com.unity.netcode.gameobjects@1.7.0

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).

## [1.7.0] - 2023-10-11

### Added

- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)

### Fixed

- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)

### Changed

- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
This commit is contained in:
Unity Technologies
2023-10-11 00:00:00 +00:00
parent b3bd4727ab
commit 6e70854b86
43 changed files with 1783 additions and 322 deletions

View File

@@ -6,6 +6,41 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [1.7.0] - 2023-10-11
### Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)
### Fixed
- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
### Changed
- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
## [1.6.0] - 2023-08-09
### Added
@@ -14,7 +49,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
### Fixed
- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
- Fixed issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)

View File

@@ -1137,6 +1137,7 @@ namespace Unity.Netcode.Components
if (m_LayerWeights[animationState.Layer] != animationState.Weight)
{
m_Animator.SetLayerWeight(animationState.Layer, animationState.Weight);
m_LayerWeights[animationState.Layer] = animationState.Weight;
}
}

View File

@@ -499,6 +499,10 @@ namespace Unity.Netcode.Components
/// <remarks>
/// When there is no change in an updated state's position then there are no values to return.
/// Checking for <see cref="HasPositionChange"/> is one way to detect this.
/// When used with half precision it returns the half precision delta position state update
/// which will not be the full position.
/// To get a NettworkTransform's full position, use <see cref="GetSpaceRelativePosition(bool)"/> and
/// pass true as the parameter.
/// </remarks>
/// <returns><see cref="Vector3"/></returns>
public Vector3 GetPosition()
@@ -1110,7 +1114,16 @@ namespace Unity.Netcode.Components
}
else
{
return m_CurrentPosition;
// When half float precision is enabled, get the NetworkDeltaPosition's full position
if (UseHalfFloatPrecision)
{
return m_HalfPositionState.GetFullPosition();
}
else
{
// Otherwise, just get the current position
return m_CurrentPosition;
}
}
}
@@ -1393,6 +1406,8 @@ namespace Unity.Netcode.Components
{
}
// Tracks the last tick a state update was sent (see further below)
private int m_LastTick;
/// <summary>
/// Authoritative side only
/// If there are any transform delta states, this method will synchronize the
@@ -1411,11 +1426,27 @@ namespace Unity.Netcode.Components
if (ApplyTransformToNetworkStateWithInfo(ref m_LocalAuthoritativeNetworkState, ref transformToCommit, synchronize))
{
m_LocalAuthoritativeNetworkState.LastSerializedSize = m_OldState.LastSerializedSize;
OnAuthorityPushTransformState(ref m_LocalAuthoritativeNetworkState);
// Make sure our network tick is incremented
if (m_LastTick == m_LocalAuthoritativeNetworkState.NetworkTick && !m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame)
{
// When running in authority and a remote client is the owner, the client can hit a perfect window of time where
// it is still on the previous network tick (as a count) but still have had the tick event triggered.
// (This is cheaper than calculating the exact tick each time and only can occur on clients)
if (!IsServer)
{
m_LocalAuthoritativeNetworkState.NetworkTick = m_LocalAuthoritativeNetworkState.NetworkTick + 1;
}
else
{
NetworkLog.LogError($"[NT TICK DUPLICATE] Server already sent an update on tick {m_LastTick} and is attempting to send again on the same network tick!");
}
}
m_LastTick = m_LocalAuthoritativeNetworkState.NetworkTick;
// Update the state
UpdateTransformState();
OnAuthorityPushTransformState(ref m_LocalAuthoritativeNetworkState);
m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = false;
}
}
@@ -2209,6 +2240,7 @@ namespace Unity.Netcode.Components
m_HalfPositionState.HalfVector3.Axis = m_LocalAuthoritativeNetworkState.NetworkDeltaPosition.HalfVector3.Axis;
// and update our target position
m_TargetPosition = m_HalfPositionState.ToVector3(newState.NetworkTick);
m_LocalAuthoritativeNetworkState.NetworkDeltaPosition.CurrentBasePosition = m_HalfPositionState.CurrentBasePosition;
m_LocalAuthoritativeNetworkState.CurrentPosition = m_TargetPosition;
}
@@ -2455,6 +2487,9 @@ namespace Unity.Netcode.Components
// Update any changes to the transform
var transformSource = transform;
OnUpdateAuthoritativeState(ref transformSource);
m_CurrentPosition = GetSpaceRelativePosition();
m_TargetPosition = GetSpaceRelativePosition();
}
else
{
@@ -2466,9 +2501,6 @@ namespace Unity.Netcode.Components
}
}
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
@@ -2510,24 +2542,25 @@ namespace Unity.Netcode.Components
}
/// <inheritdoc/>
public override void OnGainedOwnership()
public override void OnLostOwnership()
{
// Only initialize if we gained ownership
if (OwnerClientId == NetworkManager.LocalClientId)
{
Initialize();
}
base.OnLostOwnership();
}
/// <inheritdoc/>
public override void OnLostOwnership()
public override void OnGainedOwnership()
{
// Only initialize if we are not authority and lost
// ownership
if (OwnerClientId != NetworkManager.LocalClientId)
base.OnGainedOwnership();
}
protected override void OnOwnershipChanged(ulong previous, ulong current)
{
// If we were the previous owner or the newly assigned owner then reinitialize
if (current == NetworkManager.LocalClientId || previous == NetworkManager.LocalClientId)
{
Initialize();
}
base.OnOwnershipChanged(previous, current);
}
/// <summary>
@@ -2552,6 +2585,7 @@ namespace Unity.Netcode.Components
}
/// <summary>
/// Initializes NetworkTransform when spawned and ownership changes.
/// </summary>
@@ -2572,7 +2606,8 @@ namespace Unity.Netcode.Components
{
m_HalfPositionState = new NetworkDeltaPosition(currentPosition, NetworkManager.NetworkTickSystem.ServerTime.Tick, math.bool3(SyncPositionX, SyncPositionY, SyncPositionZ));
}
m_CurrentPosition = currentPosition;
m_TargetPosition = currentPosition;
// Authority only updates once per network tick
NetworkManager.NetworkTickSystem.Tick -= NetworkTickSystem_Tick;
NetworkManager.NetworkTickSystem.Tick += NetworkTickSystem_Tick;
@@ -2835,6 +2870,13 @@ namespace Unity.Netcode.Components
/// <param name="messagePayload">serialzied <see cref="NetworkTransformState"/></param>
private void TransformStateUpdate(ulong senderId, FastBufferReader messagePayload)
{
if (!OnIsServerAuthoritative() && IsServer && OwnerClientId == NetworkManager.ServerClientId)
{
// Ownership must have changed, ignore any additional pending messages that might have
// come from a previous owner client.
return;
}
// Forward owner authoritative messages before doing anything else
if (IsServer && !OnIsServerAuthoritative())
{
@@ -2856,6 +2898,7 @@ namespace Unity.Netcode.Components
/// <param name="messagePayload">the owner state message payload</param>
private unsafe void ForwardStateUpdateMessage(FastBufferReader messagePayload)
{
var serverAuthoritative = OnIsServerAuthoritative();
var currentPosition = messagePayload.Position;
var messageSize = messagePayload.Length - currentPosition;
var writer = new FastBufferWriter(messageSize, Allocator.Temp);
@@ -2867,7 +2910,7 @@ namespace Unity.Netcode.Components
for (int i = 0; i < clientCount; i++)
{
var clientId = NetworkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
if (!OnIsServerAuthoritative() && (NetworkManager.ServerClientId == clientId || clientId == OwnerClientId))
if (NetworkManager.ServerClientId == clientId || (!serverAuthoritative && clientId == OwnerClientId))
{
continue;
}

