com.unity.netcode.gameobjects@1.0.0-pre.2

# Changelog

All notable changes to this project will be documented in this file.

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).

## [1.0.0-pre.2] - 2020-12-20

### Added

- Associated Known Issues for the 1.0.0-pre.1 release in the changelog

### Changed

- Updated label for `1.0.0-pre.1` changelog section

## [1.0.0-pre.1] - 2020-12-20

### Added

- Added `ClientNetworkTransform` sample to the SDK package (#1168)
- Added `Bootstrap` sample to the SDK package (#1140)
- Enhanced `NetworkSceneManager` implementation with additive scene loading capabilities (#1080, #955, #913)
  - `NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
- Enhanced `NetworkTransform` implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
- Added a jitter-resistent `BufferedLinearInterpolator<T>` for `NetworkTransform` (#1060)
- Implemented `NetworkPrefabHandler` that provides support for object pooling and `NetworkPrefab` overrides (#1073, #1004, #977, #905,#749, #727)
- Implemented auto `NetworkObject` transform parent synchronization at runtime over the network (#855)
- Adopted Unity C# Coding Standards in the codebase with `.editorconfig` ruleset (#666, #670)
- When a client tries to spawn a `NetworkObject` an exception is thrown to indicate unsupported behavior. (#981)
- Added a `NetworkTime` and `NetworkTickSystem` which allows for improved control over time and ticks. (#845)
- Added a `OnNetworkDespawn` function to `NetworkObject` which gets called when a `NetworkObject` gets despawned and can be overriden. (#865)
- Added `SnapshotSystem` that would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)
  - Disabled by default for now, except spawn/despawn messages
  - Will leverage unreliable messages with eventual consistency
- `NetworkBehaviour` and `NetworkObject`'s `NetworkManager` instances can now be overriden (#762)
- Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
- `NetworkBehaviour.IsSpawned` a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)
- Added `NetworkRigidbody` and `NetworkRigidbody2D` components to support networking `Rigidbody` and `Rigidbody2D` components (#1202, #1175)
- Added `NetworkObjectReference` and `NetworkBehaviourReference` structs which allow to sending `NetworkObject/Behaviours` over RPCs/`NetworkVariable`s (#1173)
- Added `NetworkAnimator` component to support networking `Animator` component (#1281, #872)

### Changed

- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced `MLAPI` namespace and its variants with `Unity.Netcode` namespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)
  - Minimum Unity version:
    - 2019.4 → 2020.3+
  - Package rename:
    - Display name: `MLAPI Networking Library` → `Netcode for GameObjects`
    - Name: `com.unity.multiplayer.mlapi` → `com.unity.netcode.gameobjects`
    - Updated package description
  - All `MLAPI.x` namespaces are replaced with `Unity.Netcode`
    - `MLAPI.Messaging` → `Unity.Netcode`
    - `MLAPI.Connection` → `Unity.Netcode`
    - `MLAPI.Logging` → `Unity.Netcode`
    - `MLAPI.SceneManagement` → `Unity.Netcode`
    - and other `MLAPI.x` variants to `Unity.Netcode`
  - All assembly definitions are renamed with `Unity.Netcode.x` variants
    - `Unity.Multiplayer.MLAPI.Runtime` → `Unity.Netcode.Runtime`
    - `Unity.Multiplayer.MLAPI.Editor` → `Unity.Netcode.Editor`
    - and other `Unity.Multiplayer.MLAPI.x` variants to `Unity.Netcode.x` variants
- Renamed `Prototyping` namespace and assembly definition to `Components` (#1145)
- Changed `NetworkObject.Despawn(bool destroy)` API to default to `destroy = true` for better usability (#1217)
- Scene registration in `NetworkManager` is now replaced by Build Setttings → Scenes in Build List (#1080)
- `NetworkSceneManager.SwitchScene` has been replaced by `NetworkSceneManager.LoadScene` (#955)
- `NetworkManager, NetworkConfig, and NetworkSceneManager` scene registration replaced with scenes in build list (#1080)
- `GlobalObjectIdHash` replaced `PrefabHash` and `PrefabHashGenerator` for stability and consistency (#698)
- `NetworkStart` has been renamed to `OnNetworkSpawn`. (#865)
- Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
- `NetworkManager` and other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)
- Changed `INetworkSerializable.NetworkSerialize` method signature to use `BufferSerializer<T>` instead of `NetworkSerializer` (#1187)
- Changed `CustomMessagingManager`'s methods to use `FastBufferWriter` and `FastBufferReader` instead of `Stream` (#1187)
- Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)

