com.unity.netcode.gameobjects@1.1.0

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).

## [1.1.0] - 2022-10-21

### Added

- Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261)
- `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)
- IPv6 is now supported for direct connections when using `UnityTransport`. (#2232)
- Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)
- Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146)
- Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231)
- The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212)
- As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212)
- The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196)
- `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219)
- `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219)

### Fixed

- Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261)
- Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
- Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
- Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226)
- Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225)
- Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222)
- Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222)
- Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222)
- Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
- Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203)
- Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199)
- Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
- Fixed Connection Approval Timeout not working client side. (#2164)
- Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146)
- Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146)
- Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146)
- Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146)
- Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146)
- Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144)
- Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142)
- Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
- Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
- Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739)
- Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
- Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
This commit is contained in:
Unity Technologies
2022-10-21 00:00:00 +00:00
parent a6969670f5
commit 1e7078c160
97 changed files with 6175 additions and 1643 deletions

View File

@@ -235,14 +235,42 @@ namespace Unity.Netcode
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
{
foreach (var client in NetworkManager.ConnectedClients)
if (clientRpcParams.Send.TargetClientIds != null)
{
NetworkManager.NetworkMetrics.TrackRpcSent(
client.Key,
NetworkObject,
rpcMethodName,
__getTypeName(),
rpcWriteSize);
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
{
NetworkManager.NetworkMetrics.TrackRpcSent(
targetClientId,
NetworkObject,
rpcMethodName,
__getTypeName(),
rpcWriteSize);
}
}
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
{
foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
{
NetworkManager.NetworkMetrics.TrackRpcSent(
targetClientId,
NetworkObject,
rpcMethodName,
__getTypeName(),
rpcWriteSize);
}
}
else
{
var observerEnumerator = NetworkObject.Observers.GetEnumerator();
while (observerEnumerator.MoveNext())
{
NetworkManager.NetworkMetrics.TrackRpcSent(
observerEnumerator.Current,
NetworkObject,
rpcMethodName,
__getTypeName(),
rpcWriteSize);
}
}
}
#endif
@@ -436,14 +464,41 @@ namespace Unity.Netcode
IsSpawned = true;
InitializeVariables();
UpdateNetworkProperties();
OnNetworkSpawn();
}
internal void VisibleOnNetworkSpawn()
{
try
{
OnNetworkSpawn();
}
catch (Exception e)
{
Debug.LogException(e);
}
InitializeVariables();
if (IsServer)
{
// Since we just spawned the object and since user code might have modified their NetworkVariable, esp.
// NetworkList, we need to mark the object as free of updates.
// This should happen for all objects on the machine triggering the spawn.
PostNetworkVariableWrite(true);
}
}
internal void InternalOnNetworkDespawn()
{
IsSpawned = false;
UpdateNetworkProperties();
OnNetworkDespawn();
try
{
OnNetworkDespawn();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
/// <summary>
@@ -576,12 +631,24 @@ namespace Unity.Netcode
NetworkVariableIndexesToResetSet.Clear();
}
internal void PostNetworkVariableWrite()
internal void PostNetworkVariableWrite(bool forced = false)
{
// mark any variables we wrote as no longer dirty
for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
if (forced)
{
NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
// Mark every variable as no longer dirty. We just spawned the object and whatever the game code did
// during OnNetworkSpawn has been sent and needs to be cleared
for (int i = 0; i < NetworkVariableFields.Count; i++)
{
NetworkVariableFields[i].ResetDirty();
}
}
else
{
// mark any variables we wrote as no longer dirty
for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
{
NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
}
}
MarkVariablesDirty(false);

View File

@@ -26,6 +26,10 @@ namespace Unity.Netcode
#endif
try
{
// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
// trying to process them, even if they were previously marked as dirty.
