com.unity.netcode.gameobjects@1.4.0

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).

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
This commit is contained in:
Unity Technologies
2023-04-10 00:00:00 +00:00
parent 8060718e04
commit b5abc3ff7c
138 changed files with 7892 additions and 1852 deletions

View File

@@ -1,5 +1,5 @@
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Unity.Netcode.Components")]
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]

View File

@@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Netcode
@@ -208,6 +208,14 @@ namespace Unity.Netcode
private ulong? m_ConfigHash = null;
/// <summary>
/// Clears out the configuration hash value generated for a specific network session
/// </summary>
internal void ClearConfigHash()
{
m_ConfigHash = null;
}
/// <summary>
/// Gets a SHA256 hash of parts of the NetworkConfig instance
/// </summary>
@@ -273,8 +281,6 @@ namespace Unity.Netcode
Prefabs.Initialize();
}
#region Legacy Network Prefab List
[NonSerialized]
private bool m_DidWarnOldPrefabList = false;
@@ -334,7 +340,5 @@ namespace Unity.Netcode
[FormerlySerializedAs("NetworkPrefabs")]
[SerializeField]
internal List<NetworkPrefab> OldPrefabList;
#endregion
}
}

View File

@@ -52,12 +52,23 @@ namespace Unity.Netcode
}
~NetworkPrefabs()
{
Shutdown();
}
/// <summary>
/// Deregister from add and remove events
/// Clear the list
/// </summary>
internal void Shutdown()
{
foreach (var list in NetworkPrefabsLists)
{
list.OnAdd -= AddTriggeredByNetworkPrefabList;
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
}
NetworkPrefabsLists.Clear();
}
/// <summary>

View File

@@ -52,6 +52,8 @@ namespace Unity.Netcode
public static void SetDefaults()
{
SetDefault<IDeferredMessageManager>(networkManager => new DeferredMessageManager(networkManager));
SetDefault<IRealTimeProvider>(networkManager => new RealTimeProvider());
}
private static void SetDefault<T>(CreateObjectDelegate creator)

View File

@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System.Reflection;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
@@ -82,7 +82,7 @@ namespace Unity.Netcode
var context = new NetworkContext
{
SenderId = NetworkManager.ServerClientId,
Timestamp = Time.realtimeSinceStartup,
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = 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.
@@ -219,7 +219,7 @@ namespace Unity.Netcode
var context = new NetworkContext
{
SenderId = NetworkManager.ServerClientId,
Timestamp = Time.realtimeSinceStartup,
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = 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.
@@ -570,13 +570,10 @@ namespace Unity.Netcode
if (list == null)
{
list = new List<FieldInfo>();
list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
}
else
{
list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
}
list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
{
return GetFieldInfoForTypeRecursive(type.BaseType, list);
@@ -600,13 +597,7 @@ namespace Unity.Netcode
var fieldType = sortedFields[i].FieldType;
if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
{
var instance = (NetworkVariableBase)sortedFields[i].GetValue(this);
if (instance == null)
{
throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
}
var instance = (NetworkVariableBase)sortedFields[i].GetValue(this) ?? throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
instance.Initialize(this);
var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name));
@@ -899,11 +890,23 @@ namespace Unity.Netcode
/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
/// is in read mode or write mode.
/// </typeparam>
/// <param name="targetClientId">the relative client identifier being synchronized</param>
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
{
}
/// <summary>
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
/// </summary>
/// <remarks>
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
/// For writing (server-side), this is useful to know which client will receive the serialized data.
/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
/// When synchronization of this instance is complete, this value will be reset to 0
/// </remarks>
protected ulong m_TargetIdBeingSynchronized { get; private set; }
/// <summary>
/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
@@ -913,8 +916,9 @@ namespace Unity.Netcode
/// synchronize any remaining NetworkBehaviours.
/// </remarks>
/// <returns>true if it wrote synchronization data and false if it did not</returns>
internal bool Synchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
internal bool Synchronize<T>(ref BufferSerializer<T> serializer, ulong targetClientId = 0) where T : IReaderWriter
{
m_TargetIdBeingSynchronized = targetClientId;
if (serializer.IsWriter)
{
// Get the writer to handle seeking and determining how many bytes were written
@@ -949,6 +953,8 @@ namespace Unity.Netcode
}
var finalPosition = writer.Position;
// Reset before exiting
m_TargetIdBeingSynchronized = default;
// If we wrote nothing then skip writing anything for this NetworkBehaviour
if (finalPosition == positionBeforeSynchronize || threwException)
{
@@ -1002,6 +1008,9 @@ namespace Unity.Netcode
synchronizationError = true;
}
// Reset before exiting
m_TargetIdBeingSynchronized = default;
// Skip over the entry if deserialization fails
if (synchronizationError)
{