### Removed

- Removed `NetworkNavMeshAgent` (#1150)
- Removed `NetworkDictionary`, `NetworkSet` (#1149)
- Removed `NetworkVariableSettings` (#1097)
- Removed predefined `NetworkVariable<T>` types (#1093)
    - Removed `NetworkVariableBool`, `NetworkVariableByte`, `NetworkVariableSByte`, `NetworkVariableUShort`, `NetworkVariableShort`, `NetworkVariableUInt`, `NetworkVariableInt`, `NetworkVariableULong`, `NetworkVariableLong`, `NetworkVariableFloat`, `NetworkVariableDouble`, `NetworkVariableVector2`, `NetworkVariableVector3`, `NetworkVariableVector4`, `NetworkVariableColor`, `NetworkVariableColor32`, `NetworkVariableRay`, `NetworkVariableQuaternion`
- Removed `NetworkChannel` and `MultiplexTransportAdapter` (#1133)
- Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
- `NetworkManager.NetworkConfig` had the following properties removed: (#1080)
  - Scene Registrations no longer exists
  - Allow Runtime Scene Changes was no longer needed and was removed
- Removed the NetworkObject.Spawn payload parameter (#1005)
- Removed `ProfilerCounter`, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048)
- Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
- Removed `UpdateStage` parameter from `ServerRpcSendParams` and `ClientRpcSendParams` (#1187)
- Removed `NetworkBuffer`, `NetworkWriter`, `NetworkReader`, `NetworkSerializer`, `PooledNetworkBuffer`, `PooledNetworkWriter`, and `PooledNetworkReader` (#1187)
- Removed `EnableNetworkVariable` in `NetworkConfig`, it is always enabled now (#1179)
- Removed `NetworkTransform`'s FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101)
- Removed `NetworkManager`'s `StopServer()`, `StopClient()` and `StopHost()` methods and replaced with single `NetworkManager.Shutdown()` method for all (#1108)

### Fixed

- Fixed ServerRpc ownership check to `Debug.LogError` instead of `Debug.LogWarning` (#1126)
- Fixed `NetworkObject.OwnerClientId` property changing before `NetworkBehaviour.OnGainedOwnership()` callback (#1092)
- Fixed `NetworkBehaviourILPP` to iterate over all types in an assembly (#803)
- Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
- Fixed `NetworkManager` shutdown when quitting the application or switching scenes (#1011)
  - Now `NetworkManager` shutdowns correctly and despawns existing `NetworkObject`s
- Fixed Only one `PlayerPrefab` can be selected on `NetworkManager` inspector UI in the editor (#676)
- Fixed connection approval not being triggered for host (#675)
- Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
- Fixed `NetworkVariable`s being default-initialized on the client instead of being initialized with the desired value (#1266)
- Improved runtime performance and reduced GC pressure (#1187)
- Fixed #915 - clients are receiving data from objects not visible to them (#1099)
- Fixed `NetworkTransform`'s "late join" issues, `NetworkTransform` now uses `NetworkVariable`s instead of RPCs (#826)
- Throw an exception for silent failure when a client tries to get another player's `PlayerObject`, it is now only allowed on the server-side (#844)

### Known Issues

- `NetworkVariable` does not serialize `INetworkSerializable` types through their `NetworkSerialize` implementation
- `NetworkObjects` marked as `DontDestroyOnLoad` are disabled during some network scene transitions
- `NetworkTransform` interpolates from the origin when switching Local Space synchronization
- Exceptions thrown in `OnNetworkSpawn` user code for an object will prevent the callback in other objects
- Cannot send an array of `INetworkSerializable` in RPCs
- ILPP generation fails with special characters in project path

## [0.2.0] - 2021-06-03

WIP version increment to pass package validation checks. Changelog & final version number TBD.

## [0.1.1] - 2021-06-01

This is hotfix v0.1.1 for the initial experimental Unity MLAPI Package.

### Changed

- Fixed issue with the Unity Registry package version missing some fixes from the v0.1.0 release.

## [0.1.0] - 2021-03-23

This is the initial experimental Unity MLAPI Package, v0.1.0.

### Added

- Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes `ServerRpc` and `ClientRpc` to execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see [here](#removed-features)).
- Added standarized serialization types, including built-in and custom serialization flows. See [RFC #2](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0002-serializable-types.md) for details.
- `INetworkSerializable` interface replaces `IBitWritable`.
- Added `NetworkSerializer`..., which is the main aggregator that implements serialization code for built-in supported types and holds `NetworkReader` and `NetworkWriter` instances internally.
- Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard `MonoBehaviour` event cycle. See [RFC #8](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0008-network-update-loop.md) and the following details:
  - It uses Unity's [low-level Player Loop API](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html) and allows for registering `INetworkUpdateSystem`s with `NetworkUpdate` methods to be executed at specific `NetworkUpdateStage`s, which may also be before or after `MonoBehaviour`-driven game logic execution.
  - You will typically interact with `NetworkUpdateLoop` for registration and `INetworkUpdateSystem` for implementation.
  - `NetworkVariable`s are now tick-based using the `NetworkTickSystem`, tracking time through network interactions and syncs.
- Added message batching to handle consecutive RPC requests sent to the same client. `RpcBatcher` sends batches based on requests from the `RpcQueueProcessing`, by batch size threshold or immediately.
- [GitHub 494](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/494): Added a constraint to allow one `NetworkObject` per `GameObject`, set through the `DisallowMultipleComponent` attribute.
- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
  - Added new profiler modules for MLAPI that report important network data.
  - Attached the profiler to a remote player to view network data over the wire.
- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
- Added a [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and `TrackedObject`.

