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
489 changed files with 43246 additions and 0 deletions

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namespace Unity.Netcode
{
/// <summary>
/// Delivery methods
/// </summary>
public enum NetworkDelivery
{
/// <summary>
/// Unreliable message
/// </summary>
Unreliable,
/// <summary>
/// Unreliable with sequencing
/// </summary>
UnreliableSequenced,
/// <summary>
/// Reliable message
/// </summary>
Reliable,
/// <summary>
/// Reliable message where messages are guaranteed to be in the right order
/// </summary>
ReliableSequenced,
/// <summary>
/// A reliable message with guaranteed order with fragmentation support
/// </summary>
ReliableFragmentedSequenced
}
}

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namespace Unity.Netcode
{
/// <summary>
/// Represents a netEvent when polling
/// </summary>
public enum NetworkEvent
{
/// <summary>
/// New data is received
/// </summary>
Data,
/// <summary>
/// A client is connected, or client connected to server
/// </summary>
Connect,
/// <summary>
/// A client disconnected, or client disconnected from server
/// </summary>
Disconnect,
/// <summary>
/// No new event
/// </summary>
Nothing
}
}

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using System;
using UnityEngine;
namespace Unity.Netcode
{
public abstract class NetworkTransport : MonoBehaviour
{
/// <summary>
/// A constant `clientId` that represents the server
/// When this value is found in methods such as `Send`, it should be treated as a placeholder that means "the server"
/// </summary>
public abstract ulong ServerClientId { get; }
/// <summary>
/// Gets a value indicating whether this <see cref="T:NetworkTransport"/> is supported in the current runtime context
/// This is used by multiplex adapters
/// </summary>
/// <value><c>true</c> if is supported; otherwise, <c>false</c>.</value>
public virtual bool IsSupported => true;
/// <summary>
/// Delegate for transport network events
/// </summary>
public delegate void TransportEventDelegate(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime);
/// <summary>
/// Occurs when the transport has a new transport network event.
/// Can be used to make an event based transport instead of a poll based.
/// Invocation has to occur on the Unity thread in the Update loop.
/// </summary>
public event TransportEventDelegate OnTransportEvent;
/// <summary>
/// Invokes the <see cref="OnTransportEvent"/>. Invokation has to occur on the Unity thread in the Update loop.
/// </summary>
/// <param name="eventType">The event type</param>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
protected void InvokeOnTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime)
{
OnTransportEvent?.Invoke(eventType, clientId, payload, receiveTime);
}
/// <summary>
/// Send a payload to the specified clientId, data and channelName.
/// </summary>
/// <param name="clientId">The clientId to send to</param>
/// <param name="payload">The data to send</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public abstract void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery);
/// <summary>
/// Polls for incoming events, with an extra output parameter to report the precise time the event was received.
/// </summary>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
/// <returns>Returns the event type</returns>
public abstract NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
/// <summary>
/// Connects client to the server
/// </summary>
public abstract bool StartClient();
/// <summary>
/// Starts to listening for incoming clients
/// </summary>
public abstract bool StartServer();
/// <summary>
/// Disconnects a client from the server
/// </summary>
/// <param name="clientId">The clientId to disconnect</param>
public abstract void DisconnectRemoteClient(ulong clientId);
/// <summary>
/// Disconnects the local client from the server
/// </summary>
public abstract void DisconnectLocalClient();
/// <summary>
/// Gets the round trip time for a specific client. This method is optional
/// </summary>
/// <param name="clientId">The clientId to get the RTT from</param>
/// <returns>Returns the round trip time in milliseconds </returns>
public abstract ulong GetCurrentRtt(ulong clientId);
/// <summary>
/// Shuts down the transport
/// </summary>
public abstract void Shutdown();
/// <summary>
/// Initializes the transport
/// </summary>
public abstract void Initialize();
}
}

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using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Networking;
namespace Unity.Netcode.Transports.UNET
{
/// <summary>
/// A transport channel used by the netcode
/// </summary>
[Serializable]
public class UNetChannel
{
/// <summary>
/// The name of the channel
/// </summary>
#if UNITY_EDITOR
[ReadOnly]
#endif
public byte Id;
/// <summary>
/// The type of channel
/// </summary>
public QosType Type;
#if UNITY_EDITOR
private class ReadOnlyAttribute : PropertyAttribute { }
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
private class ReadOnlyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Saving previous GUI enabled value
var previousGUIState = GUI.enabled;
// Disabling edit for property
GUI.enabled = false;
// Drawing Property
EditorGUI.PropertyField(position, property, label);
// Setting old GUI enabled value
GUI.enabled = previousGUIState;
}
}
#endif
}
}