View File

@@ -298,6 +298,8 @@ namespace Unity.Netcode
internal IDeferredMessageManager DeferredMessageManager { get; private set; }
internal IRealTimeProvider RealTimeProvider { get; private set; }
/// <summary>
/// Gets the CustomMessagingManager for this NetworkManager
/// </summary>
@@ -449,10 +451,28 @@ namespace Unity.Netcode
public event Action<ulong> OnClientDisconnectCallback = null;
/// <summary>
/// The callback to invoke once the server is ready
/// This callback is invoked when the local server is started and listening for incoming connections.
/// </summary>
public event Action OnServerStarted = null;
/// <summary>
/// The callback to invoke once the local client is ready
/// </summary>
public event Action OnClientStarted = null;
/// <summary>
/// This callback is invoked once the local server is stopped.
/// </summary>
/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping a host instance and <see cref="false"/> when stopping a server instance.</param>
public event Action<bool> OnServerStopped = null;
/// <summary>
/// The callback to invoke once the local client stops
/// </summary>
/// <remarks>The parameter states whether the client was running in host mode</remarks>
/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping the host client and <see cref="false"/> when stopping a standard client instance.</param>
public event Action<bool> OnClientStopped = null;
/// <summary>
/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
/// </summary>
@@ -735,6 +755,8 @@ namespace Unity.Netcode
DeferredMessageManager = ComponentFactory.Create<IDeferredMessageManager>(this);
RealTimeProvider = ComponentFactory.Create<IRealTimeProvider>(this);
CustomMessagingManager = new CustomMessagingManager(this);
SceneManager = new NetworkSceneManager(this);
@@ -908,6 +930,7 @@ namespace Unity.Netcode
IsClient = true;
IsListening = true;
OnClientStarted?.Invoke();
return true;
}
@@ -989,13 +1012,14 @@ namespace Unity.Netcode
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
OnServerStarted?.Invoke();
OnClientStarted?.Invoke();
// This assures that any in-scene placed NetworkObject is spawned and
// any associated NetworkBehaviours' netcode related properties are
// set prior to invoking OnClientConnected.
InvokeOnClientConnectedCallback(LocalClientId);
OnServerStarted?.Invoke();
return true;
}
@@ -1108,13 +1132,13 @@ namespace Unity.Netcode
return isParented;
}
static internal string GenerateNestedNetworkManagerMessage(Transform transform)
internal static string GenerateNestedNetworkManagerMessage(Transform transform)
{
return $"{transform.name} is nested under {transform.root.name}. NetworkManager cannot be nested.\n";
}
#if UNITY_EDITOR
static internal INetworkManagerHelper NetworkManagerHelper;
internal static INetworkManagerHelper NetworkManagerHelper;
/// <summary>
/// Interface for NetworkManagerHelper
/// </summary>
@@ -1195,13 +1219,12 @@ namespace Unity.Netcode
NetworkLog.LogInfo(nameof(ShutdownInternal));
}
if (IsServer)
bool wasServer = IsServer;
bool wasClient = IsClient;
if (wasServer)
{
// make sure all messages are flushed before transport disconnect clients
if (MessagingSystem != null)
{
MessagingSystem.ProcessSendQueues();
}
MessagingSystem?.ProcessSendQueues();
var disconnectedIds = new HashSet<ulong>();
@@ -1237,10 +1260,22 @@ namespace Unity.Netcode
}
}
// Unregister network updates before trying to disconnect the client
this.UnregisterAllNetworkUpdates();
if (IsClient && IsListening)
{
// Client only, send disconnect to server
NetworkConfig.NetworkTransport.DisconnectLocalClient();
// If transport throws and exception, log the exception and
// continue the shutdown sequence (or forever be shutting down)
try
{
NetworkConfig.NetworkTransport.DisconnectLocalClient();
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
IsConnectedClient = false;
@@ -1261,8 +1296,6 @@ namespace Unity.Netcode
IsServer = false;
IsClient = false;
this.UnregisterAllNetworkUpdates();
if (NetworkTickSystem != null)
{
NetworkTickSystem.Tick -= OnNetworkManagerTick;
@@ -1280,10 +1313,7 @@ namespace Unity.Netcode
NetworkConfig.NetworkTransport.OnTransportEvent -= HandleRawTransportPoll;
}
if (DeferredMessageManager != null)
{
DeferredMessageManager.CleanupAllTriggers();
}
DeferredMessageManager?.CleanupAllTriggers();
if (SceneManager != null)
{
@@ -1318,6 +1348,22 @@ namespace Unity.Netcode
m_StopProcessingMessages = false;
ClearClients();
if (wasClient)
{
OnClientStopped?.Invoke(wasServer);
}
if (wasServer)
{
OnServerStopped?.Invoke(wasClient);
}
// This cleans up the internal prefabs list
NetworkConfig?.Prefabs.Shutdown();
// Reset the configuration hash for next session in the event
// that the prefab list changes
NetworkConfig?.ClearConfigHash();
}
/// <inheritdoc />
@@ -1417,7 +1463,7 @@ namespace Unity.Netcode
}
// Only update RTT here, server time is updated by time sync messages
var reset = NetworkTimeSystem.Advance(Time.unscaledDeltaTime);
var reset = NetworkTimeSystem.Advance(RealTimeProvider.UnscaledDeltaTime);
if (reset)
{
NetworkTickSystem.Reset(NetworkTimeSystem.LocalTime, NetworkTimeSystem.ServerTime);
@@ -1426,7 +1472,7 @@ namespace Unity.Netcode
if (IsServer == false)
{
NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.unscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + RealTimeProvider.UnscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
}
}
@@ -1435,6 +1481,10 @@ namespace Unity.Netcode
if (!m_ShuttingDown || !m_StopProcessingMessages)
{
// This should be invoked just prior to the MessagingSystem
// processes its outbound queue.
SceneManager.CheckForAndSendNetworkObjectSceneChanged();
MessagingSystem.ProcessSendQueues();
NetworkMetrics.UpdateNetworkObjectsCount(SpawnManager.SpawnedObjects.Count);
NetworkMetrics.UpdateConnectionsCount((IsServer) ? ConnectedClients.Count : 1);
@@ -1486,10 +1536,9 @@ namespace Unity.Netcode
// we should always force the rebuilding of the NetworkConfig hash value
ConfigHash = NetworkConfig.GetConfig(false),
ShouldSendConnectionData = NetworkConfig.ConnectionApproval,
ConnectionData = NetworkConfig.ConnectionData
ConnectionData = NetworkConfig.ConnectionData,
MessageVersions = new NativeArray<MessageVersionData>(MessagingSystem.MessageHandlers.Length, Allocator.Temp)
};
message.MessageVersions = new NativeArray<MessageVersionData>(MessagingSystem.MessageHandlers.Length, Allocator.Temp);
for (int index = 0; index < MessagingSystem.MessageHandlers.Length; index++)
{
if (MessagingSystem.MessageTypes[index] != null)
@@ -1509,7 +1558,7 @@ namespace Unity.Netcode
private IEnumerator ApprovalTimeout(ulong clientId)
{
var timeStarted = IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup;
var timeStarted = IsServer ? LocalTime.TimeAsFloat : RealTimeProvider.RealTimeSinceStartup;
var timedOut = false;
var connectionApproved = false;
var connectionNotApproved = false;
@@ -1519,7 +1568,7 @@ namespace Unity.Netcode
{
yield return null;
// Check if we timed out
timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup);
timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : RealTimeProvider.RealTimeSinceStartup);
if (IsServer)
{
@@ -1861,8 +1910,10 @@ namespace Unity.Netcode
if (!string.IsNullOrEmpty(reason))
{
var disconnectReason = new DisconnectReasonMessage();
disconnectReason.Reason = reason;
var disconnectReason = new DisconnectReasonMessage
{
Reason = reason
};
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, clientId);
}
MessagingSystem.ProcessSendQueues();
@@ -2011,15 +2062,19 @@ namespace Unity.Netcode
if (response.CreatePlayerObject)
{
var playerPrefabHash = response.PlayerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
var prefabNetworkObject = NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
// Generate a SceneObject for the player object to spawn
// Note: This is only to create the local NetworkObject,
// many of the serialized properties of the player prefab
// will be set when instantiated.
var sceneObject = new NetworkObject.SceneObject
{
OwnerClientId = ownerClientId,
IsPlayerObject = true,
IsSceneObject = false,
HasTransform = true,
HasTransform = prefabNetworkObject.SynchronizeTransform,
Hash = playerPrefabHash,
TargetClientId = ownerClientId,
Transform = new NetworkObject.SceneObject.TransformData
@@ -2105,8 +2160,10 @@ namespace Unity.Netcode
{
if (!string.IsNullOrEmpty(response.Reason))
{
var disconnectReason = new DisconnectReasonMessage();
disconnectReason.Reason = response.Reason;
var disconnectReason = new DisconnectReasonMessage
{
Reason = response.Reason
};
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId);
MessagingSystem.ProcessSendQueues();

