com.unity.netcode.gameobjects@1.6.0
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). ## [1.6.0] - 2023-08-09 ### Added - Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference. ### 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 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) - 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) ### Changed
This commit is contained in:
@@ -27,7 +27,7 @@ namespace Unity.Netcode.Components
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/// <summary>
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/// The half float precision value of the z-axis as a <see cref="half"/>.
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/// </summary>
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public half Z => Axis.x;
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public half Z => Axis.z;
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/// <summary>
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/// Used to store the half float precision values as a <see cref="half3"/>
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@@ -39,6 +39,17 @@ namespace Unity.Netcode.Components
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/// </summary>
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public bool3 AxisToSynchronize;
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/// <summary>
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/// Directly sets each axial value to the passed in full precision values
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/// that are converted to half precision
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/// </summary>
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internal void Set(float x, float y, float z)
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{
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Axis.x = math.half(x);
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Axis.y = math.half(y);
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Axis.z = math.half(z);
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}
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private void SerializeWrite(FastBufferWriter writer)
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{
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for (int i = 0; i < Length; i++)
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Unity.Collections;
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using Unity.Mathematics;
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using UnityEngine;
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@@ -49,6 +50,11 @@ namespace Unity.Netcode.Components
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/// </summary>
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public OnClientRequestChangeDelegate OnClientRequestChange;
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/// <summary>
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/// When set each state update will contain a state identifier
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/// </summary>
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internal static bool TrackByStateId;
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/// <summary>
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/// Data structure used to synchronize the <see cref="NetworkTransform"/>
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/// </summary>
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@@ -71,9 +77,16 @@ namespace Unity.Netcode.Components
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private const int k_UseHalfFloats = 0x00004000; // Persists between state updates (authority dictates if this is set)
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private const int k_Synchronization = 0x00008000;
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private const int k_PositionSlerp = 0x00010000; // Persists between state updates (authority dictates if this is set)
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private const int k_IsParented = 0x00020000; // When parented and synchronizing, we need to have both lossy and local scale due to varying spawn order
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private const int k_TrackStateId = 0x10000000; // (Internal Debugging) When set each state update will contain a state identifier
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// Stores persistent and state relative flags
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private uint m_Bitset;
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internal uint BitSet
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{
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get { return m_Bitset; }
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set { m_Bitset = value; }
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}
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// Used to store the tick calculated sent time
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internal double SentTime;
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@@ -98,6 +111,7 @@ namespace Unity.Netcode.Components
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// Used for half precision scale
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internal HalfVector3 HalfVectorScale;
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internal Vector3 Scale;
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internal Vector3 LossyScale;
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// Used for half precision quaternion
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internal HalfVector4 HalfVectorRotation;
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@@ -118,7 +132,6 @@ namespace Unity.Netcode.Components
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internal int NetworkTick;
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// Used when tracking by state ID is enabled
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internal bool TrackByStateId;
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internal int StateId;
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// Used during serialization
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@@ -416,6 +429,24 @@ namespace Unity.Netcode.Components
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}
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}
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internal bool IsParented
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{
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get => GetFlag(k_IsParented);
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set
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{
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SetFlag(value, k_IsParented);
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}
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}
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internal bool TrackByStateId
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{
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get => GetFlag(k_TrackStateId);
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set
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{
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SetFlag(value, k_TrackStateId);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool GetFlag(int flag)
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{
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@@ -534,6 +565,8 @@ namespace Unity.Netcode.Components
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return NetworkTick;
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}
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internal HalfVector3 HalfEulerRotation;
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/// <summary>
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/// Serializes this <see cref="NetworkTransformState"/>
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/// </summary>
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@@ -553,23 +586,6 @@ namespace Unity.Netcode.Components
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positionStart = m_Reader.Position;
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}
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if (TrackByStateId)
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{
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var stateId = StateId;
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if (IsSynchronizing)
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{
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StateId = -1;
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}
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else
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{
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if (serializer.IsWriter)
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{
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StateId++;
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}
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serializer.SerializeValue(ref StateId);
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}
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}
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// Synchronize State Flags and Network Tick
