com.unity.netcode.gameobjects@2.0.0

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.0.0] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
This commit is contained in:
Unity Technologies
2024-09-12 00:00:00 +00:00
parent eab996f3ac
commit 48c6a6121c
46 changed files with 1987 additions and 492 deletions

View File

@@ -239,19 +239,13 @@ namespace Unity.Netcode.Components
m_CurrentSmoothTime = 0;
}
public override void OnUpdate()
private void ProcessSmoothing()
{
// If not spawned or this instance has authority, exit early
if (!IsSpawned)
{
return;
}
// Do not call the base class implementation...
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
// and we will want all reanticipation done before anything else wants to reference the transform in
// OnUpdate()
//base.Update();
if (m_CurrentSmoothTime < m_SmoothDuration)
{
@@ -262,7 +256,7 @@ namespace Unity.Netcode.Components
m_AnticipatedTransform = new TransformState
{
Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
Rotation = Quaternion.Slerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
Rotation = Quaternion.Lerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
Scale = Vector3.Lerp(m_SmoothFrom.Scale, m_SmoothTo.Scale, pct)
};
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
@@ -275,6 +269,32 @@ namespace Unity.Netcode.Components
}
}
// TODO: This does not handle OnFixedUpdate
// This requires a complete overhaul in this class to switch between using
// NetworkRigidbody's position and rotation values.
public override void OnUpdate()
{
ProcessSmoothing();
// Do not call the base class implementation...
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
// and we will want all reanticipation done before anything else wants to reference the transform in
// OnUpdate()
//base.OnUpdate();
}
/// <summary>
/// Since authority does not subscribe to updates (OnUpdate or OnFixedUpdate),
/// we have to update every frame to assure authority processes soothing.
/// </summary>
private void Update()
{
if (CanCommitToTransform && IsSpawned)
{
ProcessSmoothing();
}
}
internal class AnticipatedObject : IAnticipationEventReceiver, IAnticipatedObject
{
public AnticipatedNetworkTransform Transform;
@@ -347,14 +367,44 @@ namespace Unity.Netcode.Components
m_CurrentSmoothTime = 0;
}
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
/// <summary>
/// (This replaces the first OnSynchronize for NetworkTransforms)
/// This is needed to initialize when fully synchronized since non-authority instances
/// don't apply the initial synchronization (new client synchronization) until after
/// everything has been spawned and synchronized.
/// </summary>
protected internal override void InternalOnNetworkSessionSynchronized()
{
base.OnSynchronize(ref serializer);
if (!CanCommitToTransform)
var wasSynchronizing = SynchronizeState.IsSynchronizing;
base.InternalOnNetworkSessionSynchronized();
if (!CanCommitToTransform && wasSynchronizing && !SynchronizeState.IsSynchronizing)
{
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
m_AnticipatedObject = new AnticipatedObject { Transform = this };
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
}
/// <summary>
/// (This replaces the any subsequent OnSynchronize for NetworkTransforms post client synchronization)
/// This occurs on already connected clients when dynamically spawning a NetworkObject for
/// non-authoritative instances.
/// </summary>
protected internal override void InternalOnNetworkPostSpawn()
{
base.InternalOnNetworkPostSpawn();
if (!CanCommitToTransform && NetworkManager.IsConnectedClient && !SynchronizeState.IsSynchronizing)
{
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
m_AnticipatedObject = new AnticipatedObject { Transform = this };
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
}
@@ -365,6 +415,13 @@ namespace Unity.Netcode.Components
Debug.LogWarning($"This component is not currently supported in distributed authority.");
}
base.OnNetworkSpawn();
// Non-authoritative instances exit early if the synchronization has yet to
// be applied at this point
if (SynchronizeState.IsSynchronizing && !CanCommitToTransform)
{
return;
}
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();

View File

@@ -12,7 +12,7 @@ namespace Unity.Netcode
public abstract class BufferedLinearInterpolator<T> where T : struct
{
internal float MaxInterpolationBound = 3.0f;
private struct BufferedItem
protected internal struct BufferedItem
{
public T Item;
public double TimeSent;
@@ -31,14 +31,16 @@ namespace Unity.Netcode
private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator
private T m_InterpStartValue;
private T m_CurrentInterpValue;
private T m_InterpEndValue;
protected internal T m_InterpStartValue;
protected internal T m_CurrentInterpValue;
protected internal T m_InterpEndValue;
private double m_EndTimeConsumed;
private double m_StartTimeConsumed;
private readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
protected internal readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
// Buffer consumption scenarios
// Perfect case consumption
@@ -73,6 +75,21 @@ namespace Unity.Netcode
private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
internal bool EndOfBuffer => m_Buffer.Count == 0;
internal bool InLocalSpace;
protected internal virtual void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
}
internal void ConvertTransformSpace(Transform transform, bool inLocalSpace)
{
OnConvertTransformSpace(transform, inLocalSpace);
InLocalSpace = inLocalSpace;
}
/// <summary>
/// Resets interpolator to initial state
/// </summary>
@@ -351,6 +368,35 @@ namespace Unity.Netcode
return Quaternion.Lerp(start, end, time);
}
}
private Quaternion ConvertToNewTransformSpace(Transform transform, Quaternion rotation, bool inLocalSpace)
{
if (inLocalSpace)
{
return Quaternion.Inverse(transform.rotation) * rotation;
}
else
{
return transform.rotation * rotation;
}
}
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
for (int i = 0; i < m_Buffer.Count; i++)
{
var entry = m_Buffer[i];
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
m_Buffer[i] = entry;
}
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
base.OnConvertTransformSpace(transform, inLocalSpace);
}
}
/// <summary>
@@ -388,5 +434,34 @@ namespace Unity.Netcode
return Vector3.Lerp(start, end, time);
}
}
private Vector3 ConvertToNewTransformSpace(Transform transform, Vector3 position, bool inLocalSpace)
{
if (inLocalSpace)
{
return transform.InverseTransformPoint(position);
}
else
{
return transform.TransformPoint(position);
}
}
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
for (int i = 0; i < m_Buffer.Count; i++)
{
var entry = m_Buffer[i];
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
m_Buffer[i] = entry;
}
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
base.OnConvertTransformSpace(transform, inLocalSpace);
}
}
}