View File

@@ -17,6 +17,28 @@ namespace Unity.Netcode
[SerializeField]
internal uint GlobalObjectIdHash;
/// <summary>
/// Gets the Prefab Hash Id of this object if the object is registerd as a prefab otherwise it returns 0
/// </summary>
[HideInInspector]
public uint PrefabIdHash
{
get
{
foreach (var prefab in NetworkManager.NetworkConfig.Prefabs.Prefabs)
{
if (prefab.Prefab == gameObject)
{
return GlobalObjectIdHash;
}
}
return 0;
}
}
private bool m_IsPrefab;
#if UNITY_EDITOR
private void OnValidate()
{
@@ -75,6 +97,18 @@ namespace Unity.Netcode
/// </summary>
public bool IsPlayerObject { get; internal set; }
/// <summary>
/// Determines if the associated NetworkObject's transform will get
/// synchronized when spawned.
/// </summary>
/// <remarks>
/// For things like in-scene placed NetworkObjects that have no visual
/// components can help reduce the instance's initial synchronization
/// bandwidth cost. This can also be useful for UI elements that have
/// a predetermined fixed position.
/// </remarks>
public bool SynchronizeTransform = true;
/// <summary>
/// Gets if the object is the personal clients player object
/// </summary>
@@ -105,6 +139,55 @@ namespace Unity.Netcode
/// </summary>
public bool DestroyWithScene { get; set; }
/// <summary>
/// When set to true and the active scene is changed, this will automatically migrate the <see cref="NetworkObject"/>
/// into the new active scene on both the server and client instances.
/// </summary>
/// <remarks>
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
///
/// If there are more than one scenes loaded and the currently active scene is unloaded, then typically
/// the <see cref="SceneManager"/> will automatically assign a new active scene. Similar to <see cref="DestroyWithScene"/>
/// being set to <see cref="false"/>, this prevents any <see cref="NetworkObject"/> from being destroyed
/// with the unloaded active scene by migrating it into the automatically assigned active scene.
/// Additionally, this is can be useful in some seamless scene streaming implementations.
/// Note:
/// Only having <see cref="ActiveSceneSynchronization"/> set to true will *not* synchronize clients when
/// changing a <see cref="NetworkObject"/>'s scene via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>.
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
/// </remarks>
public bool ActiveSceneSynchronization;
/// <summary>
/// When enabled (the default), if a <see cref="NetworkObject"/> is migrated to a different scene (active or not)
/// via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/> on the server side all client
/// instances will be synchronized and the <see cref="NetworkObject"/> migrated into the newly assigned scene.
/// The updated scene migration will get synchronized with late joining clients as well.
/// </summary>
/// <remarks>
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
/// Note:
/// You can have both <see cref="ActiveSceneSynchronization"/> and <see cref="SceneMigrationSynchronization"/> enabled.
/// The primary difference between the two is that <see cref="SceneMigrationSynchronization"/> only synchronizes clients
/// when the server migrates a <see cref="NetworkObject"/> to a new scene. If the scene is unloaded and <see cref="DestroyWithScene"/>
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
/// </remarks>
public bool SceneMigrationSynchronization = true;
/// <summary>
/// Notifies when the NetworkObject is migrated into a new scene
/// </summary>
/// <remarks>
/// - <see cref="ActiveSceneSynchronization"/> or <see cref="SceneMigrationSynchronization"/> (or both) need to be enabled
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
/// </remarks>
public Action OnMigratedToNewScene;
/// <summary>
/// Delegate type for checking visibility
/// </summary>
@@ -188,6 +271,11 @@ namespace Unity.Netcode
/// </summary>
internal int SceneOriginHandle = 0;
/// <summary>
/// The server-side scene origin handle
/// </summary>
internal int NetworkSceneHandle = 0;
private Scene m_SceneOrigin;
/// <summary>
/// The scene where the NetworkObject was first instantiated
@@ -265,6 +353,15 @@ namespace Unity.Netcode
throw new VisibilityChangeException("The object is already visible");
}
if (CheckObjectVisibility != null && !CheckObjectVisibility(clientId))
{
if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"[NetworkShow] Trying to make {nameof(NetworkObject)} {gameObject.name} visible to client ({clientId}) but {nameof(CheckObjectVisibility)} returned false!");
}
return;
}
NetworkManager.MarkObjectForShowingTo(this, clientId);
Observers.Add(clientId);
}
@@ -578,6 +675,22 @@ namespace Unity.Netcode
private Transform m_CachedParent; // What is our last set parent Transform reference?
private bool m_CachedWorldPositionStays = true; // Used to preserve the world position stays parameter passed in TrySetParent
/// <summary>
/// Returns the last known cached WorldPositionStays value for this NetworkObject
/// </summary>
/// <remarks>
/// When parenting NetworkObjects, the optional WorldPositionStays value is cached and synchronized with clients.
/// This method provides access to the instance relative cached value.
/// <see cref="TrySetParent(GameObject, bool)"/>
/// <see cref="TrySetParent(NetworkObject, bool)"/>
/// <see cref="TrySetParent(Transform, bool)"/>
/// </remarks>
/// <returns><see cref="true"/> or <see cref="false"/></returns>
public bool WorldPositionStays()
{
return m_CachedWorldPositionStays;
}
internal void SetCachedParent(Transform parentTransform)
{
m_CachedParent = parentTransform;
@@ -1118,6 +1231,18 @@ namespace Unity.Netcode
set => ByteUtility.SetBit(ref m_BitField, 5, value);
}
/// <summary>
/// Even though the server sends notifications for NetworkObjects that get
/// destroyed when a scene is unloaded, we want to synchronize this so
/// the client side can use it as part of a filter for automatically migrating
/// to the current active scene when its scene is unloaded. (only for dynamically spawned)
/// </summary>
public bool DestroyWithScene
{
get => ByteUtility.GetBit(m_BitField, 6);
set => ByteUtility.SetBit(ref m_BitField, 6, value);
}
//If(Metadata.HasParent)
public ulong ParentObjectId;
@@ -1160,7 +1285,7 @@ namespace Unity.Netcode
var writeSize = 0;
writeSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
writeSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
writeSize += FastBufferWriter.GetWriteSize<int>();
if (!writer.TryBeginWrite(writeSize))
{
@@ -1172,14 +1297,9 @@ namespace Unity.Netcode
writer.WriteValue(Transform);
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
// this to locate their local instance of the in-scene placed NetworkObject instance.
// Only written for in-scene placed NetworkObjects.
if (IsSceneObject)
{
writer.WriteValue(OwnerObject.GetSceneOriginHandle());
}
// The NetworkSceneHandle is the server-side relative
// scene handle that the NetworkObject resides in.
writer.WriteValue(OwnerObject.GetSceneOriginHandle());
// Synchronize NetworkVariables and NetworkBehaviours
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
@@ -1205,7 +1325,7 @@ namespace Unity.Netcode
var readSize = 0;
readSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
readSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
readSize += FastBufferWriter.GetWriteSize<int>();
// Try to begin reading the remaining bytes
if (!reader.TryBeginRead(readSize))
@@ -1218,14 +1338,9 @@ namespace Unity.Netcode
reader.ReadValue(out Transform);
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
// this to locate their local instance of the in-scene placed NetworkObject instance.
// Only read for in-scene placed NetworkObjects
if (IsSceneObject)
{
reader.ReadValue(out NetworkSceneHandle);
}
// The NetworkSceneHandle is the server-side relative
// scene handle that the NetworkObject resides in.
reader.ReadValue(out NetworkSceneHandle);
}
}
@@ -1265,7 +1380,7 @@ namespace Unity.Netcode
var synchronizationCount = (byte)0;
foreach (var childBehaviour in ChildNetworkBehaviours)
{
if (childBehaviour.Synchronize(ref serializer))
if (childBehaviour.Synchronize(ref serializer, targetClientId))
{
synchronizationCount++;
}
@@ -1304,7 +1419,7 @@ namespace Unity.Netcode
{
serializer.SerializeValue(ref networkBehaviourId);
var networkBehaviour = GetNetworkBehaviourAtOrderIndex(networkBehaviourId);
networkBehaviour.Synchronize(ref serializer);
networkBehaviour.Synchronize(ref serializer, targetClientId);
}
}
}
@@ -1317,6 +1432,7 @@ namespace Unity.Netcode
OwnerClientId = OwnerClientId,
IsPlayerObject = IsPlayerObject,
IsSceneObject = IsSceneObject ?? true,
DestroyWithScene = DestroyWithScene,
Hash = HostCheckForGlobalObjectIdHashOverride(),
OwnerObject = this,
TargetClientId = targetClientId
@@ -1352,7 +1468,7 @@ namespace Unity.Netcode
if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(OwnerClientId))
{
obj.HasTransform = true;
obj.HasTransform = SynchronizeTransform;
// We start with the default AutoObjectParentSync values to determine which transform space we will
// be synchronizing clients with.
@@ -1435,11 +1551,126 @@ namespace Unity.Netcode
networkObject.SynchronizeNetworkBehaviours(ref bufferSerializer, networkManager.LocalClientId);
// Spawn the NetworkObject
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, false);
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, sceneObject.DestroyWithScene);
return networkObject;
}
/// <summary>
/// Subscribes to changes in the currently active scene
/// </summary>
/// <remarks>
/// Only for dynamically spawned NetworkObjects
/// </remarks>
internal void SubscribeToActiveSceneForSynch()
{
if (ActiveSceneSynchronization)
{
if (IsSceneObject.HasValue && !IsSceneObject.Value)
{
// Just in case it is a recycled NetworkObject, unsubscribe first
SceneManager.activeSceneChanged -= CurrentlyActiveSceneChanged;
SceneManager.activeSceneChanged += CurrentlyActiveSceneChanged;
}
}
}
/// <summary>
/// If AutoSynchActiveScene is enabled, then this is the callback that handles updating
/// a NetworkObject's scene information.
/// </summary>
private void CurrentlyActiveSceneChanged(Scene current, Scene next)
{
// Early exit if there is no NetworkManager assigned, the NetworkManager is shutting down, the NetworkObject
// is not spawned, or an in-scene placed NetworkObject
if (NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned || IsSceneObject != false)
{
return;
}
// This check is here in the event a user wants to disable this for some reason but also wants
// the NetworkObject to synchronize to changes in the currently active scene at some later time.
if (ActiveSceneSynchronization)
{
// Only dynamically spawned NetworkObjects that are not already in the newly assigned active scene will migrate
// and update their scene handles
if (IsSceneObject.HasValue && !IsSceneObject.Value && gameObject.scene != next && gameObject.transform.parent == null)
{
SceneManager.MoveGameObjectToScene(gameObject, next);
SceneChangedUpdate(next);
}
}
}
/// <summary>
/// Handles updating the NetworkObject's tracked scene handles
/// </summary>
internal void SceneChangedUpdate(Scene scene, bool notify = false)
{
// Avoiding edge case scenarios, if no NetworkSceneManager exit early
if (NetworkManager.SceneManager == null)
{
return;
}
SceneOriginHandle = scene.handle;
// Clients need to update the NetworkSceneHandle
if (!NetworkManager.IsServer && NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle.ContainsKey(SceneOriginHandle))
{
NetworkSceneHandle = NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle[SceneOriginHandle];
}
else if (NetworkManager.IsServer)
{
// Since the server is the source of truth for the NetworkSceneHandle,
// the NetworkSceneHandle is the same as the SceneOriginHandle.
NetworkSceneHandle = SceneOriginHandle;
}
else // Otherwise, the client did not find the client to server scene handle
if (NetworkManager.LogLevel == LogLevel.Developer)
{
// There could be a scenario where a user has some client-local scene loaded that they migrate the NetworkObject
// into, but that scenario seemed very edge case and under most instances a user should be notified that this
// server - client scene handle mismatch has occurred. It also seemed pertinent to make the message replicate to
// the server-side too.
NetworkLog.LogWarningServer($"[Client-{NetworkManager.LocalClientId}][{gameObject.name}] Server - " +
$"client scene mismatch detected! Client-side scene handle ({SceneOriginHandle}) for scene ({gameObject.scene.name})" +
$"has no associated server side (network) scene handle!");
}
OnMigratedToNewScene?.Invoke();
// Only the server side will notify clients of non-parented NetworkObject scene changes
if (NetworkManager.IsServer && notify && transform.parent == null)
{
NetworkManager.SceneManager.NotifyNetworkObjectSceneChanged(this);
}
}
/// <summary>
/// Update
/// Detects if a NetworkObject's scene has changed for both server and client instances
/// </summary>
/// <remarks>
/// About In-Scene Placed NetworkObjects:
/// Since the same scene can be loaded more than once and in-scene placed NetworkObjects GlobalObjectIdHash
/// values are only unique to the scene asset itself (and not per scene instance loaded), we will not be able
/// to add this same functionality to in-scene placed NetworkObjects until we have a way to generate
/// per-NetworkObject-instance unique GlobalObjectIdHash values for in-scene placed NetworkObjects.
/// </remarks>
private void Update()
{
// Early exit if SceneMigrationSynchronization is disabled, there is no NetworkManager assigned,
// the NetworkManager is shutting down, the NetworkObject is not spawned, it is an in-scene placed
// NetworkObject, or the GameObject's current scene handle is the same as the SceneOriginHandle
if (!SceneMigrationSynchronization || NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned
|| IsSceneObject != false || gameObject.scene.handle == SceneOriginHandle)
{
return;
}
// Otherwise, this has to be a dynamically spawned NetworkObject that has been
// migrated to a new scene.
SceneChangedUpdate(gameObject.scene, true);
}
/// <summary>
/// Only applies to Host mode.
/// Will return the registered source NetworkPrefab's GlobalObjectIdHash if one exists.