### Changed

- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): MLAPI now uses the Unity Package Manager for installation management.
- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
- [GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
- GitHub [444](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/444) and [455](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/455): Channels are now represented as bytes instead of strings.

For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per [GitHub 513](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/513) and [GitHub 514](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/514).

| Previous MLAPI Versions | V 0.1.0 Name |
| -- | -- |
| `NetworkingManager` | `NetworkManager` |
| `NetworkedObject` | `NetworkObject` |
| `NetworkedBehaviour` | `NetworkBehaviour` |
| `NetworkedClient` | `NetworkClient` |
| `NetworkedPrefab` | `NetworkPrefab` |
| `NetworkedVar` | `NetworkVariable` |
| `NetworkedTransform` | `NetworkTransform` |
| `NetworkedAnimator` | `NetworkAnimator` |
| `NetworkedAnimatorEditor` | `NetworkAnimatorEditor` |
| `NetworkedNavMeshAgent` | `NetworkNavMeshAgent` |
| `SpawnManager` | `NetworkSpawnManager` |
| `BitStream` | `NetworkBuffer` |
| `BitReader` | `NetworkReader` |
| `BitWriter` | `NetworkWriter` |
| `NetEventType` | `NetworkEventType` |
| `ChannelType` | `NetworkDelivery` |
| `Channel` | `NetworkChannel` |
| `Transport` | `NetworkTransport` |
| `NetworkedDictionary` | `NetworkDictionary` |
| `NetworkedList` | `NetworkList` |
| `NetworkedSet` | `NetworkSet` |
| `MLAPIConstants` | `NetworkConstants` |
| `UnetTransport` | `UNetTransport` |

### Fixed

- [GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/460): Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in `NetworkingManager`.
- Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of `NetworkedInstanceId` issues in the `SpawnManager.ClientCollectSoftSyncSceneObjectSweep` method.
- [GitHub 458](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/458): Fixed serialization issues in `NetworkList` and `NetworkDictionary` when running in Server mode.
- [GitHub 498](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/498): Fixed numerical precision issues to prevent not a number (NaN) quaternions.
- [GitHub 438](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/438): Fixed booleans by reaching or writing bytes instead of bits.
- [GitHub 519](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/519): Fixed an issue where calling `Shutdown()` before making `NetworkManager.Singleton = null` is null on `NetworkManager.OnDestroy()`.

### Removed

With a new release of MLAPI in Unity, some features have been removed:

- SyncVars have been removed from MLAPI. Use `NetworkVariable`s in place of this functionality. <!-- MTT54 -->
- [GitHub 527](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/527): Lag compensation systems and `TrackedObject` have moved to the new [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) repo.
- [GitHub 509](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/509): Encryption has been removed from MLAPI. The `Encryption` option in `NetworkConfig` on the `NetworkingManager` is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:
    - Removed `SecuritySendFlags` from all APIs.
    - Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
    - Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
    - Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See [RFC #1](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0001-std-rpc-api.md) for details.
- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): Removed the MLAPI Installer.

### Known Issues

- `NetworkNavMeshAgent` does not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.
- For `RPC`, methods with a `ClientRpc` or `ServerRpc` suffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error.
- For `NetworkAnimator`, Animator Overrides are not supported. Triggers do not work.
- For `NetworkVariable`, the `NetworkDictionary` `List` and `Set` must use the `reliableSequenced` channel.
- `NetworkObjects`s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
- `NetworkTransform` have the following issues:
  - Replicated objects may have jitter.
  - The owner is always authoritative about the object's position.
  - Scale is not synchronized.
- Connection Approval is not called on the host client.
- For `NamedMessages`, always use `NetworkBuffer` as the underlying stream for sending named and unnamed messages.
- For `NetworkManager`, connection management is limited. Use `IsServer`, `IsClient`, `IsConnectedClient`, or other code to check if MLAPI connected correctly.

