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:
35
CHANGELOG.md
35
CHANGELOG.md
@@ -6,6 +6,41 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [2.0.0] - 2024-09-12
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### Added
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- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
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- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
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- 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)
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- 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)
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- 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)
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- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
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- 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)
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- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)
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### Fixed
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- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
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- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
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- 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)
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- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
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- 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)
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- 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)
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- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
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- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
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- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)
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### Changed
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- 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)
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- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
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- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
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- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
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- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
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- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
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## [2.0.0-pre.4] - 2024-08-21
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### Added
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@@ -5,6 +5,7 @@ namespace Unity.Netcode.Editor.Configuration
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internal class NetcodeForGameObjectsEditorSettings
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{
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internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
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internal const string CheckForNetworkObject = "NetworkBehaviour-Check-For-NetworkObject";
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internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
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internal static int GetNetcodeInstallMultiplayerToolTips()
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@@ -28,7 +29,7 @@ namespace Unity.Netcode.Editor.Configuration
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{
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return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
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}
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// Default for this is false
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return false;
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}
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@@ -36,5 +37,20 @@ namespace Unity.Netcode.Editor.Configuration
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{
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EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
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}
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internal static bool GetCheckForNetworkObjectSetting()
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{
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if (EditorPrefs.HasKey(CheckForNetworkObject))
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{
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return EditorPrefs.GetBool(CheckForNetworkObject);
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}
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// Default for this is true
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return true;
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}
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internal static void SetCheckForNetworkObjectSetting(bool checkForNetworkObject)
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{
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EditorPrefs.SetBool(CheckForNetworkObject, checkForNetworkObject);
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}
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}
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}
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@@ -81,6 +81,7 @@ namespace Unity.Netcode.Editor.Configuration
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internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
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internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
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internal static NetcodeSettingsToggle CheckForNetworkObjectToggle;
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internal static NetcodeSettingsLabel MultiplayerToolsLabel;
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internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
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@@ -103,6 +104,11 @@ namespace Unity.Netcode.Editor.Configuration
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AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
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}
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if (CheckForNetworkObjectToggle == null)
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{
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CheckForNetworkObjectToggle = new NetcodeSettingsToggle("Check for NetworkObject Component", "When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.", 20);
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}
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if (MultiplayerToolsLabel == null)
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{
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MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
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@@ -120,7 +126,9 @@ namespace Unity.Netcode.Editor.Configuration
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CheckForInitialize();
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var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
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var checkForNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting();
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var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
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var networkPrefabsPath = settings.TempNetworkPrefabsPath;
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@@ -134,7 +142,13 @@ namespace Unity.Netcode.Editor.Configuration
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{
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GUILayout.BeginVertical("Box");
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NetworkObjectsSectionLabel.DrawLabel();
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting, checkForNetworkObjectSetting);
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checkForNetworkObjectSetting = CheckForNetworkObjectToggle.DrawToggle(checkForNetworkObjectSetting);
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if (autoAddNetworkObjectSetting && !checkForNetworkObjectSetting)
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{
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autoAddNetworkObjectSetting = false;
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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@@ -184,6 +198,7 @@ namespace Unity.Netcode.Editor.Configuration
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if (EditorGUI.EndChangeCheck())
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{
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NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetCheckForNetworkObjectSetting(checkForNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
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settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
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settings.TempNetworkPrefabsPath = networkPrefabsPath;
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@@ -213,10 +228,13 @@ namespace Unity.Netcode.Editor.Configuration
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{
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private GUIContent m_ToggleContent;
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public bool DrawToggle(bool currentSetting)
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public bool DrawToggle(bool currentSetting, bool enabled = true)
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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GUI.enabled = enabled;
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var returnValue = EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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GUI.enabled = true;
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return returnValue;
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}
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public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
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62
Editor/NetcodeEditorBase.cs
Normal file
62
Editor/NetcodeEditorBase.cs
Normal file
@@ -0,0 +1,62 @@
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using System;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// The base Netcode Editor helper class to display derived <see cref="MonoBehaviour"/> based components <br />
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/// where each child generation's properties will be displayed within a FoldoutHeaderGroup.
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/// </summary>
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[CanEditMultipleObjects]
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public partial class NetcodeEditorBase<TT> : UnityEditor.Editor where TT : MonoBehaviour
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{
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/// <inheritdoc/>
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public virtual void OnEnable()
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{
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}
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/// <summary>
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/// Helper method to draw the properties of the specified child type <typeparamref name="T"/> component within a FoldoutHeaderGroup.
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/// </summary>
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/// <typeparam name="T">The specific child type that should have its properties drawn.</typeparam>
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/// <param name="type">The component type of the <see cref="UnityEditor.Editor.target"/>.</param>
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/// <param name="displayProperties">The <see cref="Action"/> to invoke that will draw the type <typeparamref name="T"/> properties.</param>
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/// <param name="expanded">The <typeparamref name="T"/> current expanded property value</param>
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/// <param name="setExpandedProperty">The <see cref="Action{bool}"/> invoked to apply the updated <paramref name="expanded"/> value.</param>
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protected void DrawFoldOutGroup<T>(Type type, Action displayProperties, bool expanded, Action<bool> setExpandedProperty)
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{
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var baseClass = target as TT;
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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var currentClass = typeof(T);
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if (type.IsSubclassOf(currentClass) || (!type.IsSubclassOf(currentClass) && currentClass.IsSubclassOf(typeof(TT))))
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{
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var expandedValue = EditorGUILayout.BeginFoldoutHeaderGroup(expanded, $"{currentClass.Name} Properties");
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if (expandedValue)
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{
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EditorGUILayout.EndFoldoutHeaderGroup();
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displayProperties.Invoke();
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}
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else
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{
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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EditorGUILayout.Space();
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setExpandedProperty.Invoke(expandedValue);
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}
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else
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{
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displayProperties.Invoke();
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}
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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2
Editor/NetcodeEditorBase.cs.meta
Normal file
2
Editor/NetcodeEditorBase.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4ce97256a2d80f94bb340e13c71a24b8
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@@ -301,9 +301,8 @@ namespace Unity.Netcode.Editor
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expanded = false;
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}
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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serializedObject.ApplyModifiedProperties();
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}
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/// <summary>
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@@ -352,6 +351,12 @@ namespace Unity.Netcode.Editor
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return;
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}
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// If this automatic check is disabled, then do not perform this check.
