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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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:
@@ -52,6 +52,8 @@ namespace Unity.Netcode
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public static void SetDefaults()
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{
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SetDefault<IDeferredMessageManager>(networkManager => new DeferredMessageManager(networkManager));
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SetDefault<IRealTimeProvider>(networkManager => new RealTimeProvider());
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}
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private static void SetDefault<T>(CreateObjectDelegate creator)
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@@ -1,9 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using System.Reflection;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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{
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@@ -82,7 +82,7 @@ namespace Unity.Netcode
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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@@ -219,7 +219,7 @@ namespace Unity.Netcode
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var context = new NetworkContext
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{
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SenderId = NetworkManager.ServerClientId,
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Timestamp = Time.realtimeSinceStartup,
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Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
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SystemOwner = NetworkManager,
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// header information isn't valid since it's not a real message.
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// RpcMessage doesn't access this stuff so it's just left empty.
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@@ -570,13 +570,10 @@ namespace Unity.Netcode
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if (list == null)
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{
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list = new List<FieldInfo>();
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list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
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}
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else
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{
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list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
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}
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list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
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if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
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{
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return GetFieldInfoForTypeRecursive(type.BaseType, list);
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@@ -600,13 +597,7 @@ namespace Unity.Netcode
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var fieldType = sortedFields[i].FieldType;
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if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
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{
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var instance = (NetworkVariableBase)sortedFields[i].GetValue(this);
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if (instance == null)
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{
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throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
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}
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var instance = (NetworkVariableBase)sortedFields[i].GetValue(this) ?? throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
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instance.Initialize(this);
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var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name));
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@@ -899,11 +890,23 @@ namespace Unity.Netcode
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/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
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/// is in read mode or write mode.
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/// </typeparam>
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/// <param name="targetClientId">the relative client identifier being synchronized</param>
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protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
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{
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}
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/// <summary>
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/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
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/// </summary>
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/// <remarks>
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/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
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/// For writing (server-side), this is useful to know which client will receive the serialized data.
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/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
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/// When synchronization of this instance is complete, this value will be reset to 0
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/// </remarks>
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protected ulong m_TargetIdBeingSynchronized { get; private set; }
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/// <summary>
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/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
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/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
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@@ -913,8 +916,9 @@ namespace Unity.Netcode
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/// synchronize any remaining NetworkBehaviours.
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/// </remarks>
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/// <returns>true if it wrote synchronization data and false if it did not</returns>
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internal bool Synchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
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internal bool Synchronize<T>(ref BufferSerializer<T> serializer, ulong targetClientId = 0) where T : IReaderWriter
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{
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m_TargetIdBeingSynchronized = targetClientId;
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if (serializer.IsWriter)
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{
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// Get the writer to handle seeking and determining how many bytes were written
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@@ -949,6 +953,8 @@ namespace Unity.Netcode
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}
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var finalPosition = writer.Position;
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// Reset before exiting
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m_TargetIdBeingSynchronized = default;
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// If we wrote nothing then skip writing anything for this NetworkBehaviour
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if (finalPosition == positionBeforeSynchronize || threwException)
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{
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@@ -1002,6 +1008,9 @@ namespace Unity.Netcode
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synchronizationError = true;
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}
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// Reset before exiting
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m_TargetIdBeingSynchronized = default;
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// Skip over the entry if deserialization fails
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if (synchronizationError)
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{
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@@ -298,6 +298,8 @@ namespace Unity.Netcode
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internal IDeferredMessageManager DeferredMessageManager { get; private set; }
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internal IRealTimeProvider RealTimeProvider { get; private set; }
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/// <summary>
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/// Gets the CustomMessagingManager for this NetworkManager
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/// </summary>
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@@ -449,10 +451,28 @@ namespace Unity.Netcode
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public event Action<ulong> OnClientDisconnectCallback = null;
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/// <summary>
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/// The callback to invoke once the server is ready
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/// This callback is invoked when the local server is started and listening for incoming connections.