## [0.0.1-preview.1] - 2020-12-20

This was an internally-only-used version of the Unity MLAPI Package
This commit is contained in:
Unity Technologies
2020-12-20 00:00:00 +00:00
commit 22d877d1b2
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namespace Unity.Netcode
{
internal struct ChangeOwnershipMessage : INetworkMessage
{
public ulong NetworkObjectId;
public ulong OwnerClientId;
public void Serialize(FastBufferWriter writer)
{
writer.WriteValueSafe(this);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return;
}
reader.ReadValueSafe(out ChangeOwnershipMessage message);
message.Handle(reader, context, context.SenderId, networkManager, reader.Length);
}
public void Handle(FastBufferReader reader, in NetworkContext context, ulong senderId, NetworkManager networkManager, int messageSize)
{
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{
networkManager.SpawnManager.TriggerOnSpawn(NetworkObjectId, reader, context);
return;
}
if (networkObject.OwnerClientId == networkManager.LocalClientId)
{
//We are current owner.
networkObject.InvokeBehaviourOnLostOwnership();
}
networkObject.OwnerClientId = OwnerClientId;
if (OwnerClientId == networkManager.LocalClientId)
{
//We are new owner.
networkObject.InvokeBehaviourOnGainedOwnership();
}
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(senderId, networkObject, messageSize);
}
}
}

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using System;
using System.Collections.Generic;
namespace Unity.Netcode
{
internal struct ConnectionApprovedMessage : INetworkMessage
{
public ulong OwnerClientId;
public int NetworkTick;
public int SceneObjectCount;
// Not serialized, held as references to serialize NetworkVariable data
public HashSet<NetworkObject> SpawnedObjectsList;
public void Serialize(FastBufferWriter writer)
{
if (!writer.TryBeginWrite(sizeof(ulong) + sizeof(int) + sizeof(int)))
{
throw new OverflowException(
$"Not enough space in the write buffer to serialize {nameof(ConnectionApprovedMessage)}");
}
writer.WriteValue(OwnerClientId);
writer.WriteValue(NetworkTick);
writer.WriteValue(SceneObjectCount);
if (SceneObjectCount != 0)
{
// Serialize NetworkVariable data
foreach (var sobj in SpawnedObjectsList)
{
if (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId))
{
sobj.Observers.Add(OwnerClientId);
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);
sceneObject.Serialize(writer);
}
}
}
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return;
}
if (!reader.TryBeginRead(sizeof(ulong) + sizeof(int) + sizeof(int)))
{
throw new OverflowException(
$"Not enough space in the buffer to read {nameof(ConnectionApprovedMessage)}");
}
var message = new ConnectionApprovedMessage();
reader.ReadValue(out message.OwnerClientId);
reader.ReadValue(out message.NetworkTick);
reader.ReadValue(out message.SceneObjectCount);
message.Handle(reader, context.SenderId, networkManager);
}
public void Handle(FastBufferReader reader, ulong clientId, NetworkManager networkManager)
{
networkManager.LocalClientId = OwnerClientId;
networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
networkManager.LocalClient = new NetworkClient() { ClientId = networkManager.LocalClientId };
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
if (!networkManager.NetworkConfig.EnableSceneManagement)
{
networkManager.SpawnManager.DestroySceneObjects();
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
// to create a list to hold the data. This is a breach of convention for performance reasons.
for (ushort i = 0; i < SceneObjectCount; i++)
{
var sceneObject = new NetworkObject.SceneObject();
sceneObject.Deserialize(reader);
NetworkObject.AddSceneObject(sceneObject, reader, networkManager);
}
// Mark the client being connected
networkManager.IsConnectedClient = true;
// When scene management is disabled we notify after everything is synchronized
networkManager.InvokeOnClientConnectedCallback(clientId);
}
}
}
}

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namespace Unity.Netcode
{
internal struct ConnectionRequestMessage : INetworkMessage
{
public ulong ConfigHash;
public byte[] ConnectionData;
public bool ShouldSendConnectionData;
public void Serialize(FastBufferWriter writer)
{
if (ShouldSendConnectionData)
{
writer.WriteValueSafe(ConfigHash);
writer.WriteValueSafe(ConnectionData);
}
else
{
writer.WriteValueSafe(ConfigHash);
}
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsServer)
{
return;
}
var message = new ConnectionRequestMessage();
if (networkManager.NetworkConfig.ConnectionApproval)
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(message.ConfigHash) +
FastBufferWriter.GetWriteSize<int>()))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Incomplete connection request message given config - possible {nameof(NetworkConfig)} mismatch.");
}
networkManager.DisconnectClient(context.SenderId);
return;
}
reader.ReadValue(out message.ConfigHash);
if (!networkManager.NetworkConfig.CompareConfig(message.ConfigHash))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
}
networkManager.DisconnectClient(context.SenderId);
return;
}
reader.ReadValueSafe(out message.ConnectionData);
}
else
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(message.ConfigHash)))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Incomplete connection request message.");
}
networkManager.DisconnectClient(context.SenderId);
return;
}
reader.ReadValue(out message.ConfigHash);
if (!networkManager.NetworkConfig.CompareConfig(message.ConfigHash))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
}
networkManager.DisconnectClient(context.SenderId);
return;
}
}
message.Handle(networkManager, context.SenderId);
}
public void Handle(NetworkManager networkManager, ulong senderId)
{
if (networkManager.PendingClients.TryGetValue(senderId, out PendingClient client))
{
// Set to pending approval to prevent future connection requests from being approved
client.ConnectionState = PendingClient.State.PendingApproval;
}
if (networkManager.NetworkConfig.ConnectionApproval)
{
// Note: Delegate creation allocates.
// Note: ToArray() also allocates. :(
networkManager.InvokeConnectionApproval(ConnectionData, senderId,
(createPlayerObject, playerPrefabHash, approved, position, rotation) =>
{
var localCreatePlayerObject = createPlayerObject;
networkManager.HandleApproval(senderId, localCreatePlayerObject, playerPrefabHash, approved,
position, rotation);
});
}
else
{
networkManager.HandleApproval(senderId, networkManager.NetworkConfig.PlayerPrefab != null, null, true, null, null);
}
}
}
}