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if (!NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting())
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{
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return;
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}
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// Now get the root parent transform to the current GameObject (or itself)
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var rootTransform = GetRootParentTransform(gameObject.transform);
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if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
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@@ -13,7 +13,7 @@ namespace Unity.Netcode.Editor
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/// </summary>
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[CustomEditor(typeof(NetworkManager), true)]
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[CanEditMultipleObjects]
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public class NetworkManagerEditor : UnityEditor.Editor
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public class NetworkManagerEditor : NetcodeEditorBase<NetworkManager>
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{
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private static GUIStyle s_CenteredWordWrappedLabelStyle;
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private static GUIStyle s_HelpBoxStyle;
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@@ -168,16 +168,8 @@ namespace Unity.Netcode.Editor
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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private void DisplayNetworkManagerProperties()
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{
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Initialize();
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CheckNullProperties();
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#if !MULTIPLAYER_TOOLS
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DrawInstallMultiplayerToolsTip();
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||||
#endif
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||||
|
||||
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||
{
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||||
serializedObject.Update();
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||||
@@ -298,9 +290,12 @@ namespace Unity.Netcode.Editor
|
||||
}
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||||
|
||||
serializedObject.ApplyModifiedProperties();
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||||
}
|
||||
}
|
||||
|
||||
|
||||
// Start buttons below
|
||||
private void DisplayCallToActionButtons()
|
||||
{
|
||||
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||
{
|
||||
string buttonDisabledReasonSuffix = "";
|
||||
|
||||
@@ -341,7 +336,6 @@ namespace Unity.Netcode.Editor
|
||||
GUI.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
string instanceType = string.Empty;
|
||||
@@ -368,6 +362,21 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var networkManager = target as NetworkManager;
|
||||
Initialize();
|
||||
CheckNullProperties();
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
DrawInstallMultiplayerToolsTip();
|
||||
#endif
|
||||
void SetExpanded(bool expanded) { networkManager.NetworkManagerExpanded = expanded; };
|
||||
DrawFoldOutGroup<NetworkManager>(networkManager.GetType(), DisplayNetworkManagerProperties, networkManager.NetworkManagerExpanded, SetExpanded);
|
||||
DisplayCallToActionButtons();
|
||||
base.OnInspectorGUI();
|
||||
}
|
||||
|
||||
private static void DrawInstallMultiplayerToolsTip()
|
||||
{
|
||||
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
||||
|
||||
@@ -61,6 +61,12 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
s_LastKnownNetworkManagerParents.Clear();
|
||||
ScenesInBuildActiveSceneCheck();
|
||||
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
|
||||
break;
|
||||
}
|
||||
case PlayModeStateChange.EnteredEditMode:
|
||||
{
|
||||
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -110,6 +116,12 @@ namespace Unity.Netcode.Editor
|
||||
/// </summary>
|
||||
private static void EditorApplication_hierarchyChanged()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
|
||||
return;
|
||||
}
|
||||
|
||||
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
|
||||
foreach (var networkManager in allNetworkManagers)
|
||||
{
|
||||
|
||||
42
Editor/NetworkRigidbodyBaseEditor.cs
Normal file
42
Editor/NetworkRigidbodyBaseEditor.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
[CustomEditor(typeof(NetworkRigidbodyBase), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkRigidbodyBaseEditor : NetcodeEditorBase<NetworkBehaviour>
|
||||
{
|
||||
private SerializedProperty m_UseRigidBodyForMotion;
|
||||
private SerializedProperty m_AutoUpdateKinematicState;
|
||||
private SerializedProperty m_AutoSetKinematicOnDespawn;
|
||||
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
m_UseRigidBodyForMotion = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.UseRigidBodyForMotion));
|
||||
m_AutoUpdateKinematicState = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoUpdateKinematicState));
|
||||
m_AutoSetKinematicOnDespawn = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoSetKinematicOnDespawn));
|
||||
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
private void DisplayNetworkRigidbodyProperties()
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_UseRigidBodyForMotion);
|
||||
EditorGUILayout.PropertyField(m_AutoUpdateKinematicState);
|
||||
EditorGUILayout.PropertyField(m_AutoSetKinematicOnDespawn);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var networkRigidbodyBase = target as NetworkRigidbodyBase;
|
||||
void SetExpanded(bool expanded) { networkRigidbodyBase.NetworkRigidbodyBaseExpanded = expanded; };
|
||||
DrawFoldOutGroup<NetworkRigidbodyBase>(networkRigidbodyBase.GetType(), DisplayNetworkRigidbodyProperties, networkRigidbodyBase.NetworkRigidbodyBaseExpanded, SetExpanded);
|
||||
base.OnInspectorGUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
2
Editor/NetworkRigidbodyBaseEditor.cs.meta
Normal file
2
Editor/NetworkRigidbodyBaseEditor.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06561c57f81a6354f8bb16076f1de3a9
|
||||
@@ -8,8 +8,11 @@ namespace Unity.Netcode.Editor
|
||||
/// The <see cref="CustomEditor"/> for <see cref="NetworkTransform"/>
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkTransform), true)]
|
||||
public class NetworkTransformEditor : UnityEditor.Editor
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkTransformEditor : NetcodeEditorBase<NetworkTransform>
|
||||
{
|
||||
private SerializedProperty m_SwitchTransformSpaceWhenParented;
|
||||
private SerializedProperty m_TickSyncChildren;
|
||||
private SerializedProperty m_UseUnreliableDeltas;
|
||||
private SerializedProperty m_SyncPositionXProperty;
|
||||
private SerializedProperty m_SyncPositionYProperty;
|
||||
@@ -39,8 +42,10 @@ namespace Unity.Netcode.Editor
|
||||
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
|
||||
|
||||
/// <inheritdoc/>
|
||||
public virtual void OnEnable()
|
||||
public override void OnEnable()
|
||||
{
|
||||
m_SwitchTransformSpaceWhenParented = serializedObject.FindProperty(nameof(NetworkTransform.SwitchTransformSpaceWhenParented));
|
||||
m_TickSyncChildren = serializedObject.FindProperty(nameof(NetworkTransform.TickSyncChildren));
|
||||
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
|
||||
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
|
||||
m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY));
|
||||
@@ -61,10 +66,10 @@ namespace Unity.Netcode.Editor
|
||||
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
||||
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
||||
m_AuthorityMode = serializedObject.FindProperty(nameof(NetworkTransform.AuthorityMode));
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
private void DisplayNetworkTransformProperties()
|
||||
{
|
||||
var networkTransform = target as NetworkTransform;
|
||||
EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
|
||||
@@ -141,9 +146,15 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.PropertyField(m_ScaleThresholdProperty);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_TickSyncChildren);
|
||||
EditorGUILayout.PropertyField(m_UseUnreliableDeltas);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_SwitchTransformSpaceWhenParented);
|
||||
if (m_SwitchTransformSpaceWhenParented.boolValue)
|
||||
{
|
||||
m_TickSyncChildren.boolValue = true;
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
||||
if (!networkTransform.HideInterpolateValue)
|
||||
{
|
||||
@@ -163,8 +174,7 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
// if rigidbody is present but network rigidbody is not present
|
||||
var go = ((NetworkTransform)target).gameObject;
|
||||
if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false)
|
||||
if (networkTransform.TryGetComponent<Rigidbody>(out _) && networkTransform.TryGetComponent<NetworkRigidbody>(out _) == false)
|
||||
{
|
||||
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody but no NetworkRigidbody.\n" +
|
||||
"Add a NetworkRigidbody component to improve Rigidbody synchronization.", MessageType.Warning);
|
||||
@@ -172,14 +182,23 @@ namespace Unity.Netcode.Editor
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
if (go.TryGetComponent<Rigidbody2D>(out _) && go.TryGetComponent<NetworkRigidbody2D>(out _) == false)
|
||||
if (networkTransform.TryGetComponent<Rigidbody2D>(out _) && networkTransform.TryGetComponent<NetworkRigidbody2D>(out _) == false)
|
||||
{
|
||||
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody2D but no NetworkRigidbody2D.\n" +
|
||||
"Add a NetworkRigidbody2D component to improve Rigidbody2D synchronization.", MessageType.Warning);
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var networkTransform = target as NetworkTransform;
|
||||
void SetExpanded(bool expanded) { networkTransform.NetworkTransformExpanded = expanded; };
|
||||
DrawFoldOutGroup<NetworkTransform>(networkTransform.GetType(), DisplayNetworkTransformProperties, networkTransform.NetworkTransformExpanded, SetExpanded);
|
||||
base.OnInspectorGUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
@@ -735,42 +735,23 @@ namespace Unity.Netcode
|
||||
RemovePendingClient(ownerClientId);
|
||||
|
||||
var client = AddClient(ownerClientId);
|
||||
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && 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
|
||||
// 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))
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1308,9 +1298,17 @@ namespace Unity.Netcode
|
||||
internal void DisconnectClient(ulong clientId, string reason = null)
|
||||
{
|
||||
if (!LocalClient.IsServer)
|
||||
{
|
||||
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)
|
||||
{
|
||||
|
||||
@@ -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>>();
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)))
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -117,6 +117,11 @@ namespace Unity.Netcode
|
||||
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
|
||||
networkObject.ApplyNetworkParenting(RemoveParent);
|
||||
|
||||
// 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))
|
||||
{
|
||||
// We set all of the transform values after parenting as they are
|
||||
// the values of the server-side post-parenting transform values
|
||||
if (!WorldPositionStays)
|
||||
@@ -130,9 +135,10 @@ namespace Unity.Netcode
|
||||
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;
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
@@ -34,22 +33,14 @@ 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)
|
||||
{
|
||||
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($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
}
|
||||
}
|
||||
|
||||
var observers = networkObject.Observers;
|
||||
|
||||
|
||||
@@ -60,7 +60,13 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
|
||||
{
|
||||
throw new InvalidOperationException($"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($"[{metadata.NetworkObjectId}, {metadata.NetworkBehaviourId}, {metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace Unity.Netcode
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
|
||||
((NetworkManager)context.SystemOwner).CustomMessagingManager?.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -733,7 +733,11 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
|
||||
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
|
||||
if (!writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length))
|
||||
{
|
||||
Debug.LogError($"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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -1580,22 +1580,48 @@ namespace Unity.Netcode
|
||||
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
|
||||
{
|
||||
foreach (var entry in ClientsToShowObject)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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($"[{networkObject.name}] Has new client as an observer but it is hidden from the session owner!");
|
||||
}
|
||||
// For now, remove the client (impossible for the new client to have an instance since the session owner doesn't) to make sure newly added
|
||||
// code to handle this edge case works.
|
||||
networkObject.Observers.Remove(newClientId);
|
||||
}
|
||||
networkObject.NetworkShow(newClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -850,6 +850,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
protected virtual bool LogAllMessages => false;
|
||||
|
||||
protected virtual bool ShouldCheckForSpawnedPlayers()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
|
||||
/// returns true.
|
||||
@@ -938,7 +944,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!\n {m_InternalErrorLog}");
|
||||
}
|
||||
}
|
||||
|
||||
if (ShouldCheckForSpawnedPlayers())
|
||||
{
|
||||
ClientNetworkManagerPostStartInit();
|
||||
}
|
||||
|
||||
// Notification that at this time the server and client(s) are instantiated,
|
||||
// started, and connected on both sides.
|
||||
yield return OnServerAndClientsConnected();
|
||||
@@ -1030,7 +1041,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
}
|
||||
}
|
||||
|
||||
if (ShouldCheckForSpawnedPlayers())
|
||||
{
|
||||
ClientNetworkManagerPostStartInit();
|
||||
}
|
||||
|
||||
// Notification that at this time the server and client(s) are instantiated,
|
||||
// started, and connected on both sides.
|
||||
|
||||
@@ -326,21 +326,31 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
s_IsStarted = false;
|
||||
|
||||
try
|
||||
{
|
||||
// Shutdown the server which forces clients to disconnect
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
networkManager.Shutdown();
|
||||
if (networkManager != null && networkManager.IsListening)
|
||||
{
|
||||
networkManager?.Shutdown();
|
||||
s_Hooks.Remove(networkManager);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the network manager instances
|
||||
foreach (var networkManager in NetworkManagerInstances)
|
||||
{
|
||||
if (networkManager.gameObject != null)
|
||||
if (networkManager != null && networkManager.gameObject)
|
||||
{
|
||||
Object.DestroyImmediate(networkManager.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
|
||||
NetworkManagerInstances.Clear();
|
||||
|
||||
|
||||
@@ -1,65 +1,135 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
internal class ConnectionApprovalTests
|
||||
[TestFixture(PlayerCreation.Prefab)]
|
||||
[TestFixture(PlayerCreation.PrefabHash)]
|
||||
[TestFixture(PlayerCreation.NoPlayer)]
|
||||
[TestFixture(PlayerCreation.FailValidation)]
|
||||
internal class ConnectionApprovalTests : NetcodeIntegrationTest
|
||||
{
|
||||
private Guid m_ValidationToken;
|
||||
private bool m_IsValidated;
|
||||
private const string k_InvalidToken = "Invalid validation token!";
|
||||
public enum PlayerCreation
|
||||
{
|
||||
Prefab,
|
||||
PrefabHash,
|
||||
NoPlayer,
|
||||
FailValidation
|
||||
}
|
||||
private PlayerCreation m_PlayerCreation;
|
||||
private bool m_ClientDisconnectReasonValidated;
|
||||
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