View File

@@ -584,7 +584,7 @@ namespace Unity.Netcode.Components
base.OnDestroy();
}
private void Awake()
protected virtual void Awake()
{
int layers = m_Animator.layerCount;
// Initializing the below arrays for everyone handles an issue
@@ -952,8 +952,14 @@ namespace Unity.Netcode.Components
{
// Just notify all remote clients and not the local server
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(NetworkManager.LocalClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == NetworkManager.LocalClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
}
@@ -1264,9 +1270,15 @@ namespace Unity.Netcode.Components
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams);
}
@@ -1321,9 +1333,14 @@ namespace Unity.Netcode.Components
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage, m_ClientRpcParams);
}
@@ -1390,9 +1407,14 @@ namespace Unity.Netcode.Components
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
foreach (var clientId in NetworkManager.ConnectedClientsIds)
{
if (clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
if (IsServerAuthoritative())
{
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);

View File

@@ -1,4 +1,4 @@
#if COM_UNITY_MODULES_PHYSICS
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
using System.Runtime.CompilerServices;
using UnityEngine;
@@ -14,6 +14,12 @@ namespace Unity.Netcode.Components
/// </remarks>
public abstract class NetworkRigidbodyBase : NetworkBehaviour
{
#if UNITY_EDITOR
[HideInInspector]
[SerializeField]
internal bool NetworkRigidbodyBaseExpanded;
#endif
/// <summary>
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody/Rigidbody2D to apply and synchronize changes in position, rotation, and
/// allows for the use of Rigidbody interpolation/extrapolation.
@@ -42,8 +48,10 @@ namespace Unity.Netcode.Components
private bool m_IsRigidbody2D => RigidbodyType == RigidbodyTypes.Rigidbody2D;
// Used to cache the authority state of this Rigidbody during the last frame
private bool m_IsAuthority;
private Rigidbody m_Rigidbody;
private Rigidbody2D m_Rigidbody2D;
protected internal Rigidbody m_InternalRigidbody { get; private set; }
protected internal Rigidbody2D m_InternalRigidbody2D { get; private set; }
internal NetworkTransform NetworkTransform;
private float m_TickFrequency;
private float m_TickRate;
@@ -87,18 +95,18 @@ namespace Unity.Netcode.Components
return;
}
RigidbodyType = rigidbodyType;
m_Rigidbody2D = rigidbody2D;
m_Rigidbody = rigidbody;
m_InternalRigidbody2D = rigidbody2D;
m_InternalRigidbody = rigidbody;
NetworkTransform = networkTransform;
if (m_IsRigidbody2D && m_Rigidbody2D == null)
if (m_IsRigidbody2D && m_InternalRigidbody2D == null)
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
m_InternalRigidbody2D = GetComponent<Rigidbody2D>();
}
else if (m_Rigidbody == null)
else if (m_InternalRigidbody == null)
{
m_Rigidbody = GetComponent<Rigidbody>();
m_InternalRigidbody = GetComponent<Rigidbody>();
}
SetOriginalInterpolation();
@@ -178,14 +186,14 @@ namespace Unity.Netcode.Components
if (m_IsRigidbody2D)
{
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
m_Rigidbody2D.linearVelocity = linearVelocity;
m_InternalRigidbody2D.linearVelocity = linearVelocity;
#else
m_Rigidbody2D.velocity = linearVelocity;
m_InternalRigidbody2D.velocity = linearVelocity;
#endif
}
else
{
m_Rigidbody.linearVelocity = linearVelocity;
m_InternalRigidbody.linearVelocity = linearVelocity;
}
}
@@ -202,14 +210,14 @@ namespace Unity.Netcode.Components
if (m_IsRigidbody2D)
{
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
return m_Rigidbody2D.linearVelocity;
return m_InternalRigidbody2D.linearVelocity;
#else
return m_Rigidbody2D.velocity;
return m_InternalRigidbody2D.velocity;
#endif
}
else
{
return m_Rigidbody.linearVelocity;
return m_InternalRigidbody.linearVelocity;
}
}
@@ -226,11 +234,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.angularVelocity = angularVelocity.z;
m_InternalRigidbody2D.angularVelocity = angularVelocity.z;
}
else
{
m_Rigidbody.angularVelocity = angularVelocity;
m_InternalRigidbody.angularVelocity = angularVelocity;
}
}
@@ -246,11 +254,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
return Vector3.forward * m_Rigidbody2D.angularVelocity;
return Vector3.forward * m_InternalRigidbody2D.angularVelocity;
}
else
{
return m_Rigidbody.angularVelocity;
return m_InternalRigidbody.angularVelocity;
}
}
@@ -263,11 +271,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
return m_Rigidbody2D.position;
return m_InternalRigidbody2D.position;
}
else
{
return m_Rigidbody.position;
return m_InternalRigidbody.position;
}
}
@@ -282,13 +290,13 @@ namespace Unity.Netcode.Components
{
var quaternion = Quaternion.identity;
var angles = quaternion.eulerAngles;
angles.z = m_Rigidbody2D.rotation;
angles.z = m_InternalRigidbody2D.rotation;
quaternion.eulerAngles = angles;
return quaternion;
}
else
{
return m_Rigidbody.rotation;
return m_InternalRigidbody.rotation;
}
}
@@ -301,11 +309,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.MovePosition(position);
m_InternalRigidbody2D.MovePosition(position);
}
else
{
m_Rigidbody.MovePosition(position);
m_InternalRigidbody.MovePosition(position);
}
}
@@ -318,11 +326,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.position = position;
m_InternalRigidbody2D.position = position;
}
else
{
m_Rigidbody.position = position;
m_InternalRigidbody.position = position;
}
}
@@ -334,13 +342,13 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.position = transform.position;
m_Rigidbody2D.rotation = transform.eulerAngles.z;
m_InternalRigidbody2D.position = transform.position;
m_InternalRigidbody2D.rotation = transform.eulerAngles.z;
}
else
{
m_Rigidbody.position = transform.position;
m_Rigidbody.rotation = transform.rotation;
