com.unity.netcode.gameobjects@2.2.0

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

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

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
This commit is contained in:
Unity Technologies
2024-12-12 00:00:00 +00:00
parent 016788c21e
commit 8fe07bbad2
78 changed files with 2243 additions and 1187 deletions

View File

@@ -16,7 +16,7 @@ namespace Unity.Netcode
/// <summary>
/// Enum representing the different types of messages that can be sent over the network.
/// The values cannot be changed, as they are used to serialize and deserialize messages.
/// Adding new messages should be done by adding new values to the end of the enum
/// Adding new messages should be done by adding new values to the end of the enum
/// using the next free value.
/// </summary>
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

View File

@@ -17,7 +17,7 @@ namespace Unity.Netcode
/// <summary>
/// When requesting, RequestClientId is the requestor.
/// When approving, RequestClientId is the owner that approved.
/// When responding (only for denied), RequestClientId is the requestor
/// When responding (only for denied), RequestClientId is the requestor
/// </summary>
internal ulong RequestClientId;
internal int ClientIdCount;
@@ -272,7 +272,7 @@ namespace Unity.Netcode
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
}
}
// If the NetworkObject is not visible to the DAHost client, then exit early
// If the NetworkObject is not visible to the DAHost client, then exit early
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
{
return;
@@ -294,7 +294,7 @@ namespace Unity.Netcode
}
/// <summary>
/// Handle the
/// Handle the extended distributed authority ownership updates
/// </summary>
/// <param name="context"></param>
private void HandleExtendedOwnershipUpdate(ref NetworkContext context)
@@ -332,8 +332,8 @@ namespace Unity.Netcode
// Sanity check that we are not sending duplicated change ownership messages
if (networkObject.OwnerClientId == OwnerClientId)
{
UnityEngine.Debug.LogError($"Unnecessary ownership changed message for {NetworkObjectId}.");
// Ignore the message
// Log error and then ignore the message
UnityEngine.Debug.LogError($"Client-{context.SenderId} ({RequestClientId}) sent unnecessary ownership changed message for {NetworkObjectId}.");
return;
}
@@ -351,10 +351,10 @@ namespace Unity.Netcode
networkObject.InvokeBehaviourOnLostOwnership();
}
// If in distributed authority mode
// If in distributed authority mode
if (networkManager.DistributedAuthorityMode)
{
// Always update the network properties in distributed authority mode
// Always update the network properties in distributed authority mode
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
{
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();

View File

@@ -55,19 +55,24 @@ namespace Unity.Netcode
// Don't redistribute for the local instance
if (ClientId != networkManager.LocalClientId)
{
// Synchronize the client with spawned objects (relative to each client)
networkManager.SpawnManager.SynchronizeObjectsToNewlyJoinedClient(ClientId);
// Keeping for reference in case the above doesn't resolve for hidden objects (theoretically it should)
// Show any NetworkObjects that are:
// - Hidden from the session owner
// - Owned by this client
// - Has NetworkObject.SpawnWithObservers set to true (the default)
if (!networkManager.LocalClient.IsSessionOwner)
{
networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
}
//if (!networkManager.LocalClient.IsSessionOwner)
//{
// networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
//}
// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
networkManager.RedistributeToClient = true;
networkManager.ClientToRedistribute = ClientId;
networkManager.TickToRedistribute = networkManager.ServerTime.Tick + 20;
/// We defer redistribution to happen after NetworkShow has been invoked
/// <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
/// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
networkManager.RedistributeToClients = true;
networkManager.ClientsToRedistribute.Add(ClientId);
}
}
}

View File

@@ -5,23 +5,38 @@ namespace Unity.Netcode
{
internal struct ServiceConfig : INetworkSerializable
{
public uint Version;
public uint SessionVersion;
public bool IsRestoredSession;
public ulong CurrentSessionOwner;
public bool ServerRedistribution;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsWriter)
{
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), Version);
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), SessionVersion);
serializer.SerializeValue(ref IsRestoredSession);
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
{
serializer.SerializeValue(ref ServerRedistribution);
}
}
else
{
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out Version);
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out SessionVersion);
serializer.SerializeValue(ref IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
{
serializer.SerializeValue(ref ServerRedistribution);
}
else
{
ServerRedistribution = false;
}
}
}
}
@@ -190,11 +205,13 @@ namespace Unity.Netcode
if (receivedMessageVersion >= k_AddCMBServiceConfig)
{
reader.ReadNetworkSerializable(out ServiceConfig);
networkManager.SessionConfig = new SessionConfig(ServiceConfig);
}
else
{
reader.ReadValueSafe(out IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
networkManager.SessionConfig = new SessionConfig(SessionConfig.NoFeatureCompatibility);
}
}