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{
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if (isWriting)
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@@ -589,11 +605,22 @@ namespace Unity.Netcode.Components
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}
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}
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// If debugging states and track by state identifier is enabled, serialize the current state identifier
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if (TrackByStateId)
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{
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serializer.SerializeValue(ref StateId);
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}
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// Synchronize Position
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if (HasPositionChange)
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{
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if (UseHalfFloatPrecision)
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{
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// Apply which axis should be updated for both write/read (teleporting, synchronizing, or just updating)
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NetworkDeltaPosition.HalfVector3.AxisToSynchronize[0] = HasPositionX;
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NetworkDeltaPosition.HalfVector3.AxisToSynchronize[1] = HasPositionY;
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NetworkDeltaPosition.HalfVector3.AxisToSynchronize[2] = HasPositionZ;
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if (IsTeleportingNextFrame)
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{
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// **Always use full precision when teleporting and UseHalfFloatPrecision is enabled**
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@@ -604,7 +631,7 @@ namespace Unity.Netcode.Components
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serializer.SerializeValue(ref DeltaPosition);
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if (!isWriting)
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{
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NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0, math.bool3(HasPositionX, HasPositionY, HasPositionZ));
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NetworkDeltaPosition.NetworkTick = NetworkTick;
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NetworkDeltaPosition.NetworkSerialize(serializer);
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}
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else
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@@ -617,7 +644,7 @@ namespace Unity.Netcode.Components
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{
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if (!isWriting)
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{
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NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0, math.bool3(HasPositionX, HasPositionY, HasPositionZ));
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NetworkDeltaPosition.NetworkTick = NetworkTick;
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NetworkDeltaPosition.NetworkSerialize(serializer);
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}
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else
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@@ -626,9 +653,8 @@ namespace Unity.Netcode.Components
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}
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}
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}
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else // Legacy Position Synchronization
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else // Full precision axis specific position synchronization
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{
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// Position Values
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if (HasPositionX)
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{
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serializer.SerializeValue(ref PositionX);
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@@ -703,11 +729,21 @@ namespace Unity.Netcode.Components
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{
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if (HasRotAngleChange)
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{
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var halfPrecisionRotation = new HalfVector3(RotAngleX, RotAngleY, RotAngleZ, math.bool3(HasRotAngleX, HasRotAngleY, HasRotAngleZ));
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serializer.SerializeValue(ref halfPrecisionRotation);
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// Apply which axis should be updated for both write/read
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HalfEulerRotation.AxisToSynchronize[0] = HasRotAngleX;
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HalfEulerRotation.AxisToSynchronize[1] = HasRotAngleY;
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HalfEulerRotation.AxisToSynchronize[2] = HasRotAngleZ;
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if (isWriting)
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{
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HalfEulerRotation.Set(RotAngleX, RotAngleY, RotAngleZ);
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}
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serializer.SerializeValue(ref HalfEulerRotation);
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if (!isWriting)
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{
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var eulerRotation = halfPrecisionRotation.ToVector3();
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var eulerRotation = HalfEulerRotation.ToVector3();
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if (HasRotAngleX)
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{
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RotAngleX = eulerRotation.x;
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@@ -749,6 +785,12 @@ namespace Unity.Netcode.Components
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// Synchronize Scale
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if (HasScaleChange)
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{
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// If we are teleporting (which includes synchronizing) and the associated NetworkObject has a parent
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// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
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if (IsTeleportingNextFrame && IsParented)
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{
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serializer.SerializeValue(ref LossyScale);
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}
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// Half precision scale synchronization
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if (UseHalfFloatPrecision)
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{
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@@ -758,9 +800,19 @@ namespace Unity.Netcode.Components
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}
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else
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{
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// Apply which axis should be updated for both write/read
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HalfVectorScale.AxisToSynchronize[0] = HasScaleX;
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HalfVectorScale.AxisToSynchronize[1] = HasScaleY;
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HalfVectorScale.AxisToSynchronize[2] = HasScaleZ;
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// For scale, when half precision is enabled we can still only send the axis with deltas
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HalfVectorScale = new HalfVector3(Scale, math.bool3(HasScaleX, HasScaleY, HasScaleZ));
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if (isWriting)
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{
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HalfVectorScale.Set(Scale[0], Scale[1], Scale[2]);
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}
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serializer.SerializeValue(ref HalfVectorScale);
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if (!isWriting)
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{
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Scale = HalfVectorScale.ToVector3();
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@@ -1029,26 +1081,6 @@ namespace Unity.Netcode.Components
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/// </summary>
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protected NetworkManager m_CachedNetworkManager; // Note: we no longer use this and are only keeping it until we decide to deprecate it
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/// <summary>
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/// We have two internal NetworkVariables.
