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1.5.2
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CHANGELOG.md
289
CHANGELOG.md
@@ -6,6 +6,264 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
|
||||
|
||||
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
|
||||
|
||||
## [1.5.2] - 2023-07-24
|
||||
|
||||
### Added
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
|
||||
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
|
||||
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
|
||||
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
|
||||
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
|
||||
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
|
||||
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
|
||||
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
|
||||
|
||||
### Changed
|
||||
|
||||
## [1.5.1] - 2023-06-07
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
|
||||
- The location of the automatically-created default network prefab list can now be configured (#2544)
|
||||
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
|
||||
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed: Fixed a null reference in codegen in some projects (#2581)
|
||||
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
|
||||
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
|
||||
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
|
||||
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
|
||||
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
|
||||
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)
|
||||
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
|
||||
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
|
||||
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
|
||||
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
|
||||
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
|
||||
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
|
||||
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
|
||||
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
|
||||
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
|
||||
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
|
||||
|
||||
## Changed
|
||||
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||||
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
|
||||
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
|
||||
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
|
||||
|
||||
## [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)
|
||||
|
||||
## [1.3.1] - 2023-03-27
|
||||
|
||||
### Added
|
||||
|
||||
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
|
||||
|
||||
### Changed
|
||||
|
||||
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450)
|
||||
- `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`.
|
||||
- Dirty `NetworkObject` are reset at end-of-frame and not at serialization time.
|
||||
- `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair.
|
||||
- Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228)
|
||||
- Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
|
||||
- Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398)
|
||||
- Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396)
|
||||
- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
|
||||
- Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345)
|
||||
- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
|
||||
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
|
||||
- Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
|
||||
- Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309)
|
||||
- Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309)
|
||||
- Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309)
|
||||
- Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309)
|
||||
- Corrected an issue with the documentation for BufferSerializer (#2401)
|
||||
|
||||
## [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 `IsSpawnedObjectsPendingInDontDestroyOnLoad` is only set to true when loading a scene using `LoadSceneMode.Singleonly`. (#2330)
|
||||
- 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)
|
||||
|
||||
## [1.1.0] - 2022-10-21
|
||||
|
||||
### Added
|
||||
|
||||
- Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261)
|
||||
- `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)
|
||||
- IPv6 is now supported for direct connections when using `UnityTransport`. (#2232)
|
||||
- Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)
|
||||
- Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146)
|
||||
- Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146)
|
||||
|
||||
### Changed
|
||||
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231)
|
||||
- The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212)
|
||||
- As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212)
|
||||
- The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196)
|
||||
- `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219)
|
||||
- `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261)
|
||||
- Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
|
||||
- Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
|
||||
- Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226)
|
||||
- Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225)
|
||||
- Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222)
|
||||
- Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222)
|
||||
- Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222)
|
||||
- Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
|
||||
- Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203)
|
||||
- Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199)
|
||||
- Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
|
||||
- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
|
||||
- Fixed Connection Approval Timeout not working client side. (#2164)
|
||||
- Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146)
|
||||
- Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146)
|
||||
- Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146)
|
||||
- Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146)
|
||||
- Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146)
|
||||
- Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144)
|
||||
- Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142)
|
||||
- Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
|
||||
- Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
|
||||
- Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739)
|
||||
- Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
|
||||
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
|
||||
- Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
|
||||
|
||||
## [1.0.2] - 2022-09-12
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkTransform` was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
|
||||
- Fixed issue where `NetworkTransform` was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
|
||||
- Fixed issue where `NetworkTransform` was not continuing to interpolate for the remainder of the associated tick period. (#2170)
|
||||
- Fixed issue during `NetworkTransform.OnNetworkSpawn` for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)
|
||||
|
||||
## [1.0.1] - 2022-08-23
|
||||
|
||||
### Changed
|
||||
|
||||
- Changed version to 1.0.1. (#2131)
|
||||
- Updated dependency on `com.unity.transport` to 1.2.0. (#2129)
|
||||
- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
|
||||
- Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
|
||||
- Fixed issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. (#2110)
|
||||
- Fixed interpolation issue with `NetworkTransform.Teleport`. (#2110)
|
||||
- Fixed issue where the authoritative side was interpolating its transform. (#2110)
|
||||
- Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
|
||||
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
|
||||
- Fixed issue where a client owner of a `NetworkVariable` with both owner read and write permissions would not update the server side when changed. (#2097)
|
||||
- Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. (#2096)
|
||||
- Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
|
||||
- Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086)
|
||||
- Fixed `NetworkAnimator` synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
|
||||
- Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
|
||||
- Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074)
|
||||
- Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
|
||||
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
|
||||
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
|
||||
|
||||
## [1.0.0] - 2022-06-27
|
||||
|
||||
### Changed
|
||||
|
||||
- Changed version to 1.0.0. (#2046)
|
||||
|
||||
## [1.0.0-pre.10] - 2022-06-21
|
||||
|
||||
### Added
|
||||
@@ -18,7 +276,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
### Changed
|
||||
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
|
||||
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)
|
||||
- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now an `Action<>` taking a `ConnectionApprovalRequest` and a `ConnectionApprovalResponse` that the client code must fill (#1972) (#2002)
|
||||
|
||||
### Removed
|
||||
|
||||
@@ -63,6 +321,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs) (#1912)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkSceneManager` did not synchronize despawned in-scene placed NetworkObjects. (#1898)