View File

@@ -7,31 +7,28 @@ namespace Unity.Netcode
/// </summary>
internal struct ClientConfig : INetworkSerializable
{
/// <summary>
/// We start at version 1, where anything less than version 1 on the service side
/// is not bypass feature compatible.
/// </summary>
private const int k_BypassFeatureCompatible = 1;
public int Version => k_BypassFeatureCompatible;
public SessionConfig SessionConfig;
public int SessionVersion => (int)SessionConfig.SessionVersion;
public uint TickRate;
public bool EnableSceneManagement;
// Only gets deserialized but should never be used unless testing
public int RemoteClientVersion;
public int RemoteClientSessionVersion;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
// Clients always write
if (serializer.IsWriter)
{
var writer = serializer.GetFastBufferWriter();
BytePacker.WriteValueBitPacked(writer, Version);
BytePacker.WriteValueBitPacked(writer, SessionVersion);
BytePacker.WriteValueBitPacked(writer, TickRate);
writer.WriteValueSafe(EnableSceneManagement);
}
else
{
var reader = serializer.GetFastBufferReader();
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientSessionVersion);
ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
reader.ReadValueSafe(out EnableSceneManagement);
}
@@ -40,6 +37,8 @@ namespace Unity.Netcode
internal struct ConnectionRequestMessage : INetworkMessage
{
internal const string InvalidSessionVersionMessage = "The client version is not compatible with the session version.";
// This version update is unidirectional (client to service) and version
// handling occurs on the service side. This serialized data is never sent
// to a host or server.
@@ -47,7 +46,7 @@ namespace Unity.Netcode
public int Version => k_SendClientConfigToService;
public ulong ConfigHash;
public bool CMBServiceConnection;
public bool DistributedAuthority;
public ClientConfig ClientConfig;
public byte[] ConnectionData;
@@ -72,7 +71,7 @@ namespace Unity.Netcode
// END FORBIDDEN SEGMENT
// ============================================================
if (CMBServiceConnection)
if (DistributedAuthority)
{
writer.WriteNetworkSerializable(ClientConfig);
}
@@ -120,6 +119,11 @@ namespace Unity.Netcode
// END FORBIDDEN SEGMENT
// ============================================================
if (networkManager.DAHost)
{
reader.ReadNetworkSerializable(out ClientConfig);
}
if (networkManager.NetworkConfig.ConnectionApproval)
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
@@ -182,6 +186,17 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner;
var senderId = context.SenderId;
// DAHost mocking the service logic to disconnect clients trying to connect with a lower session version
if (networkManager.DAHost)
{
if (ClientConfig.RemoteClientSessionVersion < networkManager.SessionConfig.SessionVersion)
{
//Disconnect with reason
networkManager.ConnectionManager.DisconnectClient(senderId, InvalidSessionVersionMessage);
return;
}
}
if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
{
// Set to pending approval to prevent future connection requests from being approved

View File

@@ -257,7 +257,7 @@ namespace Unity.Netcode
{
// DA - NGO CMB SERVICE NOTES:
// (*** See above notes fist ***)
// If it is a player object freshly spawning and one or more clients all connect at the exact same time (i.e. received on effectively
// If it is a player object freshly spawning and one or more clients all connect at the exact same time (i.e. received on effectively
// the same frame), then we need to check the observers list to make sure all players are visible upon first spawning. At a later date,
// for area of interest we will need to have some form of follow up "observer update" message to cull out players not within each
// player's AOI.

