com.unity.netcode.gameobjects@1.2.0

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

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

## [1.2.0] - 2022-11-21

### Added

- Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298)
- Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285)
- Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)

### Changed

- Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310)
- When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298)
- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)

### Fixed

- Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component  (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298)
- Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
- Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298)
- Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
- Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281)
- Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277)
- Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)

### Removed

- Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
This commit is contained in:
Unity Technologies
2022-11-21 00:00:00 +00:00
parent 1e7078c160
commit fe02ca682e
96 changed files with 4522 additions and 2088 deletions

View File

@@ -21,6 +21,7 @@ namespace Unity.Netcode
Client = 2
}
// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
internal virtual string __getTypeName() => nameof(NetworkBehaviour);
@@ -286,7 +287,18 @@ namespace Unity.Netcode
/// Gets the NetworkManager that owns this NetworkBehaviour instance
/// See note around `NetworkObject` for how there is a chicken / egg problem when we are not initialized
/// </summary>
public NetworkManager NetworkManager => NetworkObject.NetworkManager;
public NetworkManager NetworkManager
{
get
{
if (NetworkObject?.NetworkManager != null)
{
return NetworkObject?.NetworkManager;
}
return NetworkManager.Singleton;
}
}
/// <summary>
/// If a NetworkObject is assigned, it will return whether or not this NetworkObject
@@ -335,23 +347,29 @@ namespace Unity.Netcode
m_NetworkObject.NetworkManager.IsServer;
}
/// <summary>
/// Gets the NetworkObject that owns this NetworkBehaviour instance
/// TODO: this needs an overhaul. It's expensive, it's ja little naive in how it looks for networkObject in
/// its parent and worst, it creates a puzzle if you are a NetworkBehaviour wanting to see if you're live or not
/// (e.g. editor code). All you want to do is find out if NetworkManager is null, but to do that you
/// need NetworkObject, but if you try and grab NetworkObject and NetworkManager isn't up you'll get
/// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do
/// how NetworkObject works but it was close to the release and too risky to change
///
/// <summary>
/// Gets the NetworkObject that owns this NetworkBehaviour instance
/// </summary>
public NetworkObject NetworkObject
{
get
{
if (m_NetworkObject == null)
try
{
m_NetworkObject = GetComponentInParent<NetworkObject>();
if (m_NetworkObject == null)
{
m_NetworkObject = GetComponentInParent<NetworkObject>();
}
}
catch (Exception)
{
return null;
}
// ShutdownInProgress check:
@@ -712,7 +730,7 @@ namespace Unity.Netcode
var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
using (tmpWriter)
{
message.Serialize(tmpWriter);
message.Serialize(tmpWriter, message.Version);
}
}
else
@@ -745,6 +763,14 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
/// </summary>
/// <remarks>
/// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded
/// by the number of bytes written for that specific field.
/// </remarks>
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
{
if (NetworkVariableFields.Count == 0)
@@ -754,27 +780,47 @@ namespace Unity.Netcode
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
bool canClientRead = NetworkVariableFields[j].CanClientRead(targetClientId);
if (canClientRead)
if (NetworkVariableFields[j].CanClientRead(targetClientId))
{
var writePos = writer.Position;
writer.WriteValueSafe((ushort)0);
var startPos = writer.Position;
NetworkVariableFields[j].WriteField(writer);
var size = writer.Position - startPos;
writer.Seek(writePos);
writer.WriteValueSafe((ushort)size);
writer.Seek(startPos + size);
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
var writePos = writer.Position;
// Note: This value can't be packed because we don't know how large it will be in advance
// we reserve space for it, then write the data, then come back and fill in the space
// to pack here, we'd have to write data to a temporary buffer and copy it in - which
// isn't worth possibly saving one byte if and only if the data is less than 63 bytes long...
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
writer.WriteValueSafe((ushort)0);
var startPos = writer.Position;
NetworkVariableFields[j].WriteField(writer);
var size = writer.Position - startPos;
writer.Seek(writePos);
writer.WriteValueSafe((ushort)size);
writer.Seek(startPos + size);
}
else
{
NetworkVariableFields[j].WriteField(writer);
}
}
else
else // Only if EnsureNetworkVariableLengthSafety, otherwise just skip
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
writer.WriteValueSafe((ushort)0);
}
}
}
internal void SetNetworkVariableData(FastBufferReader reader)
/// <summary>
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
/// </summary>
