com.unity.netcode.gameobjects@2.0.0-exp.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
This commit is contained in:
@@ -63,16 +63,39 @@ namespace Unity.Netcode
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
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throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List!");
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}
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if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
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{
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if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
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{
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Debug.LogError("Clients cannot send unnamed messages to other clients!");
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return;
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}
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else if (clientIds.Count == 1)
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{
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SendUnnamedMessage(clientIds[0], messageBuffer, networkDelivery);
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}
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}
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else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
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{
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if (clientIds.Count > 1)
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{
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Debug.LogError("Sending an unnamed message to multiple clients is not yet supported in distributed authority.");
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return;
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}
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}
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if (clientIds.Count == 0)
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{
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Debug.LogError($"{nameof(clientIds)} is empty! No clients to send to.");
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return;
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}
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if (m_NetworkManager.IsHost)
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{
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for (var i = 0; i < clientIds.Count; ++i)
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@@ -203,6 +226,14 @@ namespace Unity.Netcode
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var hash32 = XXHash.Hash32(name);
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var hash64 = XXHash.Hash64(name);
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if (m_NetworkManager.LogLevel <= LogLevel.Developer)
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{
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if (m_MessageHandlerNameLookup32.ContainsKey(hash32) || m_MessageHandlerNameLookup64.ContainsKey(hash64))
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{
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Debug.LogWarning($"Registering {name} named message over existing registration! Your previous registration's callback is being overwritten!");
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}
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}
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m_NamedMessageHandlers32[hash32] = callback;
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m_NamedMessageHandlers64[hash64] = callback;
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@@ -303,14 +334,37 @@ namespace Unity.Netcode
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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if (!m_NetworkManager.IsServer)
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{
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throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
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}
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if (clientIds == null)
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{
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throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
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throw new ArgumentNullException(nameof(clientIds), "Client list is null! You must pass in a valid clientId list to send a named message.");
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}
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if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
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{
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if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
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{
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Debug.LogError("Clients cannot send named messages to other clients!");
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return;
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}
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else if (clientIds.Count == 1)
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{
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SendNamedMessage(messageName, clientIds[0], messageStream, networkDelivery);
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return;
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}
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}
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else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
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{
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if (clientIds.Count > 1)
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{
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Debug.LogError("Sending a named message to multiple clients is not yet supported in distributed authority.");
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return;
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}
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}
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if (clientIds.Count == 0)
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{
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Debug.LogError($"{nameof(clientIds)} is empty! No clients to send the named message {messageName} to!");
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return;
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}
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ulong hash = 0;
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@@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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@@ -12,9 +13,117 @@ namespace Unity.Netcode
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internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
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#pragma warning restore IDE1006 // restore naming rule violation check
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/// <summary>
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/// Enum representing the different types of messages that can be sent over the network.
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/// The values cannot be changed, as they are used to serialize and deserialize messages.
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/// Adding new messages should be done by adding new values to the end of the enum
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/// using the next free value.
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/// </summary>
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/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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/// Add any new Message types to this table at the END with incremented index value
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/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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internal enum NetworkMessageTypes : uint
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{
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ConnectionApproved = 0,
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ConnectionRequest = 1,
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ChangeOwnership = 2,
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ClientConnected = 3,
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ClientDisconnected = 4,
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ClientRpc = 5,
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CreateObject = 6,
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DestroyObject = 7,
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DisconnectReason = 8,
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ForwardClientRpc = 9,