View File

@@ -8,6 +8,9 @@ using Mono.Cecil.Cil;
using Mono.Cecil.Rocks;
using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
using MethodAttributes = Mono.Cecil.MethodAttributes;
@@ -66,7 +69,7 @@ namespace Unity.Netcode.Editor.CodeGen
{
m_MainModule = mainModule;
if (ImportReferences(mainModule))
if (ImportReferences(mainModule, compiledAssembly.Defines))
{
// process `NetworkBehaviour` types
try
@@ -76,7 +79,38 @@ namespace Unity.Netcode.Editor.CodeGen
.ToList()
.ForEach(b => ProcessNetworkBehaviour(b, compiledAssembly.Defines));
CreateNetworkVariableTypeInitializers(assemblyDefinition);
foreach (var type in mainModule.GetTypes())
{
var resolved = type.Resolve();
foreach (var attribute in resolved.CustomAttributes)
{
if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
{
var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
}
}
foreach (var method in resolved.Methods)
{
foreach (var attribute in method.CustomAttributes)
{
if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
{
var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
}
}
}
}
CreateNetworkVariableTypeInitializers(assemblyDefinition, compiledAssembly.Defines);
}
catch (Exception e)
{
@@ -135,7 +169,7 @@ namespace Unity.Netcode.Editor.CodeGen
return false;
}
private void CreateNetworkVariableTypeInitializers(AssemblyDefinition assembly)
private void CreateNetworkVariableTypeInitializers(AssemblyDefinition assembly, string[] assemblyDefines)
{
var typeDefinition = new TypeDefinition("__GEN", "NetworkVariableSerializationHelper", TypeAttributes.NotPublic | TypeAttributes.AnsiClass | TypeAttributes.BeforeFieldInit, assembly.MainModule.TypeSystem.Object);
@@ -145,7 +179,15 @@ namespace Unity.Netcode.Editor.CodeGen
MethodAttributes.Static,
assembly.MainModule.TypeSystem.Void);
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_RuntimeInitializeOnLoadAttribute_Ctor));
bool isEditor = assemblyDefines.Contains("UNITY_EDITOR");
if (isEditor)
{
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_InitializeOnLoadAttribute_Ctor));
}
else
{
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_RuntimeInitializeOnLoadAttribute_Ctor));
}
typeDefinition.Methods.Add(staticCtorMethodDef);
@@ -196,10 +238,7 @@ namespace Unity.Netcode.Editor.CodeGen
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(wrappedType);
}
serializeMethod?.GenericArguments.Add(wrappedType);
equalityMethod.GenericArguments.Add(wrappedType);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
@@ -259,10 +298,7 @@ namespace Unity.Netcode.Editor.CodeGen
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(type);
}
serializeMethod?.GenericArguments.Add(type);
equalityMethod.GenericArguments.Add(type);
}
else
@@ -296,10 +332,7 @@ namespace Unity.Netcode.Editor.CodeGen
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(type);
}
serializeMethod?.GenericArguments.Add(type);
equalityMethod.GenericArguments.Add(type);
}
@@ -328,10 +361,7 @@ namespace Unity.Netcode.Editor.CodeGen
private MethodReference m_NetworkManager_getIsServer_MethodRef;
private MethodReference m_NetworkManager_getIsClient_MethodRef;
private FieldReference m_NetworkManager_LogLevel_FieldRef;
private FieldReference m_NetworkManager_rpc_func_table_FieldRef;
private MethodReference m_NetworkManager_rpc_func_table_Add_MethodRef;
private FieldReference m_NetworkManager_rpc_name_table_FieldRef;
private MethodReference m_NetworkManager_rpc_name_table_Add_MethodRef;
private MethodReference m_NetworkBehaviour___registerRpc_MethodRef;
private TypeReference m_NetworkBehaviour_TypeRef;
private TypeReference m_NetworkVariableBase_TypeRef;
private MethodReference m_NetworkVariableBase_Initialize_MethodRef;
@@ -382,6 +412,7 @@ namespace Unity.Netcode.Editor.CodeGen
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef;
private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor;
private MethodReference m_InitializeOnLoadAttribute_Ctor;
private MethodReference m_ExceptionCtorMethodReference;
private MethodReference m_List_NetworkVariableBase_Add;
@@ -457,9 +488,9 @@ namespace Unity.Netcode.Editor.CodeGen
private const string k_NetworkManager_IsServer = nameof(NetworkManager.IsServer);
private const string k_NetworkManager_IsClient = nameof(NetworkManager.IsClient);
private const string k_NetworkManager_LogLevel = nameof(NetworkManager.LogLevel);
private const string k_NetworkManager_rpc_func_table = nameof(NetworkManager.__rpc_func_table);
private const string k_NetworkManager_rpc_name_table = nameof(NetworkManager.__rpc_name_table);
private const string k_NetworkBehaviour_rpc_func_table = nameof(NetworkBehaviour.__rpc_func_table);
private const string k_NetworkBehaviour_rpc_name_table = nameof(NetworkBehaviour.__rpc_name_table);
private const string k_NetworkBehaviour_rpc_exec_stage = nameof(NetworkBehaviour.__rpc_exec_stage);
private const string k_NetworkBehaviour_NetworkVariableFields = nameof(NetworkBehaviour.NetworkVariableFields);
private const string k_NetworkBehaviour_beginSendServerRpc = nameof(NetworkBehaviour.__beginSendServerRpc);
@@ -467,10 +498,12 @@ namespace Unity.Netcode.Editor.CodeGen
private const string k_NetworkBehaviour_beginSendClientRpc = nameof(NetworkBehaviour.__beginSendClientRpc);
private const string k_NetworkBehaviour_endSendClientRpc = nameof(NetworkBehaviour.__endSendClientRpc);
private const string k_NetworkBehaviour___initializeVariables = nameof(NetworkBehaviour.__initializeVariables);
private const string k_NetworkBehaviour___initializeRpcs = nameof(NetworkBehaviour.__initializeRpcs);
private const string k_NetworkBehaviour_createNativeList = nameof(NetworkBehaviour.__createNativeList);
private const string k_NetworkBehaviour_NetworkManager = nameof(NetworkBehaviour.NetworkManager);
private const string k_NetworkBehaviour_OwnerClientId = nameof(NetworkBehaviour.OwnerClientId);
private const string k_NetworkBehaviour___nameNetworkVariable = nameof(NetworkBehaviour.__nameNetworkVariable);
private const string k_NetworkBehaviour___registerRpc = nameof(NetworkBehaviour.__registerRpc);
private const string k_NetworkVariableBase_Initialize = nameof(NetworkVariableBase.Initialize);
@@ -484,7 +517,7 @@ namespace Unity.Netcode.Editor.CodeGen
// CodeGen cannot reference the collections assembly to do a typeof() on it due to a bug that causes that to crash.
private const string k_INativeListBool_FullName = "Unity.Collections.INativeList`1<System.Byte>";
private bool ImportReferences(ModuleDefinition moduleDefinition)
private bool ImportReferences(ModuleDefinition moduleDefinition, string[] assemblyDefines)
{
TypeDefinition debugTypeDef = null;
foreach (var unityTypeDef in m_UnityModule.GetAllTypes())
@@ -496,6 +529,13 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
bool isEditor = assemblyDefines.Contains("UNITY_EDITOR");
if (isEditor)
{
m_InitializeOnLoadAttribute_Ctor = moduleDefinition.ImportReference(typeof(InitializeOnLoadMethodAttribute).GetConstructor(new Type[] { }));
}
m_RuntimeInitializeOnLoadAttribute_Ctor = moduleDefinition.ImportReference(typeof(RuntimeInitializeOnLoadMethodAttribute).GetConstructor(new Type[] { }));
TypeDefinition networkManagerTypeDef = null;
@@ -530,7 +570,7 @@ namespace Unity.Netcode.Editor.CodeGen
continue;
}
if (networkHandlerDelegateTypeDef == null && netcodeTypeDef.Name == nameof(NetworkManager.RpcReceiveHandler))
if (networkHandlerDelegateTypeDef == null && netcodeTypeDef.Name == nameof(NetworkBehaviour.RpcReceiveHandler))
{
networkHandlerDelegateTypeDef = netcodeTypeDef;
continue;
@@ -629,20 +669,6 @@ namespace Unity.Netcode.Editor.CodeGen
case k_NetworkManager_LogLevel:
m_NetworkManager_LogLevel_FieldRef = moduleDefinition.ImportReference(fieldDef);
break;
case k_NetworkManager_rpc_func_table:
m_NetworkManager_rpc_func_table_FieldRef = moduleDefinition.ImportReference(fieldDef);
m_NetworkManager_rpc_func_table_Add_MethodRef = fieldDef.FieldType.Resolve().Methods.First(m => m.Name == "Add");
m_NetworkManager_rpc_func_table_Add_MethodRef.DeclaringType = fieldDef.FieldType;
m_NetworkManager_rpc_func_table_Add_MethodRef = moduleDefinition.ImportReference(m_NetworkManager_rpc_func_table_Add_MethodRef);
break;
case k_NetworkManager_rpc_name_table:
m_NetworkManager_rpc_name_table_FieldRef = moduleDefinition.ImportReference(fieldDef);
m_NetworkManager_rpc_name_table_Add_MethodRef = fieldDef.FieldType.Resolve().Methods.First(m => m.Name == "Add");
m_NetworkManager_rpc_name_table_Add_MethodRef.DeclaringType = fieldDef.FieldType;
m_NetworkManager_rpc_name_table_Add_MethodRef = moduleDefinition.ImportReference(m_NetworkManager_rpc_name_table_Add_MethodRef);
break;
}
}
@@ -682,6 +708,10 @@ namespace Unity.Netcode.Editor.CodeGen
case k_NetworkBehaviour___nameNetworkVariable:
m_NetworkBehaviour___nameNetworkVariable_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
case k_NetworkBehaviour___registerRpc:
m_NetworkBehaviour___registerRpc_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
}
}
@@ -1095,8 +1125,15 @@ namespace Unity.Netcode.Editor.CodeGen
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition, string[] assemblyDefines)
{
var rpcHandlers = new List<(uint RpcMethodId, MethodDefinition RpcHandler)>();
var rpcNames = new List<(uint RpcMethodId, string RpcMethodName)>();
foreach (var methodDefinition in typeDefinition.Methods)
{
if (methodDefinition.Name == k_NetworkBehaviour___initializeRpcs)
{
// If this hits, we've already generated the method for this class because a child class got processed first.
return;
}
}
var rpcHandlers = new List<(uint RpcMethodId, MethodDefinition RpcHandler, string RpcMethodName)>();
bool isEditorOrDevelopment = assemblyDefines.Contains("UNITY_EDITOR") || assemblyDefines.Contains("DEVELOPMENT_BUILD");
@@ -1127,12 +1164,7 @@ namespace Unity.Netcode.Editor.CodeGen
InjectWriteAndCallBlocks(methodDefinition, rpcAttribute, rpcMethodId);
rpcHandlers.Add((rpcMethodId, GenerateStaticHandler(methodDefinition, rpcAttribute, rpcMethodId)));
if (isEditorOrDevelopment)
{
rpcNames.Add((rpcMethodId, methodDefinition.Name));
}
rpcHandlers.Add((rpcMethodId, GenerateStaticHandler(methodDefinition, rpcAttribute, rpcMethodId), methodDefinition.Name));
}
GenerateVariableInitialization(typeDefinition);
@@ -1146,13 +1178,22 @@ namespace Unity.Netcode.Editor.CodeGen
//var type = field.FieldType;
if (type.IsGenericInstance)
{
if (type.Resolve().Name == typeof(NetworkVariable<>).Name || type.Resolve().Name == typeof(NetworkList<>).Name)
foreach (var attribute in type.Resolve().CustomAttributes)
{
var genericInstanceType = (GenericInstanceType)type;
var wrappedType = genericInstanceType.GenericArguments[0];
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
if (attribute.AttributeType.Name == nameof(GenerateSerializationForGenericParameterAttribute))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
var idx = (int)attribute.ConstructorArguments[0].Value;
var genericInstanceType = (GenericInstanceType)type;
if (idx < 0 || idx >= genericInstanceType.GenericArguments.Count)
{
m_Diagnostics.AddError($"{type} has a {nameof(GenerateSerializationForGenericParameterAttribute)} referencing a parameter index outside the valid range (0-{genericInstanceType.GenericArguments.Count - 1}");
continue;
}
var wrappedType = genericInstanceType.GenericArguments[idx];
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
}
}
}
@@ -1173,13 +1214,22 @@ namespace Unity.Netcode.Editor.CodeGen
GetAllBaseTypesAndResolveGenerics(type.Resolve(), ref baseTypes, genericParams);
foreach (var baseType in baseTypes)
{
if (baseType.Resolve().Name == typeof(NetworkVariable<>).Name || baseType.Resolve().Name == typeof(NetworkList<>).Name)
foreach (var attribute in baseType.Resolve().CustomAttributes)
{
var genericInstanceType = (GenericInstanceType)baseType;
var wrappedType = genericInstanceType.GenericArguments[0];
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
if (attribute.AttributeType.Name == nameof(GenerateSerializationForGenericParameterAttribute))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
var idx = (int)attribute.ConstructorArguments[0].Value;
var genericInstanceType = (GenericInstanceType)baseType;
if (idx < 0 || idx >= genericInstanceType.GenericArguments.Count)
{
m_Diagnostics.AddError($"{baseType} has a {nameof(GenerateSerializationForGenericParameterAttribute)} referencing a parameter index outside the valid range (0-{genericInstanceType.GenericArguments.Count - 1}");
continue;
}
var wrappedType = genericInstanceType.GenericArguments[idx];
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
}
}
}
@@ -1187,42 +1237,84 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
if (rpcHandlers.Count > 0 || rpcNames.Count > 0)
if (rpcHandlers.Count > 0)
{
var staticCtorMethodDef = new MethodDefinition(
$"InitializeRPCS_{typeDefinition.Name}",
MethodAttributes.Assembly |
MethodAttributes.Static,
var initializeRpcsMethodDef = new MethodDefinition(
k_NetworkBehaviour___initializeRpcs,
MethodAttributes.Family | MethodAttributes.Virtual | MethodAttributes.HideBySig,
typeDefinition.Module.TypeSystem.Void);
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_RuntimeInitializeOnLoadAttribute_Ctor));
typeDefinition.Methods.Add(staticCtorMethodDef);
initializeRpcsMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
typeDefinition.Methods.Add(initializeRpcsMethodDef);
var instructions = new List<Instruction>();
var processor = staticCtorMethodDef.Body.GetILProcessor();
var processor = initializeRpcsMethodDef.Body.GetILProcessor();
foreach (var (rpcMethodId, rpcHandler) in rpcHandlers)
foreach (var (rpcMethodId, rpcHandler, rpcMethodName) in rpcHandlers)
{
typeDefinition.Methods.Add(rpcHandler);
// NetworkManager.__rpc_func_table.Add(RpcMethodId, HandleFunc);
instructions.Add(processor.Create(OpCodes.Ldsfld, m_NetworkManager_rpc_func_table_FieldRef));
MethodReference callMethod = rpcHandler;
if (typeDefinition.HasGenericParameters)
{
var genericTypes = new List<TypeReference>();
foreach (var parameter in typeDefinition.GenericParameters)
{
genericTypes.Add(parameter);
}
callMethod = callMethod.MakeGeneric(genericTypes.ToArray());
}
// __registerRpc(RpcMethodId, HandleFunc, methodName);
instructions.Add(processor.Create(OpCodes.Ldarg_0));
instructions.Add(processor.Create(OpCodes.Ldc_I4, unchecked((int)rpcMethodId)));
instructions.Add(processor.Create(OpCodes.Ldnull));
instructions.Add(processor.Create(OpCodes.Ldftn, rpcHandler));
instructions.Add(processor.Create(OpCodes.Ldftn, callMethod));
instructions.Add(processor.Create(OpCodes.Newobj, m_NetworkHandlerDelegateCtor_MethodRef));
instructions.Add(processor.Create(OpCodes.Call, m_NetworkManager_rpc_func_table_Add_MethodRef));
instructions.Add(processor.Create(OpCodes.Ldstr, rpcMethodName));
instructions.Add(processor.Create(OpCodes.Call, m_NetworkBehaviour___registerRpc_MethodRef));
}
foreach (var (rpcMethodId, rpcMethodName) in rpcNames)
// Find the base method...
MethodReference initializeRpcsBaseReference = null;
foreach (var methodDefinition in typeDefinition.BaseType.Resolve().Methods)
{
// NetworkManager.__rpc_name_table.Add(RpcMethodId, RpcMethodName);
instructions.Add(processor.Create(OpCodes.Ldsfld, m_NetworkManager_rpc_name_table_FieldRef));
instructions.Add(processor.Create(OpCodes.Ldc_I4, unchecked((int)rpcMethodId)));
instructions.Add(processor.Create(OpCodes.Ldstr, rpcMethodName));
instructions.Add(processor.Create(OpCodes.Call, m_NetworkManager_rpc_name_table_Add_MethodRef));
if (methodDefinition.Name == k_NetworkBehaviour___initializeRpcs)
{
initializeRpcsBaseReference = m_MainModule.ImportReference(methodDefinition);
break;
}
}
if (initializeRpcsBaseReference == null)
{
// If we couldn't find it, we have to go ahead and add it.
// The base class could be in another assembly... that's ok, this won't
// actually save but it'll generate the same method the same way later,
// so this at least allows us to reference it.
ProcessNetworkBehaviour(typeDefinition.BaseType.Resolve(), assemblyDefines);
foreach (var methodDefinition in typeDefinition.BaseType.Resolve().Methods)
{
if (methodDefinition.Name == k_NetworkBehaviour___initializeRpcs)
{
initializeRpcsBaseReference = m_MainModule.ImportReference(methodDefinition);
break;
}
}
}
if (typeDefinition.BaseType.Resolve().HasGenericParameters)
{
var baseTypeInstance = (GenericInstanceType)typeDefinition.BaseType;
initializeRpcsBaseReference = initializeRpcsBaseReference.MakeGeneric(baseTypeInstance.GenericArguments.ToArray());
}
// base.__initializeRpcs();
instructions.Add(processor.Create(OpCodes.Nop));
instructions.Add(processor.Create(OpCodes.Ldarg_0));
instructions.Add(processor.Create(OpCodes.Call, initializeRpcsBaseReference));
instructions.Add(processor.Create(OpCodes.Nop));
instructions.Reverse();
instructions.ForEach(instruction => processor.Body.Instructions.Insert(0, instruction));
}
@@ -1453,6 +1545,27 @@ namespace Unity.Netcode.Editor.CodeGen
private bool GetWriteMethodForParameter(TypeReference paramType, out MethodReference methodRef)
{
if (paramType.Resolve() == null)
{
// Handle generic types by passing them to RpcFallbackSerialization
// This just passes directly to NetworkVariableSerialization, but I could not figure out how to
// get ILPP to generate valid code for calling a method of the format
// `GenericClass<T>.StaticMethod(ref T value)` - it would either complain about T being
// defined in another module, or it would end up generating a completely invalid call to a
// random method on another random class.
var serializationHelperType = m_MainModule.ImportReference(typeof(RpcFallbackSerialization));
foreach (var method in serializationHelperType.Resolve().Methods)
{
if (method.Name == nameof(NetworkVariableSerialization<bool>.Write))
{
var reference = new GenericInstanceMethod(m_MainModule.ImportReference(method));
reference.GenericArguments.Add(paramType);
methodRef = reference;
return true;
}
}
}
if (paramType.FullName == typeof(short).FullName)
{
methodRef = m_BytePacker_WriteValueBitPacked_Short_MethodRef;
@@ -1669,6 +1782,27 @@ namespace Unity.Netcode.Editor.CodeGen
private bool GetReadMethodForParameter(TypeReference paramType, out MethodReference methodRef)
{
if (paramType.Resolve() == null)
{
// Handle generic types by passing them to RpcFallbackSerialization
// This just passes directly to NetworkVariableSerialization, but I could not figure out how to
// get ILPP to generate valid code for calling a method of the format
// `GenericClass<T>.StaticMethod(ref T value)` - it would either complain about T being
// defined in another module, or it would end up generating a completely invalid call to a
// random method on another random class.
var serializationHelperType = m_MainModule.ImportReference(typeof(RpcFallbackSerialization));
foreach (var method in serializationHelperType.Resolve().Methods)
{
if (method.Name == nameof(NetworkVariableSerialization<bool>.Read))
{
var reference = new GenericInstanceMethod(m_MainModule.ImportReference(method));
reference.GenericArguments.Add(paramType);
methodRef = reference;
return true;
}
}
}
if (paramType.FullName == typeof(short).FullName)
{
methodRef = m_ByteUnpacker_ReadValueBitPacked_Short_MethodRef;
@@ -1959,7 +2093,7 @@ namespace Unity.Netcode.Editor.CodeGen
Instruction jumpInstruction = null;
if (!paramType.IsValueType)
if (!paramType.IsValueType && paramType.Resolve() != null)
{
if (!GetWriteMethodForParameter(typeSystem.Boolean, out var boolMethodRef))
{
@@ -2432,7 +2566,7 @@ namespace Unity.Netcode.Editor.CodeGen
Instruction jumpInstruction = null;
if (!paramType.IsValueType)
if (!paramType.IsValueType && paramType.Resolve() != null)
{
if (!GetReadMethodForParameter(typeSystem.Boolean, out var boolMethodRef))
{
@@ -2559,9 +2693,21 @@ namespace Unity.Netcode.Editor.CodeGen
// NetworkBehaviour.XXXRpc(...);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Castclass, methodDefinition.DeclaringType);
var castType = (TypeReference)methodDefinition.DeclaringType;
var callMethod = (MethodReference)methodDefinition;
if (castType.HasGenericParameters)
{
var genericTypes = new List<TypeReference>();
foreach (var parameter in castType.GenericParameters)
{
genericTypes.Add(parameter);
}
castType = castType.MakeGenericInstanceType(genericTypes.ToArray());
callMethod = callMethod.MakeGeneric(genericTypes.ToArray());
}
processor.Emit(OpCodes.Castclass, castType);
Enumerable.Range(0, paramCount).ToList().ForEach(paramIndex => processor.Emit(OpCodes.Ldloc, paramLocalMap[paramIndex]));
processor.Emit(OpCodes.Callvirt, methodDefinition);
processor.Emit(OpCodes.Callvirt, callMethod);
// NetworkBehaviour.__rpc_exec_stage = __RpcExecStage.None;
processor.Emit(OpCodes.Ldarg_0);