m_InternalRigidbody.position = transform.position;
m_InternalRigidbody.rotation = transform.rotation;
}
}
@@ -358,9 +366,9 @@ namespace Unity.Netcode.Components
{
var quaternion = Quaternion.identity;
var angles = quaternion.eulerAngles;
angles.z = m_Rigidbody2D.rotation;
angles.z = m_InternalRigidbody2D.rotation;
quaternion.eulerAngles = angles;
m_Rigidbody2D.MoveRotation(quaternion);
m_InternalRigidbody2D.MoveRotation(quaternion);
}
else
{
@@ -375,7 +383,7 @@ namespace Unity.Netcode.Components
{
rotation.Normalize();
}
m_Rigidbody.MoveRotation(rotation);
m_InternalRigidbody.MoveRotation(rotation);
}
}
@@ -388,11 +396,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.rotation = rotation.eulerAngles.z;
m_InternalRigidbody2D.rotation = rotation.eulerAngles.z;
}
else
{
m_Rigidbody.rotation = rotation;
m_InternalRigidbody.rotation = rotation;
}
}
@@ -404,7 +412,7 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
switch (m_Rigidbody2D.interpolation)
switch (m_InternalRigidbody2D.interpolation)
{
case RigidbodyInterpolation2D.None:
{
@@ -425,7 +433,7 @@ namespace Unity.Netcode.Components
}
else
{
switch (m_Rigidbody.interpolation)
switch (m_InternalRigidbody.interpolation)
{
case RigidbodyInterpolation.None:
{
@@ -454,16 +462,16 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
if (m_Rigidbody2D.IsSleeping())
if (m_InternalRigidbody2D.IsSleeping())
{
m_Rigidbody2D.WakeUp();
m_InternalRigidbody2D.WakeUp();
}
}
else
{
if (m_Rigidbody.IsSleeping())
if (m_InternalRigidbody.IsSleeping())
{
m_Rigidbody.WakeUp();
m_InternalRigidbody.WakeUp();
}
}
}
@@ -476,11 +484,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.Sleep();
m_InternalRigidbody2D.Sleep();
}
else
{
m_Rigidbody.Sleep();
m_InternalRigidbody.Sleep();
}
}
@@ -489,11 +497,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
return m_Rigidbody2D.bodyType == RigidbodyType2D.Kinematic;
return m_InternalRigidbody2D.bodyType == RigidbodyType2D.Kinematic;
}
else
{
return m_Rigidbody.isKinematic;
return m_InternalRigidbody.isKinematic;
}
}
@@ -518,11 +526,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
m_InternalRigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
}
else
{
m_Rigidbody.isKinematic = isKinematic;
m_InternalRigidbody.isKinematic = isKinematic;
}
// If we are not spawned, then exit early
@@ -539,7 +547,7 @@ namespace Unity.Netcode.Components
if (IsKinematic())
{
// If not already set to interpolate then set the Rigidbody to interpolate
if (m_Rigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
if (m_InternalRigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
{
// Sleep until the next fixed update when switching from extrapolation to interpolation
SleepRigidbody();
@@ -568,11 +576,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.None;
}
else
{
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
m_InternalRigidbody.interpolation = RigidbodyInterpolation.None;
}
break;
}
@@ -580,11 +588,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
}
else
{
m_Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
}
break;
}
@@ -592,11 +600,11 @@ namespace Unity.Netcode.Components
{
if (m_IsRigidbody2D)
{
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
}
else
{
m_Rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
}
break;
}
@@ -711,28 +719,28 @@ namespace Unity.Netcode.Components
private void ApplyFixedJoint2D(NetworkRigidbodyBase bodyToConnect, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
{
transform.position = position;
m_Rigidbody2D.position = position;
m_OriginalGravitySetting = bodyToConnect.m_Rigidbody.useGravity;
m_InternalRigidbody2D.position = position;
m_OriginalGravitySetting = bodyToConnect.m_InternalRigidbody.useGravity;
m_FixedJoint2DUsingGravity = useGravity;
if (!useGravity)
{
m_OriginalGravityScale = m_Rigidbody2D.gravityScale;
m_Rigidbody2D.gravityScale = 0.0f;
m_OriginalGravityScale = m_InternalRigidbody2D.gravityScale;
m_InternalRigidbody2D.gravityScale = 0.0f;
}
if (zeroVelocity)
{
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
m_Rigidbody2D.linearVelocity = Vector2.zero;
m_InternalRigidbody2D.linearVelocity = Vector2.zero;
#else
m_Rigidbody2D.velocity = Vector2.zero;
m_InternalRigidbody2D.velocity = Vector2.zero;
#endif
m_Rigidbody2D.angularVelocity = 0.0f;
m_InternalRigidbody2D.angularVelocity = 0.0f;
}
FixedJoint2D = gameObject.AddComponent<FixedJoint2D>();
FixedJoint2D.connectedBody = bodyToConnect.m_Rigidbody2D;
FixedJoint2D.connectedBody = bodyToConnect.m_InternalRigidbody2D;
OnFixedJoint2DCreated();
}
@@ -740,16 +748,16 @@ namespace Unity.Netcode.Components
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
{
transform.position = position;
m_Rigidbody.position = position;
m_InternalRigidbody.position = position;
if (zeroVelocity)
{
m_Rigidbody.linearVelocity = Vector3.zero;
m_Rigidbody.angularVelocity = Vector3.zero;
m_InternalRigidbody.linearVelocity = Vector3.zero;
m_InternalRigidbody.angularVelocity = Vector3.zero;
}
m_OriginalGravitySetting = m_Rigidbody.useGravity;
m_Rigidbody.useGravity = useGravity;
m_OriginalGravitySetting = m_InternalRigidbody.useGravity;
m_InternalRigidbody.useGravity = useGravity;
FixedJoint = gameObject.AddComponent<FixedJoint>();
FixedJoint.connectedBody = bodyToConnectTo.m_Rigidbody;
FixedJoint.connectedBody = bodyToConnectTo.m_InternalRigidbody;
FixedJoint.connectedMassScale = connectedMassScale;
FixedJoint.massScale = massScale;
OnFixedJointCreated();
@@ -861,7 +869,7 @@ namespace Unity.Netcode.Components
if (FixedJoint != null)
{
FixedJoint.connectedBody = null;
m_Rigidbody.useGravity = m_OriginalGravitySetting;
m_InternalRigidbody.useGravity = m_OriginalGravitySetting;
Destroy(FixedJoint);
FixedJoint = null;
ResetInterpolation();