|
||||
- Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
|
||||
- Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884)
|
||||
@@ -116,10 +375,12 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
## [1.0.0-pre.6] - 2022-03-02
|
||||
|
||||
### Added
|
||||
|
||||
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
|
||||
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
|
||||
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
|
||||
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
|
||||
@@ -171,6 +432,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
|
||||
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
|
||||
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
|
||||
@@ -185,6 +447,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
|
||||
|
||||
### Changed
|
||||
|
||||
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
|
||||
- Updated com.unity.collections to 1.1.0 (#1451)
|
||||
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
|
||||
@@ -196,7 +459,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
|
||||
- ResetTrigger function to NetworkAnimator (#1327)
|
||||
|
||||
### Fixed
|
||||
### Fixed
|
||||
|
||||
- Overflow exception when syncing Animator state. (#1327)
|
||||
- Added `try`/`catch` around RPC calls, preventing exception from causing further RPC calls to fail (#1329)
|
||||
@@ -221,7 +484,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Added `ClientNetworkTransform` sample to the SDK package (#1168)
|
||||
- Added `Bootstrap` sample to the SDK package (#1140)
|
||||
- Enhanced `NetworkSceneManager` implementation with additive scene loading capabilities (#1080, #955, #913)
|
||||
- `NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
|
||||
- `NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
|
||||
- Enhanced `NetworkTransform` implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
|
||||
- Added a jitter-resistent `BufferedLinearInterpolator<T>` for `NetworkTransform` (#1060)
|
||||
- Implemented `NetworkPrefabHandler` that provides support for object pooling and `NetworkPrefab` overrides (#1073, #1004, #977, #905,#749, #727)
|
||||
@@ -278,7 +541,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Removed `NetworkDictionary`, `NetworkSet` (#1149)
|
||||
- Removed `NetworkVariableSettings` (#1097)
|
||||
- Removed predefined `NetworkVariable<T>` types (#1093)
|
||||
- Removed `NetworkVariableBool`, `NetworkVariableByte`, `NetworkVariableSByte`, `NetworkVariableUShort`, `NetworkVariableShort`, `NetworkVariableUInt`, `NetworkVariableInt`, `NetworkVariableULong`, `NetworkVariableLong`, `NetworkVariableFloat`, `NetworkVariableDouble`, `NetworkVariableVector2`, `NetworkVariableVector3`, `NetworkVariableVector4`, `NetworkVariableColor`, `NetworkVariableColor32`, `NetworkVariableRay`, `NetworkVariableQuaternion`
|
||||
- Removed `NetworkVariableBool`, `NetworkVariableByte`, `NetworkVariableSByte`, `NetworkVariableUShort`, `NetworkVariableShort`, `NetworkVariableUInt`, `NetworkVariableInt`, `NetworkVariableULong`, `NetworkVariableLong`, `NetworkVariableFloat`, `NetworkVariableDouble`, `NetworkVariableVector2`, `NetworkVariableVector3`, `NetworkVariableVector4`, `NetworkVariableColor`, `NetworkVariableColor32`, `NetworkVariableRay`, `NetworkVariableQuaternion`
|
||||
- Removed `NetworkChannel` and `MultiplexTransportAdapter` (#1133)
|
||||
- Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
|
||||
- `NetworkManager.NetworkConfig` had the following properties removed: (#1080)
|
||||
@@ -350,14 +613,14 @@ This is the initial experimental Unity MLAPI Package, v0.1.0.
|
||||
- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
|
||||
- Added new profiler modules for MLAPI that report important network data.
|
||||
- Attached the profiler to a remote player to view network data over the wire.
|
||||
- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
|
||||
- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
|
||||
- Added a [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and `TrackedObject`.
|
||||
|
||||
### Changed
|
||||
|
||||
- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): MLAPI now uses the Unity Package Manager for installation management.
|
||||
- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
|
||||
- [GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
|
||||
- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
|
||||
- [GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
|
||||
- GitHub [444](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/444) and [455](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/455): Channels are now represented as bytes instead of strings.
|
||||
|
||||
For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per [GitHub 513](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/513) and [GitHub 514](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/514).
|
||||
@@ -390,7 +653,7 @@ For users of previous versions of MLAPI, this release renames APIs due to refact
|
||||
|
||||
### Fixed
|
||||
|
||||
- [GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/460): Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in `NetworkingManager`.
|
||||
- [GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/460): Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in `NetworkingManager`.
|
||||
- Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
|
||||
- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of `NetworkedInstanceId` issues in the `SpawnManager.ClientCollectSoftSyncSceneObjectSweep` method.
|
||||
- [GitHub 458](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/458): Fixed serialization issues in `NetworkList` and `NetworkDictionary` when running in Server mode.
|
||||
@@ -405,10 +668,10 @@ With a new release of MLAPI in Unity, some features have been removed:
|
||||
- SyncVars have been removed from MLAPI. Use `NetworkVariable`s in place of this functionality. <!-- MTT54 -->
|
||||
- [GitHub 527](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/527): Lag compensation systems and `TrackedObject` have moved to the new [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) repo.
|
||||
- [GitHub 509](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/509): Encryption has been removed from MLAPI. The `Encryption` option in `NetworkConfig` on the `NetworkingManager` is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:
|
||||
- Removed `SecuritySendFlags` from all APIs.
|
||||
- Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
|
||||
- Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
|
||||
- Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
|
||||
- Removed `SecuritySendFlags` from all APIs.
|
||||
- Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
|
||||
- Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
|
||||
- Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
|
||||
- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
|
||||
- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See [RFC #1](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0001-std-rpc-api.md) for details.
|
||||
- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): Removed the MLAPI Installer.
|
||||
@@ -421,7 +684,7 @@ With a new release of MLAPI in Unity, some features have been removed:
|
||||
- For `NetworkVariable`, the `NetworkDictionary` `List` and `Set` must use the `reliableSequenced` channel.
|
||||
- `NetworkObjects`s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
|
||||
- `NetworkTransform` have the following issues:
|
||||
- Replicated objects may have jitter.
|
||||
- Replicated objects may have jitter.
|
||||
- The owner is always authoritative about the object's position.
|
||||
- Scale is not synchronized.
|
||||
- Connection Approval is not called on the host client.
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#endif
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
159
Components/HalfVector3.cs
Normal file
159
Components/HalfVector3.cs
Normal file
@@ -0,0 +1,159 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Half float precision <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
public struct HalfVector3 : INetworkSerializable
|
||||
{
|
||||
internal const int Length = 3;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the x-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half X => Axis.x;
|
||||
/// <summary>
|
||||
/// The half float precision value of the y-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Y => Axis.y;
|
||||
/// <summary>
|
||||
/// The half float precision value of the z-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Z => Axis.x;
|
||||
|
||||
/// <summary>
|
||||
/// Used to store the half float precision values as a <see cref="half3"/>
|
||||
/// </summary>
|
||||
public half3 Axis;
|
||||
|
||||
/// <summary>
|
||||
/// Determine which axis will be synchronized during serialization
|
||||
/// </summary>
|
||||
public bool3 AxisToSynchronize;
|
||||
|
||||
private void SerializeWrite(FastBufferWriter writer)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
writer.WriteUnmanagedSafe(Axis[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SerializeRead(FastBufferReader reader)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
var axisValue = Axis[i];
|
||||
reader.ReadUnmanagedSafe(out axisValue);
|
||||
Axis[i] = axisValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>.