View File

@@ -53,6 +53,7 @@ namespace Unity.Netcode.Editor.CodeGen
ProcessNetworkBehaviour(typeDefinition);
break;
case nameof(__RpcParams):
case nameof(RpcFallbackSerialization):
typeDefinition.IsPublic = true;
break;
}
@@ -79,6 +80,9 @@ namespace Unity.Netcode.Editor.CodeGen
return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
}
// TODO: Deprecate...
// This is changing accessibility for values that are no longer used, but since our validator runs
// after ILPP and sees those values as public, they cannot be removed until a major version change.
private void ProcessNetworkManager(TypeDefinition typeDefinition, string[] assemblyDefines)
{
foreach (var fieldDefinition in typeDefinition.Fields)
@@ -116,6 +120,10 @@ namespace Unity.Netcode.Editor.CodeGen
{
nestedType.IsNestedFamily = true;
}
if (nestedType.Name == nameof(NetworkBehaviour.RpcReceiveHandler))
{
nestedType.IsNestedPublic = true;
}
}
foreach (var fieldDefinition in typeDefinition.Fields)
@@ -124,6 +132,20 @@ namespace Unity.Netcode.Editor.CodeGen
{
fieldDefinition.IsFamilyOrAssembly = true;
}
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_func_table))
{
fieldDefinition.IsFamilyOrAssembly = true;
}
if (fieldDefinition.Name == nameof(NetworkBehaviour.RpcReceiveHandler))
{
fieldDefinition.IsFamilyOrAssembly = true;
}
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_name_table))
{
fieldDefinition.IsFamilyOrAssembly = true;
}
}
foreach (var methodDefinition in typeDefinition.Methods)
@@ -133,6 +155,8 @@ namespace Unity.Netcode.Editor.CodeGen
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeVariables) ||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeRpcs) ||
methodDefinition.Name == nameof(NetworkBehaviour.__registerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__nameNetworkVariable) ||
methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
{

View File

@@ -20,7 +20,7 @@ namespace Unity.Netcode.Editor.Configuration
}
[SerializeField]
public bool GenerateDefaultNetworkPrefabs;
public bool GenerateDefaultNetworkPrefabs = true;
internal void SaveSettings()
{

View File

@@ -37,12 +37,12 @@ namespace Unity.Netcode.Editor
for (int i = 0; i < fields.Length; i++)
{
var ft = fields[i].FieldType;
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
}
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
@@ -417,6 +417,48 @@ namespace Unity.Netcode.Editor
}
}
}
if (networkObject != null)
{
OrderNetworkObject(networkObject);
}
}
// Assures the NetworkObject precedes any NetworkBehaviour on the same GameObject as the NetworkObject
private static void OrderNetworkObject(NetworkObject networkObject)
{
var monoBehaviours = networkObject.gameObject.GetComponents<MonoBehaviour>();
var networkObjectIndex = 0;
var firstNetworkBehaviourIndex = -1;
for (int i = 0; i < monoBehaviours.Length; i++)
{
if (monoBehaviours[i] == networkObject)
{
networkObjectIndex = i;
break;
}
var networkBehaviour = monoBehaviours[i] as NetworkBehaviour;
if (networkBehaviour != null)
{
// Get the index of the first NetworkBehaviour Component
if (firstNetworkBehaviourIndex == -1)
{
firstNetworkBehaviourIndex = i;
}
}
}
if (firstNetworkBehaviourIndex != -1 && networkObjectIndex > firstNetworkBehaviourIndex)
{
var positionsToMove = networkObjectIndex - firstNetworkBehaviourIndex;
for (int i = 0; i < positionsToMove; i++)
{
UnityEditorInternal.ComponentUtility.MoveComponentUp(networkObject);
}
EditorUtility.SetDirty(networkObject.gameObject);
}
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
@@ -11,6 +12,18 @@ namespace Unity.Netcode
public abstract class NetworkBehaviour : MonoBehaviour
{
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
#endif
// RuntimeAccessModifiersILPP will make this `protected`
internal enum __RpcExecStage
{
@@ -97,7 +110,7 @@ namespace Unity.Netcode
bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{
NetworkManager.NetworkMetrics.TrackRpcSent(
NetworkManager.ServerClientId,
@@ -228,7 +241,7 @@ namespace Unity.Netcode
bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{
if (clientRpcParams.Send.TargetClientIds != null)
{
@@ -532,6 +545,23 @@ namespace Unity.Netcode
OnGainedOwnership();
}
/// <summary>
/// Invoked on all clients, override this method to be notified of any
/// ownership changes (even if the instance was niether the previous or
/// newly assigned current owner).
/// </summary>
/// <param name="previous">the previous owner</param>
/// <param name="current">the current owner</param>
protected virtual void OnOwnershipChanged(ulong previous, ulong current)
{
}
internal void InternalOnOwnershipChanged(ulong previous, ulong current)
{
OnOwnershipChanged(previous, current);
}
/// <summary>
/// Gets called when we loose ownership of this object
/// </summary>
@@ -565,6 +595,25 @@ namespace Unity.Netcode
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
}
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal virtual void __initializeRpcs()
#pragma warning restore IDE1006 // restore naming rule violation check
{
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's RPCs.
}
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal void __registerRpc(uint hash, RpcReceiveHandler handler, string rpcMethodName)
#pragma warning restore IDE1006 // restore naming rule violation check
{
__rpc_func_table[GetType()][hash] = handler;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
__rpc_name_table[GetType()][hash] = rpcMethodName;
#endif
}
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
@@ -583,6 +632,14 @@ namespace Unity.Netcode
m_VarInit = true;
if (!__rpc_func_table.ContainsKey(GetType()))
{
__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
__rpc_name_table[GetType()] = new Dictionary<uint, string>();
#endif
__initializeRpcs();
}
__initializeVariables();
{