private Dictionary<ulong, bool> m_Validated = new Dictionary<ulong, bool>();
|
||||
|
||||
public ConnectionApprovalTests(PlayerCreation playerCreation)
|
||||
{
|
||||
// Create, instantiate, and host
|
||||
Assert.IsTrue(NetworkManagerHelper.StartNetworkManager(out _, NetworkManagerHelper.NetworkManagerOperatingMode.None));
|
||||
m_PlayerCreation = playerCreation;
|
||||
}
|
||||
|
||||
protected override int NumberOfClients => 1;
|
||||
|
||||
private Guid m_ValidationToken;
|
||||
|
||||
protected override bool ShouldCheckForSpawnedPlayers()
|
||||
{
|
||||
return m_PlayerCreation != PlayerCreation.NoPlayer;
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
m_ClientDisconnectReasonValidated = false;
|
||||
m_BypassConnectionTimeout = m_PlayerCreation == PlayerCreation.FailValidation;
|
||||
m_Validated.Clear();
|
||||
m_ValidationToken = Guid.NewGuid();
|
||||
var validationToken = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
|
||||
m_ServerNetworkManager.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
|
||||
m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
|
||||
if (m_PlayerCreation == PlayerCreation.PrefabHash)
|
||||
{
|
||||
m_ServerNetworkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
|
||||
}
|
||||
m_ServerNetworkManager.NetworkConfig.ConnectionApproval = true;
|
||||
m_ServerNetworkManager.NetworkConfig.ConnectionData = validationToken;
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
client.NetworkConfig.PlayerPrefab = m_PlayerCreation == PlayerCreation.Prefab ? m_PlayerPrefab : null;
|
||||
if (m_PlayerCreation == PlayerCreation.PrefabHash)
|
||||
{
|
||||
client.NetworkConfig.Prefabs.Add(new NetworkPrefab() { Prefab = m_PlayerPrefab });
|
||||
}
|
||||
client.NetworkConfig.ConnectionApproval = true;
|
||||
client.NetworkConfig.ConnectionData = m_PlayerCreation == PlayerCreation.FailValidation ? Encoding.UTF8.GetBytes(Guid.NewGuid().ToString()) : validationToken;
|
||||
if (m_PlayerCreation == PlayerCreation.FailValidation)
|
||||
{
|
||||
client.OnClientDisconnectCallback += Client_OnClientDisconnectCallback;
|
||||
}
|
||||
}
|
||||
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private void Client_OnClientDisconnectCallback(ulong clientId)
|
||||
{
|
||||
m_ClientNetworkManagers[0].OnClientDisconnectCallback -= Client_OnClientDisconnectCallback;
|
||||
m_ClientDisconnectReasonValidated = m_ClientNetworkManagers[0].LocalClientId == clientId && m_ClientNetworkManagers[0].DisconnectReason == k_InvalidToken;
|
||||
}
|
||||
|
||||
private bool ClientAndHostValidated()
|
||||
{
|
||||
if (!m_Validated.ContainsKey(m_ServerNetworkManager.LocalClientId) || !m_Validated[m_ServerNetworkManager.LocalClientId])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (m_PlayerCreation == PlayerCreation.FailValidation)
|
||||
{
|
||||
return m_ClientDisconnectReasonValidated;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!m_Validated.ContainsKey(client.LocalClientId) || !m_Validated[client.LocalClientId])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator ConnectionApproval()
|
||||
{
|
||||
NetworkManagerHelper.NetworkManagerObject.ConnectionApprovalCallback = NetworkManagerObject_ConnectionApprovalCallback;
|
||||
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionApproval = true;
|
||||
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.PlayerPrefab = null;
|
||||
NetworkManagerHelper.NetworkManagerObject.NetworkConfig.ConnectionData = Encoding.UTF8.GetBytes(m_ValidationToken.ToString());
|
||||
m_IsValidated = false;
|
||||
NetworkManagerHelper.NetworkManagerObject.StartHost();
|
||||
|
||||
var timeOut = Time.realtimeSinceStartup + 3.0f;
|
||||
var timedOut = false;
|
||||
while (!m_IsValidated)
|
||||
{
|
||||
yield return new WaitForSeconds(0.01f);
|
||||
if (timeOut < Time.realtimeSinceStartup)
|
||||
{
|
||||
timedOut = true;
|
||||
}
|
||||
}
|
||||
|
||||
//Make sure we didn't time out
|
||||
Assert.False(timedOut);
|
||||
Assert.True(m_IsValidated);
|
||||
yield return WaitForConditionOrTimeOut(ClientAndHostValidated);
|
||||
AssertOnTimeout("Timed out waiting for all clients to be approved!");
|
||||
}
|
||||
|
||||
private void NetworkManagerObject_ConnectionApprovalCallback(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
|
||||
{
|
||||
var stringGuid = Encoding.UTF8.GetString(request.Payload);
|
||||
|
||||
if (m_ValidationToken.ToString() == stringGuid)
|
||||
{
|
||||
m_IsValidated = true;
|
||||
m_Validated.Add(request.ClientNetworkId, true);
|
||||
response.Approved = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
response.Approved = false;
|
||||
response.Reason = "Invalid validation token!";
|
||||
}
|
||||
|
||||
response.Approved = m_IsValidated;
|
||||
response.CreatePlayerObject = false;
|
||||
response.CreatePlayerObject = ShouldCheckForSpawnedPlayers();
|
||||
response.Position = null;
|
||||
response.Rotation = null;
|
||||
response.PlayerPrefabHash = null;
|
||||
response.PlayerPrefabHash = m_PlayerCreation == PlayerCreation.PrefabHash ? m_PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash : null;
|
||||
}
|
||||
|
||||
|
||||
@@ -78,13 +148,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
Assert.True(currentHash != newHash, $"Hashed {nameof(NetworkConfig)} values {currentHash} and {newHash} should not be the same!");
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
// Stop, shutdown, and destroy
|
||||
NetworkManagerHelper.ShutdownNetworkManager();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,154 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using Unity.Netcode.TestHelpers.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
[TestFixture(HostOrServer.DAHost, true)]
|
||||
[TestFixture(HostOrServer.DAHost, false)]
|
||||
public class ExtendedNetworkShowAndHideTests : NetcodeIntegrationTest
|
||||
{
|
||||
protected override int NumberOfClients => 3;
|
||||
private bool m_EnableSceneManagement;
|
||||
private GameObject m_ObjectToSpawn;
|
||||
private NetworkObject m_SpawnedObject;
|
||||
private NetworkManager m_ClientToHideFrom;
|
||||
private NetworkManager m_LateJoinClient;
|
||||
private NetworkManager m_SpawnOwner;
|
||||
|
||||
public ExtendedNetworkShowAndHideTests(HostOrServer hostOrServer, bool enableSceneManagement) : base(hostOrServer)
|
||||
{
|
||||
m_EnableSceneManagement = enableSceneManagement;
|
||||
}
|
||||
|
||||
protected override void OnServerAndClientsCreated()
|
||||
{
|
||||
if (!UseCMBService())
|
||||
{
|
||||
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
client.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
|
||||
}
|
||||
|
||||
m_ObjectToSpawn = CreateNetworkObjectPrefab("TestObject");
|
||||
m_ObjectToSpawn.SetActive(false);
|
||||
|
||||
base.OnServerAndClientsCreated();
|
||||
}
|
||||
|
||||
private bool AllClientsSpawnedObject()
|
||||
{
|
||||
if (!UseCMBService())
|
||||
{
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!s_GlobalNetworkObjects[m_ServerNetworkManager.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!s_GlobalNetworkObjects.ContainsKey(client.LocalClientId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!s_GlobalNetworkObjects[client.LocalClientId].ContainsKey(m_SpawnedObject.NetworkObjectId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsClientPromotedToSessionOwner()
|
||||
{
|
||||
if (!UseCMBService())
|
||||
{
|
||||
if (m_ServerNetworkManager.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var client in m_ClientNetworkManagers)
|
||||
{
|
||||
if (!client.IsConnectedClient)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (client.CurrentSessionOwner != m_ClientToHideFrom.LocalClientId)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnNewClientCreated(NetworkManager networkManager)
|
||||
{
|
||||
m_LateJoinClient = networkManager;
|
||||
networkManager.NetworkConfig.EnableSceneManagement = m_EnableSceneManagement;
|
||||
networkManager.NetworkConfig.Prefabs = m_SpawnOwner.NetworkConfig.Prefabs;
|
||||
base.OnNewClientCreated(networkManager);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This test validates the following NetworkShow - NetworkHide issue:
|
||||
/// - During a session, a spawned object is hidden from a client.