View File

@@ -167,7 +167,7 @@ namespace Unity.Netcode
/// </summary>
public static NetworkUpdateStage UpdateStage;
private static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
{
UpdateStage = updateStage;

View File

@@ -1,6 +1,6 @@
using System;
using System.Text;
using System.Runtime.CompilerServices;
using System.Text;
namespace Unity.Netcode
{

View File

@@ -151,14 +151,18 @@ namespace Unity.Netcode
// We dont know what size to use. Try every (more collision prone)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
}
else
@@ -169,15 +173,19 @@ namespace Unity.Netcode
case HashSize.VarIntFourBytes:
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
break;
case HashSize.VarIntEightBytes:
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
}
break;
}

View File

@@ -1,6 +1,5 @@
using System.Collections.Generic;
using Unity.Collections;
using Time = UnityEngine.Time;
namespace Unity.Netcode
{
@@ -49,7 +48,7 @@ namespace Unity.Netcode
{
triggerInfo = new TriggerInfo
{
Expiry = Time.realtimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
};
triggers[key] = triggerInfo;
@@ -77,7 +76,7 @@ namespace Unity.Netcode
int index = 0;
foreach (var kvp2 in kvp.Value)
{
if (kvp2.Value.Expiry < Time.realtimeSinceStartup)
if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
{
staleKeys[index++] = kvp2.Key;
PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value);

View File

@@ -8,11 +8,7 @@ namespace Unity.Netcode
public void Serialize(FastBufferWriter writer, int targetVersion)
{
string reasonSent = Reason;
if (reasonSent == null)
{
reasonSent = string.Empty;
}
string reasonSent = Reason ?? string.Empty;
// Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message
// itself. However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion

View File

@@ -1,6 +1,6 @@
using System;
using UnityEngine;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{

View File

@@ -365,37 +365,35 @@ namespace Unity.Netcode
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
{
if (header.MessageType >= m_HighMessageType)
{
Debug.LogWarning($"Received a message with invalid message type value {header.MessageType}");
reader.Dispose();
return;
}
var context = new NetworkContext
{
SystemOwner = m_Owner,
SenderId = senderId,
Timestamp = timestamp,
Header = header,
SerializedHeaderSize = serializedHeaderSize,
MessageSize = header.MessageSize,
};
var type = m_ReverseTypeMap[header.MessageType];
if (!CanReceive(senderId, type, reader, ref context))
{
reader.Dispose();
return;
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
}
var handler = m_MessageHandlers[header.MessageType];
using (reader)
{
if (header.MessageType >= m_HighMessageType)
{
Debug.LogWarning($"Received a message with invalid message type value {header.MessageType}");
return;
}
var context = new NetworkContext
{
SystemOwner = m_Owner,
SenderId = senderId,
Timestamp = timestamp,
Header = header,
SerializedHeaderSize = serializedHeaderSize,
MessageSize = header.MessageSize,
};
var type = m_ReverseTypeMap[header.MessageType];
if (!CanReceive(senderId, type, reader, ref context))
{
return;
}
var handler = m_MessageHandlers[header.MessageType];
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
}
// This will also log an exception is if the server knows about a message type the client doesn't know
// about. In this case the handler will be null. It is still an issue the user must deal with: If the
// two connecting builds know about different messages, the server should not send a message to a client
@@ -420,10 +418,10 @@ namespace Unity.Netcode
Debug.LogException(e);
}
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
}
}
}