View File

@@ -15,6 +15,9 @@ namespace Unity.Netcode
[AddComponentMenu("Netcode/Network Manager", -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{
// 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.
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
@@ -491,6 +494,15 @@ namespace Unity.Netcode
}
}
}
private void ModeChanged(PlayModeStateChange change)
{
if (IsListening && change == PlayModeStateChange.ExitingPlayMode)
{
// Make sure we are not holding onto anything in case domain reload is disabled
ShutdownInternal();
}
}
#endif
/// <summary>
@@ -539,6 +551,9 @@ namespace Unity.Netcode
NetworkConfig?.InitializePrefabs();
UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += ModeChanged;
#endif
}
private void OnEnable()
@@ -581,7 +596,12 @@ namespace Unity.Netcode
/// <summary>
/// Sets the maximum size of a single non-fragmented message (or message batch) passed through the transport.
/// This should represent the transport's MTU size, minus any transport-level overhead.
/// This should represent the transport's default MTU size, minus any transport-level overhead.
/// This value will be used for any remote endpoints that haven't had per-endpoint MTUs set.
/// This value is also used as the size of the temporary buffer used when serializing
/// a single message (to avoid serializing multiple times when sending to multiple endpoints),
/// and thus should be large enough to ensure it can hold each message type.
/// This value defaults to 1296.
/// </summary>
/// <param name="size"></param>
public int MaximumTransmissionUnitSize
@@ -590,6 +610,34 @@ namespace Unity.Netcode
get => MessageManager.NonFragmentedMessageMaxSize;
}
/// <summary>
/// Set the maximum transmission unit for a specific peer.
/// This determines the maximum size of a message batch that can be sent to that client.
/// If not set for any given client, <see cref="MaximumTransmissionUnitSize"/> will be used instead.
/// </summary>
/// <param name="clientId"></param>
/// <param name="size"></param>
public void SetPeerMTU(ulong clientId, int size)
{
MessageManager.PeerMTUSizes[clientId] = size;
}
/// <summary>
/// Queries the current MTU size for a client.
/// If no MTU has been set for that client, will return <see cref="MaximumTransmissionUnitSize"/>
/// </summary>
/// <param name="clientId"></param>
/// <returns></returns>
public int GetPeerMTU(ulong clientId)
{
if (MessageManager.PeerMTUSizes.TryGetValue(clientId, out var ret))
{
return ret;
}
return MessageManager.NonFragmentedMessageMaxSize;
}
/// <summary>
/// Sets the maximum size of a message (or message batch) passed through the transport with the ReliableFragmented delivery.
/// Warning: setting this value too low may result in the SDK becoming non-functional with projects that have a large number of NetworkBehaviours or NetworkVariables, as the SDK relies on the transport's ability to fragment some messages when they grow beyond the MTU size.

View File

@@ -1,9 +1,18 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
#if UNITY_EDITOR
using UnityEditor;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#else
using UnityEditor.Experimental.SceneManagement;
#endif
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
@@ -37,30 +46,171 @@ namespace Unity.Netcode
}
}
private bool m_IsPrefab;
#if UNITY_EDITOR
private void OnValidate()
private const string k_GlobalIdTemplate = "GlobalObjectId_V1-{0}-{1}-{2}-{3}";
/// <summary>
/// Object Types <see href="https://docs.unity3d.com/ScriptReference/GlobalObjectId.html"/>
/// Parameter 0 of <see cref="k_GlobalIdTemplate"/>
/// </summary>
// 0 = Null (when considered a null object type we can ignore)
// 1 = Imported Asset
// 2 = Scene Object
// 3 = Source Asset.
private const int k_NullObjectType = 0;
private const int k_ImportedAssetObjectType = 1;
private const int k_SceneObjectType = 2;
private const int k_SourceAssetObjectType = 3;
[ContextMenu("Refresh In-Scene Prefab Instances")]
internal void RefreshAllPrefabInstances()
{
GenerateGlobalObjectIdHash();
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
if (!PrefabUtility.IsPartOfAnyPrefab(this) || instanceGlobalId.identifierType != k_ImportedAssetObjectType)
{
EditorUtility.DisplayDialog("Network Prefab Assets Only", "This action can only be performed on a network prefab asset.", "Ok");
return;
}
// Handle updating the currently active scene
var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var networkObject in networkObjects)
{
networkObject.OnValidate();
}
NetworkObjectRefreshTool.ProcessActiveScene();
// Refresh all build settings scenes
var activeScene = SceneManager.GetActiveScene();
foreach (var editorScene in EditorBuildSettings.scenes)
{
// skip disabled scenes and the currently active scene
if (!editorScene.enabled || activeScene.path == editorScene.path)
{
continue;
}
// Add the scene to be processed
NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
}
// Process all added scenes
NetworkObjectRefreshTool.ProcessScenes();
}
internal void GenerateGlobalObjectIdHash()
private void OnValidate()
{
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
if (UnityEditor.EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
{
return;
}
// do NOT regenerate GlobalObjectIdHash if Editor is transitioning into or out of PlayMode
if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
var globalObjectIdString = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this).ToString();
GlobalObjectIdHash = XXHash.Hash32(globalObjectIdString);
// Get a global object identifier for this network prefab
var globalId = GetGlobalId();
// if the identifier type is 0, then don't update the GlobalObjectIdHash
if (globalId.identifierType == k_NullObjectType)
{
return;
}
var oldValue = GlobalObjectIdHash;
GlobalObjectIdHash = globalId.ToString().Hash32();
// If the GlobalObjectIdHash value changed, then mark the asset dirty
if (GlobalObjectIdHash != oldValue)
{
// Check if this is an in-scnee placed NetworkObject (Special Case for In-Scene Placed)
if (!IsEditingPrefab() && gameObject.scene.name != null && gameObject.scene.name != gameObject.name)
{
// Sanity check to make sure this is a scene placed object
if (globalId.identifierType != k_SceneObjectType)
{
// This should never happen, but in the event it does throw and error
Debug.LogError($"[{gameObject.name}] is detected as an in-scene placed object but its identifier is of type {globalId.identifierType}! **Report this error**");
}
// If this is a prefab instance
if (PrefabUtility.IsPartOfAnyPrefab(this))
{
// We must invoke this in order for the modifications to get saved with the scene (does not mark scene as dirty)
PrefabUtility.RecordPrefabInstancePropertyModifications(this);
}
}
else // Otherwise, this is a standard network prefab asset so we just mark it dirty for the AssetDatabase to update it
{
EditorUtility.SetDirty(this);
}
}
}
private bool IsEditingPrefab()
{
// Check if we are directly editing the prefab
var stage = PrefabStageUtility.GetPrefabStage(gameObject);
// if we are not editing the prefab directly (or a sub-prefab), then return the object identifier
if (stage == null || stage.assetPath == null)
{
return false;
}
return true;
}
private GlobalObjectId GetGlobalId()
{
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
// If not editing a prefab, then just use the generated id
if (!IsEditingPrefab())
{
return instanceGlobalId;
}
// If the asset doesn't exist at the given path, then return the object identifier
var prefabStageAssetPath = PrefabStageUtility.GetPrefabStage(gameObject).assetPath;
// If (for some reason) the asset path is null return the generated id
if (prefabStageAssetPath == null)
{
return instanceGlobalId;
}
var theAsset = AssetDatabase.LoadAssetAtPath<NetworkObject>(prefabStageAssetPath);
// If there is no asset at that path (for some odd/edge case reason), return the generated id
if (theAsset == null)
{
return instanceGlobalId;
}
// If we can't get the asset GUID and/or the file identifier, then return the object identifier
if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(theAsset, out var guid, out long localFileId))
{
return instanceGlobalId;
}
// Note: If we reached this point, then we are most likely opening a prefab to edit.
// The instanceGlobalId will be constructed as if it is a scene object, however when it
// is serialized its value will be treated as a file asset (the "why" to the below code).
// Construct an imported asset identifier with the type being a source asset object type
var prefabGlobalIdText = string.Format(k_GlobalIdTemplate, k_SourceAssetObjectType, guid, (ulong)localFileId, 0);
// If we can't parse the result log an error and return the instanceGlobalId
if (!GlobalObjectId.TryParse(prefabGlobalIdText, out var prefabGlobalId))
{
Debug.LogError($"[GlobalObjectId Gen] Failed to parse ({prefabGlobalIdText}) returning default ({instanceGlobalId})! ** Please Report This Error **");
return instanceGlobalId;
}
// Otherwise, return the constructed identifier for the source prefab asset
return prefabGlobalId;
}
#endif // UNITY_EDITOR
@@ -684,6 +834,21 @@ namespace Unity.Netcode
}
}
internal void InvokeOwnershipChanged(ulong previous, ulong next)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnOwnershipChanged(previous, next);
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
}
}
}
internal void InvokeBehaviourOnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
@@ -1190,7 +1355,7 @@ namespace Unity.Netcode
return 0;
}
internal NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
public NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
{
if (index >= ChildNetworkBehaviours.Count)
{