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/// One for server authoritative and one for "client/owner" authoritative.
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/// </summary>
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private readonly NetworkVariable<NetworkTransformState> m_ReplicatedNetworkStateServer = new NetworkVariable<NetworkTransformState>(new NetworkTransformState(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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private readonly NetworkVariable<NetworkTransformState> m_ReplicatedNetworkStateOwner = new NetworkVariable<NetworkTransformState>(new NetworkTransformState(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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internal NetworkVariable<NetworkTransformState> ReplicatedNetworkState
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{
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get
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{
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if (!IsServerAuthoritative())
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{
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return m_ReplicatedNetworkStateOwner;
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}
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return m_ReplicatedNetworkStateServer;
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}
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}
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/// <summary>
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/// Helper method that returns the space relative position of the transform.
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/// </summary>
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@@ -1149,6 +1181,8 @@ namespace Unity.Netcode.Components
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// This represents the most recent local authoritative state.
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private NetworkTransformState m_LocalAuthoritativeNetworkState;
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internal NetworkTransformState LocalAuthoritativeNetworkState => m_LocalAuthoritativeNetworkState;
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private ClientRpcParams m_ClientRpcParams = new ClientRpcParams() { Send = new ClientRpcSendParams() };
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private List<ulong> m_ClientIds = new List<ulong>() { 0 };
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@@ -1165,6 +1199,9 @@ namespace Unity.Netcode.Components
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private Quaternion m_CurrentRotation;
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private Vector3 m_TargetRotation;
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// Used to for each instance to uniquely identify the named message
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private string m_MessageName;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal void UpdatePositionInterpolator(Vector3 position, double time, bool resetInterpolator = false)
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@@ -1258,7 +1295,13 @@ namespace Unity.Netcode.Components
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protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
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{
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var targetClientId = m_TargetIdBeingSynchronized;
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var synchronizationState = new NetworkTransformState();
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var synchronizationState = new NetworkTransformState()
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{
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HalfEulerRotation = new HalfVector3(),
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HalfVectorRotation = new HalfVector4(),
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HalfVectorScale = new HalfVector3(),
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NetworkDeltaPosition = new NetworkDeltaPosition(),
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};
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if (serializer.IsWriter)
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{
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@@ -1286,6 +1329,7 @@ namespace Unity.Netcode.Components
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m_LocalAuthoritativeNetworkState = synchronizationState;
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m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = false;
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m_LocalAuthoritativeNetworkState.IsSynchronizing = false;
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}
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}
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@@ -1366,11 +1410,11 @@ namespace Unity.Netcode.Components
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// If the transform has deltas (returns dirty) then...