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
if (networkManager.IsServer)
{
foreach (var dirtyObj in m_DirtyNetworkObjects)
@@ -38,10 +42,6 @@ namespace Unity.Netcode
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
{
var client = networkManager.ConnectedClientsList[i];
if (networkManager.IsHost && client.ClientId == networkManager.LocalClientId)
{
continue;
}
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
{
@@ -75,10 +75,7 @@ namespace Unity.Netcode
// Now, reset all the no-longer-dirty variables
foreach (var dirtyobj in m_DirtyNetworkObjects)
{
for (int k = 0; k < dirtyobj.ChildNetworkBehaviours.Count; k++)
{
dirtyobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite();
}
dirtyobj.PostNetworkVariableWrite();
}
m_DirtyNetworkObjects.Clear();
}

View File

@@ -20,7 +20,7 @@ namespace Unity.Netcode
/// <summary>
/// The main component of the library
/// </summary>
[AddComponentMenu("Netcode/" + nameof(NetworkManager), -100)]
[AddComponentMenu("Netcode/Network Manager", -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{
#pragma warning disable IDE1006 // disable naming rule violation check
@@ -51,7 +51,7 @@ namespace Unity.Netcode
internal static string PrefabDebugHelper(NetworkPrefab networkPrefab)
{
return $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.gameObject.name}\"";
return $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.name}\"";
}
internal NetworkBehaviourUpdater BehaviourUpdater { get; set; }
@@ -187,8 +187,7 @@ namespace Unity.Netcode
/// <returns>a <see cref="GameObject"/> that is either the override or if no overrides exist it returns the same as the one passed in as a parameter</returns>
public GameObject GetNetworkPrefabOverride(GameObject gameObject)
{
var networkObject = gameObject.GetComponent<NetworkObject>();
if (networkObject != null)
if (gameObject.TryGetComponent<NetworkObject>(out var networkObject))
{
if (NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(networkObject.GlobalObjectIdHash))
{
@@ -367,10 +366,22 @@ namespace Unity.Netcode
public bool IsListening { get; internal set; }
/// <summary>
/// Gets if we are connected as a client
/// When true, the client is connected, approved, and synchronized with
/// the server.
/// </summary>
public bool IsConnectedClient { get; internal set; }
/// <summary>
/// Is true when the client has been approved.
/// </summary>
/// <remarks>
/// This only reflects the client's approved status and does not mean the client
/// has finished the connection and synchronization process. The server-host will
/// always be approved upon being starting the <see cref="NetworkManager"/>
/// <see cref="IsConnectedClient"/>
/// </remarks>
public bool IsApproved { get; internal set; }
/// <summary>
/// Can be used to determine if the <see cref="NetworkManager"/> is currently shutting itself down
/// </summary>
@@ -519,8 +530,7 @@ namespace Unity.Netcode
var networkPrefabGo = networkPrefab?.Prefab;
if (networkPrefabGo != null)
{
var networkObject = networkPrefabGo.GetComponent<NetworkObject>();
if (networkObject == null)
if (!networkPrefabGo.TryGetComponent<NetworkObject>(out var networkObject))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
@@ -695,8 +705,7 @@ namespace Unity.Netcode
}
else if (networkPrefab.Override == NetworkPrefabOverride.None)
{
networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
if (networkObject == null)
if (!networkPrefab.Prefab.TryGetComponent(out networkObject))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
@@ -742,8 +751,7 @@ namespace Unity.Netcode
}
else
{
networkObject = networkPrefab.SourcePrefabToOverride.GetComponent<NetworkObject>();
if (networkObject == null)
if (!networkPrefab.SourcePrefabToOverride.TryGetComponent(out networkObject))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
@@ -881,6 +889,8 @@ namespace Unity.Netcode
return;
}
IsApproved = false;
ComponentFactory.SetDefaults();
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
@@ -968,8 +978,7 @@ namespace Unity.Netcode
// If we have a player prefab, then we need to verify it is in the list of NetworkPrefabOverrideLinks for client side spawning.