View File

@@ -0,0 +1,118 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
/// This is a helper tool to update all in-scene placed instances of a prefab that
/// originally did not have a NetworkObject component but one was added to the prefab
/// later.
/// </summary>
internal class NetworkObjectRefreshTool
{
private static List<string> s_ScenesToUpdate = new List<string>();
private static bool s_ProcessScenes;
private static bool s_CloseScenes;
internal static Action AllScenesProcessed;
internal static void ProcessScene(string scenePath, bool processScenes = true)
{
if (!s_ScenesToUpdate.Contains(scenePath))
{
if (s_ScenesToUpdate.Count == 0)
{
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
}
s_ScenesToUpdate.Add(scenePath);
}
s_ProcessScenes = processScenes;
}
internal static void ProcessActiveScene()
{
var activeScene = SceneManager.GetActiveScene();
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
{
SceneOpened(activeScene);
}
}
internal static void ProcessScenes()
{
if (s_ScenesToUpdate.Count != 0)
{
s_CloseScenes = true;
var scenePath = s_ScenesToUpdate.First();
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
}
else
{
s_CloseScenes = false;
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
AllScenesProcessed?.Invoke();
}
}
private static void FinishedProcessingScene(Scene scene, bool refreshed = false)
{
if (s_ScenesToUpdate.Contains(scene.path))
{
// Provide a log of all scenes that were modified to the user
if (refreshed)
{
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
}
s_ProcessScenes = false;
s_ScenesToUpdate.Remove(scene.path);
if (scene != SceneManager.GetActiveScene())
{
EditorSceneManager.CloseScene(scene, s_CloseScenes);
}
ProcessScenes();
}
}
private static void EditorSceneManager_sceneSaved(Scene scene)
{
FinishedProcessingScene(scene, true);
}
private static void SceneOpened(Scene scene)
{
if (s_ScenesToUpdate.Contains(scene.path))
{
if (s_ProcessScenes)
{
if (!EditorSceneManager.MarkSceneDirty(scene))
{
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
FinishedProcessingScene(scene);
}
else
{
EditorSceneManager.SaveScene(scene);
}
}
else
{
FinishedProcessingScene(scene);
}
}
}
private static void EditorSceneManager_sceneOpened(Scene scene, OpenSceneMode mode)
{
SceneOpened(scene);
}
}
}
#endif // UNITY_EDITOR

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d24d5e8371c3cca4890e2713bdeda288
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,82 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Marks a generic parameter in this class as a type that should be serialized through
/// <see cref="NetworkVariableSerialization{T}"/>. This enables the use of the following methods to support
/// serialization within a Network Variable type:
/// <br/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Read"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Write"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.AreEqual"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Duplicate"/>
/// <br/>
/// <br/>
/// The parameter is indicated by index (and is 0-indexed); for example:
/// <br/>
/// <code>
/// [SerializesGenericParameter(1)]
/// public class MyClass&lt;TTypeOne, TTypeTwo&gt;
/// {
/// }
/// </code>
/// <br/>
/// This tells the code generation for <see cref="NetworkVariableSerialization{T}"/> to generate
/// serialized code for <b>TTypeTwo</b> (generic parameter 1).
/// <br/>
/// <br/>
/// Note that this is primarily intended to support subtypes of <see cref="NetworkVariableBase"/>,
/// and as such, the type resolution is done by examining fields of <see cref="NetworkBehaviour"/>
/// subclasses. If your type is not used in a <see cref="NetworkBehaviour"/>, the codegen will
/// not find the types, even with this attribute.
/// <br/>
/// <br/>
/// This attribute is properly inherited by subclasses. For example:
/// <br/>
/// <code>
/// [SerializesGenericParameter(0)]
/// public class MyClass&lt;T&gt;
/// {
/// }
/// <br/>
/// public class MySubclass1 : MyClass&lt;Foo&gt;
/// {
/// }
/// <br/>
/// public class MySubclass2&lt;T&gt; : MyClass&lt;T&gt;
/// {
/// }
/// <br/>
/// [SerializesGenericParameter(1)]
/// public class MySubclass3&lt;TTypeOne, TTypeTwo&gt; : MyClass&lt;TTypeOne&gt;
/// {
/// }
/// <br/>
/// public class MyBehaviour : NetworkBehaviour
/// {
/// public MySubclass1 TheValue;
/// public MySubclass2&lt;Bar&gt; TheValue;
/// public MySubclass3&lt;Baz, Qux&gt; TheValue;
/// }
/// </code>
/// <br/>
/// The above code will trigger generation of serialization code for <b>Foo</b> (passed directly to the
/// base class), <b>Bar</b> (passed indirectly to the base class), <b>Baz</b> (passed indirectly to the base class),
/// and <b>Qux</b> (marked as serializable in the subclass).
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
public class GenerateSerializationForGenericParameterAttribute : Attribute
{
internal int ParameterIndex;
public GenerateSerializationForGenericParameterAttribute(int parameterIndex)
{
ParameterIndex = parameterIndex;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 18cdaa9c2f6446279b0c5948fcd34eec
timeCreated: 1694029524

View File

@@ -0,0 +1,26 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Specifies a specific type that needs serialization to be generated by codegen.
/// This is only needed in special circumstances where manual serialization is being done.
/// If you are making a generic network variable-style class, use <see cref="GenerateSerializationForGenericParameterAttribute"/>.
/// <br />
/// <br />
/// This attribute can be attached to any class or method anywhere in the codebase and
/// will trigger codegen to generate serialization code for the provided type. It only needs
/// to be included once type per codebase, but including it multiple times for the same type
/// is safe.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method, AllowMultiple = true)]
public class GenerateSerializationForTypeAttribute : Attribute
{
internal Type Type;
public GenerateSerializationForTypeAttribute(Type type)
{
Type = type;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1bd80306706f4054b9ba514a72076df5
timeCreated: 1694103021

View File

@@ -1,4 +1,7 @@
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.Netcode
{
@@ -13,5 +16,24 @@ namespace Unity.Netcode
{
return __network_message_types;
}
#if UNITY_EDITOR
[InitializeOnLoadMethod]
public static void NotifyOnPlayStateChange()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
public static void OnPlayModeStateChanged(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingPlayMode)
{
// Clear out the network message types, because ILPP-generated RuntimeInitializeOnLoad code will
// run again and add more messages to it.
__network_message_types.Clear();
}
}
#endif
}
}

View File

@@ -60,6 +60,8 @@ namespace Unity.Netcode
}
}
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
}
}

View File

@@ -37,6 +37,9 @@ namespace Unity.Netcode
BytePacker.WriteValueBitPacked(writer, NetworkTick);
uint sceneObjectCount = 0;
// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
// all observed and spawned NetworkObjects that the approved client needs to synchronize.
if (SpawnedObjectsList != null)
{
var pos = writer.Position;
@@ -45,7 +48,7 @@ namespace Unity.Netcode
// Serialize NetworkVariable data
foreach (var sobj in SpawnedObjectsList)
{
if (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId))
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
{
sobj.Observers.Add(OwnerClientId);
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);

View File

@@ -34,7 +34,7 @@ namespace Unity.Netcode
return false;
}
if (!NetworkManager.__rpc_func_table.ContainsKey(metadata.NetworkRpcMethodId))
if (!NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()].ContainsKey(metadata.NetworkRpcMethodId))
{
return false;
}
@@ -42,7 +42,7 @@ namespace Unity.Netcode
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
{
networkManager.NetworkMetrics.TrackRpcReceived(
context.SenderId,
@@ -67,7 +67,7 @@ namespace Unity.Netcode
try
{
NetworkManager.__rpc_func_table[metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()][metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
}
catch (Exception ex)
{
@@ -75,7 +75,7 @@ namespace Unity.Netcode
if (networkManager.LogLevel == LogLevel.Developer)
{
Debug.Log($"RPC Table Contents");
foreach (var entry in NetworkManager.__rpc_func_table)
foreach (var entry in NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()])
{
Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
}

View File

@@ -99,6 +99,8 @@ namespace Unity.Netcode
public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
public int FragmentedMessageMaxSize = int.MaxValue;
public Dictionary<ulong, int> PeerMTUSizes = new Dictionary<ulong, int>();
internal struct MessageWithHandler
{
public Type MessageType;
@@ -497,6 +499,7 @@ namespace Unity.Netcode
m_SendQueues.Remove(clientId);
m_PerClientMessageVersions.Remove(clientId);
PeerMTUSizes.Remove(clientId);
}
internal void CleanupDisconnectedClients()
@@ -678,6 +681,21 @@ namespace Unity.Netcode
continue;
}
var startSize = NonFragmentedMessageMaxSize;
if (delivery != NetworkDelivery.ReliableFragmentedSequenced)
{
if (PeerMTUSizes.TryGetValue(clientId, out var clientMaxSize))
{
maxSize = clientMaxSize;
}
startSize = maxSize;
if (tmpSerializer.Position >= maxSize)
{
Debug.LogError($"MTU size for {clientId} is too small to contain a message of type {typeof(TMessageType).FullName}");
continue;
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery);
@@ -686,7 +704,7 @@ namespace Unity.Netcode
var sendQueueItem = m_SendQueues[clientId];
if (sendQueueItem.Length == 0)
{
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(NetworkBatchHeader));
}
else
@@ -694,7 +712,7 @@ namespace Unity.Netcode
ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery || lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position < tmpSerializer.Length + headerSerializer.Length)
{
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
}
}

View File

@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
@@ -9,6 +8,7 @@ namespace Unity.Netcode
/// Event based NetworkVariable container for syncing Lists
/// </summary>
/// <typeparam name="T">The type for the list</typeparam>
[GenerateSerializationForGenericParameter(0)]
public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T>
{
private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent);
@@ -68,14 +68,7 @@ namespace Unity.Netcode
internal void MarkNetworkObjectDirty()
{
if (m_NetworkBehaviour == null)
{
Debug.LogWarning($"NetworkList is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkList before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
MarkNetworkBehaviourDirty();
}
/// <inheritdoc />

View File

@@ -8,6 +8,7 @@ namespace Unity.Netcode
/// </summary>
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
[Serializable]
[GenerateSerializationForGenericParameter(0)]
public class NetworkVariable<T> : NetworkVariableBase
{
/// <summary>
@@ -146,8 +147,11 @@ namespace Unity.Netcode
// Therefore, we set the m_PreviousValue field to a duplicate of the current
// field, so that our next dirty check is made against the current "not dirty"
// value.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Serializer.Duplicate(m_InternalValue, ref m_PreviousValue);
if (!m_HasPreviousValue || !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_PreviousValue))
{
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
}
}
/// <summary>

View File

@@ -88,17 +88,22 @@ namespace Unity.Netcode
if (m_IsDirty)
{
if (m_NetworkBehaviour == null)
{
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
MarkNetworkBehaviourDirty();
}
}
protected void MarkNetworkBehaviourDirty()
{
if (m_NetworkBehaviour == null)
{
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
}
/// <summary>
/// Resets the dirty state and marks the variable as synced / clean
/// </summary>