View File

@@ -12,6 +12,9 @@ namespace Unity.Netcode.Components
[AddComponentMenu("Netcode/Network Rigidbody")]
public class NetworkRigidbody : NetworkRigidbodyBase
{
public Rigidbody Rigidbody => m_InternalRigidbody;
protected virtual void Awake()
{
Initialize(RigidbodyTypes.Rigidbody);

View File

@@ -12,6 +12,7 @@ namespace Unity.Netcode.Components
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
public class NetworkRigidbody2D : NetworkRigidbodyBase
{
public Rigidbody2D Rigidbody2D => m_InternalRigidbody2D;
protected virtual void Awake()
{
Initialize(RigidbodyTypes.Rigidbody2D);

File diff suppressed because it is too large Load Diff

View File

@@ -735,42 +735,23 @@ namespace Unity.Netcode
RemovePendingClient(ownerClientId);
var client = AddClient(ownerClientId);
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
// Server-side spawning (only if there is a prefab hash or player prefab provided)
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
{
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
// Generate a SceneObject for the player object to spawn
// Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated.
var sceneObject = new NetworkObject.SceneObject
{
OwnerClientId = ownerClientId,
IsPlayerObject = true,
IsSceneObject = false,
HasTransform = prefabNetworkObject.SynchronizeTransform,
Hash = playerPrefabHash,
TargetClientId = ownerClientId,
DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
Transform = new NetworkObject.SceneObject.TransformData
{
Position = response.Position.GetValueOrDefault(),
Rotation = response.Rotation.GetValueOrDefault()
}
};
// Create the player NetworkObject locally
var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
// Spawn the player NetworkObject locally
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
networkObject,
playerObject,
NetworkManager.SpawnManager.GetNetworkObjectId(),
sceneObject: false,
playerObject: true,
ownerClientId,
destroyWithScene: false);
client.AssignPlayerObject(ref networkObject);
client.AssignPlayerObject(ref playerObject);
}
// Server doesn't send itself the connection approved message
@@ -871,6 +852,7 @@ namespace Unity.Netcode
}
}
// Exit early if no player object was spawned
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
{
return;
@@ -1003,10 +985,18 @@ namespace Unity.Netcode
ConnectedClientIds.Add(clientId);
}
var distributedAuthority = NetworkManager.DistributedAuthorityMode;
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
var isSessionOwner = NetworkManager.LocalClient.IsSessionOwner;
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (networkObject.SpawnWithObservers)
{
// Don't add the client to the observers if hidden from the session owner
if (networkObject.IsOwner && distributedAuthority && !isSessionOwner && !networkObject.Observers.Contains(sessionOwnerId))
{
continue;
}
networkObject.Observers.Add(clientId);
}
}
@@ -1309,7 +1299,15 @@ namespace Unity.Netcode
{
if (!LocalClient.IsServer)
{
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
if (NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
{
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
}
else
{
Debug.LogWarning($"Currently, clients cannot disconnect other clients from a distributed authority session. Please use `{nameof(Shutdown)}()` instead.");
return;
}
}
if (clientId == NetworkManager.ServerClientId)