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsReader)
|
||||
{
|
||||
SerializeRead(serializer.GetFastBufferReader());
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeWrite(serializer.GetFastBufferWriter());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the full precision value as a <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <returns>a <see cref="Vector3"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 ToVector3()
|
||||
{
|
||||
Vector3 fullPrecision = Vector3.zero;
|
||||
Vector3 fullConversion = math.float3(Axis);
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
fullPrecision[i] = fullConversion[i];
|
||||
}
|
||||
}
|
||||
return fullPrecision;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector3"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The <see cref="Vector3"/> to convert.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector3 vector3)
|
||||
{
|
||||
var half3Full = math.half3(vector3);
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
Axis[i] = half3Full[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="vector3AxisToSynchronize">The axis to synchronize.</param>
|
||||
public HalfVector3(Vector3 vector3, bool3 axisToSynchronize)
|
||||
{
|
||||
Axis = half3.zero;
|
||||
AxisToSynchronize = axisToSynchronize;
|
||||
UpdateFrom(ref vector3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
public HalfVector3(Vector3 vector3) : this(vector3, math.bool3(true))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="axisToSynchronize">The axis to synchronize.</param>
|
||||
public HalfVector3(float x, float y, float z, bool3 axisToSynchronize) : this(new Vector3(x, y, z), axisToSynchronize)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
public HalfVector3(float x, float y, float z) : this(new Vector3(x, y, z), math.bool3(true))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2e5a740c1abd4315801e3f26ecf8adb
|
||||
guid: b0e371533eaeac446b16b10886f64f84
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
137
Components/HalfVector4.cs
Normal file
137
Components/HalfVector4.cs
Normal file
@@ -0,0 +1,137 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
public struct HalfVector4 : INetworkSerializable
|
||||
{
|
||||
internal const int Length = 4;
|
||||
/// <summary>
|
||||
/// The half float precision value of the x-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half X => Axis.x;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the y-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Y => Axis.y;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the z-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Z => Axis.z;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the w-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half W => Axis.w;
|
||||
|
||||
/// <summary>
|
||||
/// Used to store the half float precision values as a <see cref="half4"/>
|
||||
/// </summary>
|
||||
public half4 Axis;
|
||||
|
||||
private void SerializeWrite(FastBufferWriter writer)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(Axis[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void SerializeRead(FastBufferReader reader)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
var axisValue = Axis[i];
|
||||
reader.ReadUnmanagedSafe(out axisValue);
|
||||
Axis[i] = axisValue;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>.
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsReader)
|
||||
{
|
||||
SerializeRead(serializer.GetFastBufferReader());
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeWrite(serializer.GetFastBufferWriter());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts this instance to a full precision <see cref="Vector4"/>.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Vector4"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector4 ToVector4()
|
||||
{
|
||||
return math.float4(Axis);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts this instance to a full precision <see cref="Quaternion"/>.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Quaternion"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Quaternion ToQuaternion()
|
||||
{
|
||||
return math.quaternion(Axis);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector4"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="vector4">The <see cref="Vector4"/> to convert and update this instance with.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector4 vector4)
|
||||
{
|
||||
Axis = math.half4(vector4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector4"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="quaternion">The <see cref="Quaternion"/> to convert and update this instance with.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Quaternion quaternion)
|
||||
{
|
||||
Axis = math.half4(math.half(quaternion.x), math.half(quaternion.y), math.half(quaternion.z), math.half(quaternion.w));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector4">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
public HalfVector4(Vector4 vector4)
|
||||
{
|
||||
Axis = default;
|
||||
UpdateFrom(ref vector4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="w">The initial w axis (converted to half float) value when instantiated.</param>
|
||||
public HalfVector4(float x, float y, float z, float w) : this(new Vector4(x, y, z, w))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Components/HalfVector4.cs.meta
Normal file
11
Components/HalfVector4.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03c78136f41ff84499e2a6ac4a7dd7a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,6 +8,7 @@ namespace Unity.Netcode
|
||||
/// Solves for incoming values that are jittered
|
||||
/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The type of interpolated value</typeparam>
|
||||
public abstract class BufferedLinearInterpolator<T> where T : struct
|
||||
{
|
||||
internal float MaxInterpolationBound = 3.0f;
|
||||
@@ -24,7 +25,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// There’s two factors affecting interpolation: buffering (set in NetworkManager’s NetworkTimeSystem) and interpolation time, which is the amount of time it’ll take to reach the target. This is to affect the second one.
|
||||
/// There's two factors affecting interpolation: buffering (set in NetworkManager's NetworkTimeSystem) and interpolation time, which is the amount of time it'll take to reach the target. This is to affect the second one.
|
||||
/// </summary>
|
||||
public float MaximumInterpolationTime = 0.1f;
|
||||
|
||||
@@ -73,7 +74,7 @@ namespace Unity.Netcode
|
||||
private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
|
||||
|
||||
/// <summary>
|
||||
/// Resets Interpolator to initial state
|
||||
/// Resets interpolator to initial state
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
@@ -85,6 +86,8 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Teleports current interpolation value to targetValue.
|
||||
/// </summary>
|
||||
/// <param name="targetValue">The target value to teleport instantly</param>
|
||||
/// <param name="serverTime">The current server time</param>
|
||||
public void ResetTo(T targetValue, double serverTime)
|
||||
{
|
||||
m_LifetimeConsumedCount = 1;
|
||||
@@ -159,6 +162,7 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
/// <param name="deltaTime">time since call</param>
|
||||
/// <param name="serverTime">current server time</param>
|
||||
/// <returns>The newly interpolated value of type 'T'</returns>
|
||||
public T Update(float deltaTime, NetworkTime serverTime)
|
||||
{
|
||||
return Update(deltaTime, serverTime.TimeTicksAgo(1).Time, serverTime.Time);
|
||||
@@ -170,6 +174,7 @@ namespace Unity.Netcode
|
||||
/// <param name="deltaTime">time since last call</param>
|
||||
/// <param name="renderTime">our current time</param>
|
||||
/// <param name="serverTime">current server time</param>
|
||||
/// <returns>The newly interpolated value of type 'T'</returns>
|
||||
public T Update(float deltaTime, double renderTime, double serverTime)
|
||||
{
|
||||
TryConsumeFromBuffer(renderTime, serverTime);
|
||||
@@ -222,6 +227,8 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Add measurements to be used during interpolation. These will be buffered before being made available to be displayed as "latest value".
|
||||
/// </summary>
|
||||
/// <param name="newMeasurement">The new measurement value to use</param>
|
||||
/// <param name="sentTime">The time to record for measurement</param>
|
||||
public void AddMeasurement(T newMeasurement, double sentTime)
|
||||
{
|
||||
m_NbItemsReceivedThisFrame++;
|
||||
@@ -241,6 +248,8 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
// Part the of reason for disabling extrapolation is how we add and use measurements over time.