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defaultReferences: []
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assetBundleName:
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namespace Unity.Netcode
{
internal struct CreateObjectMessage : INetworkMessage
{
public NetworkObject.SceneObject ObjectInfo;
public void Serialize(FastBufferWriter writer)
{
ObjectInfo.Serialize(writer);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return;
}
var message = new CreateObjectMessage();
message.ObjectInfo.Deserialize(reader);
message.Handle(context.SenderId, reader, networkManager);
}
public void Handle(ulong senderId, FastBufferReader reader, NetworkManager networkManager)
{
var networkObject = NetworkObject.AddSceneObject(ObjectInfo, reader, networkManager);
networkManager.NetworkMetrics.TrackObjectSpawnReceived(senderId, networkObject, reader.Length);
}
}
}

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namespace Unity.Netcode
{
internal struct DestroyObjectMessage : INetworkMessage
{
public ulong NetworkObjectId;
public void Serialize(FastBufferWriter writer)
{
writer.WriteValueSafe(this);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return;
}
reader.ReadValueSafe(out DestroyObjectMessage message);
message.Handle(context.SenderId, networkManager, reader.Length);
}
public void Handle(ulong senderId, NetworkManager networkManager, int messageSize)
{
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{
// This is the same check and log message that happens inside OnDespawnObject, but we have to do it here
// while we still have access to the network ID, otherwise the log message will be less useful.
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Trying to destroy {nameof(NetworkObject)} #{NetworkObjectId} but it does not exist in {nameof(NetworkSpawnManager.SpawnedObjects)} anymore!");
}
return;
}
networkManager.NetworkMetrics.TrackObjectDestroyReceived(senderId, networkObject, messageSize);
networkManager.SpawnManager.OnDespawnObject(networkObject, true);
}
}
}

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namespace Unity.Netcode
{
internal struct NamedMessage : INetworkMessage
{
public ulong Hash;
public FastBufferWriter Data;
public unsafe void Serialize(FastBufferWriter writer)
{
writer.WriteValueSafe(Hash);
writer.WriteBytesSafe(Data.GetUnsafePtr(), Data.Length);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var message = new NamedMessage();
reader.ReadValueSafe(out message.Hash);
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeNamedMessage(message.Hash, context.SenderId, reader);
}
}
}

