com.unity.netcode.gameobjects@1.0.0-pre.7
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.7] - 2022-04-01 ### Added - Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828) - Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823) - Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762) - `UnityTransport` settings can now be set programmatically. (#1845) - `FastBufferWriter` and Reader IsInitialized property. (#1859) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849) ### Removed - Removed `SnapshotSystem` (#1852) - Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812) - Removed `com.unity.collections` dependency from the package (#1849) ### Fixed - Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850) - Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841) - Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838) - Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836) - Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828) - Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821) - Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811) - Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809) - Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808) - Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801) - Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780) - Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779) - Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777) - Fixed parenting warning printing for false positives (#1855)
This commit is contained in:
@@ -16,7 +16,7 @@ namespace Unity.Netcode
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public ushort NetworkBehaviourIndex;
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public HashSet<int> DeliveryMappedNetworkVariableIndex;
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public ulong ClientId;
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public ulong TargetClientId;
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public NetworkBehaviour NetworkBehaviour;
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private FastBufferReader m_ReceivedNetworkVariableData;
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@@ -31,9 +31,9 @@ namespace Unity.Netcode
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writer.WriteValue(NetworkObjectId);
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writer.WriteValue(NetworkBehaviourIndex);
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for (int k = 0; k < NetworkBehaviour.NetworkVariableFields.Count; k++)
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for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
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{
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if (!DeliveryMappedNetworkVariableIndex.Contains(k))
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if (!DeliveryMappedNetworkVariableIndex.Contains(i))
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{
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// This var does not belong to the currently iterating delivery group.
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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@@ -48,15 +48,17 @@ namespace Unity.Netcode
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continue;
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}
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// if I'm dirty AND a client, write (server always has all permissions)
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// if I'm dirty AND the server AND the client can read me, send.
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bool shouldWrite = NetworkBehaviour.NetworkVariableFields[k].ShouldWrite(ClientId, NetworkBehaviour.NetworkManager.IsServer);
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var startingSize = writer.Length;
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var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
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var shouldWrite = networkVariable.IsDirty() &&
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networkVariable.CanClientRead(TargetClientId) &&
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(NetworkBehaviour.NetworkManager.IsServer || networkVariable.CanClientWrite(NetworkBehaviour.NetworkManager.LocalClientId));
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (!shouldWrite)
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{
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writer.WriteValueSafe((ushort)0);
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BytePacker.WriteValueBitPacked(writer, 0);
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}
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}
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else
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@@ -68,34 +70,34 @@ namespace Unity.Netcode
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{
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if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, short.MaxValue);
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NetworkBehaviour.NetworkVariableFields[k].WriteDelta(tmpWriter);
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var tempWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
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NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
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BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
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if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize<ushort>() + tmpWriter.Length))
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if (!writer.TryBeginWrite(tempWriter.Length))
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{
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throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
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}
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writer.WriteValue((ushort)tmpWriter.Length);
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tmpWriter.CopyTo(writer);
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tempWriter.CopyTo(writer);
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}
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else
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{
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NetworkBehaviour.NetworkVariableFields[k].WriteDelta(writer);
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networkVariable.WriteDelta(writer);
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}
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if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(k))
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if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(i))
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{
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NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(k);
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NetworkBehaviour.NetworkVariableIndexesToReset.Add(k);
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NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(i);
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NetworkBehaviour.NetworkVariableIndexesToReset.Add(i);
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}
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NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
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ClientId,
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TargetClientId,
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NetworkBehaviour.NetworkObject,
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NetworkBehaviour.NetworkVariableFields[k].Name,
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networkVariable.Name,
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NetworkBehaviour.__getTypeName(),
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writer.Length);
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writer.Length - startingSize);
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}
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}
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}
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@@ -121,9 +123,9 @@ namespace Unity.Netcode
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if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
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{
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NetworkBehaviour behaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
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var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
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if (behaviour == null)
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if (networkBehaviour == null)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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@@ -132,13 +134,12 @@ namespace Unity.Netcode
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}
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else
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{
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for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
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for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
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{
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ushort varSize = 0;
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int varSize = 0;
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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m_ReceivedNetworkVariableData.ReadValueSafe(out varSize);
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ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
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if (varSize == 0)
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{
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@@ -154,15 +155,17 @@ namespace Unity.Netcode
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}
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}
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if (networkManager.IsServer)
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var networkVariable = networkBehaviour.NetworkVariableFields[i];
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if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
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{
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// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
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if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{behaviour.NetworkVariableFields[i].GetType().Name}]");
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NetworkLog.LogWarning($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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m_ReceivedNetworkVariableData.Seek(m_ReceivedNetworkVariableData.Position + varSize);
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@@ -176,23 +179,23 @@ namespace Unity.Netcode
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//A dummy read COULD be added to the interface for this situation, but it's just being too nice.
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//This is after all a developer fault. A critical error should be fine.
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// - TwoTen
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{behaviour.NetworkVariableFields[i].GetType().Name}]");
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NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
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}
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return;
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}
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int readStartPos = m_ReceivedNetworkVariableData.Position;
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behaviour.NetworkVariableFields[i].ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
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networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
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networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
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context.SenderId,
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networkObject,
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behaviour.NetworkVariableFields[i].Name,
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behaviour.__getTypeName(),
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networkVariable.Name,
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networkBehaviour.__getTypeName(),
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context.MessageSize);
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@@ -202,7 +205,7 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogWarning($"Var delta read too far. {m_ReceivedNetworkVariableData.Position - (readStartPos + varSize)} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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@@ -211,7 +214,7 @@ namespace Unity.Netcode
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Var delta read too little. {(readStartPos + varSize) - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(behaviour)} - VariableIndex: {i}");
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NetworkLog.LogWarning($"Var delta read too little. {readStartPos + varSize - m_ReceivedNetworkVariableData.Position} bytes. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
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}
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m_ReceivedNetworkVariableData.Seek(readStartPos + varSize);
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