View File

@@ -514,7 +514,7 @@ namespace Unity.Netcode
public void Duplicate(in T value, ref T duplicatedValue)
{
using var writer = new FastBufferWriter(256, Allocator.Temp);
using var writer = new FastBufferWriter(256, Allocator.Temp, int.MaxValue);
var refValue = value;
Write(writer, ref refValue);
@@ -580,11 +580,16 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
{
private void ThrowArgumentError()
{
throw new ArgumentException($"Serialization has not been generated for type {typeof(T).FullName}. This can be addressed by adding a [{nameof(GenerateSerializationForGenericParameterAttribute)}] to your generic class that serializes this value (if you are using one), adding [{nameof(GenerateSerializationForTypeAttribute)}(typeof({typeof(T).FullName})] to the class or method that is attempting to serialize it, or creating a field on a {nameof(NetworkBehaviour)} of type {nameof(NetworkVariable<T>)}. If this error continues to appear after doing one of those things and this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list to enable automatic serialization generation. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
public void Write(FastBufferWriter writer, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
}
@@ -592,7 +597,7 @@ namespace Unity.Netcode
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
}
@@ -606,7 +611,7 @@ namespace Unity.Netcode
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
}
@@ -841,8 +846,95 @@ namespace Unity.Netcode
{
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
internal delegate bool EqualsDelegate(ref T a, ref T b);
internal static EqualsDelegate AreEqual;
/// <summary>
/// A callback to check if two values are equal.
/// </summary>
public delegate bool EqualsDelegate(ref T a, ref T b);
/// <summary>
/// Uses the most efficient mechanism for a given type to determine if two values are equal.
/// For types that implement <see cref="IEquatable{T}"/>, it will call the Equals() method.
/// For unmanaged types, it will do a bytewise memory comparison.
/// For other types, it will call the == operator.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to check their equality yourself.
/// </summary>
public static EqualsDelegate AreEqual { get; internal set; }
/// <summary>
/// Serialize a value using the best-known serialization method for a generic value.
/// Will reliably serialize any value that is passed to it correctly with no boxing.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferWriter directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.WriteValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
/// </summary>
/// <param name="writer"></param>
/// <param name="value"></param>
public static void Write(FastBufferWriter writer, ref T value)
{
Serializer.Write(writer, ref value);
}
/// <summary>
/// Deserialize a value using the best-known serialization method for a generic value.
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
/// For types whose deserialization can be determined by codegen (which is most types),
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
/// in which case a new value is created; otherwise, it will be deserialized in-place.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferReader directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.ReadValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
/// </summary>
/// <param name="reader"></param>
/// <param name="value"></param>
public static void Read(FastBufferReader reader, ref T value)
{
Serializer.Read(reader, ref value);
}
/// <summary>
/// Duplicates a value using the most efficient means of creating a complete copy.
/// For most types this is a simple assignment or memcpy.
/// For managed types, this is will serialize and then deserialize the value to ensure
/// a correct copy.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to duplicate it directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.DuplicateValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user duplication callback to it at runtime.
/// </summary>
/// <param name="value"></param>
/// <param name="duplicatedValue"></param>
public static void Duplicate(in T value, ref T duplicatedValue)
{
Serializer.Duplicate(value, ref duplicatedValue);
}
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
@@ -1001,15 +1093,21 @@ namespace Unity.Netcode
{
return a == b;
}
}
internal static void Write(FastBufferWriter writer, ref T value)
// RuntimeAccessModifiersILPP will make this `public`
// This is just pass-through to NetworkVariableSerialization<T> but is here becaues I could not get ILPP
// to generate code that would successfully call Type<T>.Method(T), but it has no problem calling Type.Method<T>(T)
internal class RpcFallbackSerialization
{
public static void Write<T>(FastBufferWriter writer, ref T value)
{
Serializer.Write(writer, ref value);
NetworkVariableSerialization<T>.Write(writer, ref value);
}
internal static void Read(FastBufferReader reader, ref T value)
public static void Read<T>(FastBufferReader reader, ref T value)
{
Serializer.Read(reader, ref value);
NetworkVariableSerialization<T>.Read(reader, ref value);
}
}
}

View File

@@ -740,6 +740,14 @@ namespace Unity.Netcode
// Since NetworkManager is now always migrated to the DDOL we will use this to get the DDOL scene
DontDestroyOnLoadScene = networkManager.gameObject.scene;
// Since the server tracks loaded scenes, we need to add the currently active scene
// to the list of scenes that can be unloaded.
if (networkManager.IsServer)
{
var activeScene = SceneManager.GetActiveScene();
ScenesLoaded.Add(activeScene.handle, activeScene);
}
// Add to the server to client scene handle table
UpdateServerClientSceneHandle(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene);
}

View File

@@ -257,6 +257,7 @@ namespace Unity.Netcode
throw new SpawnStateException("Object is not spawned");
}
var previous = networkObject.OwnerClientId;
// Assign the new owner
networkObject.OwnerClientId = clientId;
@@ -286,6 +287,12 @@ namespace Unity.Netcode
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
// After we have sent the change ownership message to all client observers, invoke the ownership changed notification.
/// !!Important!!
/// This gets called specifically *after* sending the ownership message so any additional messages that need to proceed an ownership
/// change can be sent from NetworkBehaviours that override the <see cref="NetworkBehaviour.OnOwnershipChanged"></see>
networkObject.InvokeOwnershipChanged(previous, clientId);
}
internal bool HasPrefab(NetworkObject.SceneObject sceneObject)

View File

@@ -242,7 +242,7 @@ namespace Unity.Netcode.Transports.UTP
/// Fill the given <see cref="DataStreamWriter"/> with as many bytes from the queue as
/// possible, disregarding message boundaries.
/// </summary>
///<remarks>
/// <remarks>
/// This does NOT actually consume anything from the queue. That is, calling this method
/// does not reduce the length of the queue. Callers are expected to call
/// <see cref="Consume"/> with the value returned by this method afterwards if the data can
@@ -252,15 +252,17 @@ namespace Unity.Netcode.Transports.UTP
/// this could lead to reading messages from a corrupted queue.
/// </remarks>
/// <param name="writer">The <see cref="DataStreamWriter"/> to write to.</param>
/// <param name="maxBytes">Max number of bytes to copy (0 means writer capacity).</param>
/// <returns>How many bytes were written to the writer.</returns>
public int FillWriterWithBytes(ref DataStreamWriter writer)
public int FillWriterWithBytes(ref DataStreamWriter writer, int maxBytes = 0)
{
if (!IsCreated || Length == 0)
{
return 0;
}
var copyLength = Math.Min(writer.Capacity, Length);
var maxLength = maxBytes == 0 ? writer.Capacity : Math.Min(maxBytes, writer.Capacity);
var copyLength = Math.Min(maxLength, Length);
unsafe
{

View File

@@ -727,6 +727,7 @@ namespace Unity.Netcode.Transports.UTP
public SendTarget Target;
public BatchedSendQueue Queue;
public NetworkPipeline ReliablePipeline;
public int MTU;
public void Execute()
{
@@ -749,7 +750,7 @@ namespace Unity.Netcode.Transports.UTP
// in the stream (the send queue does that automatically) we are sure they'll be
// reassembled properly at the other end. This allows us to lift the limit of ~44KB
// on reliable payloads (because of the reliable window size).
var written = pipeline == ReliablePipeline ? Queue.FillWriterWithBytes(ref writer) : Queue.FillWriterWithMessages(ref writer);
var written = pipeline == ReliablePipeline ? Queue.FillWriterWithBytes(ref writer, MTU) : Queue.FillWriterWithMessages(ref writer);
result = Driver.EndSend(writer);
if (result == written)
@@ -783,12 +784,21 @@ namespace Unity.Netcode.Transports.UTP
{
return;
}
var mtu = 0;
if (NetworkManager)
{
var ngoClientId = NetworkManager.ConnectionManager.TransportIdToClientId(sendTarget.ClientId);
mtu = NetworkManager.GetPeerMTU(ngoClientId);
}
new SendBatchedMessagesJob
{
Driver = m_Driver.ToConcurrent(),
Target = sendTarget,
Queue = queue,
ReliablePipeline = m_ReliableSequencedPipeline
ReliablePipeline = m_ReliableSequencedPipeline,
MTU = mtu,
}.Run();
}
@@ -1560,6 +1570,21 @@ namespace Unity.Netcode.Transports.UTP
}
#endif
#if UTP_TRANSPORT_2_1_ABOVE
if (m_ProtocolType == ProtocolType.RelayUnityTransport)
{
if (m_UseWebSockets && m_RelayServerData.IsWebSocket == 0)
{
Debug.LogError("Transport is configured to use WebSockets, but Relay server data isn't. Be sure to use \"wss\" as the connection type when creating the server data (instead of \"dtls\" or \"udp\").");
}
if (!m_UseWebSockets && m_RelayServerData.IsWebSocket != 0)
{
Debug.LogError("Relay server data indicates usage of WebSockets, but \"Use WebSockets\" checkbox isn't checked under \"Unity Transport\" component.");
}
}
#endif
#if UTP_TRANSPORT_2_0_ABOVE
if (m_UseWebSockets)
{
@@ -1567,7 +1592,7 @@ namespace Unity.Netcode.Transports.UTP
}
else
{
#if UNITY_WEBGL
#if UNITY_WEBGL && !UNITY_EDITOR
Debug.LogWarning($"WebSockets were used even though they're not selected in NetworkManager. You should check {nameof(UseWebSockets)}', on the Unity Transport component, to silence this warning.");
driver = NetworkDriver.Create(new WebSocketNetworkInterface(), m_NetworkSettings);
#else

View File

@@ -36,6 +36,11 @@
"name": "com.unity.transport",
"expression": "2.0.0-exp",
"define": "UTP_TRANSPORT_2_0_ABOVE"
},
{
"name": "com.unity.transport",
"expression": "2.1.0",
"define": "UTP_TRANSPORT_2_1_ABOVE"
}
]
}

View File

@@ -913,6 +913,9 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (CoroutineRunner == null)
{
CoroutineRunner = new GameObject("UnitTestSceneHandlerCoroutine").AddComponent<CoroutineRunner>();
// Move the CoroutineRunner into the DDOL in case we unload the scene it was instantiated in.
// (which if that gets destroyed then it basically stops all integration test queue processing)
Object.DontDestroyOnLoad(CoroutineRunner);
}
}

View File

@@ -886,7 +886,6 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
IntegrationTestSceneHandler.CanClientsLoad += ClientSceneHandler_CanClientsLoad;
IntegrationTestSceneHandler.CanClientsUnload += ClientSceneHandler_CanClientsUnload;
NetcodeIntegrationTestHelpers.RegisterSceneManagerHandler(m_ServerNetworkManager, true);
}
private bool ClientSceneHandler_CanClientsUnload()

View File

@@ -165,7 +165,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
{
RegisterSceneManagerHandler(networkManager);
// Pass along the serverSideSceneManager property (otherwise the server won't register properly)
RegisterSceneManagerHandler(networkManager, serverSideSceneManager);
}
}
@@ -405,7 +406,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
// loaded and register the server to client scene handle since host-server shares the test runner scene
// with the clients.
networkManager.SceneManager.GetAndAddNewlyLoadedSceneByName(scene.name);
if (!networkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle))
{
networkManager.SceneManager.ScenesLoaded.Add(scene.handle, scene);
}
networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
}
}
@@ -443,8 +447,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
server.ConnectionManager.MessageManager.Hook(hooks);
s_Hooks[server] = hooks;
// if set, then invoke this for the server
RegisterHandlers(server);
// Register the server side handler (always pass true for server)
RegisterHandlers(server, true);
callback?.Invoke();
@@ -919,6 +923,24 @@ namespace Unity.Netcode.TestHelpers.Runtime
var res = check.Result;
result.Result = res;
}
public static uint GetGlobalObjectIdHash(NetworkObject networkObject)
{
return networkObject.GlobalObjectIdHash;
}
#if UNITY_EDITOR
public static void SetRefreshAllPrefabsCallback(Action scenesProcessed)
{
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
}
public static void RefreshAllPrefabInstances(NetworkObject networkObject, Action scenesProcessed)
{
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
networkObject.RefreshAllPrefabInstances();
}
#endif
}
// Empty MonoBehaviour that is a holder of coroutine