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/// </summary>
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public event Action OnServerStarted = null;
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/// <summary>
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/// The callback to invoke once the local client is ready
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/// </summary>
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public event Action OnClientStarted = null;
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/// <summary>
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/// This callback is invoked once the local server is stopped.
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/// </summary>
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/// <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>
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public event Action<bool> OnServerStopped = null;
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/// <summary>
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/// The callback to invoke once the local client stops
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/// </summary>
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/// <remarks>The parameter states whether the client was running in host mode</remarks>
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/// <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>
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public event Action<bool> OnClientStopped = null;
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/// <summary>
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/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
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/// </summary>
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@@ -735,6 +755,8 @@ namespace Unity.Netcode
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DeferredMessageManager = ComponentFactory.Create<IDeferredMessageManager>(this);
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RealTimeProvider = ComponentFactory.Create<IRealTimeProvider>(this);
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CustomMessagingManager = new CustomMessagingManager(this);
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SceneManager = new NetworkSceneManager(this);
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@@ -908,6 +930,7 @@ namespace Unity.Netcode
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IsClient = true;
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IsListening = true;
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OnClientStarted?.Invoke();
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return true;
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}
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@@ -989,13 +1012,14 @@ namespace Unity.Netcode
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SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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OnServerStarted?.Invoke();
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OnClientStarted?.Invoke();
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// This assures that any in-scene placed NetworkObject is spawned and
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// any associated NetworkBehaviours' netcode related properties are
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// set prior to invoking OnClientConnected.
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InvokeOnClientConnectedCallback(LocalClientId);
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OnServerStarted?.Invoke();
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return true;
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}
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@@ -1108,13 +1132,13 @@ namespace Unity.Netcode
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return isParented;
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}
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static internal string GenerateNestedNetworkManagerMessage(Transform transform)
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internal static string GenerateNestedNetworkManagerMessage(Transform transform)
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{
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return $"{transform.name} is nested under {transform.root.name}. NetworkManager cannot be nested.\n";
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}
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#if UNITY_EDITOR
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static internal INetworkManagerHelper NetworkManagerHelper;
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internal static INetworkManagerHelper NetworkManagerHelper;
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/// <summary>
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/// Interface for NetworkManagerHelper
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/// </summary>
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@@ -1195,13 +1219,12 @@ namespace Unity.Netcode
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NetworkLog.LogInfo(nameof(ShutdownInternal));
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}
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if (IsServer)
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bool wasServer = IsServer;
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bool wasClient = IsClient;
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if (wasServer)
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{
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// make sure all messages are flushed before transport disconnect clients
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if (MessagingSystem != null)
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{
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MessagingSystem.ProcessSendQueues();
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}
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MessagingSystem?.ProcessSendQueues();
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var disconnectedIds = new HashSet<ulong>();
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@@ -1237,10 +1260,22 @@ namespace Unity.Netcode
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}
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}
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// Unregister network updates before trying to disconnect the client
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this.UnregisterAllNetworkUpdates();
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if (IsClient && IsListening)
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{
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// Client only, send disconnect to server
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NetworkConfig.NetworkTransport.DisconnectLocalClient();
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// If transport throws and exception, log the exception and
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// continue the shutdown sequence (or forever be shutting down)
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try
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{
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NetworkConfig.NetworkTransport.DisconnectLocalClient();
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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}
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IsConnectedClient = false;
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@@ -1261,8 +1296,6 @@ namespace Unity.Netcode
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IsServer = false;
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IsClient = false;
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this.UnregisterAllNetworkUpdates();
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if (NetworkTickSystem != null)
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{
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NetworkTickSystem.Tick -= OnNetworkManagerTick;
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@@ -1280,10 +1313,7 @@ namespace Unity.Netcode
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NetworkConfig.NetworkTransport.OnTransportEvent -= HandleRawTransportPoll;