|
||||
// TODO: Add detailed description of this area in Jira ticket
|
||||
if (sentTime > m_EndTimeConsumed || m_LifetimeConsumedCount == 0) // treat only if value is newer than the one being interpolated to right now
|
||||
{
|
||||
m_LastBufferedItemReceived = new BufferedItem(newMeasurement, sentTime);
|
||||
@@ -251,6 +260,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Gets latest value from the interpolator. This is updated every update as time goes by.
|
||||
/// </summary>
|
||||
/// <returns>The current interpolated value of type 'T'</returns>
|
||||
public T GetInterpolatedValue()
|
||||
{
|
||||
return m_CurrentInterpValue;
|
||||
@@ -259,36 +269,122 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Method to override and adapted to the generic type. This assumes interpolation for that value will be clamped.
|
||||
/// </summary>
|
||||
/// <param name="start">The start value (min)</param>
|
||||
/// <param name="end">The end value (max)</param>
|
||||
/// <param name="time">The time value used to interpolate between start and end values (pos)</param>
|
||||
/// <returns>The interpolated value</returns>
|
||||
protected abstract T Interpolate(T start, T end, float time);
|
||||
|
||||
/// <summary>
|
||||
/// Method to override and adapted to the generic type. This assumes interpolation for that value will not be clamped.
|
||||
/// </summary>
|
||||
/// <param name="start">The start value (min)</param>
|
||||
/// <param name="end">The end value (max)</param>
|
||||
/// <param name="time">The time value used to interpolate between start and end values (pos)</param>
|
||||
/// <returns>The interpolated value</returns>
|
||||
protected abstract T InterpolateUnclamped(T start, T end, float time);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
/// <remarks>
|
||||
/// This is a buffered linear interpolator for a <see cref="float"/> type value
|
||||
/// </remarks>
|
||||
public class BufferedLinearInterpolatorFloat : BufferedLinearInterpolator<float>
|
||||
{
|
||||
/// <inheritdoc />
|
||||
protected override float InterpolateUnclamped(float start, float end, float time)
|
||||
{
|
||||
return Mathf.LerpUnclamped(start, end, time);
|
||||
// Disabling Extrapolation:
|
||||
// TODO: Add Jira Ticket
|
||||
return Mathf.Lerp(start, end, time);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override float Interpolate(float start, float end, float time)
|
||||
{
|
||||
return Mathf.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
/// <remarks>
|
||||
/// This is a buffered linear interpolator for a <see cref="Quaternion"/> type value
|
||||
/// </remarks>
|
||||
public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
|
||||
{
|
||||
/// <summary>
|
||||
/// Use <see cref="Quaternion.Slerp"/> when <see cref="true"/>.
|
||||
/// Use <see cref="Quaternion.Lerp"/> when <see cref="false"/>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using half precision (due to the imprecision) using <see cref="Quaternion.Lerp"/> is
|
||||
/// less processor intensive (i.e. precision is already "imprecise").
|
||||
/// When using full precision (to maintain precision) using <see cref="Quaternion.Slerp"/> is
|
||||
/// more processor intensive yet yields more precise results.
|
||||
/// </remarks>
|
||||
public bool IsSlerp;
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
|
||||
{
|
||||
return Quaternion.SlerpUnclamped(start, end, time);
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Quaternion.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
|
||||
{
|
||||
return Quaternion.SlerpUnclamped(start, end, time);
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Quaternion.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A <see cref="BufferedLinearInterpolator<T>"/> <see cref="Vector3"/> implementation.
|
||||
/// </summary>
|
||||
public class BufferedLinearInterpolatorVector3 : BufferedLinearInterpolator<Vector3>
|
||||
{
|
||||
/// <summary>
|
||||
/// Use <see cref="Vector3.Slerp"/> when <see cref="true"/>.
|
||||
/// Use <see cref="Vector3.Lerp"/> when <see cref="false"/>
|
||||
/// </summary>
|
||||
public bool IsSlerp;
|
||||
/// <inheritdoc />
|
||||
protected override Vector3 InterpolateUnclamped(Vector3 start, Vector3 end, float time)
|
||||
{
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Vector3.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Vector3 Interpolate(Vector3 start, Vector3 end, float time)
|
||||
{
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Vector3.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
205
Components/NetworkDeltaPosition.cs
Normal file
205
Components/NetworkDeltaPosition.cs
Normal file
@@ -0,0 +1,205 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Used to synchromnize delta position when half float precision is enabled
|
||||
/// </summary>
|
||||
public struct NetworkDeltaPosition : INetworkSerializable
|
||||
{
|
||||
internal const float MaxDeltaBeforeAdjustment = 64f;
|
||||
|
||||
/// <summary>
|
||||
/// The HalfVector3 used to synchronize the delta in position
|
||||
/// </summary>
|
||||
public HalfVector3 HalfVector3;
|
||||
|
||||
internal Vector3 CurrentBasePosition;
|
||||
internal Vector3 PrecisionLossDelta;
|
||||
internal Vector3 HalfDeltaConvertedBack;
|
||||
internal Vector3 PreviousPosition;
|
||||
internal Vector3 DeltaPosition;
|
||||
internal int NetworkTick;
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
HalfVector3.NetworkSerialize(serializer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the full precision value of Vector3 position while also potentially updating the current base position.
|
||||
/// </summary>
|
||||
/// <param name="networkTick">Use the current network tick value.</param>
|
||||
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 ToVector3(int networkTick)
|
||||
{
|
||||
// When synchronizing, it is possible to have a state update arrive
|
||||
// for the same synchronization network tick. Under this scenario,
|
||||
// we only want to return the existing CurrentBasePosition + DeltaPosition
|
||||
// values and not process the X, Y, or Z values.
|
||||
// (See the constructors below)
|
||||
if (networkTick == NetworkTick)
|
||||
{
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
DeltaPosition[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
|
||||
// If we exceed or are equal to the maximum delta value then we need to
|
||||
// apply the delta to the CurrentBasePosition value and reset the delta
|
||||
// position for the axis.
|
||||
if (Mathf.Abs(DeltaPosition[i]) >= MaxDeltaBeforeAdjustment)
|
||||
{
|
||||
CurrentBasePosition[i] += DeltaPosition[i];
|
||||
DeltaPosition[i] = 0.0f;
|
||||
HalfVector3.Axis[i] = half.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current base position (excluding the delta position offset).
|
||||
/// </summary>
|
||||
/// <returns>The current base position as a <see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetCurrentBasePosition()
|
||||
{
|
||||
return CurrentBasePosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the full position which includes the delta offset position.
