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:
@@ -11,7 +11,6 @@ namespace Unity.Netcode
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/// </summary>
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public static class ByteUnpacker
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{
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#if UNITY_NETCODE_DEBUG_NO_PACKING
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -58,7 +57,7 @@ namespace Unity.Netcode
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out float value)
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{
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ReadUInt32Packed(reader, out uint asUInt);
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ReadValueBitPacked(reader, out uint asUInt);
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value = ToSingle(asUInt);
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}
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@@ -70,7 +69,7 @@ namespace Unity.Netcode
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out double value)
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{
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ReadUInt64Packed(reader, out ulong asULong);
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ReadValueBitPacked(reader, out ulong asULong);
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value = ToDouble(asULong);
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}
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@@ -109,11 +108,7 @@ namespace Unity.Netcode
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/// <param name="reader">The reader to read from</param>
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/// <param name="value">Value to read</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out short value)
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{
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ReadUInt32Packed(reader, out uint readValue);
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value = (short)Arithmetic.ZigZagDecode(readValue);
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}
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public static void ReadValuePacked(FastBufferReader reader, out short value) => ReadValueBitPacked(reader, out value);
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/// <summary>
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/// Read an unsigned short (UInt16) as a varint from the stream.
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@@ -121,11 +116,7 @@ namespace Unity.Netcode
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/// <param name="reader">The reader to read from</param>
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/// <param name="value">Value to read</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out ushort value)
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{
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ReadUInt32Packed(reader, out uint readValue);
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value = (ushort)readValue;
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}
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public static void ReadValuePacked(FastBufferReader reader, out ushort value) => ReadValueBitPacked(reader, out value);
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/// <summary>
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/// Read a two-byte character as a varint from the stream.
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@@ -135,7 +126,7 @@ namespace Unity.Netcode
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out char c)
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{
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ReadUInt32Packed(reader, out uint readValue);
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ReadValueBitPacked(reader, out ushort readValue);
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c = (char)readValue;
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}
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@@ -145,11 +136,7 @@ namespace Unity.Netcode
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/// <param name="reader">The reader to read from</param>
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/// <param name="value">Value to read</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out int value)
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{
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ReadUInt32Packed(reader, out uint readValue);
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value = (int)Arithmetic.ZigZagDecode(readValue);
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}
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public static void ReadValuePacked(FastBufferReader reader, out int value) => ReadValueBitPacked(reader, out value);
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/// <summary>
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/// Read an unsigned int (UInt32) from the stream.
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@@ -157,7 +144,7 @@ namespace Unity.Netcode
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/// <param name="reader">The reader to read from</param>
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/// <param name="value">Value to read</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out uint value) => ReadUInt32Packed(reader, out value);
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public static void ReadValuePacked(FastBufferReader reader, out uint value) => ReadValueBitPacked(reader, out value);
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/// <summary>
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/// Read an unsigned long (UInt64) from the stream.
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@@ -165,7 +152,7 @@ namespace Unity.Netcode
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/// <param name="reader">The reader to read from</param>
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/// <param name="value">Value to read</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out ulong value) => ReadUInt64Packed(reader, out value);
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public static void ReadValuePacked(FastBufferReader reader, out ulong value) => ReadValueBitPacked(reader, out value);
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/// <summary>
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/// Read a signed long (Int64) as a ZigZag encoded varint from the stream.
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@@ -175,8 +162,7 @@ namespace Unity.Netcode
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ReadValuePacked(FastBufferReader reader, out long value)
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{
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ReadUInt64Packed(reader, out ulong readValue);
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value = Arithmetic.ZigZagDecode(readValue);
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ReadValueBitPacked(reader, out value);
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}
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/// <summary>
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@@ -341,7 +327,9 @@ namespace Unity.Netcode
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ushort returnValue = 0;
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byte* ptr = ((byte*)&returnValue);
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byte* data = reader.GetUnsafePtrAtCurrentPosition();
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int numBytes = (data[0] & 0b1) + 1;
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// Mask out the first two bits - they contain the total byte count
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// (1, 2, or 3)
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int numBytes = (data[0] & 0b11);
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if (!reader.TryBeginReadInternal(numBytes))
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{
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throw new OverflowException("Reading past the end of the buffer");
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@@ -350,17 +338,23 @@ namespace Unity.Netcode
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switch (numBytes)
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{
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case 1:
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*ptr = *data;
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ptr[0] = data[0];
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break;
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case 2:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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ptr[0] = data[0];
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ptr[1] = data[1];
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break;
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case 3:
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// First byte contains no data, it's just a marker. The data is in the remaining two bytes.