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serializedVersion: 2
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using System;
using System.Collections.Generic;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// This particular struct is a little weird because it doesn't actually contain the data
/// it's serializing. Instead, it contains references to the data it needs to do the
/// serialization. This is due to the generally amorphous nature of network variable
/// deltas, since they're all driven by custom virtual method overloads.
/// </summary>
internal struct NetworkVariableDeltaMessage : INetworkMessage
{
public ulong NetworkObjectId;
public ushort NetworkBehaviourIndex;
public HashSet<int> DeliveryMappedNetworkVariableIndex;
public ulong ClientId;
public NetworkBehaviour NetworkBehaviour;
public void Serialize(FastBufferWriter writer)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) +
FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
{
throw new OverflowException(
$"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
writer.WriteValue(NetworkObjectId);
writer.WriteValue(NetworkBehaviourIndex);
for (int k = 0; k < NetworkBehaviour.NetworkVariableFields.Count; k++)
{
if (!DeliveryMappedNetworkVariableIndex.Contains(k))
{
// This var does not belong to the currently iterating delivery group.
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
writer.WriteValueSafe((short)0);
}
else
{
writer.WriteValueSafe(false);
}
continue;
}
// if I'm dirty AND a client, write (server always has all permissions)
// if I'm dirty AND the server AND the client can read me, send.
bool shouldWrite = NetworkBehaviour.NetworkVariableFields[k].ShouldWrite(ClientId, NetworkBehaviour.NetworkManager.IsServer);
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
if (!shouldWrite)
{
writer.WriteValueSafe((ushort)0);
}
}
else
{
writer.WriteValueSafe(shouldWrite);
}
if (shouldWrite)
{
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, short.MaxValue);
NetworkBehaviour.NetworkVariableFields[k].WriteDelta(tmpWriter);
writer.WriteValueSafe((ushort)tmpWriter.Length);
tmpWriter.CopyTo(writer);
}
else
{
NetworkBehaviour.NetworkVariableFields[k].WriteDelta(writer);
}
if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(k))
{
NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(k);
NetworkBehaviour.NetworkVariableIndexesToReset.Add(k);
}
NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
ClientId,
NetworkBehaviour.NetworkObject,
NetworkBehaviour.NetworkVariableFields[k].Name,
NetworkBehaviour.__getTypeName(),
writer.Length);
}
}
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
var message = new NetworkVariableDeltaMessage();
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(message.NetworkObjectId) +
FastBufferWriter.GetWriteSize(message.NetworkBehaviourIndex)))
{
throw new OverflowException(
$"Not enough data in the buffer to read {nameof(NetworkVariableDeltaMessage)}");
}
reader.ReadValue(out message.NetworkObjectId);
reader.ReadValue(out message.NetworkBehaviourIndex);
message.Handle(context.SenderId, reader, context, networkManager);
}
public void Handle(ulong senderId, FastBufferReader reader, in NetworkContext context, NetworkManager networkManager)
{
if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
{
NetworkBehaviour behaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
if (behaviour == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Network variable delta message received for a non-existent behaviour. {nameof(NetworkObjectId)}: {NetworkObjectId}, {nameof(NetworkBehaviourIndex)}: {NetworkBehaviourIndex}");
}
}
else
{
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
{
ushort varSize = 0;
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
reader.ReadValueSafe(out varSize);
if (varSize == 0)
{
continue;
}
}
else
{
reader.ReadValueSafe(out bool deltaExists);
if (!deltaExists)
{
continue;
}
}
if (networkManager.IsServer)
{
// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
NetworkLog.LogError($"[{behaviour.NetworkVariableFields[i].GetType().Name}]");
}
reader.Seek(reader.Position + varSize);
continue;
}
//This client wrote somewhere they are not allowed. This is critical
//We can't just skip this field. Because we don't actually know how to dummy read
//That is, we don't know how many bytes to skip. Because the interface doesn't have a
//Read that gives us the value. Only a Read that applies the value straight away
//A dummy read COULD be added to the interface for this situation, but it's just being too nice.
//This is after all a developer fault. A critical error should be fine.
// - TwoTen
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
NetworkLog.LogError($"[{behaviour.NetworkVariableFields[i].GetType().Name}]");
}
return;
}
int readStartPos = reader.Position;
behaviour.NetworkVariableFields[i].ReadDelta(reader, networkManager.IsServer);
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
senderId,
networkObject,
behaviour.NetworkVariableFields[i].Name,
behaviour.__getTypeName(),
reader.Length);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
if (reader.Position > (readStartPos + varSize))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
$"Var delta read too far. {reader.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
}
reader.Seek(readStartPos + varSize);
}
else if (reader.Position < (readStartPos + varSize))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
$"Var delta read too little. {(readStartPos + varSize) - reader.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
}
reader.Seek(readStartPos + varSize);
}
}
}
}
}
else
{
networkManager.SpawnManager.TriggerOnSpawn(NetworkObjectId, reader, context);
}
}
}
}

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fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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namespace Unity.Netcode
{
internal struct ParentSyncMessage : INetworkMessage
{
public ulong NetworkObjectId;
public bool IsReparented;
//If(Metadata.IsReparented)
public bool IsLatestParentSet;
//If(IsLatestParentSet)
public ulong? LatestParent;
public void Serialize(FastBufferWriter writer)
{
writer.WriteValueSafe(NetworkObjectId);
writer.WriteValueSafe(IsReparented);
if (IsReparented)
{
writer.WriteValueSafe(IsLatestParentSet);
if (IsLatestParentSet)
{
writer.WriteValueSafe((ulong)LatestParent);
}
}
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return;
}
var message = new ParentSyncMessage();
reader.ReadValueSafe(out message.NetworkObjectId);
reader.ReadValueSafe(out message.IsReparented);
if (message.IsReparented)
{
reader.ReadValueSafe(out message.IsLatestParentSet);
if (message.IsLatestParentSet)
{
reader.ReadValueSafe(out ulong latestParent);
message.LatestParent = latestParent;
}
}
message.Handle(reader, context, networkManager);
}
public void Handle(FastBufferReader reader, in NetworkContext context, NetworkManager networkManager)
{
if (networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
{
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
networkObject.SetNetworkParenting(IsReparented, LatestParent);
networkObject.ApplyNetworkParenting();
}
else
{
networkManager.SpawnManager.TriggerOnSpawn(NetworkObjectId, reader, context);
}
}
}
}