|
||||
/// </summary>
|
||||
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetFullPosition()
|
||||
{
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The half float vector3 version of the current delta position.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only applies to the authoritative side for <see cref="NetworkTransform"/> instances.
|
||||
/// </remarks>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetConvertedDelta()
|
||||
{
|
||||
return HalfDeltaConvertedBack;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The full precision current delta position.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Authoritative: Will have no precision loss
|
||||
/// Non-Authoritative: Has the current network tick's loss of precision.
|
||||
/// Precision loss adjustments are one network tick behind on the
|
||||
/// non-authoritative side.
|
||||
/// </remarks>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetDeltaPosition()
|
||||
{
|
||||
return DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the position delta based off of the current base position.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The full precision <see cref="Vector3"/> value to (converted to half floats) used to determine the delta offset positon.</param>
|
||||
/// <param name="networkTick">Set the current network tick value when updating.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector3 vector3, int networkTick)
|
||||
{
|
||||
NetworkTick = networkTick;
|
||||
DeltaPosition = (vector3 + PrecisionLossDelta) - CurrentBasePosition;
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
HalfVector3.Axis[i] = math.half(DeltaPosition[i]);
|
||||
HalfDeltaConvertedBack[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
|
||||
PrecisionLossDelta[i] = DeltaPosition[i] - HalfDeltaConvertedBack[i];
|
||||
if (Mathf.Abs(HalfDeltaConvertedBack[i]) >= MaxDeltaBeforeAdjustment)
|
||||
{
|
||||
CurrentBasePosition[i] += HalfDeltaConvertedBack[i];
|
||||
HalfDeltaConvertedBack[i] = 0.0f;
|
||||
DeltaPosition[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
PreviousPosition[i] = vector3[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
|
||||
public NetworkDeltaPosition(Vector3 vector3, int networkTick, bool3 axisToSynchronize)
|
||||
{
|
||||
NetworkTick = networkTick;
|
||||
CurrentBasePosition = vector3;
|
||||
PreviousPosition = vector3;
|
||||
PrecisionLossDelta = Vector3.zero;
|
||||
DeltaPosition = Vector3.zero;
|
||||
HalfDeltaConvertedBack = Vector3.zero;
|
||||
HalfVector3 = new HalfVector3(vector3, axisToSynchronize);
|
||||
UpdateFrom(ref vector3, networkTick);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
public NetworkDeltaPosition(Vector3 vector3, int networkTick) : this(vector3, networkTick, math.bool3(true))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
|
||||
public NetworkDeltaPosition(float x, float y, float z, int networkTick, bool3 axisToSynchronize) :
|
||||
this(new Vector3(x, y, z), networkTick, axisToSynchronize)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
public NetworkDeltaPosition(float x, float y, float z, int networkTick) :
|
||||
this(new Vector3(x, y, z), networkTick, math.bool3(true))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Components/NetworkDeltaPosition.cs.meta
Normal file
11
Components/NetworkDeltaPosition.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e45e6886578116f4c92fa0fe0d77fb85
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -9,6 +9,7 @@ namespace Unity.Netcode.Components
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
|
||||
@@ -9,6 +9,7 @@ namespace Unity.Netcode.Components
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkBehaviour
|
||||
{
|
||||
private Rigidbody2D m_Rigidbody;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
123
Components/QuaternionCompressor.cs
Normal file
123
Components/QuaternionCompressor.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A Smallest Three Quaternion Compressor Implementation
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Explanation of why "The smallest three":
|
||||
/// Since a normalized Quaternion's unit value is 1.0f:
|
||||
/// x*x + y*y + z*z + w*w = M*M (where M is the magnitude of the vector)
|
||||
/// If w was the largest value and the quaternion is normalized:
|
||||
/// M = 1.0f (which M * M would still yield 1.0f)
|
||||
/// w*w = M*M - (x*x + y*y + z*z) or Mathf.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// w = Math.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// Using the largest the number avoids potential loss of precision in the smallest three values.
|
||||
/// </remarks>
|
||||
public static class QuaternionCompressor
|
||||
{
|
||||
private const ushort k_PrecisionMask = (1 << 9) - 1;
|
||||
|
||||
// Square root of 2 over 2 (Mathf.Sqrt(2.0f) / 2.0f == 1.0f / Mathf.Sqrt(2.0f))
|
||||
// This provides encoding the smallest three components into a (+/-) Mathf.Sqrt(2.0f) / 2.0f range
|
||||
private const float k_SqrtTwoOverTwoEncoding = 0.70710678118654752440084436210485f;
|
||||
|
||||
// We can further improve the encoding compression by dividing k_SqrtTwoOverTwo into 1.0f and multiplying that
|
||||
// by the precision mask (minor reduction of runtime calculations)
|
||||
private const float k_CompressionEcodingMask = (1.0f / k_SqrtTwoOverTwoEncoding) * k_PrecisionMask;
|
||||
|
||||
// Used to shift the negative bit to the 10th bit position when compressing and encoding
|
||||
private const ushort k_ShiftNegativeBit = 9;
|
||||
|
||||
// We can do the same for our decoding and decompression by dividing k_PrecisionMask into 1.0 and multiplying
|
||||
// that by k_SqrtTwoOverTwo (minor reduction of runtime calculations)
|
||||
private const float k_DcompressionDecodingMask = (1.0f / k_PrecisionMask) * k_SqrtTwoOverTwoEncoding;
|
||||
|
||||
// The sign bit position (10th bit) used when decompressing and decoding
|
||||
private const ushort k_NegShortBit = 0x200;
|
||||
|
||||
// Negative bit set values
|
||||
private const ushort k_True = 1;
|
||||
private const ushort k_False = 0;
|
||||
|
||||
// Used to store the absolute value of the 4 quaternion elements
|
||||
private static Quaternion s_QuatAbsValues = Quaternion.identity;
|
||||
|
||||
/// <summary>
|
||||
/// Compresses a Quaternion into an unsigned integer
|
||||
/// </summary>
|
||||
/// <param name="quaternion">the <see cref="Quaternion"/> to be compressed</param>
|
||||
/// <returns>the <see cref="Quaternion"/> compressed as an unsigned integer</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint CompressQuaternion(ref Quaternion quaternion)
|
||||
{
|
||||
// Store off the absolute value for each Quaternion element
|
||||
s_QuatAbsValues[0] = Mathf.Abs(quaternion[0]);
|
||||
s_QuatAbsValues[1] = Mathf.Abs(quaternion[1]);
|
||||
s_QuatAbsValues[2] = Mathf.Abs(quaternion[2]);
|
||||
s_QuatAbsValues[3] = Mathf.Abs(quaternion[3]);
|
||||
|
||||
// Get the largest element value of the quaternion to know what the remaining "Smallest Three" values are
|
||||
var quatMax = Mathf.Max(s_QuatAbsValues[0], s_QuatAbsValues[1], s_QuatAbsValues[2], s_QuatAbsValues[3]);
|
||||
|
||||
// Find the index of the largest element so we can skip that element while compressing and decompressing
|
||||
var indexToSkip = (ushort)(s_QuatAbsValues[0] == quatMax ? 0 : s_QuatAbsValues[1] == quatMax ? 1 : s_QuatAbsValues[2] == quatMax ? 2 : 3);
|
||||
|
||||
// Get the sign of the largest element which is all that is needed when calculating the sum of squares of a normalized quaternion.
