com.unity.netcode.gameobjects@1.0.0-pre.4
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.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
This commit is contained in:
@@ -23,6 +23,7 @@ namespace Unity.Netcode
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public MessageHeader Header;
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public ulong SenderId;
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public float Timestamp;
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public int MessageHeaderSerializedSize;
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}
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private struct SendQueueItem
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@@ -46,27 +47,27 @@ namespace Unity.Netcode
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private MessageHandler[] m_MessageHandlers = new MessageHandler[255];
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private Type[] m_ReverseTypeMap = new Type[255];
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private Dictionary<Type, byte> m_MessageTypes = new Dictionary<Type, byte>();
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private Dictionary<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
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private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>();
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private List<INetworkHooks> m_Hooks = new List<INetworkHooks>();
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private byte m_HighMessageType;
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private uint m_HighMessageType;
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private object m_Owner;
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private IMessageSender m_MessageSender;
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private bool m_Disposed;
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internal Type[] MessageTypes => m_ReverseTypeMap;
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internal MessageHandler[] MessageHandlers => m_MessageHandlers;
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internal int MessageHandlerCount => m_HighMessageType;
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internal uint MessageHandlerCount => m_HighMessageType;
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internal byte GetMessageType(Type t)
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internal uint GetMessageType(Type t)
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{
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return m_MessageTypes[t];
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}
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public const int NON_FRAGMENTED_MESSAGE_MAX_SIZE = 1300;
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public const int FRAGMENTED_MESSAGE_MAX_SIZE = 64000;
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public const int FRAGMENTED_MESSAGE_MAX_SIZE = int.MaxValue;
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internal struct MessageWithHandler
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{
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@@ -100,7 +101,7 @@ namespace Unity.Netcode
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}
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}
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public void Dispose()
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public unsafe void Dispose()
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{
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if (m_Disposed)
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{
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@@ -113,6 +114,14 @@ namespace Unity.Netcode
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{
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CleanupDisconnectedClient(kvp.Key);
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}
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for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
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{
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// Avoid copies...
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ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(queueIndex);
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item.Reader.Dispose();
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}
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m_IncomingMessageQueue.Dispose();
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m_Disposed = true;
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}
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@@ -141,7 +150,7 @@ namespace Unity.Netcode
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fixed (byte* nativeData = data.Array)
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{
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var batchReader =
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new FastBufferReader(nativeData, Allocator.None, data.Count, data.Offset);
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new FastBufferReader(nativeData + data.Offset, Allocator.None, data.Count);
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if (!batchReader.TryBeginRead(sizeof(BatchHeader)))
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{
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NetworkLog.LogWarning("Received a packet too small to contain a BatchHeader. Ignoring it.");
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@@ -157,14 +166,23 @@ namespace Unity.Netcode
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for (var messageIdx = 0; messageIdx < batchHeader.BatchSize; ++messageIdx)
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{
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if (!batchReader.TryBeginRead(sizeof(MessageHeader)))
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var messageHeader = new MessageHeader();
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var position = batchReader.Position;
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try
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{
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ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageType);
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ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageSize);
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}
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catch (OverflowException)
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{
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NetworkLog.LogWarning("Received a batch that didn't have enough data for all of its batches, ending early!");
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return;
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throw;
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}
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batchReader.ReadValue(out MessageHeader messageHeader);
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if (!batchReader.TryBeginRead(messageHeader.MessageSize))
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var receivedHeaderSize = batchReader.Position - position;
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if (!batchReader.TryBeginRead((int)messageHeader.MessageSize))
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{
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NetworkLog.LogWarning("Received a message that claimed a size larger than the packet, ending early!");
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return;
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@@ -177,9 +195,10 @@ namespace Unity.Netcode
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// Copy the data for this message into a new FastBufferReader that owns that memory.
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// We can't guarantee the memory in the ArraySegment stays valid because we don't own it,
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// so we must move it to memory we do own.