if (NetworkConfig.PlayerPrefab != null)
{
var playerPrefabNetworkObject = NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
if (playerPrefabNetworkObject != null)
if (NetworkConfig.PlayerPrefab.TryGetComponent<NetworkObject>(out var playerPrefabNetworkObject))
{
//In the event there is no NetworkPrefab entry (i.e. no override for default player prefab)
if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(playerPrefabNetworkObject
@@ -1023,24 +1032,38 @@ namespace Unity.Netcode
}
Initialize(true);
IsServer = true;
IsClient = false;
IsListening = true;
// If we failed to start then shutdown and notify user that the transport failed to start
if (NetworkConfig.NetworkTransport.StartServer())
try
{
IsServer = true;
IsClient = false;
IsListening = true;
// If we failed to start then shutdown and notify user that the transport failed to start
if (NetworkConfig.NetworkTransport.StartServer())
{
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
OnServerStarted?.Invoke();
IsApproved = true;
return true;
}
else
{
IsServer = false;
IsClient = false;
IsListening = false;
OnServerStarted?.Invoke();
return true;
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
}
}
else
catch (Exception)
{
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
IsServer = false;
IsClient = false;
IsListening = false;
throw;
}
return false;
@@ -1098,23 +1121,38 @@ namespace Unity.Netcode
Initialize(true);
// If we failed to start then shutdown and notify user that the transport failed to start
if (!NetworkConfig.NetworkTransport.StartServer())
IsServer = true;
IsClient = true;
IsListening = true;
try
{
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
return false;
// If we failed to start then shutdown and notify user that the transport failed to start
if (!NetworkConfig.NetworkTransport.StartServer())
{
Debug.LogError($"Server is shutting down due to network transport start failure of {NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
Shutdown();
IsServer = false;
IsClient = false;
IsListening = false;
return false;
}
}
catch (Exception)
{
IsServer = false;
IsClient = false;
IsListening = false;
throw;
}
MessagingSystem.ClientConnected(ServerClientId);
LocalClientId = ServerClientId;
NetworkMetrics.SetConnectionId(LocalClientId);
IsServer = true;
IsClient = true;
IsListening = true;
if (NetworkConfig.ConnectionApproval && ConnectionApprovalCallback != null)
{
var response = new ConnectionApprovalResponse();
@@ -1128,6 +1166,7 @@ namespace Unity.Netcode
}
response.Approved = true;
IsApproved = true;
HandleConnectionApproval(ServerClientId, response);
}
else
@@ -1389,6 +1428,7 @@ namespace Unity.Netcode
}
IsConnectedClient = false;
IsApproved = false;
// We need to clean up NetworkObjects before we reset the IsServer
// and IsClient properties. This provides consistency of these two
@@ -1560,7 +1600,7 @@ namespace Unity.Netcode
}
// Only update RTT here, server time is updated by time sync messages
var reset = NetworkTimeSystem.Advance(Time.deltaTime);
var reset = NetworkTimeSystem.Advance(Time.unscaledDeltaTime);
if (reset)
{
NetworkTickSystem.Reset(NetworkTimeSystem.LocalTime, NetworkTimeSystem.ServerTime);
@@ -1569,7 +1609,7 @@ namespace Unity.Netcode
if (IsServer == false)
{
NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.deltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.unscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
}
}
@@ -1614,7 +1654,9 @@ namespace Unity.Netcode
{
var message = new ConnectionRequestMessage
{
ConfigHash = NetworkConfig.GetConfig(),
// Since only a remote client will send a connection request,
// we should always force the rebuilding of the NetworkConfig hash value
ConfigHash = NetworkConfig.GetConfig(false),
ShouldSendConnectionData = NetworkConfig.ConnectionApproval,
ConnectionData = NetworkConfig.ConnectionData
};
@@ -1623,23 +1665,73 @@ namespace Unity.Netcode
private IEnumerator ApprovalTimeout(ulong clientId)
{
NetworkTime timeStarted = LocalTime;
var timeStarted = IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup;
var timedOut = false;
var connectionApproved = false;
var connectionNotApproved = false;
var timeoutMarker = timeStarted + NetworkConfig.ClientConnectionBufferTimeout;
//We yield every frame incase a pending client disconnects and someone else gets its connection id
while ((LocalTime - timeStarted).Time < NetworkConfig.ClientConnectionBufferTimeout && PendingClients.ContainsKey(clientId))
while (IsListening && !ShutdownInProgress && !timedOut && !connectionApproved)
{
yield return null;
// Check if we timed out
timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup);
if (IsServer)
{
// When the client is no longer in the pending clients list and is in the connected clients list
// it has been approved
connectionApproved = !PendingClients.ContainsKey(clientId) && ConnectedClients.ContainsKey(clientId);
// For the server side, if the client is in neither list then it was declined or the client disconnected
connectionNotApproved = !PendingClients.ContainsKey(clientId) && !ConnectedClients.ContainsKey(clientId);
}
else
{
connectionApproved = IsApproved;
}
}
if (PendingClients.ContainsKey(clientId) && !ConnectedClients.ContainsKey(clientId))
// Exit coroutine if we are no longer listening or a shutdown is in progress (client or server)
if (!IsListening || ShutdownInProgress)
{
yield break;
}
// If the client timed out or was not approved
if (timedOut || connectionNotApproved)
{
// Timeout
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"Client {clientId} Handshake Timed Out");
if (timedOut)
{
if (IsServer)
{
// Log a warning that the transport detected a connection but then did not receive a follow up connection request message.