View File

@@ -19,6 +19,12 @@ namespace Unity.Netcode
/// </summary>
public abstract class NetworkBehaviour : MonoBehaviour
{
#if UNITY_EDITOR
[HideInInspector]
[SerializeField]
internal bool ShowTopMostFoldoutHeaderGroup = true;
#endif
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
@@ -688,6 +694,8 @@ namespace Unity.Netcode
/// </remarks>
protected virtual void OnNetworkPostSpawn() { }
protected internal virtual void InternalOnNetworkPostSpawn() { }
/// <summary>
/// This method is only available client-side.
/// When a new client joins it's synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all
@@ -700,6 +708,8 @@ namespace Unity.Netcode
/// </remarks>
protected virtual void OnNetworkSessionSynchronized() { }
protected internal virtual void InternalOnNetworkSessionSynchronized() { }
/// <summary>
/// When a scene is loaded and in-scene placed NetworkObjects are finished spawning, this method is invoked on all of the newly spawned in-scene placed NetworkObjects.
/// This method runs both client and server side.
@@ -759,6 +769,7 @@ namespace Unity.Netcode
{
try
{
InternalOnNetworkPostSpawn();
OnNetworkPostSpawn();
}
catch (Exception e)
@@ -771,6 +782,7 @@ namespace Unity.Netcode
{
try
{
InternalOnNetworkSessionSynchronized();
OnNetworkSessionSynchronized();
}
catch (Exception e)
@@ -853,6 +865,8 @@ namespace Unity.Netcode
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
internal virtual void InternalOnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
private bool m_VarInit = false;
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();

View File

@@ -17,6 +17,12 @@ namespace Unity.Netcode
[AddComponentMenu("Netcode/Network Manager", -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{
#if UNITY_EDITOR
// Inspector view expand/collapse settings for this derived child class
[HideInInspector]
public bool NetworkManagerExpanded;
#endif
// TODO: Deprecate...
// The following internal values are not used, but because ILPP makes them public in the assembly, they cannot
// be removed thanks to our semver validation.
@@ -189,7 +195,6 @@ namespace Unity.Netcode
OnSessionOwnerPromoted?.Invoke(sessionOwner);
}
// TODO: Make this internal after testing
internal void PromoteSessionOwner(ulong clientId)
{
if (!DistributedAuthorityMode)
@@ -890,6 +895,11 @@ namespace Unity.Netcode
OnNetworkManagerReset?.Invoke(this);
}
protected virtual void OnValidateComponent()
{
}
internal void OnValidate()
{
if (NetworkConfig == null)
@@ -950,6 +960,15 @@ namespace Unity.Netcode
}
}
}
try
{
OnValidateComponent();
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
private void ModeChanged(PlayModeStateChange change)