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if (ApplyTransformToNetworkStateWithInfo(ref m_LocalAuthoritativeNetworkState, ref transformToCommit, synchronize))
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{
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m_LocalAuthoritativeNetworkState.LastSerializedSize = ReplicatedNetworkState.Value.LastSerializedSize;
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m_LocalAuthoritativeNetworkState.LastSerializedSize = m_OldState.LastSerializedSize;
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OnAuthorityPushTransformState(ref m_LocalAuthoritativeNetworkState);
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// "push"/commit the state
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ReplicatedNetworkState.Value = m_LocalAuthoritativeNetworkState;
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// Update the state
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UpdateTransformState();
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m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = false;
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}
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@@ -1651,7 +1695,43 @@ namespace Unity.Netcode.Components
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}
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}
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// Only if we are not synchronizing...
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// For scale, we need to check for parenting when synchronizing and/or teleporting
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if (isSynchronization || networkState.IsTeleportingNextFrame)
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{
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// This all has to do with complex nested hierarchies and how it impacts scale
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// when set for the first time and depending upon whether the NetworkObject is parented
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// (or not parented) at the time the scale values are applied.
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var hasParentNetworkObject = false;
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|
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// If the NetworkObject belonging to this NetworkTransform instance has a parent
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// (i.e. this handles nested NetworkTransforms under a parent at some layer above)
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if (NetworkObject.transform.parent != null)
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{
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var parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
|
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|
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// In-scene placed NetworkObjects parented under a GameObject with no
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// NetworkObject preserve their lossyScale when synchronizing.
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if (parentNetworkObject == null && NetworkObject.IsSceneObject != false)
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{
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hasParentNetworkObject = true;
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}
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else
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{
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// Or if the relative NetworkObject has a parent NetworkObject
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hasParentNetworkObject = parentNetworkObject != null;
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}
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}
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|
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networkState.IsParented = hasParentNetworkObject;
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// If we are synchronizing and the associated NetworkObject has a parent then we want to send the
|
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// LossyScale if the NetworkObject has a parent since NetworkObject spawn order is not guaranteed
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if (hasParentNetworkObject)
|
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{
|
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networkState.LossyScale = transform.lossyScale;
|
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}
|
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}
|
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|
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// Checking scale deltas when not synchronizing
|
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if (!isSynchronization)
|
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{
|
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if (!UseHalfFloatPrecision)
|
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@@ -1682,7 +1762,7 @@ namespace Unity.Netcode.Components
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var previousScale = networkState.Scale;
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for (int i = 0; i < 3; i++)
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{
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if (Mathf.Abs(Mathf.DeltaAngle(previousScale[i], scale[i])) >= ScaleThreshold || networkState.IsTeleportingNextFrame)
|
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if (Mathf.Abs(scale[i] - previousScale[i]) >= ScaleThreshold || networkState.IsTeleportingNextFrame)
|
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{
|
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isScaleDirty = true;
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networkState.Scale[i] = scale[i];
|
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@@ -1691,46 +1771,18 @@ namespace Unity.Netcode.Components
|
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}
|
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}
|
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}
|
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else // If we are synchronizing then we need to determine which scale to use
|
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else // Just apply the full local scale when synchronizing
|
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if (SynchronizeScale)
|
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{
|
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// This all has to do with complex nested hierarchies and how it impacts scale
|
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// when set for the first time.
|
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var hasParentNetworkObject = false;
|
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|
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// If the NetworkObject belonging to this NetworkTransform instance has a parent
|
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// (i.e. this handles nested NetworkTransforms under a parent at some layer above)
|
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if (NetworkObject.transform.parent != null)
|
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{
|
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var parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
|
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|
||||
// In-scene placed NetworkObjects parented under a GameObject with no
|
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// NetworkObject preserve their lossyScale when synchronizing.
|
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if (parentNetworkObject == null && NetworkObject.IsSceneObject != false)
|
||||
{
|
||||
hasParentNetworkObject = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Or if the relative NetworkObject has a parent NetworkObject
|
||||
hasParentNetworkObject = parentNetworkObject != null;
|
||||
}
|
||||
}
|
||||
|
||||
// If world position stays is set and the relative NetworkObject is parented under a NetworkObject
|
||||
// then we want to use the lossy scale for the initial synchronization.