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#pragma warning disable 618 // disable is obsolete
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using UnityEngine;
using UnityEngine.Networking;
namespace Unity.Netcode.Transports.UNET
{
public class UNetTransport : NetworkTransport
{
public enum SendMode
{
Immediately,
Queued
}
private int m_UnreliableChannelId;
private int m_UnreliableSequencedChannelId;
private int m_ReliableChannelId;
private int m_ReliableSequencedChannelId;
private int m_ReliableFragmentedSequencedChannelId;
// Inspector / settings
public int MessageBufferSize = 1024 * 5;
public int MaxConnections = 100;
public int MaxSentMessageQueueSize = 128;
public string ConnectAddress = "127.0.0.1";
public int ConnectPort = 7777;
public int ServerListenPort = 7777;
public SendMode MessageSendMode = SendMode.Immediately;
// Runtime / state
private byte[] m_MessageBuffer;
private WeakReference m_TemporaryBufferReference;
// Lookup / translation
private int m_ServerConnectionId;
private int m_ServerHostId;
public override ulong ServerClientId => GetNetcodeClientId(0, 0, true);
protected void LateUpdate()
{
if (UnityEngine.Networking.NetworkTransport.IsStarted && MessageSendMode == SendMode.Queued)
{
#if UNITY_WEBGL
Debug.LogError("Cannot use queued sending mode for WebGL");
#else
if (NetworkManager.Singleton.IsServer)
{
foreach (var targetClient in NetworkManager.Singleton.ConnectedClientsList)
{
SendQueued(targetClient.ClientId);
}
}
else
{
SendQueued(NetworkManager.Singleton.LocalClientId);
}
#endif
}
}
public override void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
byte[] buffer;
if (payload.Offset > 0)
{
// UNET cant handle this, do a copy
if (m_MessageBuffer.Length >= payload.Count)
{
buffer = m_MessageBuffer;
}
else
{
object bufferRef;
if (m_TemporaryBufferReference != null && ((bufferRef = m_TemporaryBufferReference.Target) != null) && ((byte[])bufferRef).Length >= payload.Count)
{
buffer = (byte[])bufferRef;
}
else
{
buffer = new byte[payload.Count];
m_TemporaryBufferReference = new WeakReference(buffer);
}
}
Buffer.BlockCopy(payload.Array, payload.Offset, buffer, 0, payload.Count);
}
else
{
buffer = payload.Array;
}
int channelId = -1;
switch (networkDelivery)
{
case NetworkDelivery.Unreliable:
channelId = m_UnreliableChannelId;
break;
case NetworkDelivery.UnreliableSequenced:
channelId = m_UnreliableSequencedChannelId;
break;
case NetworkDelivery.Reliable:
channelId = m_ReliableChannelId;
break;
case NetworkDelivery.ReliableSequenced:
channelId = m_ReliableSequencedChannelId;
break;
case NetworkDelivery.ReliableFragmentedSequenced:
channelId = m_ReliableFragmentedSequencedChannelId;
break;
}
if (MessageSendMode == SendMode.Queued)
{
#if UNITY_WEBGL
Debug.LogError("Cannot use queued sending mode for WebGL");
#else
UnityEngine.Networking.NetworkTransport.QueueMessageForSending(hostId, connectionId, channelId, buffer, payload.Count, out byte error);
#endif
}
else
{
UnityEngine.Networking.NetworkTransport.Send(hostId, connectionId, channelId, buffer, payload.Count, out byte error);
}
}
#if !UNITY_WEBGL
private void SendQueued(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
UnityEngine.Networking.NetworkTransport.SendQueuedMessages(hostId, connectionId, out _);
}
#endif
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
var eventType = UnityEngine.Networking.NetworkTransport.Receive(out int hostId, out int connectionId, out _, m_MessageBuffer, m_MessageBuffer.Length, out int receivedSize, out byte error);
clientId = GetNetcodeClientId((byte)hostId, (ushort)connectionId, false);
receiveTime = Time.realtimeSinceStartup;
var networkError = (NetworkError)error;
if (networkError == NetworkError.MessageToLong)