View File

@@ -67,6 +67,7 @@ namespace Unity.Netcode
/// </remarks>
public List<NetworkTransform> NetworkTransforms { get; private set; }
#if COM_UNITY_MODULES_PHYSICS
/// <summary>
/// All <see cref="NetworkRigidbodyBase"></see> component instances associated with a <see cref="NetworkObject"/> component instance.
@@ -937,6 +938,7 @@ namespace Unity.Netcode
/// <summary>
/// If true, the object will always be replicated as root on clients and the parent will be ignored.
/// </summary>
[Tooltip("If enabled (default disabled), instances of this NetworkObject will ignore any parent(s) it might have and replicate on clients as the root being its parent.")]
public bool AlwaysReplicateAsRoot;
/// <summary>
@@ -954,6 +956,8 @@ namespace Unity.Netcode
/// bandwidth cost. This can also be useful for UI elements that have
/// a predetermined fixed position.
/// </remarks>
[Tooltip("If enabled (default enabled), newly joining clients will be synchronized with the transform of the associated GameObject this component is attached to. Typical use case" +
" scenario would be for managment objects or in-scene placed objects that don't move and already have their transform settings applied within the scene information.")]
public bool SynchronizeTransform = true;
/// <summary>
@@ -1011,6 +1015,7 @@ namespace Unity.Netcode
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
/// </remarks>
[Tooltip("When enabled (default disabled), spawned instances of this NetworkObject will automatically migrate to any newly assigned active scene.")]
public bool ActiveSceneSynchronization;
/// <summary>
@@ -1029,6 +1034,7 @@ namespace Unity.Netcode
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
/// </remarks>
[Tooltip("When enabled (default enabled), dynamically spawned instances of this NetworkObject's migration to a different scene will automatically be synchonize amongst clients.")]
public bool SceneMigrationSynchronization = true;
/// <summary>
@@ -1044,7 +1050,7 @@ namespace Unity.Netcode
/// <summary>
/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
/// </summary>
[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
[Tooltip("When disabled (default enabled), the NetworkObject will spawn with no observers. You control object visibility using NetworkShow. This applies to newly joining clients as well.")]
public bool SpawnWithObservers = true;
/// <summary>
@@ -1073,13 +1079,35 @@ namespace Unity.Netcode
/// Whether or not to destroy this object if it's owner is destroyed.
/// If true, the objects ownership will be given to the server.
/// </summary>
[Tooltip("When enabled (default disabled), instances of this NetworkObject will not be destroyed if the owning client disconnects.")]
public bool DontDestroyWithOwner;
/// <summary>
/// Whether or not to enable automatic NetworkObject parent synchronization.
/// </summary>
[Tooltip("When disabled (default enabled), NetworkObject parenting will not be automatically synchronized. This is typically used when you want to implement your own custom parenting solution.")]
public bool AutoObjectParentSync = true;
/// <summary>
/// Determines if the owner will apply transform values sent by the parenting message.
/// </summary>
/// <remarks>
/// When enabled, the resultant parenting transform changes sent by the authority will be applied on all instances. <br />
/// When disabled, the resultant parenting transform changes sent by the authority will not be applied on the owner's instance. <br />
/// When disabled, all non-owner instances will still be synchronized by the authority's transform values when parented.
/// When using a <see cref="NetworkTopologyTypes.ClientServer"/> network topology and an owner authoritative motion model, disabling this can help smooth parenting transitions.
/// When using a <see cref="NetworkTopologyTypes.DistributedAuthority"/> network topology this will have no impact on the owner's instance since only the authority/owner can parent.
/// </remarks>
[Tooltip("When disabled (default enabled), the owner will not apply a server or host's transform properties when parenting changes. Primarily useful for client-server network topology configurations.")]
public bool SyncOwnerTransformWhenParented = true;
/// <summary>
/// Client-Server specific, when enabled an owner of a NetworkObject can parent locally as opposed to requiring the owner to notify the server it would like to be parented.
/// This behavior is always true when using a distributed authority network topology and does not require it to be set.
/// </summary>
[Tooltip("When enabled (default disabled), owner's can parent a NetworkObject locally without having to send an RPC to the server or host. Only pertinent when using client-server network topology configurations.")]
public bool AllowOwnerToParent;
internal readonly HashSet<ulong> Observers = new HashSet<ulong>();
#if MULTIPLAYER_TOOLS
@@ -1787,6 +1815,9 @@ namespace Unity.Netcode
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
// Invoke internal notification
ChildNetworkBehaviours[i].InternalOnNetworkObjectParentChanged(parentNetworkObject);
// Invoke public notification
ChildNetworkBehaviours[i].OnNetworkObjectParentChanged(parentNetworkObject);
}
}
@@ -1918,7 +1949,7 @@ namespace Unity.Netcode
// DANGO-TODO: Do we want to worry about ownership permissions here?
// It wouldn't make sense to not allow parenting, but keeping this note here as a reminder.
var isAuthority = HasAuthority;
var isAuthority = HasAuthority || (AllowOwnerToParent && IsOwner);
// If we don't have authority and we are not shutting down, then don't allow any parenting.
// If we are shutting down and don't have authority then allow it.
@@ -1984,7 +2015,7 @@ namespace Unity.Netcode
var isAuthority = false;
// With distributed authority, we need to track "valid authoritative" parenting changes.
// So, either the authority or AuthorityAppliedParenting is considered a "valid parenting change".
isAuthority = HasAuthority || AuthorityAppliedParenting;
isAuthority = HasAuthority || AuthorityAppliedParenting || (AllowOwnerToParent && IsOwner);
var distributedAuthority = NetworkManager.DistributedAuthorityMode;
// If we do not have authority and we are spawned
@@ -2076,7 +2107,7 @@ namespace Unity.Netcode
}
// If we are connected to a CMB service or we are running a mock CMB service then send to the "server" identifier
if (distributedAuthority)
if (distributedAuthority || (!distributedAuthority && AllowOwnerToParent && IsOwner && !NetworkManager.IsServer))
{
if (!NetworkManager.DAHost)
{
@@ -2365,7 +2396,9 @@ namespace Unity.Netcode
{
NetworkTransforms = new List<NetworkTransform>();
}
NetworkTransforms.Add(networkBehaviours[i] as NetworkTransform);
var networkTransform = networkBehaviours[i] as NetworkTransform;
networkTransform.IsNested = i != 0 && networkTransform.gameObject != gameObject;
NetworkTransforms.Add(networkTransform);
}
#if COM_UNITY_MODULES_PHYSICS
else if (type.IsSubclassOf(typeof(NetworkRigidbodyBase)))

View File

@@ -95,6 +95,7 @@ namespace Unity.Netcode
return;
}
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost)
{
@@ -131,6 +132,8 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost)
{
if (clientId == m_NetworkManager.LocalClientId)
@@ -286,6 +289,8 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
@@ -367,6 +372,8 @@ namespace Unity.Netcode
return;
}
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{
@@ -405,5 +412,32 @@ namespace Unity.Netcode
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
}
}
/// <summary>
/// Validate the size of the message. If it's a non-fragmented delivery type the message must fit within the
/// max allowed size with headers also subtracted. Named messages also include the hash
/// of the name string. Only validates in editor and development builds.
/// </summary>
/// <param name="messageStream">The named message payload</param>
/// <param name="networkDelivery">Delivery method</param>
/// <param name="isNamed">Is the message named (or unnamed)</param>
/// <exception cref="OverflowException">Exception thrown in case validation fails</exception>
private unsafe void ValidateMessageSize(FastBufferWriter messageStream, NetworkDelivery networkDelivery, bool isNamed)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
var maxNonFragmentedSize = m_NetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
if (isNamed)
{
maxNonFragmentedSize -= sizeof(ulong); // MessageName hash
}
if (networkDelivery != NetworkDelivery.ReliableFragmentedSequenced
&& messageStream.Length > maxNonFragmentedSize)
{
throw new OverflowException($"Given message size ({messageStream.Length} bytes) is greater than " +
$"the maximum allowed for the selected delivery method ({maxNonFragmentedSize} bytes). Try using " +
$"ReliableFragmentedSequenced delivery method instead.");
}
#endif
}
}
}

