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:
Unity Technologies
2021-01-04 00:00:00 +00:00
parent f5664b4cc1
commit 36d07fad5e
59 changed files with 1585 additions and 681 deletions

View File

@@ -23,6 +23,7 @@ namespace Unity.Netcode
public MessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int MessageHeaderSerializedSize;
}
private struct SendQueueItem
@@ -46,27 +47,27 @@ namespace Unity.Netcode
private MessageHandler[] m_MessageHandlers = new MessageHandler[255];
private Type[] m_ReverseTypeMap = new Type[255];
private Dictionary<Type, byte> m_MessageTypes = new Dictionary<Type, byte>();
private Dictionary<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>();
private List<INetworkHooks> m_Hooks = new List<INetworkHooks>();
private byte m_HighMessageType;
private uint m_HighMessageType;
private object m_Owner;
private IMessageSender m_MessageSender;
private bool m_Disposed;
internal Type[] MessageTypes => m_ReverseTypeMap;
internal MessageHandler[] MessageHandlers => m_MessageHandlers;
internal int MessageHandlerCount => m_HighMessageType;
internal uint MessageHandlerCount => m_HighMessageType;
internal byte GetMessageType(Type t)
internal uint GetMessageType(Type t)
{
return m_MessageTypes[t];
}
public const int NON_FRAGMENTED_MESSAGE_MAX_SIZE = 1300;
public const int FRAGMENTED_MESSAGE_MAX_SIZE = 64000;
public const int FRAGMENTED_MESSAGE_MAX_SIZE = int.MaxValue;
internal struct MessageWithHandler
{
@@ -100,7 +101,7 @@ namespace Unity.Netcode
}
}
public void Dispose()
public unsafe void Dispose()
{
if (m_Disposed)
{
@@ -113,6 +114,14 @@ namespace Unity.Netcode
{
CleanupDisconnectedClient(kvp.Key);
}
for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
{
// Avoid copies...
ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(queueIndex);
item.Reader.Dispose();
}
m_IncomingMessageQueue.Dispose();
m_Disposed = true;
}
@@ -141,7 +150,7 @@ namespace Unity.Netcode
fixed (byte* nativeData = data.Array)
{
var batchReader =
new FastBufferReader(nativeData, Allocator.None, data.Count, data.Offset);
new FastBufferReader(nativeData + data.Offset, Allocator.None, data.Count);
if (!batchReader.TryBeginRead(sizeof(BatchHeader)))
{
NetworkLog.LogWarning("Received a packet too small to contain a BatchHeader. Ignoring it.");
@@ -157,14 +166,23 @@ namespace Unity.Netcode
for (var messageIdx = 0; messageIdx < batchHeader.BatchSize; ++messageIdx)
{
if (!batchReader.TryBeginRead(sizeof(MessageHeader)))
var messageHeader = new MessageHeader();
var position = batchReader.Position;
try
{
ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageSize);
}
catch (OverflowException)
{
NetworkLog.LogWarning("Received a batch that didn't have enough data for all of its batches, ending early!");
return;
throw;
}
batchReader.ReadValue(out MessageHeader messageHeader);
if (!batchReader.TryBeginRead(messageHeader.MessageSize))
var receivedHeaderSize = batchReader.Position - position;
if (!batchReader.TryBeginRead((int)messageHeader.MessageSize))
{
NetworkLog.LogWarning("Received a message that claimed a size larger than the packet, ending early!");
return;
@@ -177,9 +195,10 @@ namespace Unity.Netcode
// Copy the data for this message into a new FastBufferReader that owns that memory.
// We can't guarantee the memory in the ArraySegment stays valid because we don't own it,
// so we must move it to memory we do own.