View File

@@ -128,7 +128,7 @@ namespace Unity.Netcode
}
else if (networkManager.DAHost)
{
// Specific to distributed authority mode, the only sender of state updates will be the owner
// Specific to distributed authority mode, the only sender of state updates will be the owner
ownerClientId = context.SenderId;
}

View File

@@ -70,10 +70,6 @@ namespace Unity.Netcode
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsClient)
{
return false;
}
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
reader.ReadValueSafe(out m_BitField);

View File

@@ -141,28 +141,6 @@ namespace Unity.Netcode
{
RegisterMessageType(type);
}
#if UNITY_EDITOR
if (EnableMessageOrderConsoleLog)
{
// DANGO-TODO: Remove this when we have some form of message type indices stability in place
// For now, just log the messages and their assigned types for reference purposes.
var networkManager = m_Owner as NetworkManager;
if (networkManager != null)
{
if (networkManager.DistributedAuthorityMode)
{
var messageListing = new StringBuilder();
messageListing.AppendLine("NGO Message Index to Type Listing:");
foreach (var message in m_MessageTypes)
{
messageListing.AppendLine($"[{message.Value}][{message.Key.Name}]");
}
Debug.Log(messageListing);
}
}
}
#endif
}
catch (Exception)
{

View File

@@ -17,7 +17,8 @@ namespace Unity.Netcode
// ClientsAndHost sends to everyone who runs any client logic
// So if the server is a host, this target includes it (as hosts run client logic)
// If the server is not a host, this target leaves it out, ergo the selection of NotServer.
if (behaviour.NetworkManager.ServerIsHost)
// If we are in distributed authority mode and connected to a service, then send to all clients.
if (behaviour.NetworkManager.ServerIsHost || (m_NetworkManager.DistributedAuthorityMode && m_NetworkManager.CMBServiceConnection))
{
m_UnderlyingTarget = behaviour.RpcTarget.Everyone;
}

View File

@@ -4,12 +4,14 @@ namespace Unity.Netcode
{
private IGroupRpcTarget m_GroupSendTarget;
private ServerRpcTarget m_ServerRpcTarget;
private NotAuthorityRpcTarget m_NotAuthorityRpcTarget;
private LocalSendRpcTarget m_LocalSendRpcTarget;
public override void Dispose()
{
m_ServerRpcTarget.Dispose();
m_LocalSendRpcTarget.Dispose();
m_NotAuthorityRpcTarget.Dispose();
if (m_GroupSendTarget != null)
{
m_GroupSendTarget.Target.Dispose();
@@ -19,6 +21,13 @@ namespace Unity.Netcode
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
// Not owner is the same as not authority in distributed authority mode
if (m_NetworkManager.DistributedAuthorityMode)
{
m_NotAuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
return;
}
if (m_GroupSendTarget == null)
{
if (behaviour.IsServer)
@@ -86,6 +95,7 @@ namespace Unity.Netcode
{
m_ServerRpcTarget = new ServerRpcTarget(manager);
m_LocalSendRpcTarget = new LocalSendRpcTarget(manager);
m_NotAuthorityRpcTarget = new NotAuthorityRpcTarget(manager);
}
}
}

View File

@@ -51,7 +51,13 @@ namespace Unity.Netcode
continue;
}
if (clientId == behaviour.NetworkManager.LocalClientId)
// If we are in distributed authority mode and connected to the service, then we exclude the owner/authority from the list
if (m_NetworkManager.DistributedAuthorityMode && m_NetworkManager.CMBServiceConnection && clientId == behaviour.OwnerClientId)
{
continue;
}
if (clientId == m_NetworkManager.LocalClientId)
{
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
continue;

View File

@@ -5,9 +5,12 @@ namespace Unity.Netcode
private IIndividualRpcTarget m_UnderlyingTarget;
private LocalSendRpcTarget m_LocalRpcTarget;
private ServerRpcTarget m_ServerRpcTarget;
private AuthorityRpcTarget m_AuthorityRpcTarget;
public override void Dispose()
{
m_AuthorityRpcTarget.Dispose();
m_ServerRpcTarget.Dispose();
m_LocalRpcTarget.Dispose();
if (m_UnderlyingTarget != null)
{
@@ -18,6 +21,13 @@ namespace Unity.Netcode
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
// Sending to owner is the same as sending to authority in distributed authority mode
if (m_NetworkManager.DistributedAuthorityMode)
{
m_AuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
return;
}
if (behaviour.OwnerClientId == behaviour.NetworkManager.LocalClientId)
{
m_LocalRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
@@ -49,6 +59,7 @@ namespace Unity.Netcode
{
m_LocalRpcTarget = new LocalSendRpcTarget(manager);
m_ServerRpcTarget = new ServerRpcTarget(manager);
m_AuthorityRpcTarget = new AuthorityRpcTarget(manager);
}
}
}