View File

@@ -55,6 +55,15 @@ namespace Unity.Netcode
// Don't redistribute for the local instance
if (ClientId != networkManager.LocalClientId)
{
// Show any NetworkObjects that are:
// - Hidden from the session owner
// - Owned by this client
// - Has NetworkObject.SpawnWithObservers set to true (the default)
if (!networkManager.LocalClient.IsSessionOwner)
{
networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
}
// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
networkManager.RedistributeToClient = true;
networkManager.ClientToRedistribute = ClientId;

View File

@@ -117,22 +117,28 @@ namespace Unity.Netcode
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
networkObject.ApplyNetworkParenting(RemoveParent);
// We set all of the transform values after parenting as they are
// the values of the server-side post-parenting transform values
if (!WorldPositionStays)
// This check is primarily for client-server network topologies when the motion model is owner authoritative:
// When SyncOwnerTransformWhenParented is enabled, then always apply the transform values.
// When SyncOwnerTransformWhenParented is disabled, then only synchronize the transform on non-owner instances.
if (networkObject.SyncOwnerTransformWhenParented || (!networkObject.SyncOwnerTransformWhenParented && !networkObject.IsOwner))
{
networkObject.transform.localPosition = Position;
networkObject.transform.localRotation = Rotation;
// We set all of the transform values after parenting as they are
// the values of the server-side post-parenting transform values
if (!WorldPositionStays)
{
networkObject.transform.localPosition = Position;
networkObject.transform.localRotation = Rotation;
}
else
{
networkObject.transform.position = Position;
networkObject.transform.rotation = Rotation;
}
networkObject.transform.localScale = Scale;
}
else
{
networkObject.transform.position = Position;
networkObject.transform.rotation = Rotation;
}
networkObject.transform.localScale = Scale;
// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
if ((networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost) || (networkObject.AllowOwnerToParent && context.SenderId == networkObject.OwnerClientId && networkManager.IsServer))
{
var size = 0;
var message = this;

View File

@@ -1,4 +1,3 @@
using System;
using Unity.Collections;
namespace Unity.Netcode
@@ -34,21 +33,13 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
{
// With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
if (networkManager.DistributedAuthorityMode)
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
return;
}
else
{
throw new InvalidOperationException($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
return;
}
var observers = networkObject.Observers;

View File

@@ -60,7 +60,13 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
{
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{metadata.NetworkObjectId}, {metadata.NetworkBehaviourId}, {metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
}
return;
}
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);

View File

@@ -20,7 +20,7 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context)
{
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
((NetworkManager)context.SystemOwner).CustomMessagingManager?.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
}
}
}

View File

@@ -733,7 +733,11 @@ namespace Unity.Netcode
}
ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
if (!writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length))
{
Debug.LogError($"Not enough space to write message, size={tmpSerializer.Length + headerSerializer.Length} space used={writeQueueItem.Writer.Position} total size={writeQueueItem.Writer.Capacity}");
continue;
}
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);

View File

@@ -187,7 +187,9 @@ namespace Unity.Netcode
internal bool CanSend()
{
var timeSinceLastUpdate = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime - LastUpdateSent;
// When connected to a service or not the server, always use the synchronized server time as opposed to the local time
var time = m_InternalNetworkManager.CMBServiceConnection || !m_InternalNetworkManager.IsServer ? m_NetworkBehaviour.NetworkManager.ServerTime.Time : m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
var timeSinceLastUpdate = time - LastUpdateSent;
return
(
UpdateTraits.MaxSecondsBetweenUpdates > 0 &&
@@ -201,7 +203,8 @@ namespace Unity.Netcode
internal void UpdateLastSentTime()
{
LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
// When connected to a service or not the server, always use the synchronized server time as opposed to the local time
LastUpdateSent = m_InternalNetworkManager.CMBServiceConnection || !m_InternalNetworkManager.IsServer ? m_NetworkBehaviour.NetworkManager.ServerTime.Time : m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
}
internal static bool IgnoreInitializeWarning;

