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

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

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

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

### Fixed

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

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

View File

@@ -1,3 +1,5 @@
using System.Linq;
namespace Unity.Netcode
{
internal struct DestroyObjectMessage : INetworkMessage, INetworkSerializeByMemcpy
@@ -6,10 +8,53 @@ namespace Unity.Netcode
public ulong NetworkObjectId;
public bool DestroyGameObject;
private byte m_DestroyFlags;
internal int DeferredDespawnTick;
// Temporary until we make this a list
internal ulong TargetClientId;
internal bool IsDistributedAuthority;
internal const byte ClientTargetedDestroy = 0x01;
internal bool IsTargetedDestroy
{
get
{
return GetFlag(ClientTargetedDestroy);
}
set
{
SetFlag(value, ClientTargetedDestroy);
}
}
private bool GetFlag(int flag)
{
return (m_DestroyFlags & flag) != 0;
}
private void SetFlag(bool set, byte flag)
{
if (set) { m_DestroyFlags = (byte)(m_DestroyFlags | flag); }
else { m_DestroyFlags = (byte)(m_DestroyFlags & ~flag); }
}
public void Serialize(FastBufferWriter writer, int targetVersion)
{
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
if (IsDistributedAuthority)
{
writer.WriteByteSafe(m_DestroyFlags);
if (IsTargetedDestroy)
{
BytePacker.WriteValueBitPacked(writer, TargetClientId);
}
BytePacker.WriteValueBitPacked(writer, DeferredDespawnTick);
}
writer.WriteValueSafe(DestroyGameObject);
}
@@ -22,12 +67,25 @@ namespace Unity.Netcode
}
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
if (networkManager.DistributedAuthorityMode)
{
reader.ReadByteSafe(out m_DestroyFlags);
if (IsTargetedDestroy)
{
ByteUnpacker.ReadValueBitPacked(reader, out TargetClientId);
}
ByteUnpacker.ReadValueBitPacked(reader, out DeferredDespawnTick);
}
reader.ReadValueSafe(out DestroyGameObject);
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
return false;
// Client-Server mode we always defer where in distributed authority mode we only defer if it is not a targeted destroy
if (!networkManager.DistributedAuthorityMode || (networkManager.DistributedAuthorityMode && !IsTargetedDestroy))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, GetType().Name);
}
}
return true;
}
@@ -35,14 +93,80 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
var networkObject = (NetworkObject)null;
if (!networkManager.DistributedAuthorityMode)
{
// This is the same check and log message that happens inside OnDespawnObject, but we have to do it here
return;
// If this NetworkObject does not exist on this instance then exit early
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out networkObject))
{
return;
}
}
else
{
networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out networkObject);
if (!networkManager.DAHost && networkObject == null)
{
// If this NetworkObject does not exist on this instance then exit early
return;
}
}
// DANGO-TODO: This is just a quick way to foward despawn messages to the remaining clients
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
{
var message = new DestroyObjectMessage
{
NetworkObjectId = NetworkObjectId,
DestroyGameObject = DestroyGameObject,
IsDistributedAuthority = true,
IsTargetedDestroy = IsTargetedDestroy,
TargetClientId = TargetClientId, // Just always populate this value whether we write it or not
DeferredDespawnTick = DeferredDespawnTick,
};
var ownerClientId = networkObject == null ? context.SenderId : networkObject.OwnerClientId;
var clientIds = networkObject == null ? networkManager.ConnectedClientsIds.ToList() : networkObject.Observers.ToList();
foreach (var clientId in clientIds)
{
if (clientId == networkManager.LocalClientId || clientId == ownerClientId)
{
continue;
}
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
}
}
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize);
networkManager.SpawnManager.OnDespawnObject(networkObject, DestroyGameObject);
// If we are deferring the despawn, then add it to the deferred despawn queue
if (networkManager.DistributedAuthorityMode)
{
if (DeferredDespawnTick > 0)
{
// Clients always add it to the queue while DAHost will only add it to the queue if it is not a targeted destroy or it is and the target is the
// DAHost client.
if (!networkManager.DAHost || (networkManager.DAHost && (!IsTargetedDestroy || (IsTargetedDestroy && TargetClientId == 0))))
{
networkObject.DeferredDespawnTick = DeferredDespawnTick;
var hasCallback = networkObject.OnDeferredDespawnComplete != null;
networkManager.SpawnManager.DeferDespawnNetworkObject(NetworkObjectId, DeferredDespawnTick, hasCallback);
return;
}
}
// If this is targeted and we are not the target, then just update our local observers for this object
if (IsTargetedDestroy && TargetClientId != networkManager.LocalClientId && networkObject != null)
{
networkObject.Observers.Remove(TargetClientId);
return;
}
}
if (networkObject != null)
{
// Otherwise just despawn the NetworkObject right now
networkManager.SpawnManager.OnDespawnObject(networkObject, DestroyGameObject);
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize);
}
}
}
}