|
||||
|
||||
var quatMaxSign = (quaternion[indexToSkip] < 0 ? k_True : k_False);
|
||||
|
||||
// Start with the index to skip which will be shifted to the highest two bits
|
||||
var compressed = (uint)indexToSkip;
|
||||
|
||||
// Step 1: Start with the first element
|
||||
var currentIndex = 0;
|
||||
|
||||
// Step 2: If we are on the index to skip preserve the current compressed value, otherwise proceed to step 3 and 4
|
||||
// Step 3: Get the sign of the element we are processing. If it is the not the same as the largest value's sign bit then we set the bit
|
||||
// Step 4: Get the compressed and encoded value by multiplying the absolute value of the current element by k_CompressionEcodingMask and round that result up
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
// Repeat the last 3 steps for the remaining elements
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
|
||||
// Return the compress quaternion
|
||||
return compressed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decompress a compressed quaternion
|
||||
/// </summary>
|
||||
/// <param name="quaternion">quaternion to store the decompressed values within</param>
|
||||
/// <param name="compressed">the compressed quaternion</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void DecompressQuaternion(ref Quaternion quaternion, uint compressed)
|
||||
{
|
||||
// Get the last two bits for the index to skip (0-3)
|
||||
var indexToSkip = (int)(compressed >> 30);
|
||||
|
||||
// Reverse out the values while skipping over the largest value index
|
||||
var sumOfSquaredMagnitudes = 0.0f;
|
||||
for (int i = 3; i >= 0; --i)
|
||||
{
|
||||
if (i == indexToSkip)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Check the negative bit and multiply that result with the decompressed and decoded value
|
||||
quaternion[i] = ((compressed & k_NegShortBit) > 0 ? -1.0f : 1.0f) * ((compressed & k_PrecisionMask) * k_DcompressionDecodingMask);
|
||||
sumOfSquaredMagnitudes += quaternion[i] * quaternion[i];
|
||||
compressed = compressed >> 10;
|
||||
}
|
||||
// Since a normalized quaternion's magnitude is 1.0f, we subtract the sum of the squared smallest three from the unit value and take
|
||||
// the square root of the difference to find the final largest value
|
||||
quaternion[indexToSkip] = Mathf.Sqrt(1.0f - sumOfSquaredMagnitudes);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Components/QuaternionCompressor.cs.meta
Normal file
11
Components/QuaternionCompressor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb9d8b98d3c8bca469c8ee152353336f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -3,7 +3,8 @@
|
||||
"rootNamespace": "Unity.Netcode.Components",
|
||||
"references": [
|
||||
"Unity.Netcode.Runtime",
|
||||
"Unity.Collections"
|
||||
"Unity.Collections",
|
||||
"Unity.Mathematics"
|
||||
],
|
||||
"allowUnsafeCode": true,
|
||||
"versionDefines": [
|
||||
|
||||
@@ -7,8 +7,8 @@ Netcode for GameObjects is a Unity package that provides networking capabilities
|
||||
See guides below to install Unity Netcode for GameObjects, set up your project, and get started with your first networked game:
|
||||
|
||||
- [Documentation](https://docs-multiplayer.unity3d.com/netcode/current/about)
|
||||
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/migration/install)
|
||||
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro)
|
||||
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/installation)
|
||||
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo)
|
||||
- [API Reference](https://docs-multiplayer.unity3d.com/netcode/current/api/introduction)
|
||||
|
||||
# Technical details
|
||||
@@ -32,4 +32,4 @@ On the following runtime platforms:
|
||||
|June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0|
|
||||
|August 5, 2021|Update product/package name|
|
||||
|September 9,2021|Updated the links and name of the file.|
|
||||
|April 20, 2022|Updated links|
|
||||
|April 20, 2022|Updated links|
|
||||
|
||||
@@ -1,3 +1,7 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
@@ -10,11 +10,16 @@ using Unity.Collections;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
using Unity.CompilationPipeline.Common.ILPostProcessing;
|
||||
using UnityEngine;
|
||||
using Object = System.Object;
|
||||
|
||||
namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
internal static class CodeGenHelpers
|
||||
{
|
||||
public const string DotnetModuleName = "netstandard.dll";
|
||||
public const string UnityModuleName = "UnityEngine.CoreModule.dll";
|
||||
public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll";
|
||||
|
||||
public const string RuntimeAssemblyName = "Unity.Netcode.Runtime";
|
||||
|
||||
public static readonly string NetworkBehaviour_FullName = typeof(NetworkBehaviour).FullName;
|
||||
@@ -54,7 +59,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName)
|
||||
{
|
||||
if (!typeDefinition.IsClass)
|
||||
if (typeDefinition == null || !typeDefinition.IsClass)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -108,6 +113,64 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
return name;
|
||||
}
|
||||
public static TypeReference MakeGenericType(this TypeReference self, params TypeReference[] arguments)
|
||||
{
|
||||
if (self.GenericParameters.Count != arguments.Length)
|
||||
{
|
||||
throw new ArgumentException();
|
||||
}
|
||||
|
||||
var instance = new GenericInstanceType(self);
|
||||
foreach (var argument in arguments)
|
||||
{
|
||||
instance.GenericArguments.Add(argument);
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
public static MethodReference MakeGeneric(this MethodReference self, params TypeReference[] arguments)
|
||||
{
|
||||
var reference = new MethodReference(self.Name, self.ReturnType)
|
||||
{
|
||||
DeclaringType = self.DeclaringType.MakeGenericType(arguments),
|
||||
HasThis = self.HasThis,
|
||||
ExplicitThis = self.ExplicitThis,
|
||||
CallingConvention = self.CallingConvention,
|
||||
};
|
||||
|
||||
foreach (var parameter in self.Parameters)
|
||||
{
|
||||
reference.Parameters.Add(new ParameterDefinition(parameter.ParameterType));
|
||||
}
|
||||
|
||||
foreach (var generic_parameter in self.GenericParameters)
|
||||
{
|
||||
reference.GenericParameters.Add(new GenericParameter(generic_parameter.Name, reference));
|
||||
}
|
||||
|
||||
return reference;
|
||||
}
|
||||
|
||||
public static bool IsSubclassOf(this TypeReference typeReference, TypeReference baseClass)
|
||||
{
|
||||
if (typeReference == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var type = typeReference.Resolve();
|
||||
if (type?.BaseType == null || type.BaseType.Name == nameof(Object))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (type.BaseType.Resolve() == baseClass.Resolve())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return type.BaseType.IsSubclassOf(baseClass);
|
||||
}
|
||||
|
||||
public static bool HasInterface(this TypeReference typeReference, string interfaceTypeFullName)
|
||||
{
|
||||
@@ -119,6 +182,19 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
try
|
||||
{
|
||||
var typeDef = typeReference.Resolve();
|
||||
// Note: this won't catch generics correctly.