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ForwardServerRpc = 10,
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NamedMessage = 11,
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NetworkTransformMessage = 12,
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NetworkVariableDelta = 13,
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ParentSync = 14,
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Proxy = 15,
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Rpc = 16,
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SceneEvent = 17,
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ServerLog = 18,
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ServerRpc = 19,
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TimeSync = 20,
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Unnamed = 21,
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SessionOwner = 22
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}
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// Enable this for integration tests that need no message types defined
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internal static bool IntegrationTestNoMessages;
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public List<NetworkMessageManager.MessageWithHandler> GetMessages()
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{
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return __network_message_types;
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// return no message types when defined for integration tests
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if (IntegrationTestNoMessages)
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{
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return new List<NetworkMessageManager.MessageWithHandler>();
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}
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var messageTypeCount = Enum.GetValues(typeof(NetworkMessageTypes)).Length;
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// Assure the allowed types count is the same as our NetworkMessageType enum count
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if (__network_message_types.Count != messageTypeCount)
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{
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throw new Exception($"Allowed types is not equal to the number of message type indices! Allowed Count: {__network_message_types.Count} | Index Count: {messageTypeCount}");
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}
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// Populate with blanks to be replaced later
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var adjustedMessageTypes = new List<NetworkMessageManager.MessageWithHandler>();
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var blank = new NetworkMessageManager.MessageWithHandler();
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for (int i = 0; i < messageTypeCount; i++)
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{
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adjustedMessageTypes.Add(blank);
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}
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// Create a type to enum index lookup table
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// Add new Message types to this table paired with its new NetworkMessageTypes enum
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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var messageTypes = new Dictionary<Type, NetworkMessageTypes>
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{
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{ typeof(ConnectionApprovedMessage), NetworkMessageTypes.ConnectionApproved }, // This MUST be first
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{ typeof(ConnectionRequestMessage), NetworkMessageTypes.ConnectionRequest }, // This MUST be second
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{ typeof(ChangeOwnershipMessage), NetworkMessageTypes.ChangeOwnership },
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{ typeof(ClientConnectedMessage), NetworkMessageTypes.ClientConnected },
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{ typeof(ClientDisconnectedMessage), NetworkMessageTypes.ClientDisconnected },
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{ typeof(ClientRpcMessage), NetworkMessageTypes.ClientRpc },
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{ typeof(CreateObjectMessage), NetworkMessageTypes.CreateObject },
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{ typeof(DestroyObjectMessage), NetworkMessageTypes.DestroyObject },
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{ typeof(DisconnectReasonMessage), NetworkMessageTypes.DisconnectReason },
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{ typeof(ForwardClientRpcMessage), NetworkMessageTypes.ForwardClientRpc },
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{ typeof(ForwardServerRpcMessage), NetworkMessageTypes.ForwardServerRpc },
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{ typeof(NamedMessage), NetworkMessageTypes.NamedMessage },
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{ typeof(NetworkTransformMessage), NetworkMessageTypes.NetworkTransformMessage },
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{ typeof(NetworkVariableDeltaMessage), NetworkMessageTypes.NetworkVariableDelta },
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{ typeof(ParentSyncMessage), NetworkMessageTypes.ParentSync },
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{ typeof(ProxyMessage), NetworkMessageTypes.Proxy },
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{ typeof(RpcMessage), NetworkMessageTypes.Rpc },
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{ typeof(SceneEventMessage), NetworkMessageTypes.SceneEvent },
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{ typeof(ServerLogMessage), NetworkMessageTypes.ServerLog },
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{ typeof(ServerRpcMessage), NetworkMessageTypes.ServerRpc },
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{ typeof(TimeSyncMessage), NetworkMessageTypes.TimeSync },
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{ typeof(UnnamedMessage), NetworkMessageTypes.Unnamed },
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{ typeof(SessionOwnerMessage), NetworkMessageTypes.SessionOwner }
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};
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// Assure the type to lookup table count and NetworkMessageType enum count matches (i.e. to catch human error when adding new messages)
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if (messageTypes.Count != messageTypeCount)
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{
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throw new Exception($"Message type to Message type index count mistmatch! Table Count: {messageTypes.Count} | Index Count: {messageTypeCount}");
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}
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// Now order the allowed types list based on the order of the NetworkMessageType enum
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foreach (var messageHandler in __network_message_types)
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{
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if (!messageTypes.ContainsKey(messageHandler.MessageType))
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{
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throw new Exception($"Missing message type from lookup table: {messageHandler.MessageType}");
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}
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adjustedMessageTypes[(int)messageTypes[messageHandler.MessageType]] = messageHandler;
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}
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// return the NetworkMessageType enum ordered list
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return adjustedMessageTypes;
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}
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#if UNITY_EDITOR
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@@ -5,6 +5,8 @@ namespace Unity.Netcode
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{
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public int Version => 0;
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private const string k_Name = "ChangeOwnershipMessage";
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public ulong NetworkObjectId;
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public ulong OwnerClientId;
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// DANGOEXP TODO: Remove these notes or change their format
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@@ -199,7 +201,7 @@ namespace Unity.Netcode
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// authority of the NetworkObject in question.