|
||||
/// - The current session owner disconnects and the client the object is hidden from is prommoted to the session owner.
|
||||
/// - A new client joins and the newly promoted session owner synchronizes the newly joined client with only objects visible to it.
|
||||
/// - Any already connected non-session owner client should "NetworkShow" the object to the newly connected client
|
||||
/// (but only if the hidden object has SpawnWithObservers enabled)
|
||||
/// </summary>
|
||||
[UnityTest]
|
||||
public IEnumerator HiddenObjectPromotedSessionOwnerNewClientSynchronizes()
|
||||
{
|
||||
// Get the test relative session owner
|
||||
var sessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
|
||||
m_SpawnOwner = UseCMBService() ? m_ClientNetworkManagers[1] : m_ClientNetworkManagers[0];
|
||||
m_ClientToHideFrom = UseCMBService() ? m_ClientNetworkManagers[NumberOfClients - 1] : m_ClientNetworkManagers[1];
|
||||
m_ObjectToSpawn.SetActive(true);
|
||||
|
||||
// Spawn the object with a non-session owner client
|
||||
m_SpawnedObject = SpawnObject(m_ObjectToSpawn, m_SpawnOwner).GetComponent<NetworkObject>();
|
||||
yield return WaitForConditionOrTimeOut(AllClientsSpawnedObject);
|
||||
AssertOnTimeout($"Not all clients spawned and instance of {m_SpawnedObject.name}");
|
||||
|
||||
// Hide the spawned object from the to be promoted session owner
|
||||
m_SpawnedObject.NetworkHide(m_ClientToHideFrom.LocalClientId);
|
||||
|
||||
yield return WaitForConditionOrTimeOut(() => !m_ClientToHideFrom.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
|
||||
AssertOnTimeout($"{m_SpawnedObject.name} was not hidden from Client-{m_ClientToHideFrom.LocalClientId}!");
|
||||
|
||||
// Promoted a new session owner (DAHost promotes while CMB Session we disconnect the current session owner)
|
||||
if (!UseCMBService())
|
||||
{
|
||||
m_ServerNetworkManager.PromoteSessionOwner(m_ClientToHideFrom.LocalClientId);
|
||||
}
|
||||
else
|
||||
{
|
||||
sessionOwner.Shutdown();
|
||||
}
|
||||
|
||||
// Wait for the new session owner to be promoted and for all clients to acknowledge the promotion
|
||||
yield return WaitForConditionOrTimeOut(IsClientPromotedToSessionOwner);
|
||||
AssertOnTimeout($"Client-{m_ClientToHideFrom.LocalClientId} was not promoted as session owner on all client instances!");
|
||||
|
||||
// Connect a new client instance
|
||||
yield return CreateAndStartNewClient();
|
||||
|
||||
// Assure the newly connected client is synchronized with the NetworkObject hidden from the newly promoted session owner
|
||||
yield return WaitForConditionOrTimeOut(() => m_LateJoinClient.SpawnManager.SpawnedObjects.ContainsKey(m_SpawnedObject.NetworkObjectId));
|
||||
AssertOnTimeout($"Client-{m_LateJoinClient.LocalClientId} never spawned {nameof(NetworkObject)} {m_SpawnedObject.name}!");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6389d04d9080b24b99de7e6900a064c
|
||||
@@ -239,5 +239,45 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendNamedMessageWithTooBigBuffer()
|
||||
{
|
||||
// First try a valid send with the maximum allowed size (this is atm 1264)
|
||||
var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(ulong)/*MessageName hash*/ - sizeof(NetworkBatchHeader);
|
||||
var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
|
||||
var messageName = Guid.NewGuid().ToString();
|
||||
var messageContent = new byte[msgSize];
|
||||
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
|
||||
}
|
||||
|
||||
msgSize++;
|
||||
messageContent = new byte[msgSize];
|
||||
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
var message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
|
||||
message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendNamedMessage(messageName, FirstClient.LocalClientId, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -194,5 +194,44 @@ namespace Unity.Netcode.RuntimeTests
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public unsafe void ErrorMessageIsPrintedWhenAttemptingToSendUnnamedMessageWithTooBigBuffer()
|
||||
{
|
||||
// First try a valid send with the maximum allowed size (this is atm 1272)
|
||||
var msgSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
|
||||
var bufferSize = m_ServerNetworkManager.MessageManager.NonFragmentedMessageMaxSize;
|
||||
var messageContent = new byte[msgSize];
|
||||
var writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
|
||||
}
|
||||
|
||||
msgSize++;
|
||||
messageContent = new byte[msgSize];
|
||||
writer = new FastBufferWriter(bufferSize, Allocator.Temp, bufferSize * 2);
|
||||
using (writer)
|
||||
{
|
||||
writer.TryBeginWrite(msgSize);
|
||||
writer.WriteBytes(messageContent, msgSize, 0);
|
||||
var message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(new List<ulong> { FirstClient.LocalClientId }, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
|
||||
message = Assert.Throws<OverflowException>(
|
||||
() =>
|
||||
{
|
||||
m_ServerNetworkManager.CustomMessagingManager.SendUnnamedMessage(FirstClient.LocalClientId, writer);
|
||||
}).Message;
|
||||
Assert.IsTrue(message.Contains($"Given message size ({msgSize} bytes) is greater than the maximum"), $"Unexpected exception: {message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,9 +200,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
/// </summary>
|
||||
/// <param name="testWithHost">Determines if we are running as a server or host</param>
|
||||
/// <param name="authority">Determines if we are using server or owner authority</param>
|
||||
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision)
|
||||
public NetworkTransformBase(HostOrServer testWithHost, Authority authority, RotationCompression rotationCompression, Rotation rotation, Precision precision) : base(testWithHost)
|
||||
{
|
||||
m_UseHost = testWithHost == HostOrServer.Host;
|
||||
m_Authority = authority;
|
||||
m_Precision = precision;
|
||||
m_RotationCompression = rotationCompression;
|
||||
@@ -376,6 +375,18 @@ namespace Unity.Netcode.RuntimeTests
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllFirstLevelChildObjectInstancesHaveChild()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllChildObjectInstancesHaveChild()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
@@ -398,6 +409,33 @@ namespace Unity.Netcode.RuntimeTests
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllFirstLevelChildObjectInstancesHaveNoParent()
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool AllSubChildObjectInstancesHaveNoParent()
|
||||
{
|
||||
if (ChildObjectComponent.HasSubChild)
|
||||
{
|
||||
foreach (var instance in ChildObjectComponent.ClientSubChildInstances.Values)
|
||||
{
|
||||
if (instance.transform.parent != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A wait condition specific method that assures the local space coordinates
|
||||
/// are not impacted by NetworkTransform when parented.