|
||||
//
|
||||
// class Foo<T>: IInterface<T> {}
|
||||
// class Bar: Foo<int> {}
|
||||
//
|
||||
// Bar.HasInterface(IInterface<int>) -> returns false even though it should be true.
|
||||
//
|
||||
// This can be fixed (see GetAllFieldsAndResolveGenerics() in NetworkBehaviourILPP to understand how)
|
||||
// but right now we don't need that to work so it's left alone to reduce complexity
|
||||
if (typeDef.BaseType.HasInterface(interfaceTypeFullName))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
var typeFaces = typeDef.Interfaces;
|
||||
return typeFaces.Any(iface => iface.InterfaceType.FullName == interfaceTypeFullName);
|
||||
}
|
||||
@@ -380,5 +456,74 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
return assemblyDefinition;
|
||||
}
|
||||
|
||||
private static void SearchForBaseModulesRecursive(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver, ref ModuleDefinition unityModule, ref ModuleDefinition netcodeModule, HashSet<string> visited)
|
||||
{
|
||||
|
||||
foreach (var module in assemblyDefinition.Modules)
|
||||
{
|
||||
if (module == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (unityModule != null && netcodeModule != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (unityModule == null && module.Name == UnityModuleName)
|
||||
{
|
||||
unityModule = module;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (netcodeModule == null && module.Name == NetcodeModuleName)
|
||||
{
|
||||
netcodeModule = module;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (unityModule != null && netcodeModule != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var assemblyNameReference in assemblyDefinition.MainModule.AssemblyReferences)
|
||||
{
|
||||
if (assemblyNameReference == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (visited.Contains(assemblyNameReference.Name))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
visited.Add(assemblyNameReference.Name);
|
||||
|
||||
var assembly = assemblyResolver.Resolve(assemblyNameReference);
|
||||
if (assembly == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
SearchForBaseModulesRecursive(assembly, assemblyResolver, ref unityModule, ref netcodeModule, visited);
|
||||
|
||||
if (unityModule != null && netcodeModule != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static (ModuleDefinition UnityModule, ModuleDefinition NetcodeModule) FindBaseModules(AssemblyDefinition assemblyDefinition, PostProcessorAssemblyResolver assemblyResolver)
|
||||
{
|
||||
ModuleDefinition unityModule = null;
|
||||
ModuleDefinition netcodeModule = null;
|
||||
var visited = new HashSet<string>();
|
||||
SearchForBaseModulesRecursive(assemblyDefinition, assemblyResolver, ref unityModule, ref netcodeModule, visited);
|
||||
|
||||
return (unityModule, netcodeModule);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
using Mono.Cecil.Rocks;
|
||||
@@ -17,9 +16,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
public override ILPPInterface GetInstance() => this;
|
||||
|
||||
public override bool WillProcess(ICompiledAssembly compiledAssembly) =>
|
||||
compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName ||
|
||||
compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
|
||||
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
|
||||
|
||||
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
|
||||
|
||||
@@ -33,13 +30,22 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
m_Diagnostics.Clear();
|
||||
|
||||
// read
|
||||
var assemblyDefinition = CodeGenHelpers.AssemblyDefinitionFor(compiledAssembly, out var resolver);
|
||||
var assemblyDefinition = CodeGenHelpers.AssemblyDefinitionFor(compiledAssembly, out m_AssemblyResolver);
|
||||
if (assemblyDefinition == null)
|
||||
{
|
||||
m_Diagnostics.AddError($"Cannot read assembly definition: {compiledAssembly.Name}");
|
||||
return null;
|
||||
}
|
||||
|
||||
// modules
|
||||
(_, m_NetcodeModule) = CodeGenHelpers.FindBaseModules(assemblyDefinition, m_AssemblyResolver);
|
||||
|
||||
if (m_NetcodeModule == null)
|
||||
{
|
||||
m_Diagnostics.AddError($"Cannot find Netcode module: {CodeGenHelpers.NetcodeModuleName}");
|
||||
return null;
|
||||
}
|
||||
|
||||
// process
|
||||
var mainModule = assemblyDefinition.MainModule;
|
||||
if (mainModule != null)
|
||||
@@ -61,7 +67,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_Diagnostics.AddError((e.ToString() + e.StackTrace.ToString()).Replace("\n", "|").Replace("\r", "|"));
|
||||
m_Diagnostics.AddError((e.ToString() + e.StackTrace).Replace("\n", "|").Replace("\r", "|"));
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -92,77 +98,133 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
|
||||
}
|
||||
|
||||
private ModuleDefinition m_NetcodeModule;
|
||||
private PostProcessorAssemblyResolver m_AssemblyResolver;
|
||||
|
||||
private MethodReference m_MessagingSystem_ReceiveMessage_MethodRef;
|
||||
private TypeReference m_MessagingSystem_MessageWithHandler_TypeRef;
|
||||
private MethodReference m_MessagingSystem_MessageHandler_Constructor_TypeRef;
|
||||
private MethodReference m_MessageManager_ReceiveMessage_MethodRef;
|
||||
private MethodReference m_MessageManager_CreateMessageAndGetVersion_MethodRef;
|
||||
private TypeReference m_MessageManager_MessageWithHandler_TypeRef;
|
||||
private MethodReference m_MessageManager_MessageHandler_Constructor_TypeRef;
|
||||
private MethodReference m_MessageManager_VersionGetter_Constructor_TypeRef;
|
||||
private FieldReference m_ILPPMessageProvider___network_message_types_FieldRef;
|
||||
private FieldReference m_MessagingSystem_MessageWithHandler_MessageType_FieldRef;
|
||||
private FieldReference m_MessagingSystem_MessageWithHandler_Handler_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_MessageType_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_Handler_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_GetVersion_FieldRef;
|
||||
private MethodReference m_Type_GetTypeFromHandle_MethodRef;
|
||||
private MethodReference m_List_Add_MethodRef;
|
||||
|
||||
private const string k_ReceiveMessageName = nameof(MessagingSystem.ReceiveMessage);
|
||||
private const string k_ReceiveMessageName = nameof(NetworkMessageManager.ReceiveMessage);
|
||||
private const string k_CreateMessageAndGetVersionName = nameof(NetworkMessageManager.CreateMessageAndGetVersion);
|
||||
|
||||
private bool ImportReferences(ModuleDefinition moduleDefinition)
|
||||
{
|
||||
m_MessagingSystem_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(typeof(MessagingSystem.MessageHandler).GetConstructors()[0]);
|
||||
// Different environments seem to have different situations...