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if (!networkManager.DAHost && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, GetType().Name);
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
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return false;
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}
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return true;
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@@ -222,6 +222,12 @@ namespace Unity.Netcode
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}
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// When scene management is disabled we notify after everything is synchronized
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networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
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// For convenience, notify all NetworkBehaviours that synchronization is complete.
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foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
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{
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networkObject.InternalNetworkSessionSynchronized();
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}
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}
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else
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{
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@@ -230,16 +236,22 @@ namespace Unity.Netcode
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// Mark the client being connected
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networkManager.IsConnectedClient = true;
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// Spawn any in-scene placed NetworkObjects
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networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
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// Spawn the local player of the session owner
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if (networkManager.AutoSpawnPlayerPrefabClientSide)
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if (!IsRestoredSession)
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{
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networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
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// Spawn any in-scene placed NetworkObjects
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networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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// Spawn the local player of the session owner
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if (networkManager.AutoSpawnPlayerPrefabClientSide)
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{
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networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
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}
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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}
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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}
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}
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ConnectedClientIds.Dispose();
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@@ -7,6 +7,8 @@ namespace Unity.Netcode
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{
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public int Version => 0;
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private const string k_Name = "CreateObjectMessage";
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public NetworkObject.SceneObject ObjectInfo;
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private FastBufferReader m_ReceivedNetworkVariableData;
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@@ -161,7 +163,7 @@ namespace Unity.Netcode
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if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, GetType().Name);
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, k_Name);
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return false;
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}
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m_ReceivedNetworkVariableData = reader;
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@@ -6,6 +6,8 @@ namespace Unity.Netcode
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{
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public int Version => 0;
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private const string k_Name = "DestroyObjectMessage";
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public ulong NetworkObjectId;
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public bool DestroyGameObject;
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private byte m_DestroyFlags;
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@@ -84,7 +86,7 @@ namespace Unity.Netcode
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// Client-Server mode we always defer where in distributed authority mode we only defer if it is not a targeted destroy
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if (!networkManager.DistributedAuthorityMode || (networkManager.DistributedAuthorityMode && !IsTargetedDestroy))
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, GetType().Name);
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
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}
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}
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return true;
|
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|
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190
Runtime/Messaging/Messages/NetworkTransformMessage.cs
Normal file
190
Runtime/Messaging/Messages/NetworkTransformMessage.cs
Normal file
@@ -0,0 +1,190 @@
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using Unity.Netcode.Components;
|
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using UnityEngine;
|
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|
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namespace Unity.Netcode
|
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{
|
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/// <summary>
|
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/// NetworkTransform State Update Message
|
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/// </summary>
|
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internal struct NetworkTransformMessage : INetworkMessage
|
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{
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public int Version => 0;
|
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private const string k_Name = "NetworkTransformMessage";
|
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|
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internal NetworkTransform NetworkTransform;
|
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|
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// Only used for DAHost
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internal NetworkTransform.NetworkTransformState State;
|
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private FastBufferReader m_CurrentReader;
|
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|
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private unsafe void CopyPayload(ref FastBufferWriter writer)
|
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{
|
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writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (m_CurrentReader.IsInitialized)
|
||||
{
|
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CopyPayload(ref writer);
|
||||
}
|
||||
else
|
||||
{
|
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NetworkTransform.SerializeMessage(writer, targetVersion);
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
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{
|
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var networkManager = context.SystemOwner as NetworkManager;
|
||||
if (networkManager == null)
|
||||
{
|
||||
Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
|
||||
return false;
|
||||
}
|
||||
var currentPosition = reader.Position;
|
||||
var networkObjectId = (ulong)0;
|
||||
var networkBehaviourId = 0;
|
||||
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out networkObjectId);
|
||||
var isSpawnedLocally = networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId);
|
||||
|
||||
// Only defer if the NetworkObject is not spawned yet and the local NetworkManager is not running as a DAHost.