View File

@@ -1,5 +1,5 @@
using UnityEngine;
using System;
using UnityEngine;
namespace Unity.Netcode
{

View File

@@ -0,0 +1,377 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
/// The default SceneManagerHandler that interfaces between the SceneManager and NetworkSceneManager
/// </summary>
internal class DefaultSceneManagerHandler : ISceneManagerHandler
{
private Scene m_InvalidScene = new Scene();
internal struct SceneEntry
{
public bool IsAssigned;
public Scene Scene;
}
internal Dictionary<string, Dictionary<int, SceneEntry>> SceneNameToSceneHandles = new Dictionary<string, Dictionary<int, SceneEntry>>();
public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
{
var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
sceneEventProgress.SetAsyncOperation(operation);
return operation;
}
public AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
{
var operation = SceneManager.UnloadSceneAsync(scene);
sceneEventProgress.SetAsyncOperation(operation);
return operation;
}
/// <summary>
/// Resets scene tracking
/// </summary>
public void ClearSceneTracking(NetworkManager networkManager)
{
SceneNameToSceneHandles.Clear();
}
/// <summary>
/// Stops tracking a specific scene
/// </summary>
public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
{
if (SceneNameToSceneHandles.ContainsKey(name))
{
if (SceneNameToSceneHandles[name].ContainsKey(handle))
{
SceneNameToSceneHandles[name].Remove(handle);
if (SceneNameToSceneHandles[name].Count == 0)
{
SceneNameToSceneHandles.Remove(name);
}
}
}
}
/// <summary>
/// Starts tracking a specific scene
/// </summary>
public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(scene.name))
{
SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
}
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = true,
Scene = scene
};
SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
}
else
{
throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
}
}
/// <summary>
/// Determines if there is an existing scene loaded that matches the scene name but has not been assigned
/// </summary>
public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
{
var scenesWithSceneName = new List<Scene>();
// Get all loaded scenes with the same name
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.name == sceneName)
{
scenesWithSceneName.Add(scene);
}
}
// If there are no scenes of this name loaded then we have no loaded scenes
// to use
if (scenesWithSceneName.Count == 0)
{
return false;
}
// If we have 1 or more scenes with the name and we have no entries, then we do have
// a scene to use
if (scenesWithSceneName.Count > 0 && !SceneNameToSceneHandles.ContainsKey(sceneName))
{
return true;
}
// Determine if any of the loaded scenes has been used for synchronizing
foreach (var scene in scenesWithSceneName)
{
// If we don't have the handle, then we can use that scene
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
return true;
}
// If we have an entry, but it is not yet assigned (i.e. preloaded)
// then we can use that.
if (!SceneNameToSceneHandles[scene.name][scene.handle].IsAssigned)
{
return true;
}
}
// If none were found, then we have no available scene (which most likely means one will get loaded)
return false;
}
/// <summary>
/// This will find any scene entry that hasn't been used/assigned, set the entry to assigned, and
/// return the associated scene. If none are found it returns an invalid scene.
/// </summary>
public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
{
if (SceneNameToSceneHandles.ContainsKey(sceneName))
{
foreach (var sceneHandleEntry in SceneNameToSceneHandles[sceneName])
{
if (!sceneHandleEntry.Value.IsAssigned)
{
var sceneEntry = sceneHandleEntry.Value;
sceneEntry.IsAssigned = true;
SceneNameToSceneHandles[sceneName][sceneHandleEntry.Key] = sceneEntry;
return sceneEntry.Scene;
}
}
}
// If we found nothing return an invalid scene
return m_InvalidScene;
}
/// <summary>
/// Only invoked is client synchronization is additive, this will generate the scene tracking table
/// in order to re-use the same scenes the server is synchronizing instead of having to unload the
/// scenes and reload them when synchronizing (i.e. client disconnects due to external reason, the
/// same application instance is still running, the same scenes are still loaded on the client, and
/// upon reconnecting the client doesn't have to unload the scenes and then reload them)
/// </summary>
public void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager)
{
SceneNameToSceneHandles.Clear();
var sceneCount = SceneManager.sceneCount;
for (int i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (!SceneNameToSceneHandles.ContainsKey(scene.name))
{
SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
}
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = false,
Scene = scene
};
SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
if (!scenesLoaded.ContainsKey(scene.handle))
{
scenesLoaded.Add(scene.handle, scene);
}
}
else
{
throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
}
}
}
private List<Scene> m_ScenesToUnload = new List<Scene>();
/// <summary>
/// Unloads any scenes that have not been assigned.
/// </summary>
/// <param name="networkManager"></param>
public void UnloadUnassignedScenes(NetworkManager networkManager = null)
{
var sceneManager = networkManager.SceneManager;
SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
foreach (var sceneEntry in SceneNameToSceneHandles)
{
var scenHandleEntries = SceneNameToSceneHandles[sceneEntry.Key];
foreach (var sceneHandleEntry in scenHandleEntries)
{
if (!sceneHandleEntry.Value.IsAssigned)
{
if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
{
m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene);
}
}
}
}
foreach (var sceneToUnload in m_ScenesToUnload)
{
SceneManager.UnloadSceneAsync(sceneToUnload);
}
}
private void SceneManager_SceneUnloaded(Scene scene)
{
if (SceneNameToSceneHandles.ContainsKey(scene.name))
{
if (SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
SceneNameToSceneHandles[scene.name].Remove(scene.handle);
}
if (SceneNameToSceneHandles[scene.name].Count == 0)
{
SceneNameToSceneHandles.Remove(scene.name);
}
m_ScenesToUnload.Remove(scene);
if (m_ScenesToUnload.Count == 0)
{
SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
}
}
}
/// <summary>
/// Handles determining if a client should attempt to load a scene during synchronization.
/// </summary>
/// <param name="sceneName">name of the scene to be loaded</param>
/// <param name="isPrimaryScene">when in client synchronization mode single, this determines if the scene is the primary active scene</param>
/// <param name="clientSynchronizationMode">the current client synchronization mode</param>
/// <param name="networkManager"><see cref="NetworkManager"/> instance</param>
/// <returns></returns>
public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
{
var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
var activeScene = SceneManager.GetActiveScene();
// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
if (!shouldPassThrough && sceneName == activeScene.name)
{
// In additive mode we always pass through, but in LoadSceneMode.Single we only pass through if the currently active scene
// is the primary scene to be loaded
if (clientSynchronizationMode == LoadSceneMode.Additive || (isPrimaryScene && clientSynchronizationMode == LoadSceneMode.Single))
{
// don't try to reload this scene and pass through to post load processing.
shouldPassThrough = true;
}
}
return shouldPassThrough;
}
/// <summary>
/// Handles migrating dynamically spawned NetworkObjects to the DDOL when a scene is unloaded
/// </summary>
/// <param name="networkManager"><see cref="NetworkManager"/>relative instance</param>
/// <param name="scene">scene being unloaded</param>
public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
{
bool isActiveScene = scene == SceneManager.GetActiveScene();
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
// are despawned.
var localSpawnedObjectsHashSet = new HashSet<NetworkObject>(networkManager.SpawnManager.SpawnedObjectsList);
foreach (var networkObject in localSpawnedObjectsHashSet)
{
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
{
continue;
}
// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
{
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
else if (networkManager.IsServer)
{
networkObject.Despawn();
}
else // We are a client, migrate the object into the DDOL temporarily until it receives the destroy command from the server
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
}
/// <summary>
/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
/// starting the <see cref="NetworkManager"/>.
/// </summary>
/// <remarks>
/// <see cref="LoadSceneMode.Single"/>: Does not take preloaded scenes into consideration
/// <see cref="LoadSceneMode.Single"/>: Does take preloaded scenes into consideration
/// </remarks>
/// <param name="networkManager">relative <see cref="NetworkManager"/> instance</param>
/// <param name="mode"><see cref="LoadSceneMode.Single"/> or <see cref="LoadSceneMode.Additive"/></param>
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
{
var sceneManager = networkManager.SceneManager;
// Don't let client's set this value
if (!networkManager.IsServer)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
}
return;
}
else // Warn users if they are changing this after there are clients already connected and synchronized
if (networkManager.ConnectedClientsIds.Count > (networkManager.IsServer ? 0 : 1) && sceneManager.ClientSynchronizationMode != mode)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
}
}
// For additive client synchronization, we take into consideration scenes
// already loaded.
if (mode == LoadSceneMode.Additive)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
// If using scene verification
if (sceneManager.VerifySceneBeforeLoading != null)
{
// Determine if we should take this scene into consideration
if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
{
continue;
}
}