View File

@@ -181,6 +181,64 @@ namespace Unity.Netcode.EditorTests
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingPerClientBatchSizeLessThanDefault_NewBatchesAreCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize * 5;
var clients = new ulong[] { 0, 1, 2 };
m_MessageManager.ClientConnected(1);
m_MessageManager.ClientConnected(2);
m_MessageManager.SetVersion(1, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager.SetVersion(2, XXHash.Hash32(typeof(TestMessage).FullName), 0);
for (var i = 0; i < clients.Length; ++i)
{
m_MessageManager.PeerMTUSizes[clients[i]] = maxMessageSize * (i + 1);
}
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < clients.Length; ++i)
{
for (var j = 0; j < ((m_MessageManager.PeerMTUSizes[clients[i]] - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++j)
{
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, clients[i]);
}
}
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2 * clients.Length, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingPerClientBatchSizeGreaterThanDefault_OnlyOneNewBatcheIsCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
m_MessageManager.NonFragmentedMessageMaxSize = 128;
var clients = new ulong[] { 0, 1, 2 };
m_MessageManager.ClientConnected(1);
m_MessageManager.ClientConnected(2);
m_MessageManager.SetVersion(1, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager.SetVersion(2, XXHash.Hash32(typeof(TestMessage).FullName), 0);
for (var i = 0; i < clients.Length; ++i)
{
m_MessageManager.PeerMTUSizes[clients[i]] = maxMessageSize * (i + 1);
}
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < clients.Length; ++i)
{
for (var j = 0; j < ((m_MessageManager.PeerMTUSizes[clients[i]] - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++j)
{
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, clients[i]);
}
}
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2 * clients.Length, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{

View File

@@ -173,37 +173,50 @@ namespace Unity.Netcode.EditorTests
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.AddNetworkPrefab(object2.gameObject);
networkManager2.AddNetworkPrefab(object3.gameObject);
networkManager.AddNetworkPrefab(object2.gameObject);
networkManager2.AddNetworkPrefab(object3.gameObject);
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
@@ -224,36 +237,49 @@ namespace Unity.Netcode.EditorTests
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
@@ -274,36 +300,49 @@ namespace Unity.Netcode.EditorTests
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists[0].Add(new NetworkPrefab { Prefab = object3.gameObject });
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsTrue(sharedList.Contains(object2.gameObject));
Assert.IsTrue(sharedList.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsTrue(sharedList.Contains(object2.gameObject));
Assert.IsTrue(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
@@ -324,36 +363,49 @@ namespace Unity.Netcode.EditorTests
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.Initialize(true);
networkManager2.Initialize(false);
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
@@ -374,42 +426,60 @@ namespace Unity.Netcode.EditorTests
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.Initialize(true);
networkManager2.Initialize(false);
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
[Test]
@@ -430,39 +500,52 @@ namespace Unity.Netcode.EditorTests
NetworkTransport = networkManager.gameObject.AddComponent<UnityTransport>()
};
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
try
{
var object1 = new GameObject("Object 1").AddComponent<NetworkObject>();
var object2 = new GameObject("Object 2").AddComponent<NetworkObject>();
var object3 = new GameObject("Object 3").AddComponent<NetworkObject>();
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
object1.GlobalObjectIdHash = 1;
object2.GlobalObjectIdHash = 2;
object3.GlobalObjectIdHash = 3;
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
var sharedList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
sharedList.List.Add(new NetworkPrefab { Prefab = object1.gameObject });
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager2.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { sharedList };
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.Initialize(true);
networkManager2.Initialize(false);
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object2.gameObject });
networkManager2.NetworkConfig.Prefabs.Add(new NetworkPrefab { Prefab = object3.gameObject });
networkManager.NetworkConfig.Prefabs.Initialize();
networkManager2.NetworkConfig.Prefabs.Initialize();
networkManager.NetworkConfig.Prefabs.Initialize();
networkManager2.NetworkConfig.Prefabs.Initialize();
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object1.gameObject));
Assert.IsTrue(networkManager.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsFalse(networkManager2.NetworkConfig.Prefabs.Contains(object2.gameObject));
Assert.IsTrue(networkManager2.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsFalse(networkManager.NetworkConfig.Prefabs.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
Assert.IsTrue(sharedList.Contains(object1.gameObject));
Assert.IsFalse(sharedList.Contains(object2.gameObject));
Assert.IsFalse(sharedList.Contains(object3.gameObject));
}
finally
{
networkManager.ShutdownInternal();
networkManager2.ShutdownInternal();
// Shutdown doesn't get called correctly because we called Initialize()
// instead of calling StartHost/StartClient/StartServer. See MTT-860 for
// why.
networkManager.NetworkConfig?.NetworkTransport.Shutdown();
networkManager2.NetworkConfig?.NetworkTransport.Shutdown();
}
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Text.RegularExpressions;
using NUnit.Framework;
using Unity.Netcode.Editor;
using UnityEngine;
using UnityEngine.TestTools;
@@ -64,9 +65,95 @@ namespace Unity.Netcode.EditorTests
Object.DestroyImmediate(gameObject);
}
/// <summary>
/// Verifies that a NetworkObject component that is positioned after a NetworkBehaviour component will
/// be migrated to a component index value that is before the lowest NetworkBehaviour component index value.
/// (The lowest NetworkBehaviour component's index value will also change when this happens)
/// </summary>
[Test]
public void NetworkObjectComponentOrder()
{
var gameObject = new GameObject(nameof(GetBehaviourIndexOne));
// Add the Networkbehaviour first
var networkBehaviour = gameObject.AddComponent<EmptyNetworkBehaviour>();
// Add an empty MonoBehaviour inbetween the NetworkBehaviour and NetworkObject
gameObject.AddComponent<EmptyMonoBehaviour>();
// Add the NetworkObject
var networkObject = gameObject.AddComponent<NetworkObject>();
var componentIndices = GetIndices(gameObject);
// Verify the NetworkObject procedes the NetworkBehaviour
Assert.True(componentIndices.NetworkObjectIndex > componentIndices.NetworkBehaviourIndex, $"[Initial Setup] NetworkObject index ({componentIndices.NetworkObjectIndex}) is not greater than the NetworkBehaviour index ({componentIndices.NetworkBehaviourIndex})!");
// Force-Invoke the CheckForNetworkObject method in order to verify the NetworkObject is moved
NetworkBehaviourEditor.CheckForNetworkObject(gameObject);
var adjustedIndices = GetIndices(gameObject);
Assert.True(ValidateComponentIndices(componentIndices, GetIndices(gameObject)), "NetworkObject did not get migrated below the NetworkBehaviour!");
// Cleanup
Object.DestroyImmediate(gameObject);
}
private bool ValidateComponentIndices(ComponentIndices previous, ComponentIndices current)
{
if (previous.NetworkObjectIndex != current.NetworkObjectIndex && previous.NetworkBehaviourIndex != current.NetworkBehaviourIndex)
{
if (current.NetworkObjectIndex < previous.NetworkObjectIndex && current.NetworkObjectIndex < current.NetworkBehaviourIndex)
{
return true;
}
}
return false;
}
private ComponentIndices GetIndices(GameObject gameObject)
{
// Get the index/order values for the added NetworkBehaviour and NetworkObject
var components = gameObject.GetComponents<MonoBehaviour>();
var componentIndices = new ComponentIndices()
{
NetworkObjectIndex = -1,
NetworkBehaviourIndex = -1
};
for (int i = 0; i < components.Length; i++)
{
if (componentIndices.NetworkObjectIndex != -1 && componentIndices.NetworkBehaviourIndex != -1)
{
break;
}
var component = components[i];
var networkObjectComponent = component as NetworkObject;
if (networkObjectComponent != null)
{
componentIndices.NetworkObjectIndex = i;
continue;
}
var networkBehaviourComponent = component as EmptyNetworkBehaviour;
if (networkBehaviourComponent != null)
{
componentIndices.NetworkBehaviourIndex = i;
continue;
}
}
return componentIndices;
}
private struct ComponentIndices
{
public int NetworkObjectIndex;
public int NetworkBehaviourIndex;
}
public class EmptyNetworkBehaviour : NetworkBehaviour
{
}
public class EmptyMonoBehaviour : MonoBehaviour
{
}
}
}

View File

@@ -293,6 +293,23 @@ namespace Unity.Netcode.EditorTests
AssertIsTestMessage(data);
}
[Test]
public void BatchedSendQueue_FillWriterWithBytes_MaxBytesGreaterThanCapacity()
{
var dataLength = k_TestMessageSize + BatchedSendQueue.PerMessageOverhead;
using var q = new BatchedSendQueue(k_TestQueueCapacity);
using var data = new NativeArray<byte>(dataLength, Allocator.Temp);
q.PushMessage(m_TestMessage);
q.PushMessage(m_TestMessage);
var writer = new DataStreamWriter(data);
Assert.AreEqual(dataLength, q.FillWriterWithBytes(ref writer, dataLength * 2));
AssertIsTestMessage(data);
Assert.False(writer.HasFailedWrites);
}
[Test]
public void BatchedSendQueue_Consume_LessThanLength()
{

View File

@@ -74,6 +74,7 @@ namespace Unity.Netcode.RuntimeTests
networkManager.NetworkConfig.Prefabs.Add(networkPrefab);
}
}
networkManager.NetworkConfig.EnableSceneManagement = m_ServerNetworkManager.NetworkConfig.EnableSceneManagement;
base.OnNewClientCreated(networkManager);
}
@@ -82,8 +83,46 @@ namespace Unity.Netcode.RuntimeTests
/// </summary>
/// <param name="observerTestTypes">whether to spawn with or without observers</param>
[UnityTest]
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes)
public IEnumerator ObserverSpawnTests([Values] ObserverTestTypes observerTestTypes, [Values] bool sceneManagement)
{
if (!sceneManagement)
{
// Disable prefabs to prevent them from being destroyed
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
networkPrefab.Prefab.SetActive(false);
}
// Shutdown and clean up the current client NetworkManager instances
foreach (var networkManager in m_ClientNetworkManagers)
{
m_PlayerNetworkObjects[networkManager.LocalClientId].Clear();
m_PlayerNetworkObjects.Remove(networkManager.LocalClientId);
yield return StopOneClient(networkManager, true);
}
// Shutdown and clean up the server NetworkManager instance
m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId].Clear();
yield return StopOneClient(m_ServerNetworkManager);
// Set the prefabs to active again
foreach (var networkPrefab in m_ServerNetworkManager.NetworkConfig.Prefabs.Prefabs)
{
networkPrefab.Prefab.SetActive(true);
}
// Disable scene management and start the host
m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = false;
m_ServerNetworkManager.StartHost();
yield return s_DefaultWaitForTick;
// Create 2 new clients and connect them
for (int i = 0; i < NumberOfClients; i++)
{
yield return CreateAndStartNewClient();
}
}
m_ObserverTestType = observerTestTypes;
var prefabNetworkObject = m_ObserverPrefab.GetComponent<NetworkObject>();
prefabNetworkObject.SpawnWithObservers = observerTestTypes == ObserverTestTypes.WithObservers;
@@ -129,6 +168,7 @@ namespace Unity.Netcode.RuntimeTests
AssertOnTimeout($"{k_WithObserversError} {k_ObserverTestObjName} object!");
}
}
/// <summary>
/// Tests that instantiating a <see cref="NetworkObject"/> and destroying without spawning it
/// does not run <see cref="NetworkBehaviour.OnNetworkSpawn"/> or <see cref="NetworkBehaviour.OnNetworkSpawn"/>.