|
||||
if (!isSpawnedLocally && !networkManager.DAHost)
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, networkObjectId, reader, ref context, k_Name);
|
||||
return false;
|
||||
}
|
||||
|
||||
// While the below check and assignment might seem out of place, this is specific to running in DAHost mode when a NetworkObject is
|
||||
// hidden from the DAHost but is visible to other clients. Since the DAHost needs to forward updates to the clients, we ignore processing
|
||||
// this message locally
|
||||
var networkObject = (NetworkObject)null;
|
||||
var isServerAuthoritative = false;
|
||||
var ownerAuthoritativeServerSide = false;
|
||||
|
||||
// Get the behaviour index
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out networkBehaviourId);
|
||||
|
||||
if (isSpawnedLocally)
|
||||
{
|
||||
networkObject = networkManager.SpawnManager.SpawnedObjects[networkObjectId];
|
||||
// Get the target NetworkTransform
|
||||
NetworkTransform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform;
|
||||
isServerAuthoritative = NetworkTransform.IsServerAuthoritative();
|
||||
ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
|
||||
|
||||
reader.ReadNetworkSerializableInPlace(ref NetworkTransform.InboundState);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Deserialize the state
|
||||
reader.ReadNetworkSerializableInPlace(ref State);
|
||||
}
|
||||
|
||||
unsafe
|
||||
{
|
||||
if (ownerAuthoritativeServerSide)
|
||||
{
|
||||
var targetCount = 1;
|
||||
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
|
||||
}
|
||||
|
||||
var targetIds = stackalloc ulong[targetCount];
|
||||
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||
{
|
||||
var targetId = (ulong)0;
|
||||
for (int i = 0; i < targetCount; i++)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out targetId);
|
||||
targetIds[i] = targetId;
|
||||
}
|
||||
|
||||
if (!isSpawnedLocally)
|
||||
{
|
||||
// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
|
||||
ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
|
||||
}
|
||||
}
|
||||
|
||||
var ownerClientId = (ulong)0;
|
||||
|
||||
if (networkObject != null)
|
||||
{
|
||||
ownerClientId = networkObject.OwnerClientId;
|
||||
if (ownerClientId == NetworkManager.ServerClientId)
|
||||
{
|
||||
// Ownership must have changed, ignore any additional pending messages that might have
|
||||
// come from a previous owner client.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (networkManager.DAHost)
|
||||
{
|
||||
// Specific to distributed authority mode, the only sender of state updates will be the owner
|
||||
ownerClientId = context.SenderId;
|
||||
}
|
||||
|
||||
var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
|
||||
|
||||
// Forward the state update if there are any remote clients to foward it to
|
||||
if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
|
||||
{
|
||||
var clientCount = networkManager.DistributedAuthorityMode ? targetCount : networkManager.ConnectionManager.ConnectedClientsList.Count;
|
||||
if (clientCount == 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is only to copy the existing and already serialized struct for forwarding purposes only.
|
||||
// This will not include any changes made to this struct at this particular stage of processing the message.
|
||||
var currentMessage = this;
|
||||
// Create a new reader that replicates this message
|
||||
currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
|
||||
// Rewind the new reader to the beginning of the message's payload
|
||||
currentMessage.m_CurrentReader.Seek(currentPosition);
|
||||
// Forward the message to all connected clients that are observers of the associated NetworkObject
|
||||
|
||||
for (int i = 0; i < clientCount; i++)
|
||||
{
|
||||
var clientId = networkManager.DistributedAuthorityMode ? targetIds[i] : networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
|
||||
if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) ||
|
||||
(!networkManager.DistributedAuthorityMode && !networkObject.Observers.Contains(clientId)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
|
||||
}
|
||||
// Dispose of the reader used for forwarding
|
||||
currentMessage.m_CurrentReader.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = context.SystemOwner as NetworkManager;
|
||||
// Only if the local NetworkManager instance is running as the DAHost we just exit if there is no local
|
||||
// NetworkTransform component to apply the state update to (i.e. it is hidden from the DAHost and it
|
||||
// just forwarded the state update to any other connected client)
|
||||
if (networkManager.DAHost && NetworkTransform == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (NetworkTransform == null)
|
||||
{
|
||||
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
|
||||
return;
|
||||
}
|
||||
NetworkTransform.TransformStateUpdate(context.SenderId);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Messaging/Messages/NetworkTransformMessage.cs.meta
Normal file
11
Runtime/Messaging/Messages/NetworkTransformMessage.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dcfc8ac43fef97e42adb19b998d70c37
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -23,6 +23,8 @@ namespace Unity.Netcode
|
||||
|
||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||
|
||||
private const string k_Name = "NetworkVariableDeltaMessage";
|
||||
|
||||
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||
// Worth either merging or more cleanly separating these codepaths.