// If the scene is not already in the ScenesLoaded list, then add it
if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
{
sceneManager.ScenesLoaded.Add(scene.handle, scene);
}
}
}
// Set the client synchronization mode
sceneManager.ClientSynchronizationMode = mode;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8c18076bb9734cf4ea7297f85b7729be
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -12,5 +13,24 @@ namespace Unity.Netcode
AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress);
AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress);
void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager = null);
Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager = null);
bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager = null);
void StopTrackingScene(int handle, string name, NetworkManager networkManager = null);
void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager = null);
void ClearSceneTracking(NetworkManager networkManager = null);
void UnloadUnassignedScenes(NetworkManager networkManager = null);
void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene);
void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode);
bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager);
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine.SceneManagement;
@@ -80,6 +80,16 @@ namespace Unity.Netcode
/// <b>Event Notification:</b> Both server and client receive a local notification.
/// </summary>
SynchronizeComplete,
/// <summary>
/// Synchronizes clients when the active scene has changed
/// See: <see cref="NetworkObject.ActiveSceneSynchronization"/>
/// </summary>
ActiveSceneChanged,
/// <summary>
/// Synchronizes clients when one or more NetworkObjects are migrated into a new scene
/// See: <see cref="NetworkObject.SceneMigrationSynchronization"/>
/// </summary>
ObjectSceneChanged,
}
/// <summary>
@@ -94,7 +104,7 @@ namespace Unity.Netcode
internal ForceNetworkSerializeByMemcpy<Guid> SceneEventProgressId;
internal uint SceneEventId;
internal uint ActiveSceneHash;
internal uint SceneHash;
internal int SceneHandle;
@@ -139,6 +149,8 @@ namespace Unity.Netcode
internal Queue<uint> ScenesToSynchronize;
internal Queue<uint> SceneHandlesToSynchronize;
internal LoadSceneMode ClientSynchronizationMode;
/// <summary>
/// Server Side:
@@ -315,6 +327,8 @@ namespace Unity.Netcode
case SceneEventType.ReSynchronize:
case SceneEventType.LoadEventCompleted:
case SceneEventType.UnloadEventCompleted:
case SceneEventType.ActiveSceneChanged:
case SceneEventType.ObjectSceneChanged:
{
return true;
}
@@ -384,6 +398,18 @@ namespace Unity.Netcode
// Write the scene event type
writer.WriteValueSafe(SceneEventType);
if (SceneEventType == SceneEventType.ActiveSceneChanged)
{
writer.WriteValueSafe(ActiveSceneHash);
return;
}
if (SceneEventType == SceneEventType.ObjectSceneChanged)
{
SerializeObjectsMovedIntoNewScene(writer);
return;
}
// Write the scene loading mode
writer.WriteValueSafe((byte)LoadSceneMode);
@@ -392,6 +418,10 @@ namespace Unity.Netcode
{
writer.WriteValueSafe(SceneEventProgressId);
}
else
{
writer.WriteValueSafe(ClientSynchronizationMode);
}
// Write the scene index and handle
writer.WriteValueSafe(SceneHash);
@@ -401,6 +431,7 @@ namespace Unity.Netcode
{
case SceneEventType.Synchronize:
{
writer.WriteValueSafe(ActiveSceneHash);
WriteSceneSynchronizationData(writer);
break;
}
@@ -445,7 +476,7 @@ namespace Unity.Netcode
// Size Place Holder -- Start
// !!NOTE!!: Since this is a placeholder to be set after we know how much we have written,
// for stream offset purposes this MUST not be a packed value!
writer.WriteValueSafe((int)0);
writer.WriteValueSafe(0);
int totalBytes = 0;
// Write the number of NetworkObjects we are serializing
@@ -458,7 +489,7 @@ namespace Unity.Netcode
var sceneObject = m_NetworkObjectsSync[i].GetMessageSceneObject(TargetClientId);
sceneObject.Serialize(writer);
var noStop = writer.Position;
totalBytes += (int)(noStop - noStart);
totalBytes += noStop - noStart;
}
// Write the number of despawned in-scene placed NetworkObjects
@@ -470,7 +501,7 @@ namespace Unity.Netcode
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
var noStop = writer.Position;
totalBytes += (int)(noStop - noStart);
totalBytes += noStop - noStart;
}
// Size Place Holder -- End
@@ -536,6 +567,26 @@ namespace Unity.Netcode
internal void Deserialize(FastBufferReader reader)
{
reader.ReadValueSafe(out SceneEventType);
if (SceneEventType == SceneEventType.ActiveSceneChanged)
{
reader.ReadValueSafe(out ActiveSceneHash);
return;
}
if (SceneEventType == SceneEventType.ObjectSceneChanged)
{
// Defer these scene event types if a client hasn't finished synchronizing
if (!m_NetworkManager.IsConnectedClient)
{
DeferObjectsMovedIntoNewScene(reader);
}
else
{
DeserializeObjectsMovedIntoNewScene(reader);
}
return;
}
reader.ReadValueSafe(out byte loadSceneMode);
LoadSceneMode = (LoadSceneMode)loadSceneMode;
@@ -543,6 +594,10 @@ namespace Unity.Netcode
{
reader.ReadValueSafe(out SceneEventProgressId);
}
else
{
reader.ReadValueSafe(out ClientSynchronizationMode);
}
reader.ReadValueSafe(out SceneHash);
reader.ReadValueSafe(out SceneHandle);
@@ -551,6 +606,7 @@ namespace Unity.Netcode
{
case SceneEventType.Synchronize:
{
reader.ReadValueSafe(out ActiveSceneHash);
CopySceneSynchronizationData(reader);
break;
}
@@ -939,6 +995,143 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Serialize scene handles and associated NetworkObjects that were migrated
/// into a new scene.
/// </summary>
private void SerializeObjectsMovedIntoNewScene(FastBufferWriter writer)
{
var sceneManager = m_NetworkManager.SceneManager;
// Write the number of scene handles
writer.WriteValueSafe(sceneManager.ObjectsMigratedIntoNewScene.Count);
foreach (var sceneHandleObjects in sceneManager.ObjectsMigratedIntoNewScene)
{
// Write the scene handle
writer.WriteValueSafe(sceneHandleObjects.Key);
// Write the number of NetworkObjectIds to expect
writer.WriteValueSafe(sceneHandleObjects.Value.Count);
foreach (var networkObject in sceneHandleObjects.Value)
{
writer.WriteValueSafe(networkObject.NetworkObjectId);
}
}
// Once we are done, clear the table
sceneManager.ObjectsMigratedIntoNewScene.Clear();
}
/// <summary>
/// Deserialize scene handles and associated NetworkObjects that need to
/// be migrated into a new scene.
/// </summary>
private void DeserializeObjectsMovedIntoNewScene(FastBufferReader reader)
{
var sceneManager = m_NetworkManager.SceneManager;
var spawnManager = m_NetworkManager.SpawnManager;
// Just always assure this has no entries
sceneManager.ObjectsMigratedIntoNewScene.Clear();
var numberOfScenes = 0;
var sceneHandle = 0;
var objectCount = 0;
var networkObjectId = (ulong)0;
reader.ReadValueSafe(out numberOfScenes);
for (int i = 0; i < numberOfScenes; i++)
{
reader.ReadValueSafe(out sceneHandle);
sceneManager.ObjectsMigratedIntoNewScene.Add(sceneHandle, new List<NetworkObject>());
reader.ReadValueSafe(out objectCount);
for (int j = 0; j < objectCount; j++)
{
reader.ReadValueSafe(out networkObjectId);
if (!spawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
NetworkLog.LogError($"[Object Scene Migration] Trying to synchronize NetworkObjectId ({networkObjectId}) but it was not spawned or no longer exists!!");
continue;
}
// Add NetworkObject scene migration to ObjectsMigratedIntoNewScene dictionary that is processed
//
sceneManager.ObjectsMigratedIntoNewScene[sceneHandle].Add(spawnManager.SpawnedObjects[networkObjectId]);
}
}
}
/// <summary>
/// While a client is synchronizing ObjectSceneChanged messages could be received.
/// This defers any ObjectSceneChanged message processing to occur after the client
/// has completed synchronization to assure the associated NetworkObjects being
/// migrated to a new scene are instantiated and spawned.
/// </summary>
private void DeferObjectsMovedIntoNewScene(FastBufferReader reader)
{
var sceneManager = m_NetworkManager.SceneManager;
var spawnManager = m_NetworkManager.SpawnManager;
var numberOfScenes = 0;
var sceneHandle = 0;
var objectCount = 0;
var networkObjectId = (ulong)0;
var deferredObjectsMovedEvent = new NetworkSceneManager.DeferredObjectsMovedEvent()
{
ObjectsMigratedTable = new Dictionary<int, List<ulong>>()
};
reader.ReadValueSafe(out numberOfScenes);
for (int i = 0; i < numberOfScenes; i++)
{
reader.ReadValueSafe(out sceneHandle);
deferredObjectsMovedEvent.ObjectsMigratedTable.Add(sceneHandle, new List<ulong>());
reader.ReadValueSafe(out objectCount);
for (int j = 0; j < objectCount; j++)
{
reader.ReadValueSafe(out networkObjectId);
deferredObjectsMovedEvent.ObjectsMigratedTable[sceneHandle].Add(networkObjectId);
}
}
sceneManager.DeferredObjectsMovedEvents.Add(deferredObjectsMovedEvent);
}
internal void ProcessDeferredObjectSceneChangedEvents()
{
var sceneManager = m_NetworkManager.SceneManager;
var spawnManager = m_NetworkManager.SpawnManager;
if (sceneManager.DeferredObjectsMovedEvents.Count == 0)
{
return;
}
foreach (var objectsMovedEvent in sceneManager.DeferredObjectsMovedEvents)
{
foreach (var keyEntry in objectsMovedEvent.ObjectsMigratedTable)
{
if (!sceneManager.ObjectsMigratedIntoNewScene.ContainsKey(keyEntry.Key))
{
sceneManager.ObjectsMigratedIntoNewScene.Add(keyEntry.Key, new List<NetworkObject>());
}
foreach (var objectId in keyEntry.Value)
{
if (!spawnManager.SpawnedObjects.ContainsKey(objectId))
{
NetworkLog.LogWarning($"[Deferred][Object Scene Migration] Trying to synchronize NetworkObjectId ({objectId}) but it was not spawned or no longer exists!");
continue;
}
var networkObject = spawnManager.SpawnedObjects[objectId];
if (!sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Contains(networkObject))
{
sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Add(networkObject);
}
}
}
objectsMovedEvent.ObjectsMigratedTable.Clear();
}
sceneManager.DeferredObjectsMovedEvents.Clear();
// If there are any pending objects to migrate, then migrate them
if (sceneManager.ObjectsMigratedIntoNewScene.Count > 0)
{
sceneManager.MigrateNetworkObjectsIntoScenes();
}
}
/// <summary>
/// Used to release the pooled network buffer
/// </summary>

