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:
@@ -23,6 +23,8 @@ namespace Unity.Netcode
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private FastBufferReader m_ReceivedNetworkVariableData;
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// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
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// Worth either merging or more cleanly separating these codepaths.
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
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@@ -30,15 +32,26 @@ namespace Unity.Netcode
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throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
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}
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var obj = NetworkBehaviour.NetworkObject;
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var networkManager = obj.NetworkManagerOwner;
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BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
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BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
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if (networkManager.DistributedAuthorityMode)
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{
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writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
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}
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for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
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{
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if (!DeliveryMappedNetworkVariableIndex.Contains(i))
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{
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// This var does not belong to the currently iterating delivery group.
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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if (networkManager.DistributedAuthorityMode)
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{
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writer.WriteValueSafe<ushort>(0);
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}
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else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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BytePacker.WriteValueBitPacked(writer, (ushort)0);
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}
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@@ -54,7 +67,7 @@ namespace Unity.Netcode
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var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
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var shouldWrite = networkVariable.IsDirty() &&
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networkVariable.CanClientRead(TargetClientId) &&
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(NetworkBehaviour.NetworkManager.IsServer || networkVariable.CanClientWrite(NetworkBehaviour.NetworkManager.LocalClientId));
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(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId));
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// Prevent the server from writing to the client that owns a given NetworkVariable
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// Allowing the write would send an old value to the client and cause jitter
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@@ -67,14 +80,21 @@ namespace Unity.Netcode
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// The object containing the behaviour we're about to process is about to be shown to this client
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// As a result, the client will get the fully serialized NetworkVariable and would be confused by
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// an extraneous delta
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if (NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
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NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
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.Contains(NetworkBehaviour.NetworkObject))
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if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
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networkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
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.Contains(obj))
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{
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shouldWrite = false;
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}
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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if (networkManager.DistributedAuthorityMode)
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{
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if (!shouldWrite)
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{
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writer.WriteValueSafe<ushort>(0);
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}
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}
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else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (!shouldWrite)
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{
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@@ -88,9 +108,9 @@ namespace Unity.Netcode
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if (shouldWrite)
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{
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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var tempWriter = new FastBufferWriter(NetworkBehaviour.NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkBehaviour.NetworkManager.MessageManager.FragmentedMessageMaxSize);
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var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
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NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
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BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
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@@ -103,11 +123,30 @@ namespace Unity.Netcode
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}
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else
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{
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networkVariable.WriteDelta(writer);
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// DANGO-TODO:
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// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
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// Non-complex types always provide a full state update per delta
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// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
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if (networkManager.DistributedAuthorityMode)
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{
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var size_marker = writer.Position;
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writer.WriteValueSafe<ushort>(0);
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var start_marker = writer.Position;
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networkVariable.WriteDelta(writer);
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var end_marker = writer.Position;
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writer.Seek(size_marker);
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var size = end_marker - start_marker;
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writer.WriteValueSafe((ushort)size);
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writer.Seek(end_marker);
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}
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else
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{
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networkVariable.WriteDelta(writer);
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}
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}
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NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
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networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
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TargetClientId,
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NetworkBehaviour.NetworkObject,
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obj,
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networkVariable.Name,
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NetworkBehaviour.__getTypeName(),
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writer.Length - startingSize);
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@@ -125,6 +164,8 @@ namespace Unity.Netcode
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return true;
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}
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// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
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// Worth either merging or more cleanly separating these codepaths.
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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@@ -142,10 +183,29 @@ namespace Unity.Netcode
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}
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else
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{
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if (networkManager.DistributedAuthorityMode)
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{
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m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
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if (variableCount != networkBehaviour.NetworkVariableFields.Count)
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{
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UnityEngine.Debug.LogError("Variable count mismatch");
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}
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}
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for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
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{
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int varSize = 0;
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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if (networkManager.DistributedAuthorityMode)
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{
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m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
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varSize = variableSize;
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if (varSize == 0)
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{
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continue;
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}
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}
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else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
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@@ -197,6 +257,7 @@ namespace Unity.Netcode
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}
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int readStartPos = m_ReceivedNetworkVariableData.Position;
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// Read Delta so we also notify any subscribers to a change in the NetworkVariable
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networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
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networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
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@@ -206,7 +267,7 @@ namespace Unity.Netcode
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networkBehaviour.__getTypeName(),
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context.MessageSize);
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
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{
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if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
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{
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@@ -232,7 +293,10 @@ namespace Unity.Netcode
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}
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else
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
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// DANGO-TODO: Fix me!
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// When a client-spawned NetworkObject is despawned by the owner client, the owner client will still get messages for deltas and cause this to
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// log a warning. The issue is primarily how NetworkVariables handle updating and will require some additional re-factoring.
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context, GetType().Name);
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}
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}
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}
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