// (hacking or something happened to the server's network connection)
NetworkLog.LogWarning($"Server detected a transport connection from Client-{clientId}, but timed out waiting for the connection request message.");
}
else
{
// We only provide informational logging for the client side
NetworkLog.LogInfo("Timed out waiting for the server to approve the connection request.");
}
}
else if (connectionNotApproved)
{
NetworkLog.LogInfo($"Client-{clientId} was either denied approval or disconnected while being approved.");
}
}
DisconnectClient(clientId);
if (IsServer)
{
DisconnectClient(clientId);
}
else
{
Shutdown(true);
}
}
}
@@ -1916,13 +2008,20 @@ namespace Unity.Netcode
var playerObject = networkClient.PlayerObject;
if (playerObject != null)
{
if (PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash))
if (!playerObject.DontDestroyWithOwner)
{
PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject);
if (PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash))
{
PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject);
}
else
{
Destroy(playerObject.gameObject);
}
}
else
{
Destroy(playerObject.gameObject);
playerObject.RemoveOwnership();
}
}
@@ -2033,14 +2132,31 @@ namespace Unity.Netcode
if (response.CreatePlayerObject)
{
var networkObject = SpawnManager.CreateLocalNetworkObject(
isSceneObject: false,
response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash,
ownerClientId,
parentNetworkId: null,
networkSceneHandle: null,
response.Position,
response.Rotation);
var playerPrefabHash = response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
// Generate a SceneObject for the player object to spawn
var sceneObject = new NetworkObject.SceneObject
{
Header = new NetworkObject.SceneObject.HeaderData
{
IsPlayerObject = true,
OwnerClientId = ownerClientId,
IsSceneObject = false,
HasTransform = true,
Hash = playerPrefabHash,
},
TargetClientId = ownerClientId,
Transform = new NetworkObject.SceneObject.TransformData
{
Position = response.Position.GetValueOrDefault(),
Rotation = response.Rotation.GetValueOrDefault()
}
};
// Create the player NetworkObject locally
var networkObject = SpawnManager.CreateLocalNetworkObject(sceneObject);
// Spawn the player NetworkObject locally
SpawnManager.SpawnNetworkObjectLocally(
networkObject,
SpawnManager.GetNetworkObjectId(),

View File

@@ -9,7 +9,7 @@ namespace Unity.Netcode
/// <summary>
/// A component used to identify that a GameObject in the network
/// </summary>
[AddComponentMenu("Netcode/" + nameof(NetworkObject), -99)]
[AddComponentMenu("Netcode/Network Object", -99)]
[DisallowMultipleComponent]
public sealed class NetworkObject : MonoBehaviour
{
@@ -129,7 +129,7 @@ namespace Unity.Netcode
/// <summary>
/// Whether or not to destroy this object if it's owner is destroyed.
/// If false, the objects ownership will be given to the server.
/// If true, the objects ownership will be given to the server.
/// </summary>
public bool DontDestroyWithOwner;
@@ -435,7 +435,7 @@ namespace Unity.Netcode
private void OnDestroy()
{
if (NetworkManager != null && NetworkManager.IsListening && NetworkManager.IsServer == false && IsSpawned &&
(IsSceneObject == null || (IsSceneObject != null && IsSceneObject.Value != true)))
(IsSceneObject == null || (IsSceneObject.Value != true)))
{
throw new NotServerException($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
}
@@ -509,6 +509,7 @@ namespace Unity.Netcode
/// <param name="destroy">(true) the <see cref="GameObject"/> will be destroyed (false) the <see cref="GameObject"/> will persist after being despawned</param>
public void Despawn(bool destroy = true)
{
MarkVariablesDirty(false);
NetworkManager.SpawnManager.DespawnObject(this, destroy);
}
@@ -572,21 +573,21 @@ namespace Unity.Netcode
}
}
private bool m_IsReparented; // Did initial parent (came from the scene hierarchy) change at runtime?
private ulong? m_LatestParent; // What is our last set parent NetworkObject's ID?
private Transform m_CachedParent; // What is our last set parent Transform reference?