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using System;
namespace Unity.Netcode
{
internal struct RpcMessage : INetworkMessage
{
public enum RpcType : byte
{
Server,
Client
}
public struct HeaderData
{
public RpcType Type;
public ulong NetworkObjectId;
public ushort NetworkBehaviourId;
public uint NetworkMethodId;
}
public HeaderData Header;
public FastBufferWriter RpcData;
public unsafe void Serialize(FastBufferWriter writer)
{
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(Header) + RpcData.Length))
{
throw new OverflowException("Not enough space in the buffer to store RPC data.");
}
writer.WriteValue(Header);
writer.WriteBytes(RpcData.GetUnsafePtr(), RpcData.Length);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var message = new RpcMessage();
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(message.Header)))
{
throw new OverflowException("Not enough space in the buffer to read RPC data.");
}
reader.ReadValue(out message.Header);
message.Handle(reader, context, (NetworkManager)context.SystemOwner, context.SenderId, true);
}
public void Handle(FastBufferReader reader, in NetworkContext context, NetworkManager networkManager, ulong senderId, bool canDefer)
{
if (NetworkManager.__rpc_func_table.ContainsKey(Header.NetworkMethodId))
{
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(Header.NetworkObjectId))
{
if (canDefer)
{
networkManager.SpawnManager.TriggerOnSpawn(Header.NetworkObjectId, reader, context);
}
else
{
NetworkLog.LogError($"Tried to invoke an RPC on a non-existent {nameof(NetworkObject)} with {nameof(canDefer)}=false");
}
return;
}
var networkObject = networkManager.SpawnManager.SpawnedObjects[Header.NetworkObjectId];
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(Header.NetworkBehaviourId);
if (networkBehaviour == null)
{
return;
}
var rpcParams = new __RpcParams();
switch (Header.Type)
{
case RpcType.Server:
rpcParams.Server = new ServerRpcParams
{
Receive = new ServerRpcReceiveParams
{
SenderClientId = senderId
}
};
break;
case RpcType.Client:
rpcParams.Client = new ClientRpcParams
{
Receive = new ClientRpcReceiveParams
{
}
};
break;
}
NetworkManager.__rpc_func_table[Header.NetworkMethodId](networkBehaviour, reader, rpcParams);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(Header.NetworkMethodId, out var rpcMethodName))
{
networkManager.NetworkMetrics.TrackRpcReceived(
senderId,
networkObject,
rpcMethodName,
networkBehaviour.__getTypeName(),
reader.Length);
}
#endif
}
}
}
}

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serializedVersion: 2
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namespace Unity.Netcode
{
// Todo: Would be lovely to get this one nicely formatted with all the data it sends in the struct
// like most of the other messages when we have some more time and can come back and refactor this.
internal struct SceneEventMessage : INetworkMessage
{
public SceneEventData EventData;
public void Serialize(FastBufferWriter writer)
{
EventData.Serialize(writer);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
((NetworkManager)context.SystemOwner).SceneManager.HandleSceneEvent(context.SenderId, reader);
}
}
}

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namespace Unity.Netcode
{
internal struct ServerLogMessage : INetworkMessage
{
public NetworkLog.LogType LogType;
// It'd be lovely to be able to replace this with FixedString or NativeArray...
// But it's not really practical. On the sending side, the user is likely to want
// to work with strings and would need to convert, and on the receiving side,
// we'd have to convert it to a string to be able to pass it to the log system.
// So an allocation is unavoidable here on both sides.
public string Message;
public void Serialize(FastBufferWriter writer)
{
writer.WriteValueSafe(LogType);
BytePacker.WriteValuePacked(writer, Message);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (networkManager.IsServer && networkManager.NetworkConfig.EnableNetworkLogs)
{
var message = new ServerLogMessage();
reader.ReadValueSafe(out message.LogType);
ByteUnpacker.ReadValuePacked(reader, out message.Message);
message.Handle(context.SenderId, networkManager, reader.Length);
}
}
public void Handle(ulong senderId, NetworkManager networkManager, int messageSize)
{
networkManager.NetworkMetrics.TrackServerLogReceived(senderId, (uint)LogType, messageSize);
switch (LogType)
{
case NetworkLog.LogType.Info:
NetworkLog.LogInfoServerLocal(Message, senderId);
break;
case NetworkLog.LogType.Warning:
NetworkLog.LogWarningServerLocal(Message, senderId);
break;
case NetworkLog.LogType.Error:
NetworkLog.LogErrorServerLocal(Message, senderId);
break;
}
}
}
}