View File

@@ -83,7 +83,7 @@ namespace Unity.Netcode
/// </summary>
internal bool HasTimedOut()
{
return WhenSceneEventHasTimedOut <= Time.realtimeSinceStartup;
return WhenSceneEventHasTimedOut <= m_NetworkManager.RealTimeProvider.RealTimeSinceStartup;
}
/// <summary>
@@ -164,7 +164,7 @@ namespace Unity.Netcode
ClientsProcessingSceneEvent.Add(connectedClientId, false);
}
WhenSceneEventHasTimedOut = Time.realtimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
WhenSceneEventHasTimedOut = networkManager.RealTimeProvider.RealTimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
}
}

View File

@@ -1299,8 +1299,10 @@ namespace Unity.Netcode
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanaged(out int length);
value = new T();
value.Length = length;
value = new T
{
Length = length
};
ReadBytes(value.GetUnsafePtr(), length);
}
@@ -1319,8 +1321,10 @@ namespace Unity.Netcode
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanagedSafe(out int length);
value = new T();
value.Length = length;
value = new T
{
Length = length
};
ReadBytesSafe(value.GetUnsafePtr(), length);
}

View File

@@ -54,13 +54,7 @@ namespace Unity.Netcode
throw new ArgumentNullException(nameof(gameObject));
}
var networkObject = gameObject.GetComponent<NetworkObject>();
if (networkObject == null)
{
throw new ArgumentException($"Cannot create {nameof(NetworkObjectReference)} from {nameof(GameObject)} without a {nameof(NetworkObject)} component.");
}
var networkObject = gameObject.GetComponent<NetworkObject>() ?? throw new ArgumentException($"Cannot create {nameof(NetworkObjectReference)} from {nameof(GameObject)} without a {nameof(NetworkObject)} component.");
if (networkObject.IsSpawned == false)
{
throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
@@ -90,7 +84,7 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static NetworkObject Resolve(NetworkObjectReference networkObjectRef, NetworkManager networkManager = null)
{
networkManager = networkManager != null ? networkManager : NetworkManager.Singleton;
networkManager = networkManager ?? NetworkManager.Singleton;
networkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectRef.m_NetworkObjectId, out NetworkObject networkObject);
return networkObject;

View File

@@ -154,7 +154,7 @@ namespace Unity.Netcode
internal ulong GetNetworkObjectId()
{
if (ReleasedNetworkObjectIds.Count > 0 && NetworkManager.NetworkConfig.RecycleNetworkIds && (Time.unscaledTime - ReleasedNetworkObjectIds.Peek().ReleaseTime) >= NetworkManager.NetworkConfig.NetworkIdRecycleDelay)
if (ReleasedNetworkObjectIds.Count > 0 && NetworkManager.NetworkConfig.RecycleNetworkIds && (NetworkManager.RealTimeProvider.UnscaledTime - ReleasedNetworkObjectIds.Peek().ReleaseTime) >= NetworkManager.NetworkConfig.NetworkIdRecycleDelay)
{
return ReleasedNetworkObjectIds.Dequeue().NetworkId;
}
@@ -405,6 +405,9 @@ namespace Unity.Netcode
if (networkObject != null)
{
networkObject.DestroyWithScene = sceneObject.DestroyWithScene;
networkObject.NetworkSceneHandle = sceneObject.NetworkSceneHandle;
// SPECIAL CASE FOR IN-SCENE PLACED: (only when the parent has a NetworkObject)
// This is a special case scenario where a late joining client has joined and loaded one or
// more scenes that contain nested in-scene placed NetworkObject children yet the server's
@@ -610,6 +613,12 @@ namespace Unity.Netcode
}
childObject.IsSceneObject = sceneObject;
}
// Only dynamically spawned NetworkObjects are allowed
if (!sceneObject)
{
networkObject.SubscribeToActiveSceneForSynch();
}
}
internal void SendSpawnCallForObject(ulong clientId, NetworkObject networkObject)
@@ -848,7 +857,7 @@ namespace Unity.Netcode
ReleasedNetworkObjectIds.Enqueue(new ReleasedNetworkId()
{
NetworkId = networkObject.NetworkObjectId,
ReleaseTime = Time.unscaledTime
ReleaseTime = NetworkManager.RealTimeProvider.UnscaledTime
});
}