View File

@@ -79,9 +79,28 @@ namespace Unity.Netcode
SpecifiedInParams
}
/// <summary>
/// This parameter configures a performance optimization. This optimization is not valid in all situations.<br />
/// Because BaseRpcTarget is a managed type, allocating a new one is expensive, as it puts pressure on the garbage collector.
/// </summary>
/// <remarks>
/// When using a <see cref="Temp"/> allocation type for the RPC target(s):<br />
/// You typically don't need to worry about persisting the <see cref="BaseRpcTarget"/> generated.
/// When using a <see cref="Persistent"/> allocation type for the RPC target(s): <br />
/// You will want to use <see cref="RpcTarget"/>, which returns <see cref="BaseRpcTarget"/>, during <see cref="NetworkBehaviour"/> initialization (i.e. <see cref="NetworkBehaviour.OnNetworkPostSpawn"/>) and it to a property.<br />
/// Then, When invoking the RPC, you would use your <see cref="BaseRpcTarget"/> which is a persisted allocation of a given set of client identifiers.
/// !! Important !!<br />
/// You will want to invoke <see cref="BaseRpcTarget.Dispose"/> of any persisted properties created via <see cref="RpcTarget"/> when despawning or destroying the associated <see cref="NetworkBehaviour"/> component's <see cref="NetworkObject"/>. Not doing so will result in small memory leaks.
/// </remarks>
public enum RpcTargetUse
{
/// <summary>
/// Creates a temporary <see cref="BaseRpcTarget"/> used for the frame an <see cref="RpcAttribute"/> decorated method is invoked.
/// </summary>
Temp,
/// <summary>
/// Creates a persisted <see cref="BaseRpcTarget"/> that does not change and will persist until <see cref="BaseRpcTarget.Dispose"/> is called.
/// </summary>
Persistent
}

View File

@@ -1,8 +1,10 @@
using Unity.Collections;
namespace Unity.Netcode
{
internal class ServerRpcTarget : BaseRpcTarget
{
protected BaseRpcTarget m_UnderlyingTarget;
protected ProxyRpcTarget m_ProxyRpcTarget;
public override void Dispose()
{
@@ -11,13 +13,62 @@ namespace Unity.Netcode
m_UnderlyingTarget.Dispose();
m_UnderlyingTarget = null;
}
if (m_ProxyRpcTarget != null)
{
m_ProxyRpcTarget.Dispose();
m_ProxyRpcTarget = null;
}
}
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
// For distributed authority the "server" is considered the authority of the object
if (behaviour.NetworkManager.DistributedAuthorityMode && behaviour.NetworkManager.CMBServiceConnection)
{
UnityEngine.Debug.LogWarning("[Invalid Target] There is no server to send to when in Distributed Authority mode!");
// If the local instance is the owner, then invoke the message locally on this behaviour
if (behaviour.IsOwner)
{
var context = new NetworkContext
{
SenderId = m_NetworkManager.LocalClientId,
Timestamp = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = m_NetworkManager,
// header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty.
Header = new NetworkMessageHeader(),
SerializedHeaderSize = 0,
MessageSize = 0
};
using var tempBuffer = new FastBufferReader(message.WriteBuffer, Allocator.None);
message.ReadBuffer = tempBuffer;
message.Handle(ref context);
// If enabled, then add the RPC metrics for this
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
int length = tempBuffer.Length;
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{
m_NetworkManager.NetworkMetrics.TrackRpcSent(
m_NetworkManager.LocalClientId,
behaviour.NetworkObject,
rpcMethodName,
behaviour.__getTypeName(),
length);
}
#endif
}
else // Otherwise, send a proxied message to the owner of the object
{
if (m_ProxyRpcTarget == null)
{
m_ProxyRpcTarget = new ProxyRpcTarget(behaviour.OwnerClientId, m_NetworkManager);
}
else
{
m_ProxyRpcTarget.SetClientId(behaviour.OwnerClientId);
}
m_ProxyRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
}
return;
}