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Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, messageHeader.MessageSize)
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Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize),
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MessageHeaderSerializedSize = receivedHeaderSize,
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});
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batchReader.Seek(batchReader.Position + messageHeader.MessageSize);
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batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize);
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}
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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@@ -202,7 +221,7 @@ namespace Unity.Netcode
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return true;
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}
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public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp)
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public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
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{
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if (header.MessageType >= m_HighMessageType)
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{
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@@ -215,8 +234,10 @@ namespace Unity.Netcode
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SystemOwner = m_Owner,
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SenderId = senderId,
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Timestamp = timestamp,
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Header = header
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Header = header,
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SerializedHeaderSize = serializedHeaderSize,
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};
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var type = m_ReverseTypeMap[header.MessageType];
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if (!CanReceive(senderId, type))
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{
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@@ -228,6 +249,7 @@ namespace Unity.Netcode
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{
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m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
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}
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var handler = m_MessageHandlers[header.MessageType];
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using (reader)
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{
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@@ -253,11 +275,15 @@ namespace Unity.Netcode
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internal unsafe void ProcessIncomingMessageQueue()
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{
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for (var i = 0; i < m_IncomingMessageQueue.Length; ++i)
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for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
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{
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// Avoid copies...
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ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(i);
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HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp);
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ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(index);
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HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp, item.MessageHeaderSerializedSize);
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if (m_Disposed)
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{
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return;
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}
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}
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m_IncomingMessageQueue.Clear();
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@@ -316,64 +342,68 @@ namespace Unity.Netcode
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}
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var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FRAGMENTED_MESSAGE_MAX_SIZE : NON_FRAGMENTED_MESSAGE_MAX_SIZE;
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var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
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using (tmpSerializer)
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using var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
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message.Serialize(tmpSerializer);
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using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp);
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var header = new MessageHeader
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{
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message.Serialize(tmpSerializer);
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MessageSize = (ushort)tmpSerializer.Length,
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MessageType = m_MessageTypes[typeof(TMessageType)],
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};
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BytePacker.WriteValueBitPacked(headerSerializer, header.MessageType);
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BytePacker.WriteValueBitPacked(headerSerializer, header.MessageSize);
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for (var i = 0; i < clientIds.Count; ++i)
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for (var i = 0; i < clientIds.Count; ++i)
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{
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var clientId = clientIds[i];
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if (!CanSend(clientId, typeof(TMessageType), delivery))
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{
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var clientId = clientIds[i];
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continue;
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}
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if (!CanSend(clientId, typeof(TMessageType), delivery))
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{
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continue;
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}
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnBeforeSendMessage(clientId, typeof(TMessageType), delivery);
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}
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnBeforeSendMessage(clientId, typeof(TMessageType), delivery);
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}
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var sendQueueItem = m_SendQueues[clientId];
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if (sendQueueItem.Length == 0)
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var sendQueueItem = m_SendQueues[clientId];
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if (sendQueueItem.Length == 0)
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{
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sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
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maxSize));
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sendQueueItem.GetUnsafeList()->ElementAt(0).Writer.Seek(sizeof(BatchHeader));
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}
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else
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{
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ref var lastQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
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if (lastQueueItem.NetworkDelivery != delivery ||
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lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
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< tmpSerializer.Length + headerSerializer.Length)
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{
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sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
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maxSize));
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sendQueueItem.GetUnsafeList()->ElementAt(0).Writer.Seek(sizeof(BatchHeader));
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}
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else
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{
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ref var lastQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
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if (lastQueueItem.NetworkDelivery != delivery ||
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lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
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< tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>())
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{
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sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
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maxSize));
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sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
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}
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}
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ref var writeQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
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writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
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var header = new MessageHeader
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{
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MessageSize = (ushort)tmpSerializer.Length,
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MessageType = m_MessageTypes[typeof(TMessageType)],
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};
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writeQueueItem.Writer.WriteValue(header);
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writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
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writeQueueItem.BatchHeader.BatchSize++;
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnAfterSendMessage(clientId, typeof(TMessageType), delivery, tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
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sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
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}
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}
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return tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>();
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ref var writeQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
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writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
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writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
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writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
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writeQueueItem.BatchHeader.BatchSize++;
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnAfterSendMessage(clientId, typeof(TMessageType), delivery, tmpSerializer.Length + headerSerializer.Length);
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}
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}
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return tmpSerializer.Length + headerSerializer.Length;
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}
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private struct PointerListWrapper<T> : IReadOnlyList<T>
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@@ -461,16 +491,16 @@ namespace Unity.Netcode
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try
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{
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m_MessageSender.Send(clientId, queueItem.NetworkDelivery, queueItem.Writer);
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchSize, queueItem.Writer.Length, queueItem.NetworkDelivery);
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}
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}
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finally
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{
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queueItem.Writer.Dispose();
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}
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchSize, queueItem.Writer.Length, queueItem.NetworkDelivery);
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}
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}
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sendQueueItem.Clear();
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}
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