private bool m_CachedWorldPositionStays = true; // Used to preserve the world position stays parameter passed in TrySetParent
internal void SetCachedParent(Transform parentTransform)
{
m_CachedParent = parentTransform;
}
internal (bool IsReparented, ulong? LatestParent) GetNetworkParenting() => (m_IsReparented, m_LatestParent);
internal ulong? GetNetworkParenting() => m_LatestParent;
internal void SetNetworkParenting(bool isReparented, ulong? latestParent)
internal void SetNetworkParenting(ulong? latestParent, bool worldPositionStays)
{
m_IsReparented = isReparented;
m_LatestParent = latestParent;
m_CachedWorldPositionStays = worldPositionStays;
}
/// <summary>
@@ -597,7 +598,10 @@ namespace Unity.Netcode
/// <returns>Whether or not reparenting was successful.</returns>
public bool TrySetParent(Transform parent, bool worldPositionStays = true)
{
return TrySetParent(parent.GetComponent<NetworkObject>(), worldPositionStays);
var networkObject = parent.GetComponent<NetworkObject>();
// If the parent doesn't have a NetworkObjet then return false, otherwise continue trying to parent
return networkObject == null ? false : TrySetParent(networkObject, worldPositionStays);
}
/// <summary>
@@ -608,7 +612,37 @@ namespace Unity.Netcode
/// <returns>Whether or not reparenting was successful.</returns>
public bool TrySetParent(GameObject parent, bool worldPositionStays = true)
{
return TrySetParent(parent.GetComponent<NetworkObject>(), worldPositionStays);
// If we are removing ourself from a parent
if (parent == null)
{
return TrySetParent((NetworkObject)null, worldPositionStays);
}
var networkObject = parent.GetComponent<NetworkObject>();
// If the parent doesn't have a NetworkObjet then return false, otherwise continue trying to parent
return networkObject == null ? false : TrySetParent(networkObject, worldPositionStays);
}
/// <summary>
/// Used when despawning the parent, we want to preserve the cached WorldPositionStays value
/// </summary>
internal bool TryRemoveParentCachedWorldPositionStays()
{
return TrySetParent((NetworkObject)null, m_CachedWorldPositionStays);
}
/// <summary>
/// Removes the parent of the NetworkObject's transform
/// </summary>
/// <remarks>
/// This is a more convenient way to remove the parent without having to cast the null value to either <see cref="GameObject"/> or <see cref="NetworkObject"/>
/// </remarks>
/// <param name="worldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before.</param>
/// <returns></returns>
public bool TryRemoveParent(bool worldPositionStays = true)
{
return TrySetParent((NetworkObject)null, worldPositionStays);
}
/// <summary>
@@ -639,17 +673,21 @@ namespace Unity.Netcode
return false;
}
if (parent != null && !parent.IsSpawned)
{
return false;
}
m_CachedWorldPositionStays = worldPositionStays;
if (parent == null)
{
return false;
transform.SetParent(null, worldPositionStays);
}
if (!parent.IsSpawned)
else
{
return false;
transform.SetParent(parent.transform, worldPositionStays);
}
transform.SetParent(parent.transform, worldPositionStays);
return true;
}
@@ -685,12 +723,11 @@ namespace Unity.Netcode
Debug.LogException(new SpawnStateException($"{nameof(NetworkObject)} can only be reparented after being spawned"));
return;
}
var removeParent = false;
var parentTransform = transform.parent;
if (parentTransform != null)
{
var parentObject = transform.parent.GetComponent<NetworkObject>();
if (parentObject == null)
if (!transform.parent.TryGetComponent<NetworkObject>(out var parentObject))
{
transform.parent = m_CachedParent;
Debug.LogException(new InvalidParentException($"Invalid parenting, {nameof(NetworkObject)} moved under a non-{nameof(NetworkObject)} parent"));
@@ -709,19 +746,31 @@ namespace Unity.Netcode
else
{
m_LatestParent = null;
removeParent = m_CachedParent != null;
}
m_IsReparented = true;
ApplyNetworkParenting();
ApplyNetworkParenting(removeParent);
var message = new ParentSyncMessage
{
NetworkObjectId = NetworkObjectId,
IsReparented = m_IsReparented,
IsLatestParentSet = m_LatestParent != null && m_LatestParent.HasValue,
LatestParent = m_LatestParent
LatestParent = m_LatestParent,
RemoveParent = removeParent,
WorldPositionStays = m_CachedWorldPositionStays,
Position = m_CachedWorldPositionStays ? transform.position : transform.localPosition,
Rotation = m_CachedWorldPositionStays ? transform.rotation : transform.localRotation,
Scale = transform.localScale,
};
// We need to preserve the m_CachedWorldPositionStays value until after we create the message
// in order to assure any local space values changed/reset get applied properly. If our
// parent is null then go ahead and reset the m_CachedWorldPositionStays the default value.