{
byte[] tempBuffer;
if (m_TemporaryBufferReference != null && m_TemporaryBufferReference.IsAlive && ((byte[])m_TemporaryBufferReference.Target).Length >= receivedSize)
{
tempBuffer = (byte[])m_TemporaryBufferReference.Target;
}
else
{
tempBuffer = new byte[receivedSize];
m_TemporaryBufferReference = new WeakReference(tempBuffer);
}
eventType = UnityEngine.Networking.NetworkTransport.Receive(out hostId, out connectionId, out _, tempBuffer, tempBuffer.Length, out receivedSize, out error);
payload = new ArraySegment<byte>(tempBuffer, 0, receivedSize);
}
else
{
payload = new ArraySegment<byte>(m_MessageBuffer, 0, receivedSize);
}
if (networkError == NetworkError.Timeout)
{
// In UNET. Timeouts are not disconnects. We have to translate that here.
eventType = NetworkEventType.DisconnectEvent;
}
// Translate NetworkEventType to NetEventType
switch (eventType)
{
case NetworkEventType.DataEvent:
return NetworkEvent.Data;
case NetworkEventType.ConnectEvent:
return NetworkEvent.Connect;
case NetworkEventType.DisconnectEvent:
return NetworkEvent.Disconnect;
case NetworkEventType.BroadcastEvent:
case NetworkEventType.Nothing:
default:
return NetworkEvent.Nothing;
}
}
public override bool StartClient()
{
m_ServerHostId = UnityEngine.Networking.NetworkTransport.AddHost(new HostTopology(GetConfig(), 1), 0, null);
m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, ConnectPort, 0, out byte error);
return (NetworkError)error == NetworkError.Ok;
}
public override bool StartServer()
{
var topology = new HostTopology(GetConfig(), MaxConnections);
UnityEngine.Networking.NetworkTransport.AddHost(topology, ServerListenPort, null);
return true;
}
public override void DisconnectRemoteClient(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
UnityEngine.Networking.NetworkTransport.Disconnect((int)hostId, (int)connectionId, out byte error);
}
public override void DisconnectLocalClient()
{
UnityEngine.Networking.NetworkTransport.Disconnect(m_ServerHostId, m_ServerConnectionId, out byte error);
}
public override ulong GetCurrentRtt(ulong clientId)
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
return (ulong)UnityEngine.Networking.NetworkTransport.GetCurrentRTT((int)hostId, (int)connectionId, out byte error);
}
public override void Shutdown()
{
UnityEngine.Networking.NetworkTransport.Shutdown();
}
public override void Initialize()
{
m_MessageBuffer = new byte[MessageBufferSize];
UnityEngine.Networking.NetworkTransport.Init();
}
private ulong GetNetcodeClientId(byte hostId, ushort connectionId, bool isServer)
{
if (isServer)
{
return 0;
}
return (connectionId | (ulong)hostId << 16) + 1;
}
private void GetUNetConnectionDetails(ulong clientId, out byte hostId, out ushort connectionId)
{
if (clientId == 0)
{
hostId = (byte)m_ServerHostId;
connectionId = (ushort)m_ServerConnectionId;
}
else
{
hostId = (byte)((clientId - 1) >> 16);
connectionId = (ushort)((clientId - 1));
}
}
private ConnectionConfig GetConfig()
{
var connectionConfig = new ConnectionConfig();
m_UnreliableChannelId = connectionConfig.AddChannel(QosType.Unreliable);
m_UnreliableSequencedChannelId = connectionConfig.AddChannel(QosType.UnreliableSequenced);
m_ReliableChannelId = connectionConfig.AddChannel(QosType.Reliable);
m_ReliableSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableSequenced);
m_ReliableFragmentedSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
connectionConfig.MaxSentMessageQueueSize = (ushort)MaxSentMessageQueueSize;
return connectionConfig;
}
}
}
#pragma warning restore CS1591 // Missing XML comment for publicly visible type or member
#pragma warning restore 618 // restore is obsolete

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