View File

@@ -0,0 +1,10 @@
namespace Unity.Netcode
{
internal interface IRealTimeProvider
{
float RealTimeSinceStartup { get; }
float UnscaledTime { get; }
float UnscaledDeltaTime { get; }
float DeltaTime { get; }
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 73bdda41e36846e893fd14dbd6de9978
timeCreated: 1679413210

View File

@@ -0,0 +1,12 @@
using UnityEngine;
namespace Unity.Netcode
{
internal class RealTimeProvider : IRealTimeProvider
{
public float RealTimeSinceStartup => Time.realtimeSinceStartup;
public float UnscaledTime => Time.unscaledTime;
public float UnscaledDeltaTime => Time.unscaledDeltaTime;
public float DeltaTime => Time.deltaTime;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5aa5470767d64d8e89ac69ff52a8c404
timeCreated: 1679413182

View File

@@ -149,7 +149,7 @@ namespace Unity.Netcode.Transports.UNET
var eventType = UnityEngine.Networking.NetworkTransport.Receive(out int hostId, out int connectionId, out _, m_MessageBuffer, m_MessageBuffer.Length, out int receivedSize, out byte error);
clientId = GetNetcodeClientId((byte)hostId, (ushort)connectionId, false);
receiveTime = Time.realtimeSinceStartup;
receiveTime = NetworkManager.RealTimeProvider.RealTimeSinceStartup;
var networkError = (NetworkError)error;
if (networkError == NetworkError.MessageToLong)
@@ -214,7 +214,7 @@ namespace Unity.Netcode.Transports.UNET
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
UnityEngine.Networking.NetworkTransport.Disconnect((int)hostId, (int)connectionId, out byte error);
UnityEngine.Networking.NetworkTransport.Disconnect(hostId, connectionId, out byte error);
}
public override void DisconnectLocalClient()
@@ -226,7 +226,7 @@ namespace Unity.Netcode.Transports.UNET
{
GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId);
return (ulong)UnityEngine.Networking.NetworkTransport.GetCurrentRTT((int)hostId, (int)connectionId, out byte error);
return (ulong)UnityEngine.Networking.NetworkTransport.GetCurrentRTT(hostId, connectionId, out byte error);
}
public override void Shutdown()

View File

@@ -450,6 +450,8 @@ namespace Unity.Netcode.Transports.UTP
internal NetworkManager NetworkManager;
private IRealTimeProvider m_RealTimeProvider;
/// <summary>
/// SendQueue dictionary is used to batch events instead of sending them immediately.
/// </summary>
@@ -763,6 +765,10 @@ namespace Unity.Netcode.Transports.UTP
// Send as many batched messages from the queue as possible.
private void SendBatchedMessages(SendTarget sendTarget, BatchedSendQueue queue)
{
if (!m_Driver.IsCreated)
{
return;
}
new SendBatchedMessagesJob
{
Driver = m_Driver.ToConcurrent(),
@@ -784,7 +790,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Connect,
ParseClientId(connection),
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
return true;
@@ -819,7 +825,7 @@ namespace Unity.Netcode.Transports.UTP
break;
}
InvokeOnTransportEvent(NetcodeNetworkEvent.Data, clientId, message, Time.realtimeSinceStartup);
InvokeOnTransportEvent(NetcodeNetworkEvent.Data, clientId, message, m_RealTimeProvider.RealTimeSinceStartup);
}
}
@@ -835,7 +841,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Connect,
clientId,
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
m_State = State.Connected;
return true;
@@ -863,7 +869,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Disconnect,
clientId,
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
return true;
}
@@ -893,7 +899,7 @@ namespace Unity.Netcode.Transports.UTP
Debug.LogError("Transport failure! Relay allocation needs to be recreated, and NetworkManager restarted. " +
"Use NetworkManager.OnTransportFailure to be notified of such events programmatically.");
InvokeOnTransportEvent(NetcodeNetworkEvent.TransportFailure, 0, default, Time.realtimeSinceStartup);
InvokeOnTransportEvent(NetcodeNetworkEvent.TransportFailure, 0, default, m_RealTimeProvider.RealTimeSinceStartup);
return;
}
@@ -1116,7 +1122,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Disconnect,
m_ServerClientId,
default,
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
}
}
}
@@ -1179,6 +1185,8 @@ namespace Unity.Netcode.Transports.UTP
NetworkManager = networkManager;
m_RealTimeProvider = NetworkManager ? NetworkManager.RealTimeProvider : new RealTimeProvider();
m_NetworkSettings = new NetworkSettings(Allocator.Persistent);
// If the user sends a message of exactly m_MaxPayloadSize in length, we need to
@@ -1203,7 +1211,7 @@ namespace Unity.Netcode.Transports.UTP
/// </summary>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
/// <param name="receiveTime">The time the event was received, as reported by m_RealTimeProvider.RealTimeSinceStartup.</param>
/// <returns>Returns the event type</returns>
public override NetcodeNetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
@@ -1276,7 +1284,7 @@ namespace Unity.Netcode.Transports.UTP
InvokeOnTransportEvent(NetcodeNetworkEvent.Disconnect,
clientId,
default(ArraySegment<byte>),
Time.realtimeSinceStartup);
m_RealTimeProvider.RealTimeSinceStartup);
}
}
else
@@ -1424,6 +1432,10 @@ namespace Unity.Netcode.Transports.UTP
private string m_ClientCaCertificate;
/// <summary>Set the server parameters for encryption.</summary>
/// <remarks>
/// The public certificate and private key are expected to be in the PEM format, including
/// the begin/end markers like <c>-----BEGIN CERTIFICATE-----</c>.
/// </remarks>
/// <param name="serverCertificate">Public certificate for the server (PEM format).</param>
/// <param name="serverPrivateKey">Private key for the server (PEM format).</param>
public void SetServerSecrets(string serverCertificate, string serverPrivateKey)
@@ -1434,9 +1446,15 @@ namespace Unity.Netcode.Transports.UTP
/// <summary>Set the client parameters for encryption.</summary>
/// <remarks>
/// <para>
/// If the CA certificate is not provided, validation will be done against the OS/browser
/// certificate store. This is what you'd want if using certificates from a known provider.
/// For self-signed certificates, the CA certificate needs to be provided.
/// </para>
/// <para>
/// The CA certificate (if provided) is expected to be in the PEM format, including the
/// begin/end markers like <c>-----BEGIN CERTIFICATE-----</c>.
/// </para>
/// </remarks>
/// <param name="serverCommonName">Common name of the server (typically hostname).</param>
/// <param name="caCertificate">CA certificate used to validate the server's authenticity.</param>

View File

@@ -12,7 +12,8 @@
"Unity.Multiplayer.Tools.NetworkSolutionInterface",
"Unity.Networking.Transport",
"Unity.Collections",
"Unity.Burst"
"Unity.Burst",
"Unity.Mathematics"
],
"allowUnsafeCode": true,
"versionDefines": [