|
||||
|
||||
@@ -101,6 +101,225 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}
|
||||
|
||||
#if !MULTIPLAYER_TOOLS
|
||||
|
||||
private void UpdateTransformLocal(Components.NetworkTransform networkTransformTestComponent)
|
||||
{
|
||||
networkTransformTestComponent.transform.localPosition += GetRandomVector3(0.5f, 2.0f);
|
||||
var rotation = networkTransformTestComponent.transform.localRotation;
|
||||
var eulerRotation = rotation.eulerAngles;
|
||||
eulerRotation += GetRandomVector3(0.5f, 5.0f);
|
||||
rotation.eulerAngles = eulerRotation;
|
||||
networkTransformTestComponent.transform.localRotation = rotation;
|
||||
}
|
||||
|
||||
private void UpdateTransformWorld(Components.NetworkTransform networkTransformTestComponent)
|
||||
{
|
||||
networkTransformTestComponent.transform.position += GetRandomVector3(0.5f, 2.0f);
|
||||
var rotation = networkTransformTestComponent.transform.rotation;
|
||||
var eulerRotation = rotation.eulerAngles;
|
||||
eulerRotation += GetRandomVector3(0.5f, 5.0f);
|
||||
rotation.eulerAngles = eulerRotation;
|
||||
networkTransformTestComponent.transform.rotation = rotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This test validates the SwitchTransformSpaceWhenParented setting under all network topologies
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void SwitchTransformSpaceWhenParentedTest([Values(0.5f, 1.0f, 5.0f)] float scale)
|
||||
{
|
||||
m_UseParentingThreshold = true;
|
||||
// Get the NetworkManager that will have authority in order to spawn with the correct authority
|
||||
var isServerAuthority = m_Authority == Authority.ServerAuthority;
|
||||
var authorityNetworkManager = m_ServerNetworkManager;
|
||||
if (!isServerAuthority)
|
||||
{
|
||||
authorityNetworkManager = m_ClientNetworkManagers[0];
|
||||
}
|
||||
|
||||
var childAuthorityNetworkManager = m_ClientNetworkManagers[0];
|
||||
if (!isServerAuthority)
|
||||
{
|
||||
childAuthorityNetworkManager = m_ServerNetworkManager;
|
||||
}
|
||||
|
||||
// Spawn a parent and children
|
||||
ChildObjectComponent.HasSubChild = true;
|
||||
// Modify our prefabs for this specific test
|
||||
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = true;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = true;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = true;
|
||||
m_ChildObject.AllowOwnerToParent = true;
|
||||
m_SubChildObject.AllowOwnerToParent = true;
|
||||
|
||||
|
||||
var authoritySideParent = SpawnObject(m_ParentObject.gameObject, authorityNetworkManager).GetComponent<NetworkObject>();
|
||||
var authoritySideChild = SpawnObject(m_ChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
|
||||
var authoritySideSubChild = SpawnObject(m_SubChildObject.gameObject, childAuthorityNetworkManager).GetComponent<NetworkObject>();
|
||||
|
||||
// Assure all of the child object instances are spawned before proceeding to parenting
|
||||
var success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned);
|
||||
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
|
||||
|
||||
// Get the owner instance if in client-server mode with owner authority
|
||||
if (m_Authority == Authority.OwnerAuthority && !m_DistributedAuthority)
|
||||
{
|
||||
authoritySideParent = s_GlobalNetworkObjects[authoritySideParent.OwnerClientId][authoritySideParent.NetworkObjectId];
|
||||
authoritySideChild = s_GlobalNetworkObjects[authoritySideChild.OwnerClientId][authoritySideChild.NetworkObjectId];
|
||||
authoritySideSubChild = s_GlobalNetworkObjects[authoritySideSubChild.OwnerClientId][authoritySideSubChild.NetworkObjectId];
|
||||
}
|
||||
|
||||
// Get the authority parent and child instances
|
||||
m_AuthorityParentObject = NetworkTransformTestComponent.AuthorityInstance.NetworkObject;
|
||||
m_AuthorityChildObject = ChildObjectComponent.AuthorityInstance.NetworkObject;
|
||||
m_AuthoritySubChildObject = ChildObjectComponent.AuthoritySubInstance.NetworkObject;
|
||||
|
||||
// The child NetworkTransform will use world space when world position stays and
|
||||
// local space when world position does not stay when parenting.
|
||||
ChildObjectComponent.AuthorityInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
||||
ChildObjectComponent.AuthorityInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
||||
ChildObjectComponent.AuthorityInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
||||
|
||||
ChildObjectComponent.AuthoritySubInstance.UseHalfFloatPrecision = m_Precision == Precision.Half;
|
||||
ChildObjectComponent.AuthoritySubInstance.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
|
||||
ChildObjectComponent.AuthoritySubInstance.UseQuaternionCompression = m_RotationCompression == RotationCompression.QuaternionCompress;
|
||||
|
||||
// Set whether we are interpolating or not
|
||||
m_AuthorityParentNetworkTransform = m_AuthorityParentObject.GetComponent<NetworkTransformTestComponent>();
|
||||
m_AuthorityParentNetworkTransform.Interpolate = true;
|
||||
m_AuthorityChildNetworkTransform = m_AuthorityChildObject.GetComponent<ChildObjectComponent>();
|
||||
m_AuthorityChildNetworkTransform.Interpolate = true;
|
||||
m_AuthoritySubChildNetworkTransform = m_AuthoritySubChildObject.GetComponent<ChildObjectComponent>();
|
||||
m_AuthoritySubChildNetworkTransform.Interpolate = true;
|
||||
|
||||
// Apply a scale to the parent object to make sure the scale on the child is properly updated on
|
||||
// non-authority instances.
|
||||
var halfScale = scale * 0.5f;
|
||||
m_AuthorityParentObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
m_AuthorityChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
m_AuthoritySubChildObject.transform.localScale = GetRandomVector3(scale - halfScale, scale + halfScale);
|
||||
|
||||
// Allow one tick for authority to update these changes
|
||||
TimeTravelAdvanceTick();
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
// Move things around while parenting and removing the parent
|
||||
// Not the absolute "perfect" test, but it validates the clients all synchronize
|
||||
// parenting and transform values.