if (parentTransform == null)
{
m_CachedWorldPositionStays = true;
}
unsafe
{
var maxCount = NetworkManager.ConnectedClientsIds.Count;
@@ -749,42 +798,90 @@ namespace Unity.Netcode
// we call CheckOrphanChildren() method and quickly iterate over OrphanChildren set and see if we can reparent/adopt one.
internal static HashSet<NetworkObject> OrphanChildren = new HashSet<NetworkObject>();
internal bool ApplyNetworkParenting()
internal bool ApplyNetworkParenting(bool removeParent = false, bool ignoreNotSpawned = false)
{
if (!AutoObjectParentSync)
{
return false;
}
if (!IsSpawned)
// SPECIAL CASE:
// The ignoreNotSpawned is a special case scenario where a late joining client has joined
// and loaded one or more scenes that contain nested in-scene placed NetworkObject children
// yet the server's synchronization information does not indicate the NetworkObject in question
// has a parent. Under this scenario, we want to remove the parent before spawning and setting
// the transform values. This is the only scenario where the ignoreNotSpawned parameter is used.
if (!IsSpawned && !ignoreNotSpawned)
{
return false;
}
if (!m_IsReparented)
// Handle the first in-scene placed NetworkObject parenting scenarios. Once the m_LatestParent
// has been set, this will not be entered into again (i.e. the later code will be invoked and
// users will get notifications when the parent changes).
var isInScenePlaced = IsSceneObject.HasValue && IsSceneObject.Value;
if (transform.parent != null && !removeParent && !m_LatestParent.HasValue && isInScenePlaced)
{
return true;
var parentNetworkObject = transform.parent.GetComponent<NetworkObject>();
// If parentNetworkObject is null then the parent is a GameObject without a NetworkObject component
// attached. Under this case, we preserve the hierarchy but we don't keep track of the parenting.
// Note: We only start tracking parenting if the user removes the child from the standard GameObject
// parent and then re-parents the child under a GameObject with a NetworkObject component attached.
if (parentNetworkObject == null)
{
return true;
}
else // If the parent still isn't spawned add this to the orphaned children and return false
if (!parentNetworkObject.IsSpawned)
{
OrphanChildren.Add(this);
return false;
}
else
{
// If we made it this far, go ahead and set the network parenting values
// with the default WorldPoisitonSays value
SetNetworkParenting(parentNetworkObject.NetworkObjectId, true);
// Set the cached parent
m_CachedParent = parentNetworkObject.transform;
return true;
}
}
if (m_LatestParent == null || !m_LatestParent.HasValue)
// If we are removing the parent or our latest parent is not set, then remove the parent
// removeParent is only set when:
// - The server-side NetworkObject.OnTransformParentChanged is invoked and the parent is being removed
// - The client-side when handling a ParentSyncMessage
// When clients are synchronizing only the m_LatestParent.HasValue will not have a value if there is no parent
// or a parent was removed prior to the client connecting (i.e. in-scene placed NetworkObjects)
if (removeParent || !m_LatestParent.HasValue)
{
m_CachedParent = null;
transform.parent = null;
// We must use Transform.SetParent when taking WorldPositionStays into
// consideration, otherwise just setting transform.parent = null defaults
// to WorldPositionStays which can cause scaling issues if the parent's
// scale is not the default (Vetctor3.one) value.