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ptr[0] = data[1];
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ptr[1] = data[2];
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value = returnValue;
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return;
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default:
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throw new InvalidOperationException("Could not read bit-packed value: impossible byte count");
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}
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value = (ushort)(returnValue >> 1);
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value = (ushort)(returnValue >> 2);
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}
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/// <summary>
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@@ -386,7 +380,8 @@ namespace Unity.Netcode
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uint returnValue = 0;
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byte* ptr = ((byte*)&returnValue);
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byte* data = reader.GetUnsafePtrAtCurrentPosition();
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int numBytes = (data[0] & 0b11) + 1;
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// Mask out the first three bits - they contain the total byte count (1-5)
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int numBytes = (data[0] & 0b111);
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if (!reader.TryBeginReadInternal(numBytes))
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{
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throw new OverflowException("Reading past the end of the buffer");
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@@ -395,26 +390,34 @@ namespace Unity.Netcode
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switch (numBytes)
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{
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case 1:
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*ptr = *data;
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ptr[0] = data[0];
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break;
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case 2:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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ptr[0] = data[0];
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ptr[1] = data[1];
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break;
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case 3:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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break;
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case 4:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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*(ptr + 3) = *(data + 3);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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ptr[3] = data[3];
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break;
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case 5:
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// First byte contains no data, it's just a marker. The data is in the remaining two bytes.
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ptr[0] = data[1];
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ptr[1] = data[2];
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ptr[2] = data[3];
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ptr[3] = data[4];
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value = returnValue;
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return;
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}
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value = returnValue >> 2;
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value = returnValue >> 3;
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}
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/// <summary>
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@@ -440,7 +443,8 @@ namespace Unity.Netcode
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ulong returnValue = 0;
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byte* ptr = ((byte*)&returnValue);
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byte* data = reader.GetUnsafePtrAtCurrentPosition();
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int numBytes = (data[0] & 0b111) + 1;
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// Mask out the first four bits - they contain the total byte count (1-9)
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int numBytes = (data[0] & 0b1111);
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if (!reader.TryBeginReadInternal(numBytes))
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{
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throw new OverflowException("Reading past the end of the buffer");
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@@ -449,109 +453,74 @@ namespace Unity.Netcode
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switch (numBytes)
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{
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case 1:
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*ptr = *data;
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ptr[0] = data[0];
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break;
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case 2:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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ptr[0] = data[0];
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ptr[1] = data[1];
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break;
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case 3:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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break;
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case 4:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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*(ptr + 3) = *(data + 3);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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ptr[3] = data[3];
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break;
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case 5:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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*(ptr + 3) = *(data + 3);
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*(ptr + 4) = *(data + 4);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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ptr[3] = data[3];
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ptr[4] = data[4];
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break;
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case 6:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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*(ptr + 3) = *(data + 3);
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*(ptr + 4) = *(data + 4);
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*(ptr + 5) = *(data + 5);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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ptr[3] = data[3];
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ptr[4] = data[4];
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ptr[5] = data[5];
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break;
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case 7:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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*(ptr + 3) = *(data + 3);
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*(ptr + 4) = *(data + 4);
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*(ptr + 5) = *(data + 5);
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*(ptr + 6) = *(data + 6);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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ptr[3] = data[3];
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ptr[4] = data[4];
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ptr[5] = data[5];
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ptr[6] = data[6];
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break;
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case 8:
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*ptr = *data;
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*(ptr + 1) = *(data + 1);
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*(ptr + 2) = *(data + 2);
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*(ptr + 3) = *(data + 3);
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*(ptr + 4) = *(data + 4);
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*(ptr + 5) = *(data + 5);
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*(ptr + 6) = *(data + 6);
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*(ptr + 7) = *(data + 7);
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ptr[0] = data[0];
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ptr[1] = data[1];
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ptr[2] = data[2];
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ptr[3] = data[3];
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ptr[4] = data[4];
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ptr[5] = data[5];
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ptr[6] = data[6];
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ptr[7] = data[7];
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break;
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case 9:
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// First byte contains no data, it's just a marker. The data is in the remaining two bytes.
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ptr[0] = data[1];
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ptr[1] = data[2];
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ptr[2] = data[3];
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ptr[3] = data[4];
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ptr[4] = data[5];
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ptr[5] = data[6];
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ptr[6] = data[7];
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ptr[7] = data[8];
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value = returnValue;
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return;
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}
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value = returnValue >> 3;
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value = returnValue >> 4;
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}
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#endif
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private static void ReadUInt64Packed(FastBufferReader reader, out ulong value)
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{
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reader.ReadByteSafe(out byte firstByte);
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if (firstByte <= 240)
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{
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value = firstByte;
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return;
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}
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if (firstByte <= 248)
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{
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reader.ReadByteSafe(out byte secondByte);
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value = 240UL + ((firstByte - 241UL) << 8) + secondByte;
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return;
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}
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var numBytes = firstByte - 247;
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if (!reader.TryBeginReadInternal(numBytes))
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{
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throw new OverflowException("Reading past the end of the buffer");
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}
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reader.ReadPartialValue(out value, numBytes);
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}
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private static void ReadUInt32Packed(FastBufferReader reader, out uint value)
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{
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reader.ReadByteSafe(out byte firstByte);
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if (firstByte <= 240)
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{
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value = firstByte;
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return;
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}
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if (firstByte <= 248)
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{
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reader.ReadByteSafe(out byte secondByte);
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value = 240U + ((firstByte - 241U) << 8) + secondByte;
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return;
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}
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var numBytes = firstByte - 247;
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if (!reader.TryBeginReadInternal(numBytes))
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{
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throw new OverflowException("Reading past the end of the buffer");
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}
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reader.ReadPartialValue(out value, numBytes);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static unsafe float ToSingle<T>(T value) where T : unmanaged
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Reference in New Issue
Block a user