|
||||
var useLossy = NetworkObject.WorldPositionStays() && hasParentNetworkObject;
|
||||
var scaleToUse = useLossy ? transform.lossyScale : transform.localScale;
|
||||
|
||||
if (!UseHalfFloatPrecision)
|
||||
{
|
||||
networkState.ScaleX = scaleToUse.x;
|
||||
networkState.ScaleY = scaleToUse.y;
|
||||
networkState.ScaleZ = scaleToUse.z;
|
||||
networkState.ScaleX = transform.localScale.x;
|
||||
networkState.ScaleY = transform.localScale.y;
|
||||
networkState.ScaleZ = transform.localScale.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
networkState.Scale = scaleToUse;
|
||||
networkState.Scale = transform.localScale;
|
||||
}
|
||||
networkState.HasScaleX = true;
|
||||
networkState.HasScaleY = true;
|
||||
@@ -2027,28 +2079,41 @@ namespace Unity.Netcode.Components
|
||||
|
||||
if (newState.HasScaleChange)
|
||||
{
|
||||
bool shouldUseLossy = false;
|
||||
if (newState.IsParented)
|
||||
{
|
||||
if (transform.parent == null)
|
||||
{
|
||||
shouldUseLossy = NetworkObject.WorldPositionStays();
|
||||
}
|
||||
else
|
||||
{
|
||||
shouldUseLossy = !NetworkObject.WorldPositionStays();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (UseHalfFloatPrecision)
|
||||
{
|
||||
currentScale = newState.Scale;
|
||||
currentScale = shouldUseLossy ? newState.LossyScale : newState.Scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Adjust based on which axis changed
|
||||
if (newState.HasScaleX)
|
||||
{
|
||||
currentScale.x = newState.ScaleX;
|
||||
currentScale.x = shouldUseLossy ? newState.LossyScale.x : newState.ScaleX;
|
||||
}
|
||||
|
||||
if (newState.HasScaleY)
|
||||
{
|
||||
currentScale.y = newState.ScaleY;
|
||||
currentScale.y = shouldUseLossy ? newState.LossyScale.y : newState.ScaleY;
|
||||
}
|
||||
|
||||
if (newState.HasScaleZ)
|
||||
{
|
||||
currentScale.z = newState.ScaleZ;
|
||||
currentScale.z = shouldUseLossy ? newState.LossyScale.z : newState.ScaleZ;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
m_CurrentScale = currentScale;
|
||||
@@ -2112,7 +2177,7 @@ namespace Unity.Netcode.Components
|
||||
/// <remarks>
|
||||
/// Only non-authoritative instances should invoke this
|
||||
/// </remarks>
|
||||
private void UpdateState(NetworkTransformState oldState, NetworkTransformState newState)
|
||||
private void ApplyUpdatedState(NetworkTransformState newState)
|
||||
{
|
||||
// Set the transforms's synchronization modes
|
||||
InLocalSpace = newState.InLocalSpace;
|
||||
@@ -2142,8 +2207,9 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
// assure our local NetworkDeltaPosition state is updated
|
||||
m_HalfPositionState.HalfVector3.Axis = m_LocalAuthoritativeNetworkState.NetworkDeltaPosition.HalfVector3.Axis;
|
||||
// and update our current position
|
||||
m_LocalAuthoritativeNetworkState.CurrentPosition = m_HalfPositionState.ToVector3(newState.NetworkTick);
|
||||
// and update our target position
|
||||
m_TargetPosition = m_HalfPositionState.ToVector3(newState.NetworkTick);
|
||||
m_LocalAuthoritativeNetworkState.CurrentPosition = m_TargetPosition;
|
||||
}
|
||||
|
||||
if (!Interpolate)
|
||||
@@ -2154,14 +2220,9 @@ namespace Unity.Netcode.Components
|
||||
// Apply axial changes from the new state
|
||||
// Either apply the delta position target position or the current state's delta position
|
||||
// depending upon whether UsePositionDeltaCompression is enabled
|
||||
|
||||
if (m_LocalAuthoritativeNetworkState.HasPositionChange)
|
||||
{
|
||||
if (m_LocalAuthoritativeNetworkState.UseHalfFloatPrecision)
|
||||
{
|
||||
UpdatePositionInterpolator(m_LocalAuthoritativeNetworkState.CurrentPosition, sentTime);
|
||||
}
|
||||
else
|
||||
if (!m_LocalAuthoritativeNetworkState.UseHalfFloatPrecision)
|
||||
{
|
||||
var newTargetPosition = m_TargetPosition;
|
||||