transform.SetParent(null, m_CachedWorldPositionStays);
InvokeBehaviourOnNetworkObjectParentChanged(null);
return true;
}
if (!NetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_LatestParent.Value))
// If we have a latest parent id but it hasn't been spawned yet, then add this instance to the orphanChildren
// HashSet and return false (i.e. parenting not applied yet)
if (m_LatestParent.HasValue && !NetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_LatestParent.Value))
{
OrphanChildren.Add(this);
return false;
}
// If we made it here, then parent this instance under the parentObject
var parentObject = NetworkManager.SpawnManager.SpawnedObjects[m_LatestParent.Value];
m_CachedParent = parentObject.transform;
transform.parent = parentObject.transform;
transform.SetParent(parentObject.transform, m_CachedWorldPositionStays);
InvokeBehaviourOnNetworkObjectParentChanged(parentObject);
return true;
@@ -821,6 +918,13 @@ namespace Unity.Netcode
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during spawn!");
}
}
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].VisibleOnNetworkSpawn();
}
}
}
internal void InvokeBehaviourNetworkDespawn()
@@ -962,7 +1066,6 @@ namespace Unity.Netcode
public bool HasParent;
public bool IsSceneObject;
public bool HasTransform;
public bool IsReparented;
}
public HeaderData Header;
@@ -975,6 +1078,7 @@ namespace Unity.Netcode
{
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Scale;
}
public TransformData Transform;
@@ -990,12 +1094,19 @@ namespace Unity.Netcode
public int NetworkSceneHandle;
public bool WorldPositionStays;
public unsafe void Serialize(FastBufferWriter writer)
{
var writeSize = sizeof(HeaderData);
writeSize += Header.HasParent ? FastBufferWriter.GetWriteSize(ParentObjectId) : 0;
writeSize += Header.HasTransform ? FastBufferWriter.GetWriteSize(Transform) : 0;
writeSize += Header.IsReparented ? FastBufferWriter.GetWriteSize(IsLatestParentSet) + (IsLatestParentSet ? FastBufferWriter.GetWriteSize<ulong>() : 0) : 0;
if (Header.HasParent)
{
writeSize += FastBufferWriter.GetWriteSize(ParentObjectId);
writeSize += FastBufferWriter.GetWriteSize(WorldPositionStays);
writeSize += FastBufferWriter.GetWriteSize(IsLatestParentSet);
writeSize += IsLatestParentSet ? FastBufferWriter.GetWriteSize<ulong>() : 0;
}
writeSize += Header.HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
writeSize += Header.IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
if (!writer.TryBeginWrite(writeSize))
@@ -1008,6 +1119,12 @@ namespace Unity.Netcode
if (Header.HasParent)
{
writer.WriteValue(ParentObjectId);
writer.WriteValue(WorldPositionStays);
writer.WriteValue(IsLatestParentSet);
if (IsLatestParentSet)
{
writer.WriteValue(LatestParent.Value);
}
}
if (Header.HasTransform)
@@ -1015,15 +1132,6 @@ namespace Unity.Netcode
writer.WriteValue(Transform);
}
if (Header.IsReparented)
{
writer.WriteValue(IsLatestParentSet);
if (IsLatestParentSet)
{
writer.WriteValue((ulong)LatestParent);
}
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Since each loaded scene has a unique
// handle, it provides us with a unique and persistent "scene prefab asset" instance.
@@ -1044,19 +1152,41 @@ namespace Unity.Netcode
throw new OverflowException("Could not deserialize SceneObject: Out of buffer space.");
}
reader.ReadValue(out Header);
var readSize = Header.HasParent ? FastBufferWriter.GetWriteSize(ParentObjectId) : 0;
readSize += Header.HasTransform ? FastBufferWriter.GetWriteSize(Transform) : 0;
readSize += Header.IsReparented ? FastBufferWriter.GetWriteSize(IsLatestParentSet) + (IsLatestParentSet ? FastBufferWriter.GetWriteSize<ulong>() : 0) : 0;
var readSize = 0;
if (Header.HasParent)
{
readSize += FastBufferWriter.GetWriteSize(ParentObjectId);
readSize += FastBufferWriter.GetWriteSize(WorldPositionStays);
readSize += FastBufferWriter.GetWriteSize(IsLatestParentSet);
// We need to read at this point in order to get the IsLatestParentSet value
if (!reader.TryBeginRead(readSize))
{
throw new OverflowException("Could not deserialize SceneObject: Out of buffer space.");
}
// Read the initial parenting related properties
reader.ReadValue(out ParentObjectId);
reader.ReadValue(out WorldPositionStays);
reader.ReadValue(out IsLatestParentSet);
// Now calculate the remaining bytes to read
readSize = 0;
readSize += IsLatestParentSet ? FastBufferWriter.GetWriteSize<ulong>() : 0;
}
readSize += Header.HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
readSize += Header.IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
// Try to begin reading the remaining bytes
if (!reader.TryBeginRead(readSize))
{
throw new OverflowException("Could not deserialize SceneObject: Out of buffer space.");
}
if (Header.HasParent)
if (IsLatestParentSet)
{
reader.ReadValue(out ParentObjectId);
reader.ReadValueSafe(out ulong latestParent);
LatestParent = latestParent;
}
if (Header.HasTransform)
@@ -1064,16 +1194,6 @@ namespace Unity.Netcode
reader.ReadValue(out Transform);
}
if (Header.IsReparented)
{
reader.ReadValue(out IsLatestParentSet);
if (IsLatestParentSet)
{
reader.ReadValueSafe(out ulong latestParent);
LatestParent = latestParent;
}
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Since each loaded scene has a unique
// handle, it provides us with a unique and persistent "scene prefab asset" instance.
