com.unity.netcode.gameobjects@1.9.1
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). ## [1.9.1] - 2024-04-18 ### Added - Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820) - Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820) - Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820) - Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820) - Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820) - Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820) - Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820) - Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820) - `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813) - `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813) - `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813) - Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813) ### Fixed - Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871) - Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845) - 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 `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874) - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872) - 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 UnityEngine;
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namespace Unity.Netcode
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{
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@@ -199,6 +200,14 @@ namespace Unity.Netcode
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/// <param name="callback">The callback to run when a named message is received.</param>
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public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
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{
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if (string.IsNullOrEmpty(name))
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{
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if (m_NetworkManager.LogLevel <= LogLevel.Error)
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{
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Debug.LogError($"[{nameof(RegisterNamedMessageHandler)}] Cannot register a named message of type null or empty!");
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}
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return;
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}
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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@@ -215,6 +224,15 @@ namespace Unity.Netcode
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/// <param name="name">The name of the message.</param>
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public void UnregisterNamedMessageHandler(string name)
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{
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if (string.IsNullOrEmpty(name))
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{
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if (m_NetworkManager.LogLevel <= LogLevel.Error)
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{
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Debug.LogError($"[{nameof(UnregisterNamedMessageHandler)}] Cannot unregister a named message of type null or empty!");
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}
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return;
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}
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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70
Runtime/Messaging/Messages/AnticipationCounterSync.cs
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70
Runtime/Messaging/Messages/AnticipationCounterSync.cs
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@@ -0,0 +1,70 @@
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namespace Unity.Netcode
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{
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internal struct AnticipationCounterSyncPingMessage : INetworkMessage
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{
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public int Version => 0;
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public ulong Counter;
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public double Time;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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BytePacker.WriteValuePacked(writer, Counter);
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writer.WriteValueSafe(Time);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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if (!networkManager.IsServer)
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{
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return false;
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}
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ByteUnpacker.ReadValuePacked(reader, out Counter);
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reader.ReadValueSafe(out Time);
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return true;
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}
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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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if (networkManager.IsListening && !networkManager.ShutdownInProgress && networkManager.ConnectedClients.ContainsKey(context.SenderId))
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{
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var message = new AnticipationCounterSyncPongMessage { Counter = Counter, Time = Time };
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networkManager.MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, context.SenderId);
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}
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}
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}
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internal struct AnticipationCounterSyncPongMessage : INetworkMessage
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{
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public int Version => 0;
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public ulong Counter;
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public double Time;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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BytePacker.WriteValuePacked(writer, Counter);
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writer.WriteValueSafe(Time);
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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if (!networkManager.IsClient)
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{
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return false;
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}
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ByteUnpacker.ReadValuePacked(reader, out Counter);
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reader.ReadValueSafe(out Time);
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return true;
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}
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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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networkManager.AnticipationSystem.LastAnticipationAck = Counter;
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networkManager.AnticipationSystem.LastAnticipationAckTime = Time;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: db5034828a9741ce9bc8ec9a64d5a5b6
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timeCreated: 1706042908
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@@ -30,6 +30,9 @@ 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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@@ -38,7 +41,7 @@ namespace Unity.Netcode
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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.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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BytePacker.WriteValueBitPacked(writer, (ushort)0);
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}
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@@ -52,9 +55,11 @@ namespace Unity.Netcode
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var startingSize = writer.Length;
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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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networkVariable.CanSend();
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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 +72,14 @@ 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.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (!shouldWrite)
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{
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@@ -88,9 +93,9 @@ 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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@@ -105,9 +110,9 @@ namespace Unity.Netcode
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{
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networkVariable.WriteDelta(writer);
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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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@@ -49,6 +49,10 @@ namespace Unity.Netcode
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{
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continue;
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}
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if (clientId == NetworkManager.ServerClientId)
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{
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continue;
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}
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m_GroupSendTarget.Add(clientId);
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}
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}
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@@ -40,6 +40,10 @@ namespace Unity.Netcode
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{
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continue;
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}
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if (clientId == NetworkManager.ServerClientId)
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{
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continue;
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}
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if (clientId == behaviour.NetworkManager.LocalClientId)
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{
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m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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@@ -57,6 +61,10 @@ namespace Unity.Netcode
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{
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continue;
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}
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if (clientId == NetworkManager.ServerClientId)
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{
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continue;
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}
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if (clientId == behaviour.NetworkManager.LocalClientId)
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{
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m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
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