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, messageHeader.MessageSize)
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize),
MessageHeaderSerializedSize = receivedHeaderSize,
});
batchReader.Seek(batchReader.Position + messageHeader.MessageSize);
batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize);
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
@@ -202,7 +221,7 @@ namespace Unity.Netcode
return true;
}
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp)
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
{
if (header.MessageType >= m_HighMessageType)
{
@@ -215,8 +234,10 @@ namespace Unity.Netcode
SystemOwner = m_Owner,
SenderId = senderId,
Timestamp = timestamp,
Header = header
Header = header,
SerializedHeaderSize = serializedHeaderSize,
};
var type = m_ReverseTypeMap[header.MessageType];
if (!CanReceive(senderId, type))
{
@@ -228,6 +249,7 @@ namespace Unity.Netcode
{
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
}
var handler = m_MessageHandlers[header.MessageType];
using (reader)
{
@@ -253,11 +275,15 @@ namespace Unity.Netcode
internal unsafe void ProcessIncomingMessageQueue()
{
for (var i = 0; i < m_IncomingMessageQueue.Length; ++i)
for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
{
// Avoid copies...
ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(i);
HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp);
ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(index);
HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp, item.MessageHeaderSerializedSize);
if (m_Disposed)
{
return;
}
}
m_IncomingMessageQueue.Clear();
@@ -316,64 +342,68 @@ namespace Unity.Netcode
}
var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FRAGMENTED_MESSAGE_MAX_SIZE : NON_FRAGMENTED_MESSAGE_MAX_SIZE;
var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
using (tmpSerializer)
using var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
message.Serialize(tmpSerializer);
using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp);
var header = new MessageHeader
{
message.Serialize(tmpSerializer);
MessageSize = (ushort)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)],
};
BytePacker.WriteValueBitPacked(headerSerializer, header.MessageType);
BytePacker.WriteValueBitPacked(headerSerializer, header.MessageSize);
for (var i = 0; i < clientIds.Count; ++i)
for (var i = 0; i < clientIds.Count; ++i)
{
var clientId = clientIds[i];
if (!CanSend(clientId, typeof(TMessageType), delivery))
{
var clientId = clientIds[i];
continue;
}
if (!CanSend(clientId, typeof(TMessageType), delivery))
{
continue;
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeSendMessage(clientId, typeof(TMessageType), delivery);
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeSendMessage(clientId, typeof(TMessageType), delivery);
}
var sendQueueItem = m_SendQueues[clientId];
if (sendQueueItem.Length == 0)
var sendQueueItem = m_SendQueues[clientId];
if (sendQueueItem.Length == 0)
{
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
maxSize));
sendQueueItem.GetUnsafeList()->ElementAt(0).Writer.Seek(sizeof(BatchHeader));
}
else
{
ref var lastQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery ||
lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
< tmpSerializer.Length + headerSerializer.Length)
{
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
maxSize));
sendQueueItem.GetUnsafeList()->ElementAt(0).Writer.Seek(sizeof(BatchHeader));
}
else
{
ref var lastQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery ||
lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
< tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>())
{
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
maxSize));
sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
}
}
ref var writeQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
var header = new MessageHeader
{
MessageSize = (ushort)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)],
};
writeQueueItem.Writer.WriteValue(header);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
writeQueueItem.BatchHeader.BatchSize++;
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendMessage(clientId, typeof(TMessageType), delivery, tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
}
}
return tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>();
ref var writeQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
writeQueueItem.BatchHeader.BatchSize++;
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendMessage(clientId, typeof(TMessageType), delivery, tmpSerializer.Length + headerSerializer.Length);
}
}
return tmpSerializer.Length + headerSerializer.Length;
}
private struct PointerListWrapper<T> : IReadOnlyList<T>
@@ -461,16 +491,16 @@ namespace Unity.Netcode
try
{
m_MessageSender.Send(clientId, queueItem.NetworkDelivery, queueItem.Writer);
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchSize, queueItem.Writer.Length, queueItem.NetworkDelivery);
}
}
finally
{
queueItem.Writer.Dispose();
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchSize, queueItem.Writer.Length, queueItem.NetworkDelivery);
}
}
sendQueueItem.Clear();
}