View File

@@ -2550,17 +2550,6 @@ namespace Unity.Netcode
// At this point the client is considered fully "connected"
if ((NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner) || !NetworkManager.DistributedAuthorityMode)
{
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
{
// DANGO-EXP TODO: Remove this once service is sending the synchronization message to all clients
if (NetworkManager.ConnectedClients.ContainsKey(clientId) && NetworkManager.ConnectionManager.ConnectedClientIds.Contains(clientId) && NetworkManager.ConnectedClientsList.Contains(NetworkManager.ConnectedClients[clientId]))
{
EndSceneEvent(sceneEventId);
return;
}
NetworkManager.ConnectionManager.AddClient(clientId);
}
// Notify the local server that a client has finished synchronizing
OnSceneEvent?.Invoke(new SceneEvent()
{
@@ -2575,6 +2564,20 @@ namespace Unity.Netcode
}
else
{
// Notify the local server that a client has finished synchronizing
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
SceneName = string.Empty,
ClientId = clientId
});
// Show any NetworkObjects that are:
// - Hidden from the session owner
// - Owned by this client
// - Has NetworkObject.SpawnWithObservers set to true (the default)
NetworkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(clientId);
// DANGO-EXP TODO: Remove this once service distributes objects
// Non-session owners receive this notification from newly connected clients and upon receiving
// the event they will redistribute their NetworkObjects
@@ -2589,9 +2592,6 @@ namespace Unity.Netcode
// At this time the client is fully synchronized with all loaded scenes and
// NetworkObjects and should be considered "fully connected". Send the
// notification that the client is connected.
// TODO 2023: We should have a better name for this or have multiple states the
// client progresses through (the name and associated legacy behavior/expected state
// of the client was persisted since MLAPI)
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(clientId);
if (NetworkManager.IsHost)
@@ -2664,9 +2664,14 @@ namespace Unity.Netcode
EventData = sceneEventData,
};
// Forward synchronization to client then exit early because DAHost is not the current session owner
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.CurrentSessionOwner);
EndSceneEvent(sceneEventData.SceneEventId);
return;
foreach (var client in NetworkManager.ConnectedClientsIds)
{
if (client == NetworkManager.LocalClientId)
{
continue;
}
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, client);
}
}
}
else

View File

@@ -700,7 +700,7 @@ namespace Unity.Netcode
}
if (Handle->Position + size > Handle->AllowedWriteMark)
{
throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWrite)}()");
throw new OverflowException($"Attempted to write without first calling {nameof(TryBeginWrite)}(), Position+Size={Handle->Position + size} > AllowedWriteMark={Handle->AllowedWriteMark}");
}
#endif
UnsafeUtility.MemCpy((Handle->BufferPointer + Handle->Position), value + offset, size);
@@ -729,7 +729,7 @@ namespace Unity.Netcode
if (!TryBeginWriteInternal(size))
{
throw new OverflowException("Writing past the end of the buffer");
throw new OverflowException($"Writing past the end of the buffer, size is {size} bytes but remaining capacity is {Handle->Capacity - Handle->Position} bytes");
}
UnsafeUtility.MemCpy((Handle->BufferPointer + Handle->Position), value + offset, size);
Handle->Position += size;

View File

@@ -1581,20 +1581,46 @@ namespace Unity.Netcode
{
foreach (var entry in ClientsToShowObject)
{
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
if (entry.Key != null && entry.Key.IsSpawned)
{
try
{
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
}
catch (Exception ex)
{
if (NetworkManager.LogLevel <= LogLevel.Developer)
{
Debug.LogException(ex);
}
}
}
}
ClientsToShowObject.Clear();
ObjectsToShowToClient.Clear();
return;
}
// Handle NetworkObjects to show
// Server or Host handling of NetworkObjects to show
foreach (var client in ObjectsToShowToClient)
{
ulong clientId = client.Key;
foreach (var networkObject in client.Value)
{
SendSpawnCallForObject(clientId, networkObject);
if (networkObject != null && networkObject.IsSpawned)
{
try
{
SendSpawnCallForObject(clientId, networkObject);
}
catch (Exception ex)
{
if (NetworkManager.LogLevel <= LogLevel.Developer)
{
Debug.LogException(ex);
}
}
}
}
}
ObjectsToShowToClient.Clear();
@@ -1883,5 +1909,55 @@ namespace Unity.Netcode
networkObject.InternalNetworkSessionSynchronized();
}
}
/// <summary>
/// Distributed Authority Only
/// Should be invoked on non-session owner clients when a newly joined client is finished
/// synchronizing in order to "show" (spawn) anything that might be currently hidden from
/// the session owner.
/// </summary>
internal void ShowHiddenObjectsToNewlyJoinedClient(ulong newClientId)
{
if (!NetworkManager.DistributedAuthorityMode)
{
if (NetworkManager == null || !NetworkManager.ShutdownInProgress && NetworkManager.LogLevel <= LogLevel.Developer)
{
Debug.LogWarning($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} invoked while !");
}
return;
}
if (!NetworkManager.DistributedAuthorityMode)
{
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked when using a distributed authority network topology!");
return;
}
if (NetworkManager.LocalClient.IsSessionOwner)
{
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked on a non-session owner client!");
return;
}
var localClientId = NetworkManager.LocalClient.ClientId;
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
foreach (var networkObject in SpawnedObjectsList)
{
if (networkObject.SpawnWithObservers && networkObject.OwnerClientId == localClientId && !networkObject.Observers.Contains(sessionOwnerId))
{
if (networkObject.Observers.Contains(newClientId))
{
if (NetworkManager.LogLevel <= LogLevel.Developer)
{
// Track if there is some other location where the client is being added to the observers list when the object is hidden from the session owner
Debug.LogWarning($"[{networkObject.name}] Has new client as an observer but it is hidden from the session owner!");
}
// For now, remove the client (impossible for the new client to have an instance since the session owner doesn't) to make sure newly added
// code to handle this edge case works.
networkObject.Observers.Remove(newClientId);
}
networkObject.NetworkShow(newClientId);
}
}
}
}
}