View File

@@ -588,6 +588,7 @@ namespace Unity.Netcode.RuntimeTests
success = WaitForConditionOrTimeOutWithTimeTravel(AllChildObjectInstancesHaveChild);
Assert.True(success, "Timed out waiting for all instances to have parented a child!");
TimeTravelToNextTick();
// This validates each child instance has preserved their local space values
AllChildrenLocalTransformValuesMatch(false);
@@ -689,7 +690,7 @@ namespace Unity.Netcode.RuntimeTests
private Precision m_Precision = Precision.Full;
private float m_CurrentHalfPrecision = 0.0f;
private const float k_HalfPrecisionPosScale = 0.03f;
private const float k_HalfPrecisionPosScale = 0.041f;
private const float k_HalfPrecisionRot = 0.725f;
protected override float GetDeltaVarianceThreshold()

View File

@@ -50,6 +50,85 @@ namespace Unity.Netcode.RuntimeTests
}
}
internal struct TypeReferencedOnlyInCustomSerialization1 : INetworkSerializeByMemcpy
{
public int I;
}
internal struct TypeReferencedOnlyInCustomSerialization2 : INetworkSerializeByMemcpy
{
public int I;
}
internal struct TypeReferencedOnlyInCustomSerialization3 : INetworkSerializeByMemcpy
{
public int I;
}
internal struct TypeReferencedOnlyInCustomSerialization4 : INetworkSerializeByMemcpy
{
public int I;
}
internal struct TypeReferencedOnlyInCustomSerialization5 : INetworkSerializeByMemcpy
{
public int I;
}
internal struct TypeReferencedOnlyInCustomSerialization6 : INetworkSerializeByMemcpy
{
public int I;
}
// Both T and U are serializable
[GenerateSerializationForGenericParameter(0)]
[GenerateSerializationForGenericParameter(1)]
internal class CustomSerializableClass<TSerializableType1, TSerializableType2>
{
}
// Only U is serializable
[GenerateSerializationForGenericParameter(1)]
internal class CustomSerializableBaseClass<TUnserializableType, TSerializableType>
{
}
// T is serializable, passes TypeReferencedOnlyInCustomSerialization3 as U to the subclass, making it serializable
[GenerateSerializationForGenericParameter(0)]
internal class CustomSerializableSubclass<TSerializableType> : CustomSerializableBaseClass<TSerializableType, TypeReferencedOnlyInCustomSerialization3>
{
}
// T is serializable, passes TypeReferencedOnlyInCustomSerialization3 as U to the subclass, making it serializable
[GenerateSerializationForGenericParameter(0)]
internal class CustomSerializableSubclassWithNativeArray<TSerializableType> : CustomSerializableBaseClass<TSerializableType, NativeArray<TypeReferencedOnlyInCustomSerialization3>>
{
}
internal class CustomGenericSerializationTestBehaviour : NetworkBehaviour
{
public CustomSerializableClass<TypeReferencedOnlyInCustomSerialization1, TypeReferencedOnlyInCustomSerialization2> Value1;
public CustomSerializableClass<NativeArray<TypeReferencedOnlyInCustomSerialization1>, NativeArray<TypeReferencedOnlyInCustomSerialization2>> Value2;
public CustomSerializableSubclass<TypeReferencedOnlyInCustomSerialization4> Value3;
public CustomSerializableSubclassWithNativeArray<NativeArray<TypeReferencedOnlyInCustomSerialization4>> Value4;
}
[GenerateSerializationForType(typeof(TypeReferencedOnlyInCustomSerialization5))]
[GenerateSerializationForType(typeof(NativeArray<TypeReferencedOnlyInCustomSerialization5>))]
internal struct SomeRandomStruct
{
[GenerateSerializationForType(typeof(TypeReferencedOnlyInCustomSerialization6))]
[GenerateSerializationForType(typeof(NativeArray<TypeReferencedOnlyInCustomSerialization6>))]
public void Foo()
{
}
}
public struct TemplatedValueOnlyReferencedByNetworkVariableSubclass<T> : INetworkSerializeByMemcpy
where T : unmanaged
{
@@ -1329,6 +1408,39 @@ namespace Unity.Netcode.RuntimeTests
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(VerifyCallback));
}
[Test]
public void TestCustomGenericSerialization()
{
// Just verifies that the ILPP codegen initialized these values for this type.
Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization1>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization1>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization2>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization2>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization3>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization3>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization4>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization4>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization5>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization5>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedTypeSerializer<TypeReferencedOnlyInCustomSerialization6>), NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization6>.Serializer.GetType());
Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization1>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization2>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization3>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization4>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization5>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<TypeReferencedOnlyInCustomSerialization6>.AreEqual);
// Verify no issues with generic values...
Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization1>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization1>>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization2>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization2>>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization3>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization3>>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization4>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization4>>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization5>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization5>>.Serializer.GetType());
Assert.AreEqual(typeof(UnmanagedArraySerializer<TypeReferencedOnlyInCustomSerialization6>), NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization6>>.Serializer.GetType());
Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization1>>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization2>>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization3>>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization4>>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization5>>.AreEqual);
Assert.IsNotNull(NetworkVariableSerialization<NativeArray<TypeReferencedOnlyInCustomSerialization6>>.AreEqual);
}
[Test]
public void TestUnsupportedManagedTypesThrowExceptions()
{

View File

@@ -12,9 +12,23 @@ namespace Unity.Netcode.RuntimeTests
{
public class RpcTests : NetcodeIntegrationTest
{
public class RpcTestNB : NetworkBehaviour
public class GenericRpcTestNB<T> : NetworkBehaviour where T : unmanaged
{
public event Action<T, ServerRpcParams> OnServer_Rpc;
[ServerRpc]
public void MyServerRpc(T clientId, ServerRpcParams param = default)
{
OnServer_Rpc(clientId, param);
}
}
public class RpcTestNBFloat : GenericRpcTestNB<float>
{
}
public class RpcTestNB : GenericRpcTestNB<ulong>
{
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public event Action<NativeList<ulong>, ServerRpcParams> OnNativeListServer_Rpc;
#endif
@@ -26,12 +40,6 @@ namespace Unity.Netcode.RuntimeTests
public event Action OnClient_Rpc;
[ServerRpc]
public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
{
OnServer_Rpc(clientId, param);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
[ServerRpc]
public void MyNativeListServerRpc(NativeList<ulong> clientId, ServerRpcParams param = default)
@@ -67,6 +75,7 @@ namespace Unity.Netcode.RuntimeTests
protected override void OnCreatePlayerPrefab()
{
m_PlayerPrefab.AddComponent<RpcTestNB>();
m_PlayerPrefab.AddComponent<RpcTestNBFloat>();
}
[UnityTest]
@@ -74,12 +83,15 @@ namespace Unity.Netcode.RuntimeTests
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER* RpcTestNB component
var serverClientRpcTestNB = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
var serverClientRpcTestNBFloat = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNBFloat>();
// This is the *CLIENT VERSION* of the *CLIENT PLAYER* RpcTestNB component
var localClienRpcTestNB = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNB>();
var localClienRpcTestNBFloat = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].GetComponent<RpcTestNBFloat>();
// Setup state
bool hasReceivedServerRpc = false;
bool hasReceivedFloatServerRpc = false;
bool hasReceivedTypedServerRpc = false;
bool hasReceivedClientRpcRemotely = false;
bool hasReceivedClientRpcLocally = false;
@@ -106,6 +118,12 @@ namespace Unity.Netcode.RuntimeTests
Assert.Fail("ServerRpc invoked locally. Weaver failure?");
};
localClienRpcTestNBFloat.OnServer_Rpc += (clientId, param) =>
{
// The RPC invoked locally. (Weaver failure?)
Assert.Fail("ServerRpc (float) invoked locally. Weaver failure?");
};
serverClientRpcTestNB.OnServer_Rpc += (clientId, param) =>
{
Debug.Log("ServerRpc received on server object");
@@ -113,6 +131,13 @@ namespace Unity.Netcode.RuntimeTests
hasReceivedServerRpc = true;
};
serverClientRpcTestNBFloat.OnServer_Rpc += (clientId, param) =>
{
Debug.Log("ServerRpc (float) received on server object");
Assert.True(param.Receive.SenderClientId == clientId);
hasReceivedFloatServerRpc = true;
};
serverClientRpcTestNB.OnClient_Rpc += () =>
{
// The RPC invoked locally. (Weaver failure?)
@@ -145,6 +170,7 @@ namespace Unity.Netcode.RuntimeTests
// Send ServerRpc
localClienRpcTestNB.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
localClienRpcTestNBFloat.MyServerRpc(m_ClientNetworkManagers[0].LocalClientId);
// Send TypedServerRpc
localClienRpcTestNB.MyTypedServerRpc(vector3, vector3s,
@@ -181,6 +207,7 @@ namespace Unity.Netcode.RuntimeTests
yield return WaitForConditionOrTimeOut(() => hasReceivedServerRpc && hasReceivedClientRpcLocally && hasReceivedClientRpcRemotely && hasReceivedTypedServerRpc);
Assert.True(hasReceivedServerRpc, "ServerRpc was not received");
Assert.True(hasReceivedFloatServerRpc, "ServerRpc was not received");
Assert.True(hasReceivedTypedServerRpc, "TypedServerRpc was not received");
Assert.True(hasReceivedClientRpcLocally, "ClientRpc was not locally received on the server");
Assert.True(hasReceivedClientRpcRemotely, "ClientRpc was not remotely received on the client");

View File

@@ -59,6 +59,9 @@ namespace Unity.Netcode.RuntimeTests
IsMoving = false;
}
private const int k_MaxThresholdFailures = 4;
private int m_ExceededThresholdCount;
protected override void Update()
{
base.Update();
@@ -73,7 +76,19 @@ namespace Unity.Netcode.RuntimeTests
{
if (transform.position.y < -MinThreshold || transform.position.y > Application.targetFrameRate + MinThreshold)
{
Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0. Current threshold is [+/- {MinThreshold}].");
// Temporary work around for this test.
// Really, this test needs to be completely re-written.
m_ExceededThresholdCount++;
// If we haven't corrected ourselves within the maximum number of updates then throw an error.
if (m_ExceededThresholdCount > k_MaxThresholdFailures)
{
Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0. Current threshold is [+/- {MinThreshold}].");
}
}
else
{
// If corrected, then reset our count
m_ExceededThresholdCount = 0;
}
}

View File

@@ -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": "1.6.0",
"version": "1.7.0",
"unity": "2020.3",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.10.1",
"com.unity.transport": "1.3.4"
"com.unity.transport": "1.4.0"
},
"_upm": {
"changelog": "### Added\n\n- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.\n \n### Fixed\n\n- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)\n- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)\n- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)\n- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)\n- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)\n\n### Changed"
"changelog": "### Added\n\n- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)\n- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)\n- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)\n- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)\n- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)\n- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)\n- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)\n\n### Fixed\n\n- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)\n- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)\n- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)\n- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)\n- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)\n- NetworkVariables of non-integer types will no longer break the inspector (#2714)\n- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)\n- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)\n- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)\n- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)\n- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)\n- Fixed \"writing past the end of the buffer\" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)\n- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)\n- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)\n- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)\n- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)\n\n### Changed\n\n- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)"
},
"upmCi": {
"footprint": "58b37aee2ff0caec7a160473c56e62119d3b760a"
"footprint": "87fd22da62ed4e055a6eead5cea85b4b449eded0"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.6/manual/index.html",
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.7/manual/index.html",
"repository": {
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
"type": "git",
"revision": "4ee8da05b439a5b8f76ee6d008221c6d58b7965a"
"revision": "f4004c72eb46bf2aac62bc71b599017bd0570fdb"
},
"samples": [
{