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using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
namespace Unity.Netcode
{
internal struct SnapshotDataMessage : INetworkMessage
{
public int CurrentTick;
public ushort Sequence;
public ushort Range;
public byte[] SendMainBuffer;
public NativeArray<byte> ReceiveMainBuffer;
public struct AckData
{
public ushort LastReceivedSequence;
public ushort ReceivedSequenceMask;
}
public AckData Ack;
public struct EntryData
{
public ulong NetworkObjectId;
public ushort BehaviourIndex;
public ushort VariableIndex;
public int TickWritten;
public ushort Position;
public ushort Length;
}
public NativeList<EntryData> Entries;
public struct SpawnData
{
public ulong NetworkObjectId;
public uint Hash;
public bool IsSceneObject;
public bool IsPlayerObject;
public ulong OwnerClientId;
public ulong ParentNetworkId;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Scale;
public int TickWritten;
}
public NativeList<SpawnData> Spawns;
public struct DespawnData
{
public ulong NetworkObjectId;
public int TickWritten;
}
public NativeList<DespawnData> Despawns;
public unsafe void Serialize(FastBufferWriter writer)
{
if (!writer.TryBeginWrite(
FastBufferWriter.GetWriteSize(CurrentTick) +
FastBufferWriter.GetWriteSize(Sequence) +
FastBufferWriter.GetWriteSize(Range) + Range +
FastBufferWriter.GetWriteSize(Ack) +
FastBufferWriter.GetWriteSize<ushort>() +
Entries.Length * sizeof(EntryData) +
FastBufferWriter.GetWriteSize<ushort>() +
Spawns.Length * sizeof(SpawnData) +
FastBufferWriter.GetWriteSize<ushort>() +
Despawns.Length * sizeof(DespawnData)
))
{
Entries.Dispose();
Spawns.Dispose();
Despawns.Dispose();
throw new OverflowException($"Not enough space to serialize {nameof(SnapshotDataMessage)}");
}
writer.WriteValue(CurrentTick);
writer.WriteValue(Sequence);
writer.WriteValue(Range);
writer.WriteBytes(SendMainBuffer, Range);
writer.WriteValue(Ack);
writer.WriteValue((ushort)Entries.Length);
writer.WriteBytes((byte*)Entries.GetUnsafePtr(), Entries.Length * sizeof(EntryData));
writer.WriteValue((ushort)Spawns.Length);
writer.WriteBytes((byte*)Spawns.GetUnsafePtr(), Spawns.Length * sizeof(SpawnData));
writer.WriteValue((ushort)Despawns.Length);
writer.WriteBytes((byte*)Despawns.GetUnsafePtr(), Despawns.Length * sizeof(DespawnData));
Entries.Dispose();
Spawns.Dispose();
Despawns.Dispose();
}
public static unsafe void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
var message = new SnapshotDataMessage();
if (!reader.TryBeginRead(
FastBufferWriter.GetWriteSize(message.CurrentTick) +
FastBufferWriter.GetWriteSize(message.Sequence) +
FastBufferWriter.GetWriteSize(message.Range)
))
{
throw new OverflowException($"Not enough space to deserialize {nameof(SnapshotDataMessage)}");
}
reader.ReadValue(out message.CurrentTick);
reader.ReadValue(out message.Sequence);
reader.ReadValue(out message.Range);
message.ReceiveMainBuffer = new NativeArray<byte>(message.Range, Allocator.Temp);
reader.ReadBytesSafe((byte*)message.ReceiveMainBuffer.GetUnsafePtr(), message.Range);
reader.ReadValueSafe(out message.Ack);
reader.ReadValueSafe(out ushort length);
message.Entries = new NativeList<EntryData>(length, Allocator.Temp);
message.Entries.Length = length;
reader.ReadBytesSafe((byte*)message.Entries.GetUnsafePtr(), message.Entries.Length * sizeof(EntryData));
reader.ReadValueSafe(out length);
message.Spawns = new NativeList<SpawnData>(length, Allocator.Temp);
message.Spawns.Length = length;
reader.ReadBytesSafe((byte*)message.Spawns.GetUnsafePtr(), message.Spawns.Length * sizeof(SpawnData));
reader.ReadValueSafe(out length);
message.Despawns = new NativeList<DespawnData>(length, Allocator.Temp);
message.Despawns.Length = length;
reader.ReadBytesSafe((byte*)message.Despawns.GetUnsafePtr(), message.Despawns.Length * sizeof(DespawnData));
using (message.ReceiveMainBuffer)
using (message.Entries)
using (message.Spawns)
using (message.Despawns)
{
message.Handle(context.SenderId, networkManager);
}
}
public void Handle(ulong senderId, NetworkManager networkManager)
{
// todo: temporary hack around bug
if (!networkManager.IsServer)
{
senderId = networkManager.ServerClientId;
}
var snapshotSystem = networkManager.SnapshotSystem;
snapshotSystem.HandleSnapshot(senderId, this);
}
}
}

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namespace Unity.Netcode
{
internal struct TimeSyncMessage : INetworkMessage
{
public int Tick;
public void Serialize(FastBufferWriter writer)
{
writer.WriteValueSafe(this);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return;
}
reader.ReadValueSafe(out TimeSyncMessage message);
message.Handle(context.SenderId, networkManager);
}
public void Handle(ulong senderId, NetworkManager networkManager)
{
var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, Tick);
networkManager.NetworkTimeSystem.Sync(time.Time, networkManager.NetworkConfig.NetworkTransport.GetCurrentRtt(senderId) / 1000d);
}
}
}

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namespace Unity.Netcode
{
internal struct UnnamedMessage : INetworkMessage
{
public FastBufferWriter Data;
public unsafe void Serialize(FastBufferWriter writer)
{
writer.WriteBytesSafe(Data.GetUnsafePtr(), Data.Length);
}
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, reader);
}
}
}

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