// Update the observers for this instance
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foreach (var clientId in clientList)
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{
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networkObject.Observers.Add(clientId);
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}
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// Mock CMB Service and forward to all clients
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if (networkManager.DAHost)
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{
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// DA - NGO CMB SERVICE NOTES:
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// (*** See above notes fist ***)
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// If it is a player object freshly spawning and one or more clients all connect at the exact same time (i.e. received on effectively
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// the same frame), then we need to check the observers list to make sure all players are visible upon first spawning. At a later date,
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// for area of interest we will need to have some form of follow up "observer update" message to cull out players not within each
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// player's AOI.
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if (networkObject.IsPlayerObject && hasNewObserverIdList && clientList.Count != observerIds.Length)
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{
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// For same-frame newly spawned players that might not be aware of all other players, update the player's observer
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// list.
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observerIds = clientList.ToArray();
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}
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var createObjectMessage = new CreateObjectMessage()
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{
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ObjectInfo = sceneObject,
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m_ReceivedNetworkVariableData = networkVariableData,
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ObserverIds = hasObserverIdList ? observerIds : null,
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NetworkObjectId = networkObject.NetworkObjectId,
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IncludesSerializedObject = true,
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};
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foreach (var clientId in clientList)
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{
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// DA - NGO CMB SERVICE NOTES:
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// If the authority did not specify the list of clients and the client is not an observer or we are the owner/originator
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// or we are the DAHost, then we skip sending the message.
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if ((!hasObserverIdList && (!networkObject.Observers.Contains(clientId)) ||
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clientId == networkObject.OwnerClientId || clientId == NetworkManager.ServerClientId))
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{
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continue;
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}
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// DA - NGO CMB SERVICE NOTES:
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// If this included a list of new observers and the targeted clientId is one of the observers, then send the serialized data.
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// Otherwise, the targeted clientId has already has visibility (i.e. it is already spawned) and so just send the updated
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// observers list to that client's instance.
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createObjectMessage.IncludesSerializedObject = hasNewObserverIdList && newObserverIds.Contains(clientId);
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networkManager.SpawnManager.SendSpawnCallForObject(clientId, networkObject);
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}
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}
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}
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if (networkObject != null)
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{
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networkManager.NetworkMetrics.TrackObjectSpawnReceived(senderId, networkObject, messageSize);
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}
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}
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catch (System.Exception ex)
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{
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Block a user