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
@@ -296,7 +298,7 @@ namespace Unity.Netcode
|
||||
// DANGO-TODO: Fix me!
|
||||
// When a client-spawned NetworkObject is despawned by the owner client, the owner client will still get messages for deltas and cause this to
|
||||
// log a warning. The issue is primarily how NetworkVariables handle updating and will require some additional re-factoring.
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context, GetType().Name);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context, k_Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,6 +6,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
private const string k_Name = "DestroyObjectMessage";
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
|
||||
private byte m_BitField;
|
||||
@@ -92,7 +94,7 @@ namespace Unity.Netcode
|
||||
// If the target NetworkObject does not exist =or= the target latest parent does not exist then defer the message
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId) || (LatestParent.HasValue && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(LatestParent.Value)))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, GetType().Name);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
@@ -99,6 +99,8 @@ namespace Unity.Netcode
|
||||
public FastBufferWriter WriteBuffer;
|
||||
public FastBufferReader ReadBuffer;
|
||||
|
||||
private const string k_Name = "ServerRpcMessage";
|
||||
|
||||
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
||||
@@ -106,7 +108,7 @@ namespace Unity.Netcode
|
||||
|
||||
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
@@ -134,6 +136,8 @@ namespace Unity.Netcode
|
||||
public FastBufferWriter WriteBuffer;
|
||||
public FastBufferReader ReadBuffer;
|
||||
|
||||
private const string k_Name = "ClientRpcMessage";
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
||||
@@ -141,7 +145,7 @@ namespace Unity.Netcode
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
@@ -169,6 +173,8 @@ namespace Unity.Netcode
|
||||
public FastBufferWriter WriteBuffer;
|
||||
public FastBufferReader ReadBuffer;
|
||||
|
||||
private const string k_Name = "RpcMessage";
|
||||
|
||||
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, SenderClientId);
|
||||
@@ -179,7 +185,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
ByteUnpacker.ReadValuePacked(reader, out SenderClientId);
|
||||
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, GetType().Name);
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
|
||||
@@ -120,49 +120,20 @@ namespace Unity.Netcode
|
||||
public VersionGetter GetVersion;
|
||||
}
|
||||
|
||||
internal List<MessageWithHandler> PrioritizeMessageOrder(List<MessageWithHandler> allowedTypes)
|
||||
{
|
||||
var prioritizedTypes = new List<MessageWithHandler>();
|
||||
|
||||
// First pass puts the priority message in the first indices
|
||||
// Those are the messages that must be delivered in order to allow re-ordering the others later
|
||||
foreach (var t in allowedTypes)
|
||||
{
|
||||
if (t.MessageType.FullName == typeof(ConnectionRequestMessage).FullName ||
|
||||
t.MessageType.FullName == typeof(ConnectionApprovedMessage).FullName)
|
||||
{
|
||||
prioritizedTypes.Add(t);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var t in allowedTypes)
|
||||
{
|
||||
if (t.MessageType.FullName != typeof(ConnectionRequestMessage).FullName &&
|
||||
t.MessageType.FullName != typeof(ConnectionApprovedMessage).FullName)
|
||||
{
|
||||
prioritizedTypes.Add(t);
|
||||
}
|
||||
}
|
||||
|
||||
return prioritizedTypes;
|
||||
}
|
||||
|
||||
public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_Sender = sender;
|
||||
m_Owner = owner;
|
||||
|
||||
if (provider == null)
|
||||
{
|
||||
provider = new ILPPMessageProvider();
|
||||
}
|
||||
|
||||
// Get the presorted message types returned by the provider
|
||||
var allowedTypes = provider.GetMessages();
|
||||
|
||||
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
|
||||
allowedTypes = PrioritizeMessageOrder(allowedTypes);
|
||||
foreach (var type in allowedTypes)
|
||||
{
|
||||
RegisterMessageType(type);
|
||||
|
||||
Reference in New Issue
Block a user