if (m_LocalAuthoritativeNetworkState.HasPositionX)
|
||||
@@ -2178,9 +2239,9 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
newTargetPosition.z = m_LocalAuthoritativeNetworkState.PositionZ;
|
||||
}
|
||||
UpdatePositionInterpolator(newTargetPosition, sentTime);
|
||||
m_TargetPosition = newTargetPosition;
|
||||
}
|
||||
UpdatePositionInterpolator(m_TargetPosition, sentTime);
|
||||
}
|
||||
|
||||
if (m_LocalAuthoritativeNetworkState.HasScaleChange)
|
||||
@@ -2263,6 +2324,8 @@ namespace Unity.Netcode.Components
|
||||
|
||||
}
|
||||
|
||||
private NetworkTransformState m_OldState = new NetworkTransformState();
|
||||
|
||||
/// <summary>
|
||||
/// Only non-authoritative instances should invoke this method
|
||||
/// </summary>
|
||||
@@ -2276,8 +2339,8 @@ namespace Unity.Netcode.Components
|
||||
// Get the time when this new state was sent
|
||||
newState.SentTime = new NetworkTime(NetworkManager.NetworkConfig.TickRate, newState.NetworkTick).Time;
|
||||
|
||||
// Update the state
|
||||
UpdateState(oldState, newState);
|
||||
// Apply the new state
|
||||
ApplyUpdatedState(newState);
|
||||
|
||||
// Provide notifications when the state has been updated
|
||||
OnNetworkTransformStateUpdated(ref oldState, ref newState);
|
||||
@@ -2360,10 +2423,19 @@ namespace Unity.Netcode.Components
|
||||
internal void OnUpdateAuthoritativeState(ref Transform transformSource)
|
||||
{
|
||||
// If our replicated state is not dirty and our local authority state is dirty, clear it.
|
||||
if (!ReplicatedNetworkState.IsDirty() && m_LocalAuthoritativeNetworkState.IsDirty && !m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame)
|
||||
if (m_LocalAuthoritativeNetworkState.IsDirty && !m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame)
|
||||
{
|
||||
// Now clear our bitset and prepare for next network tick state update
|
||||
m_LocalAuthoritativeNetworkState.ClearBitSetForNextTick();
|
||||
if (TrackByStateId)
|
||||
{
|
||||
m_LocalAuthoritativeNetworkState.TrackByStateId = true;
|
||||
m_LocalAuthoritativeNetworkState.StateId++;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_LocalAuthoritativeNetworkState.TrackByStateId = false;
|
||||
}
|
||||
}
|
||||
|
||||
AxisChangedDeltaPositionCheck();
|
||||
@@ -2394,20 +2466,31 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
///////////////////////////////////////////////////////////////
|
||||
// NOTE: Legacy and no longer used (candidates for deprecation)
|
||||
m_CachedIsServer = IsServer;
|
||||
m_CachedNetworkManager = NetworkManager;
|
||||
///////////////////////////////////////////////////////////////
|
||||
|
||||
// Register a custom named message specifically for this instance
|
||||
m_MessageName = $"NTU_{NetworkObjectId}_{NetworkBehaviourId}";
|
||||
NetworkManager.CustomMessagingManager.RegisterNamedMessageHandler(m_MessageName, TransformStateUpdate);
|
||||
Initialize();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
ReplicatedNetworkState.OnValueChanged -= OnNetworkStateChanged;
|
||||
if (!NetworkManager.ShutdownInProgress && NetworkManager.CustomMessagingManager != null)
|
||||
{
|
||||
NetworkManager.CustomMessagingManager.UnregisterNamedMessageHandler(m_MessageName);
|
||||
}
|
||||
CanCommitToTransform = false;
|
||||
if (NetworkManager != null && NetworkManager.NetworkTickSystem != null)
|
||||
{
|
||||
@@ -2424,9 +2507,6 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
CanCommitToTransform = false;
|
||||
base.OnDestroy();
|
||||
m_ReplicatedNetworkStateServer.Dispose();
|
||||
m_ReplicatedNetworkStateOwner.Dispose();
|
||||
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
@@ -2453,7 +2533,20 @@ namespace Unity.Netcode.Components
|
||||
/// <summary>
|
||||
/// Invoked when first spawned and when ownership changes.
