com.unity.netcode.gameobjects@1.7.0
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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
This commit is contained in:
@@ -0,0 +1,82 @@
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using System;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Marks a generic parameter in this class as a type that should be serialized through
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/// <see cref="NetworkVariableSerialization{T}"/>. This enables the use of the following methods to support
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/// serialization within a Network Variable type:
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/// <br/>
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/// <br/>
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/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Read"/>
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/// <br/>
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/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Write"/>
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/// <br/>
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/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.AreEqual"/>
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/// <br/>
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/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Duplicate"/>
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/// <br/>
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/// <br/>
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/// The parameter is indicated by index (and is 0-indexed); for example:
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/// <br/>
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/// <code>
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/// [SerializesGenericParameter(1)]
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/// public class MyClass<TTypeOne, TTypeTwo>
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/// {
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/// }
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/// </code>
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/// <br/>
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/// This tells the code generation for <see cref="NetworkVariableSerialization{T}"/> to generate
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/// serialized code for <b>TTypeTwo</b> (generic parameter 1).
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/// <br/>
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/// <br/>
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/// Note that this is primarily intended to support subtypes of <see cref="NetworkVariableBase"/>,
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/// and as such, the type resolution is done by examining fields of <see cref="NetworkBehaviour"/>
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/// subclasses. If your type is not used in a <see cref="NetworkBehaviour"/>, the codegen will
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/// not find the types, even with this attribute.
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/// <br/>
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/// <br/>
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/// This attribute is properly inherited by subclasses. For example:
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/// <br/>
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/// <code>
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/// [SerializesGenericParameter(0)]
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/// public class MyClass<T>
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/// {
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/// }
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/// <br/>
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/// public class MySubclass1 : MyClass<Foo>
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/// {
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/// }
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/// <br/>
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/// public class MySubclass2<T> : MyClass<T>
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/// {
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/// }
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/// <br/>
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/// [SerializesGenericParameter(1)]
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/// public class MySubclass3<TTypeOne, TTypeTwo> : MyClass<TTypeOne>
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/// {
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/// }
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/// <br/>
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/// public class MyBehaviour : NetworkBehaviour
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/// {
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/// public MySubclass1 TheValue;
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/// public MySubclass2<Bar> TheValue;
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/// public MySubclass3<Baz, Qux> TheValue;
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/// }
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/// </code>
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/// <br/>
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/// The above code will trigger generation of serialization code for <b>Foo</b> (passed directly to the
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/// base class), <b>Bar</b> (passed indirectly to the base class), <b>Baz</b> (passed indirectly to the base class),
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/// and <b>Qux</b> (marked as serializable in the subclass).
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/// </summary>
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
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public class GenerateSerializationForGenericParameterAttribute : Attribute
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{
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internal int ParameterIndex;
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public GenerateSerializationForGenericParameterAttribute(int parameterIndex)
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{
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ParameterIndex = parameterIndex;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 18cdaa9c2f6446279b0c5948fcd34eec
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timeCreated: 1694029524
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26
Runtime/Messaging/GenerateSerializationForTypeAttribute.cs
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26
Runtime/Messaging/GenerateSerializationForTypeAttribute.cs
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using System;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Specifies a specific type that needs serialization to be generated by codegen.
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/// This is only needed in special circumstances where manual serialization is being done.
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/// If you are making a generic network variable-style class, use <see cref="GenerateSerializationForGenericParameterAttribute"/>.
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/// <br />
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/// <br />
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/// This attribute can be attached to any class or method anywhere in the codebase and
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/// will trigger codegen to generate serialization code for the provided type. It only needs
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/// to be included once type per codebase, but including it multiple times for the same type
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/// is safe.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method, AllowMultiple = true)]
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public class GenerateSerializationForTypeAttribute : Attribute
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{
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internal Type Type;
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public GenerateSerializationForTypeAttribute(Type type)
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{
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Type = type;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1bd80306706f4054b9ba514a72076df5
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timeCreated: 1694103021
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@@ -1,4 +1,7 @@
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Unity.Netcode
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{
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@@ -13,5 +16,24 @@ namespace Unity.Netcode
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{
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return __network_message_types;
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}
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#if UNITY_EDITOR
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[InitializeOnLoadMethod]
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public static void NotifyOnPlayStateChange()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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public static void OnPlayModeStateChanged(PlayModeStateChange change)
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{
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if (change == PlayModeStateChange.ExitingPlayMode)
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{
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// Clear out the network message types, because ILPP-generated RuntimeInitializeOnLoad code will
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// run again and add more messages to it.