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
// Provide two network ticks for interpolation to finalize
|
||||
TimeTravelAdvanceTick();
|
||||
TimeTravelAdvanceTick();
|
||||
|
||||
// This validates each child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Connected_Clients);
|
||||
|
||||
// This validates each sub-child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Connected_Clients);
|
||||
// Parent while in motion
|
||||
if (i == 5)
|
||||
{
|
||||
// Parent the child under the parent with the current world position stays setting
|
||||
Assert.True(authoritySideChild.TrySetParent(authoritySideParent.transform), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to set child's parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
}
|
||||
|
||||
if (i == 10)
|
||||
{
|
||||
// Parent the sub-child under the child with the current world position stays setting
|
||||
Assert.True(authoritySideSubChild.TrySetParent(authoritySideChild.transform), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
}
|
||||
|
||||
if (i == 15)
|
||||
{
|
||||
// Verify that a late joining client will synchronize to the parented NetworkObjects properly
|
||||
CreateAndStartNewClientWithTimeTravel();
|
||||
|
||||
// Assure all of the child object instances are spawned (basically for the newly connected client)
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesAreSpawned, 300);
|
||||
Assert.True(success, "Timed out waiting for all child instances to be spawned!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
|
||||
|
||||
// This validates each child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(false, ChildrenTransformCheckType.Late_Join_Client);
|
||||
|
||||
// This validates each sub-child instance has preserved their local space values
|
||||
AllChildrenLocalTransformValuesMatch(true, ChildrenTransformCheckType.Late_Join_Client);
|
||||
}
|
||||
|
||||
if (i == 20)
|
||||
{
|
||||
// Remove the parent
|
||||
Assert.True(authoritySideSubChild.TryRemoveParent(), $"[Sub-Child][Client-{authoritySideSubChild.NetworkManagerOwner.LocalClientId}] Failed to set sub-child's parent!");
|
||||
|
||||
// This waits for all child instances to have the parent removed
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllSubChildObjectInstancesHaveNoParent, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances remove the parent!");
|
||||
}
|
||||
|
||||
if (i == 25)
|
||||
{
|
||||
// Parent the child under the parent with the current world position stays setting
|
||||
Assert.True(authoritySideChild.TryRemoveParent(), $"[Child][Client-{authoritySideChild.NetworkManagerOwner.LocalClientId}] Failed to remove parent!");
|
||||
|
||||
// This waits for all child instances to be parented
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(AllFirstLevelChildObjectInstancesHaveNoParent, 300);
|
||||
Assert.True(success, "Timed out waiting for all instances remove the parent!");
|
||||
}
|
||||
UpdateTransformWorld(m_AuthorityParentNetworkTransform);
|
||||
if (m_AuthorityChildNetworkTransform.InLocalSpace)
|
||||
{
|
||||
UpdateTransformLocal(m_AuthorityChildNetworkTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTransformWorld(m_AuthorityChildNetworkTransform);
|
||||
}
|
||||
|
||||
if (m_AuthoritySubChildNetworkTransform.InLocalSpace)
|
||||
{
|
||||
UpdateTransformLocal(m_AuthoritySubChildNetworkTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateTransformWorld(m_AuthoritySubChildNetworkTransform);
|
||||
}
|
||||
}
|
||||
|
||||
success = WaitForConditionOrTimeOutWithTimeTravel(PositionRotationScaleMatches, 300);
|
||||
|
||||
Assert.True(success, "All transform values did not match prior to parenting!");
|
||||
|
||||
// Revert the modifications made for this specific test
|
||||
m_ParentObject.GetComponent<NetworkTransformTestComponent>().TickSyncChildren = false;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
|
||||
m_ChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
|
||||
m_ChildObject.AllowOwnerToParent = false;
|
||||
m_SubChildObject.AllowOwnerToParent = false;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().SwitchTransformSpaceWhenParented = false;
|
||||
m_SubChildObject.GetComponent<ChildObjectComponent>().TickSyncChildren = false;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Validates that transform values remain the same when a NetworkTransform is
|
||||
/// parented under another NetworkTransform under all of the possible axial conditions
|
||||
@@ -410,6 +629,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check
|
||||
|
||||
TimeTravelAdvanceTick();
|
||||
TimeTravelToNextTick();
|
||||
|
||||
m_AuthoritativeTransform.StatePushed = false;
|
||||
var nextPosition = GetRandomVector3(2f, 30f);
|
||||
|
||||
@@ -299,16 +299,15 @@ namespace Unity.Netcode.RuntimeTests
|
||||
}, new List<NetworkManager> { m_ServerNetworkManager });
|
||||
|
||||
WaitForMessageReceivedWithTimeTravel<NetworkTransformMessage>(m_ClientNetworkManagers.ToList());
|
||||
|
||||
var percentChanged = 1f / 60f;
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
|
||||
@@ -316,11 +315,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
|
||||
@@ -333,11 +332,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipePosition, serverSetPosition, percentChanged), testComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(anticipeScale, serverSetScale, percentChanged), testComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(anticipeRotation, serverSetRotation, percentChanged), testComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, testComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, testComponent.AuthoritativeState.Scale);
|
||||
@@ -345,11 +344,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.transform.position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.transform.localScale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.transform.rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startPosition, serverSetPosition, percentChanged), otherClientComponent.AnticipatedState.Position);
|
||||
AssertVectorsAreEquivalent(Vector3.Lerp(startScale, serverSetScale, percentChanged), otherClientComponent.AnticipatedState.Scale);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Slerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
AssertQuaternionsAreEquivalent(Quaternion.Lerp(startRotation, serverSetRotation, percentChanged), otherClientComponent.AnticipatedState.Rotation);
|
||||
|
||||
AssertVectorsAreEquivalent(serverSetPosition, otherClientComponent.AuthoritativeState.Position);
|
||||
AssertVectorsAreEquivalent(serverSetScale, otherClientComponent.AuthoritativeState.Scale);
|
||||
|
||||
@@ -14,9 +14,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
internal class NetworkVisibilityTests : NetcodeIntegrationTest
|
||||
{
|
||||
|
||||
protected override int NumberOfClients => 1;
|
||||
protected override int NumberOfClients => 2;
|
||||
private GameObject m_TestNetworkPrefab;
|
||||
private bool m_SceneManagementEnabled;
|
||||
private GameObject m_SpawnedObject;
|
||||
private NetworkManager m_SessionOwner;
|
||||
|
||||
public NetworkVisibilityTests(SceneManagementState sceneManagementState, NetworkTopologyTypes networkTopologyType) : base(networkTopologyType)
|
||||
{
|
||||