|
||||
/// </summary>
|
||||
/// <param name="replicatedState">the <see cref="NetworkVariable{T}"/> replicated <see cref="NetworkTransformState"/></param>
|
||||
/// <param name="replicatedState">the current <see cref="NetworkTransformState"/> after initializing</param>
|
||||
protected virtual void OnInitialize(ref NetworkTransformState replicatedState)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An owner read and owner write NetworkVariable so it doesn't generate any messages
|
||||
/// </summary>
|
||||
private NetworkVariable<NetworkTransformState> m_InternalStatNetVar = new NetworkVariable<NetworkTransformState>(default, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Owner);
|
||||
/// <summary>
|
||||
/// This method is only invoked by the owner
|
||||
/// Use: OnInitialize(ref NetworkTransformState replicatedState) to be notified on all instances
|
||||
/// </summary>
|
||||
/// <param name="replicatedState"></param>
|
||||
protected virtual void OnInitialize(ref NetworkVariable<NetworkTransformState> replicatedState)
|
||||
{
|
||||
|
||||
@@ -2470,7 +2563,6 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
CanCommitToTransform = IsServerAuthoritative() ? IsServer : IsOwner;
|
||||
var replicatedState = ReplicatedNetworkState;
|
||||
var currentPosition = GetSpaceRelativePosition();
|
||||
var currentRotation = GetSpaceRelativeRotation();
|
||||
|
||||
@@ -2490,14 +2582,12 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
// Sanity check to assure we only subscribe to OnValueChanged once
|
||||
replicatedState.OnValueChanged -= OnNetworkStateChanged;
|
||||
replicatedState.OnValueChanged += OnNetworkStateChanged;
|
||||
|
||||
// Assure we no longer subscribe to the tick event
|
||||
NetworkManager.NetworkTickSystem.Tick -= NetworkTickSystem_Tick;
|
||||
|
||||
ResetInterpolatedStateToCurrentAuthoritativeState();
|
||||
|
||||
m_CurrentPosition = currentPosition;
|
||||
m_TargetPosition = currentPosition;
|
||||
m_CurrentScale = transform.localScale;
|
||||
@@ -2506,8 +2596,13 @@ namespace Unity.Netcode.Components
|
||||
m_TargetRotation = currentRotation.eulerAngles;
|
||||
|
||||
}
|
||||
OnInitialize(ref m_LocalAuthoritativeNetworkState);
|
||||
|
||||
OnInitialize(ref replicatedState);
|
||||
if (IsOwner)
|
||||
{
|
||||
m_InternalStatNetVar.Value = m_LocalAuthoritativeNetworkState;
|
||||
OnInitialize(ref m_InternalStatNetVar);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
@@ -2690,12 +2785,6 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
// If we have not received any additional state updates since the very
|
||||
// initial synchronization, then exit early.