/// <remarks>
/// When NetworkConfig.EnsureNetworkVariableLengthSafety is enabled each NetworkVariable field will be preceded
/// by the number of bytes written for that specific field.
/// </remarks>
internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId)
{
if (NetworkVariableFields.Count == 0)
{
@@ -783,13 +829,23 @@ namespace Unity.Netcode
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
reader.ReadValueSafe(out ushort varSize);
if (varSize == 0)
var varSize = (ushort)0;
var readStartPos = 0;
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
reader.ReadValueSafe(out varSize);
if (varSize == 0)
{
continue;
}
readStartPos = reader.Position;
}
else // If the client cannot read this field, then skip it
if (!NetworkVariableFields[j].CanClientRead(clientId))
{
continue;
}
var readStartPos = reader.Position;
NetworkVariableFields[j].ReadField(reader);
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
@@ -826,6 +882,138 @@ namespace Unity.Netcode
return NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkId, out NetworkObject networkObject) ? networkObject : null;
}
/// <summary>
/// Override this method if your derived NetworkBehaviour requires custom synchronization data.
/// Note: Use of this method is only for the initial client synchronization of NetworkBehaviours
/// and will increase the payload size for client synchronization and dynamically spawned
/// <see cref="NetworkObject"/>s.
/// </summary>
/// <remarks>
/// When serializing (writing) this will be invoked during the client synchronization period and
/// when spawning new NetworkObjects.
/// When deserializing (reading), this will be invoked prior to the NetworkBehaviour's associated
/// NetworkObject being spawned.
/// </remarks>
/// <param name="serializer">The serializer to use to read and write the data.</param>
/// <typeparam name="T">
/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
/// is in read mode or write mode.
/// </typeparam>
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
{
}
/// <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.
/// </summary>
/// <remarks>
/// This includes try-catch blocks to recover from exceptions that might occur and continue to
/// 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
{
if (serializer.IsWriter)
{
// Get the writer to handle seeking and determining how many bytes were written
var writer = serializer.GetFastBufferWriter();
// Save our position before we attempt to write anything so we can seek back to it (i.e. error occurs)
var positionBeforeWrite = writer.Position;
writer.WriteValueSafe(NetworkBehaviourId);
// Save our position where we will write the final size being written so we can skip over it in the
// event an exception occurs when deserializing.
var sizePosition = writer.Position;
writer.WriteValueSafe((ushort)0);
// Save our position before synchronizing to determine how much was written
var positionBeforeSynchronize = writer.Position;
var threwException = false;
try
{
OnSynchronize(ref serializer);
}
catch (Exception ex)
{
threwException = true;
if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{name} threw an exception during synchronization serialization, this {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!");
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogError($"{ex.Message}\n {ex.StackTrace}");
}
}
}
var finalPosition = writer.Position;
// If we wrote nothing then skip writing anything for this NetworkBehaviour
if (finalPosition == positionBeforeSynchronize || threwException)
{
writer.Seek(positionBeforeWrite);
return false;
}
else
{
// Write the number of bytes serialized to handle exceptions on the deserialization side
var bytesWritten = finalPosition - positionBeforeSynchronize;
writer.Seek(sizePosition);
writer.WriteValueSafe((ushort)bytesWritten);
writer.Seek(finalPosition);
}
return true;
}
else
{
var reader = serializer.GetFastBufferReader();
// We will always read the expected byte count
reader.ReadValueSafe(out ushort expectedBytesToRead);
// Save our position before we begin synchronization deserialization
var positionBeforeSynchronize = reader.Position;
var synchronizationError = false;
try
{
// Invoke synchronization
OnSynchronize(ref serializer);
}
catch (Exception ex)
{
if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{name} threw an exception during synchronization deserialization, this {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!");
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogError($"{ex.Message}\n {ex.StackTrace}");
}
}
synchronizationError = true;
}
var totalBytesRead = reader.Position - positionBeforeSynchronize;
if (totalBytesRead != expectedBytesToRead)
{
if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{name} read {totalBytesRead} bytes but was expected to read {expectedBytesToRead} bytes during synchronization deserialization! This {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!");
}
synchronizationError = true;
}
// Skip over the entry if deserialization fails
if (synchronizationError)
{
var skipToPosition = positionBeforeSynchronize + expectedBytesToRead;
reader.Seek(skipToPosition);
return false;
}
return true;
}
}
/// <summary>
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
/// NOTE: If you override this, you will want to always invoke this base class version of this