@@ -27,7 +29,11 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
m_TestNetworkPrefab = CreateNetworkObjectPrefab("Object");
|
||||
m_TestNetworkPrefab.AddComponent<NetworkVisibilityComponent>();
|
||||
if (!UseCMBService())
|
||||
{
|
||||
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
|
||||
}
|
||||
|
||||
foreach (var clientNetworkManager in m_ClientNetworkManagers)
|
||||
{
|
||||
clientNetworkManager.NetworkConfig.EnableSceneManagement = m_SceneManagementEnabled;
|
||||
@@ -38,7 +44,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
|
||||
protected override IEnumerator OnServerAndClientsConnected()
|
||||
{
|
||||
SpawnObject(m_TestNetworkPrefab, m_ServerNetworkManager);
|
||||
m_SessionOwner = UseCMBService() ? m_ClientNetworkManagers[0] : m_ServerNetworkManager;
|
||||
m_SpawnedObject = SpawnObject(m_TestNetworkPrefab, m_SessionOwner);
|
||||
|
||||
yield return base.OnServerAndClientsConnected();
|
||||
}
|
||||
@@ -46,13 +53,49 @@ namespace Unity.Netcode.RuntimeTests
|
||||
[UnityTest]
|
||||
public IEnumerator HiddenObjectsTest()
|
||||
{
|
||||
var expectedCount = UseCMBService() ? 2 : 3;
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == 2);
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#else
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == 2);
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#endif
|
||||
|
||||
Assert.IsFalse(s_GlobalTimeoutHelper.TimedOut, "Timed out waiting for the visible object count to equal 2!");
|
||||
}
|
||||
|
||||
[UnityTest]
|
||||
public IEnumerator HideShowAndDeleteTest()
|
||||
{
|
||||
var expectedCount = UseCMBService() ? 2 : 3;
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#else
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount);
|
||||
#endif
|
||||
AssertOnTimeout("Timed out waiting for the visible object count to equal 2!");
|
||||
|
||||
var sessionOwnerNetworkObject = m_SpawnedObject.GetComponent<NetworkObject>();
|
||||
var clientIndex = UseCMBService() ? 1 : 0;
|
||||
sessionOwnerNetworkObject.NetworkHide(m_ClientNetworkManagers[clientIndex].LocalClientId);
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsByType<NetworkVisibilityComponent>(FindObjectsSortMode.None).Where((c) => c.IsSpawned).Count() == expectedCount - 1);
|
||||
#else
|
||||
yield return WaitForConditionOrTimeOut(() => Object.FindObjectsOfType<NetworkVisibilityComponent>().Where((c) => c.IsSpawned).Count() == expectedCount - 1);
|
||||
#endif
|
||||
AssertOnTimeout($"Timed out waiting for {m_SpawnedObject.name} to be hidden from client!");
|
||||
var networkObjectId = sessionOwnerNetworkObject.NetworkObjectId;
|
||||
sessionOwnerNetworkObject.NetworkShow(m_ClientNetworkManagers[clientIndex].LocalClientId);
|
||||
sessionOwnerNetworkObject.Despawn(true);
|
||||
|
||||
// Expect no exceptions
|
||||
yield return s_DefaultWaitForTick;
|
||||
|
||||
// Now force a scenario where it normally would have caused an exception
|
||||
m_SessionOwner.SpawnManager.ObjectsToShowToClient.Add(m_ClientNetworkManagers[clientIndex].LocalClientId, new System.Collections.Generic.List<NetworkObject>());
|
||||
m_SessionOwner.SpawnManager.ObjectsToShowToClient[m_ClientNetworkManagers[clientIndex].LocalClientId].Add(null);
|
||||
|
||||
// Expect no exceptions
|
||||
yield return s_DefaultWaitForTick;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,14 +63,10 @@ namespace Unity.Netcode.RuntimeTests
|
||||
private const int k_MaxThresholdFailures = 4;
|
||||
private int m_ExceededThresholdCount;
|
||||
|
||||
private void Update()
|
||||
public override void OnUpdate()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
if (!IsSpawned || TestComplete)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Check the position of the nested object on the client
|
||||
if (CheckPosition)
|
||||
@@ -92,6 +88,17 @@ namespace Unity.Netcode.RuntimeTests
|
||||
m_ExceededThresholdCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
if (!IsSpawned || !CanCommitToTransform || TestComplete)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Move the nested object on the server
|
||||
if (IsMoving)
|
||||
@@ -136,7 +143,6 @@ namespace Unity.Netcode.RuntimeTests
|
||||
Assert.True(CanCommitToTransform, $"Using non-authority instance to update transform!");
|
||||
transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,23 +2,23 @@
|
||||
"name": "com.unity.netcode.gameobjects",
|
||||
"displayName": "Netcode for GameObjects",
|
||||
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
|
||||
"version": "2.0.0-pre.4",
|
||||
"version": "2.0.0",
|
||||
"unity": "6000.0",
|
||||
"dependencies": {
|
||||
"com.unity.nuget.mono-cecil": "1.11.4",
|
||||
"com.unity.transport": "2.3.0"
|
||||
},
|
||||
"_upm": {
|
||||
"changelog": "### Added\n\n- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004)\n\n### Fixed\n\n- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)\n- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)\n- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009)\n- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#3008)\n- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)\n- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)\n- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)\n- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)\n\n### Changed\n\n- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)\n- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)\n- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)"
|
||||
"changelog": "### Added\n\n- Added tooltips for all of the `NetworkObject` component's properties. (#3052)\n- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)\n- 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)\n- 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)\n- 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)\n- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)\n- 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)\n- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)\n\n### Fixed\n\n- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)\n- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)\n- 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)\n- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)\n- 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)\n- 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)\n- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)\n- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)\n- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)\n\n### Changed\n\n- 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)\n- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)\n- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)\n- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)"
|
||||
},
|
||||
"upmCi": {
|
||||
"footprint": "48286e9f7b0e053fe7f7b524bafc69a99c2906fc"
|
||||
"footprint": "f1ef7566b7a89b1ee9c34cc13400735ae63964d4"
|
||||
},
|
||||
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.0/manual/index.html",
|
||||
"repository": {
|
||||
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
|
||||
"type": "git",
|
||||
"revision": "2802dfcd13c3be1ac356191cc87d1559203d2db3"
|
||||
"revision": "8a7ae9f91a53bdcabe5e7df783dd1884c07bcd6f"
|
||||
},
|
||||
"samples": [
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user