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__network_message_types.Clear();
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}
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}
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#endif
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}
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}
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@@ -60,6 +60,8 @@ namespace Unity.Netcode
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}
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}
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networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
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networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
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}
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}
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@@ -37,6 +37,9 @@ namespace Unity.Netcode
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BytePacker.WriteValueBitPacked(writer, NetworkTick);
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uint sceneObjectCount = 0;
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// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
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// all observed and spawned NetworkObjects that the approved client needs to synchronize.
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if (SpawnedObjectsList != null)
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{
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var pos = writer.Position;
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@@ -45,7 +48,7 @@ namespace Unity.Netcode
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// Serialize NetworkVariable data
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foreach (var sobj in SpawnedObjectsList)
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{
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if (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId))
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if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
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{
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sobj.Observers.Add(OwnerClientId);
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var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);
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@@ -34,7 +34,7 @@ namespace Unity.Netcode
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return false;
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}
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if (!NetworkManager.__rpc_func_table.ContainsKey(metadata.NetworkRpcMethodId))
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if (!NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()].ContainsKey(metadata.NetworkRpcMethodId))
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{
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return false;
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}
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@@ -42,7 +42,7 @@ namespace Unity.Netcode
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payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (NetworkManager.__rpc_name_table.TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
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if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
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{
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networkManager.NetworkMetrics.TrackRpcReceived(
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context.SenderId,
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@@ -67,7 +67,7 @@ namespace Unity.Netcode
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try
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{
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NetworkManager.__rpc_func_table[metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
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NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()][metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
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}
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catch (Exception ex)
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{
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@@ -75,7 +75,7 @@ namespace Unity.Netcode
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if (networkManager.LogLevel == LogLevel.Developer)
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{
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Debug.Log($"RPC Table Contents");
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foreach (var entry in NetworkManager.__rpc_func_table)
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foreach (var entry in NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()])
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{
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Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
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}
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@@ -99,6 +99,8 @@ namespace Unity.Netcode
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public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
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public int FragmentedMessageMaxSize = int.MaxValue;
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public Dictionary<ulong, int> PeerMTUSizes = new Dictionary<ulong, int>();
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internal struct MessageWithHandler
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{
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public Type MessageType;
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@@ -497,6 +499,7 @@ namespace Unity.Netcode
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m_SendQueues.Remove(clientId);
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m_PerClientMessageVersions.Remove(clientId);
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PeerMTUSizes.Remove(clientId);
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}
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internal void CleanupDisconnectedClients()
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@@ -678,6 +681,21 @@ namespace Unity.Netcode
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continue;
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}
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var startSize = NonFragmentedMessageMaxSize;
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if (delivery != NetworkDelivery.ReliableFragmentedSequenced)
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{
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if (PeerMTUSizes.TryGetValue(clientId, out var clientMaxSize))
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{
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maxSize = clientMaxSize;
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}
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startSize = maxSize;
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if (tmpSerializer.Position >= maxSize)
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{
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Debug.LogError($"MTU size for {clientId} is too small to contain a message of type {typeof(TMessageType).FullName}");
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continue;
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}
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}
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for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
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{
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m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery);
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@@ -686,7 +704,7 @@ namespace Unity.Netcode
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var sendQueueItem = m_SendQueues[clientId];
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if (sendQueueItem.Length == 0)
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{
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sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
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sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
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sendQueueItem.ElementAt(0).Writer.Seek(sizeof(NetworkBatchHeader));
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}
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else
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@@ -694,7 +712,7 @@ namespace Unity.Netcode
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ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
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if (lastQueueItem.NetworkDelivery != delivery || lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position < tmpSerializer.Length + headerSerializer.Length)
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{
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sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
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sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
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sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
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}
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}
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