|
||||
if (m_LocalAuthoritativeNetworkState.IsSynchronizing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Apply the current authoritative state
|
||||
ApplyAuthoritativeState();
|
||||
}
|
||||
@@ -2738,6 +2827,103 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
return OnIsServerAuthoritative();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Receives the <see cref="NetworkTransformState"/> named message updates
|
||||
/// </summary>
|
||||
/// <param name="senderId">authority of the transform</param>
|
||||
/// <param name="messagePayload">serialzied <see cref="NetworkTransformState"/></param>
|
||||
private void TransformStateUpdate(ulong senderId, FastBufferReader messagePayload)
|
||||
{
|
||||
// Forward owner authoritative messages before doing anything else
|
||||
if (IsServer && !OnIsServerAuthoritative())
|
||||
{
|
||||
ForwardStateUpdateMessage(messagePayload);
|
||||
}
|
||||
// Store the previous/old state
|
||||
m_OldState = m_LocalAuthoritativeNetworkState;
|
||||
|
||||
// Deserialize the message
|
||||
messagePayload.ReadNetworkSerializableInPlace(ref m_LocalAuthoritativeNetworkState);
|
||||
|
||||
// Apply the message
|
||||
OnNetworkStateChanged(m_OldState, m_LocalAuthoritativeNetworkState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forwards owner authoritative state updates when received by the server
|
||||
/// </summary>
|
||||
/// <param name="messagePayload">the owner state message payload</param>
|
||||
private unsafe void ForwardStateUpdateMessage(FastBufferReader messagePayload)
|
||||
{
|
||||
var currentPosition = messagePayload.Position;
|
||||
var messageSize = messagePayload.Length - currentPosition;
|
||||
var writer = new FastBufferWriter(messageSize, Allocator.Temp);
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteBytesSafe(messagePayload.GetUnsafePtr(), messageSize, currentPosition);
|
||||
|
||||
var clientCount = NetworkManager.ConnectionManager.ConnectedClientsList.Count;
|
||||
for (int i = 0; i < clientCount; i++)
|
||||
{
|
||||
var clientId = NetworkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
|
||||
if (!OnIsServerAuthoritative() && (NetworkManager.ServerClientId == clientId || clientId == OwnerClientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
NetworkManager.CustomMessagingManager.SendNamedMessage(m_MessageName, clientId, writer);
|
||||
}
|
||||
}
|
||||
messagePayload.Seek(currentPosition);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends <see cref="NetworkTransformState"/> named message updates by the authority of the transform
|
||||
/// </summary>
|
||||
private void UpdateTransformState()
|
||||
{
|
||||
if (NetworkManager.ShutdownInProgress)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool isServerAuthoritative = OnIsServerAuthoritative();
|
||||
if (isServerAuthoritative && !IsServer)
|
||||
{
|
||||
Debug.LogError($"Server authoritative {nameof(NetworkTransform)} can only be updated by the server!");
|
||||
}
|
||||
else if (!isServerAuthoritative && !IsServer && !IsOwner)
|
||||
{
|
||||
Debug.LogError($"Owner authoritative {nameof(NetworkTransform)} can only be updated by the owner!");
|
||||
}
|
||||
var customMessageManager = NetworkManager.CustomMessagingManager;
|
||||
|
||||
var writer = new FastBufferWriter(128, Allocator.Temp);
|
||||
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteNetworkSerializable(m_LocalAuthoritativeNetworkState);
|
||||
// Server-host always sends updates to all clients (but itself)
|
||||
if (IsServer)
|
||||
{
|
||||
var clientCount = NetworkManager.ConnectionManager.ConnectedClientsList.Count;
|
||||
for (int i = 0; i < clientCount; i++)
|
||||
{
|
||||
var clientId = NetworkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
|
||||
if (NetworkManager.ServerClientId == clientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
customMessageManager.SendNamedMessage(m_MessageName, clientId, writer);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clients (owner authoritative) send messages to the server-host
|
||||
customMessageManager.SendNamedMessage(m_MessageName, NetworkManager.ServerClientId, writer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal interface INetworkTransformLogStateEntry
|
||||
|
||||
Reference in New Issue
Block a user