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}
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if (DeferredMessageManager != null)
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{
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DeferredMessageManager.CleanupAllTriggers();
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}
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DeferredMessageManager?.CleanupAllTriggers();
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if (SceneManager != null)
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{
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@@ -1318,6 +1348,22 @@ namespace Unity.Netcode
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m_StopProcessingMessages = false;
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ClearClients();
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if (wasClient)
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{
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OnClientStopped?.Invoke(wasServer);
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}
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if (wasServer)
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{
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OnServerStopped?.Invoke(wasClient);
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}
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// This cleans up the internal prefabs list
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NetworkConfig?.Prefabs.Shutdown();
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// Reset the configuration hash for next session in the event
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// that the prefab list changes
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NetworkConfig?.ClearConfigHash();
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}
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/// <inheritdoc />
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@@ -1417,7 +1463,7 @@ namespace Unity.Netcode
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}
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// Only update RTT here, server time is updated by time sync messages
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var reset = NetworkTimeSystem.Advance(Time.unscaledDeltaTime);
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var reset = NetworkTimeSystem.Advance(RealTimeProvider.UnscaledDeltaTime);
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if (reset)
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{
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NetworkTickSystem.Reset(NetworkTimeSystem.LocalTime, NetworkTimeSystem.ServerTime);
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@@ -1426,7 +1472,7 @@ namespace Unity.Netcode
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if (IsServer == false)
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{
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NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.unscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
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NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + RealTimeProvider.UnscaledDeltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
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}
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}
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@@ -1435,6 +1481,10 @@ namespace Unity.Netcode
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if (!m_ShuttingDown || !m_StopProcessingMessages)
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{
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// This should be invoked just prior to the MessagingSystem
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// processes its outbound queue.
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SceneManager.CheckForAndSendNetworkObjectSceneChanged();
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MessagingSystem.ProcessSendQueues();
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NetworkMetrics.UpdateNetworkObjectsCount(SpawnManager.SpawnedObjects.Count);
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NetworkMetrics.UpdateConnectionsCount((IsServer) ? ConnectedClients.Count : 1);
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@@ -1486,10 +1536,9 @@ namespace Unity.Netcode
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// we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkConfig.GetConfig(false),
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ShouldSendConnectionData = NetworkConfig.ConnectionApproval,
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ConnectionData = NetworkConfig.ConnectionData
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ConnectionData = NetworkConfig.ConnectionData,
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MessageVersions = new NativeArray<MessageVersionData>(MessagingSystem.MessageHandlers.Length, Allocator.Temp)
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};
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message.MessageVersions = new NativeArray<MessageVersionData>(MessagingSystem.MessageHandlers.Length, Allocator.Temp);
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for (int index = 0; index < MessagingSystem.MessageHandlers.Length; index++)
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{
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if (MessagingSystem.MessageTypes[index] != null)
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@@ -1509,7 +1558,7 @@ namespace Unity.Netcode
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private IEnumerator ApprovalTimeout(ulong clientId)
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{
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var timeStarted = IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup;
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var timeStarted = IsServer ? LocalTime.TimeAsFloat : RealTimeProvider.RealTimeSinceStartup;
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var timedOut = false;
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var connectionApproved = false;
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var connectionNotApproved = false;
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@@ -1519,7 +1568,7 @@ namespace Unity.Netcode
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{
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yield return null;
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// Check if we timed out
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timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : Time.realtimeSinceStartup);
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timedOut = timeoutMarker < (IsServer ? LocalTime.TimeAsFloat : RealTimeProvider.RealTimeSinceStartup);
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if (IsServer)
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{
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@@ -1861,8 +1910,10 @@ namespace Unity.Netcode
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if (!string.IsNullOrEmpty(reason))
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{
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var disconnectReason = new DisconnectReasonMessage();
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disconnectReason.Reason = reason;
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var disconnectReason = new DisconnectReasonMessage
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{
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Reason = reason
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};
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SendMessage(ref disconnectReason, NetworkDelivery.Reliable, clientId);
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}
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MessagingSystem.ProcessSendQueues();
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@@ -2011,15 +2062,19 @@ namespace Unity.Netcode
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if (response.CreatePlayerObject)
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{
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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();
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user