@@ -1086,6 +1206,14 @@ namespace Unity.Netcode
}
}
internal void PostNetworkVariableWrite()
{
for (int k = 0; k < ChildNetworkBehaviours.Count; k++)
{
ChildNetworkBehaviours[k].PostNetworkVariableWrite();
}
}
internal SceneObject GetMessageSceneObject(ulong targetClientId)
{
var obj = new SceneObject
@@ -1109,25 +1237,12 @@ namespace Unity.Netcode
parentNetworkObject = transform.parent.GetComponent<NetworkObject>();
}
if (parentNetworkObject)
if (parentNetworkObject != null)
{
obj.Header.HasParent = true;
obj.ParentObjectId = parentNetworkObject.NetworkObjectId;
}
if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(OwnerClientId))
{
obj.Header.HasTransform = true;
obj.Transform = new SceneObject.TransformData
{
Position = transform.position,
Rotation = transform.rotation
};
}
var (isReparented, latestParent) = GetNetworkParenting();
obj.Header.IsReparented = isReparented;
if (isReparented)
{
obj.WorldPositionStays = m_CachedWorldPositionStays;
var latestParent = GetNetworkParenting();
var isLatestParentSet = latestParent != null && latestParent.HasValue;
obj.IsLatestParentSet = isLatestParentSet;
if (isLatestParentSet)
@@ -1136,6 +1251,25 @@ namespace Unity.Netcode
}
}
if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(OwnerClientId))
{
obj.Header.HasTransform = true;
obj.Transform = new SceneObject.TransformData
{
// If we are parented and we have the m_CachedWorldPositionStays disabled, then use local space
// values as opposed world space values.
Position = parentNetworkObject && !m_CachedWorldPositionStays ? transform.localPosition : transform.position,
Rotation = parentNetworkObject && !m_CachedWorldPositionStays ? transform.localRotation : transform.rotation,
// We only use the lossyScale if the NetworkObject has a parent. Multi-generation nested children scales can
// impact the final scale of the child NetworkObject in question. The solution is to use the lossy scale
// which can be thought of as "world space scale".
// More information:
// https://docs.unity3d.com/ScriptReference/Transform-lossyScale.html
Scale = parentNetworkObject && !m_CachedWorldPositionStays ? transform.localScale : transform.lossyScale,
};
}
return obj;
}
@@ -1149,33 +1283,8 @@ namespace Unity.Netcode
/// <returns>optional to use NetworkObject deserialized</returns>
internal static NetworkObject AddSceneObject(in SceneObject sceneObject, FastBufferReader variableData, NetworkManager networkManager)
{
Vector3? position = null;
Quaternion? rotation = null;
ulong? parentNetworkId = null;
int? networkSceneHandle = null;
if (sceneObject.Header.HasTransform)
{
position = sceneObject.Transform.Position;
rotation = sceneObject.Transform.Rotation;
}
if (sceneObject.Header.HasParent)
{
parentNetworkId = sceneObject.ParentObjectId;
}
if (sceneObject.Header.IsSceneObject)
{
networkSceneHandle = sceneObject.NetworkSceneHandle;
}
//Attempt to create a local NetworkObject
var networkObject = networkManager.SpawnManager.CreateLocalNetworkObject(
sceneObject.Header.IsSceneObject, sceneObject.Header.Hash,
sceneObject.Header.OwnerClientId, parentNetworkId, networkSceneHandle, position, rotation, sceneObject.Header.IsReparented);
networkObject?.SetNetworkParenting(sceneObject.Header.IsReparented, sceneObject.LatestParent);
var networkObject = networkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
if (networkObject == null)
{
@@ -1190,7 +1299,7 @@ namespace Unity.Netcode
return null;
}
// Spawn the NetworkObject(
// Spawn the NetworkObject
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, variableData, false);
return networkObject;