|
||||
// Some have these definitions in netstandard.dll, some seem to have them elsewhere...
|
||||
// Since they're standard .net classes they're not going to cause the same issues as referencing other assemblies,
|
||||
// in theory, since the definitions should be standard and consistent across platforms
|
||||
// (i.e., there's no #if UNITY_EDITOR in them that could create invalid IL code)
|
||||
TypeDefinition typeTypeDef = moduleDefinition.ImportReference(typeof(Type)).Resolve();
|
||||
TypeDefinition listTypeDef = moduleDefinition.ImportReference(typeof(List<>)).Resolve();
|
||||
|
||||
var messageWithHandlerType = typeof(MessagingSystem.MessageWithHandler);
|
||||
m_MessagingSystem_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerType);
|
||||
foreach (var fieldInfo in messageWithHandlerType.GetFields())
|
||||
TypeDefinition messageHandlerTypeDef = null;
|
||||
TypeDefinition versionGetterTypeDef = null;
|
||||
TypeDefinition messageWithHandlerTypeDef = null;
|
||||
TypeDefinition ilppMessageProviderTypeDef = null;
|
||||
TypeDefinition messageManagerSystemTypeDef = null;
|
||||
foreach (var netcodeTypeDef in m_NetcodeModule.GetAllTypes())
|
||||
{
|
||||
switch (fieldInfo.Name)
|
||||
if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageHandler))
|
||||
{
|
||||
case nameof(MessagingSystem.MessageWithHandler.MessageType):
|
||||
m_MessagingSystem_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldInfo);
|
||||
messageHandlerTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.VersionGetter))
|
||||
{
|
||||
versionGetterTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageWithHandler))
|
||||
{
|
||||
messageWithHandlerTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ilppMessageProviderTypeDef == null && netcodeTypeDef.Name == nameof(ILPPMessageProvider))
|
||||
{
|
||||
ilppMessageProviderTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (messageManagerSystemTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager))
|
||||
{
|
||||
messageManagerSystemTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
m_MessageManager_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
|
||||
m_MessageManager_VersionGetter_Constructor_TypeRef = moduleDefinition.ImportReference(versionGetterTypeDef.GetConstructors().First());
|
||||
|
||||
m_MessageManager_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
|
||||
foreach (var fieldDef in messageWithHandlerTypeDef.Fields)
|
||||
{
|
||||
switch (fieldDef.Name)
|
||||
{
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.MessageType):
|
||||
m_MessageManager_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
case nameof(MessagingSystem.MessageWithHandler.Handler):
|
||||
m_MessagingSystem_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldInfo);
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.Handler):
|
||||
m_MessageManager_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.GetVersion):
|
||||
m_MessageManager_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var typeType = typeof(Type);
|
||||
foreach (var methodInfo in typeType.GetMethods())
|
||||
foreach (var methodDef in typeTypeDef.Methods)
|
||||
{
|
||||
switch (methodInfo.Name)
|
||||
switch (methodDef.Name)
|
||||
{
|
||||
case nameof(Type.GetTypeFromHandle):
|
||||
m_Type_GetTypeFromHandle_MethodRef = moduleDefinition.ImportReference(methodInfo);
|
||||
m_Type_GetTypeFromHandle_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var ilppMessageProviderType = typeof(ILPPMessageProvider);
|
||||
foreach (var fieldInfo in ilppMessageProviderType.GetFields(BindingFlags.Static | BindingFlags.NonPublic))
|
||||
foreach (var fieldDef in ilppMessageProviderTypeDef.Fields)
|
||||
{
|
||||
switch (fieldInfo.Name)
|
||||
switch (fieldDef.Name)
|
||||
{
|
||||
case nameof(ILPPMessageProvider.__network_message_types):
|
||||
m_ILPPMessageProvider___network_message_types_FieldRef = moduleDefinition.ImportReference(fieldInfo);
|
||||
m_ILPPMessageProvider___network_message_types_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var listType = typeof(List<MessagingSystem.MessageWithHandler>);
|
||||
foreach (var methodInfo in listType.GetMethods())
|
||||
foreach (var methodDef in listTypeDef.Methods)
|
||||
{
|
||||
switch (methodInfo.Name)
|
||||
switch (methodDef.Name)
|
||||
{
|
||||
case nameof(List<MessagingSystem.MessageWithHandler>.Add):
|
||||
m_List_Add_MethodRef = moduleDefinition.ImportReference(methodInfo);
|
||||
case "Add":
|
||||
m_List_Add_MethodRef = methodDef;
|
||||
m_List_Add_MethodRef.DeclaringType = listTypeDef.MakeGenericInstanceType(messageWithHandlerTypeDef);
|
||||
m_List_Add_MethodRef = moduleDefinition.ImportReference(m_List_Add_MethodRef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var messagingSystemType = typeof(MessagingSystem);
|
||||
foreach (var methodInfo in messagingSystemType.GetMethods(BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public))
|
||||
foreach (var methodDef in messageManagerSystemTypeDef.Methods)
|
||||
{
|
||||
switch (methodInfo.Name)
|
||||
switch (methodDef.Name)
|
||||
{
|
||||
case k_ReceiveMessageName:
|
||||
m_MessagingSystem_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodInfo);
|
||||
m_MessageManager_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
case k_CreateMessageAndGetVersionName:
|
||||
m_MessageManager_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -189,39 +251,46 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
return staticCtorMethodDef;
|
||||
}
|
||||
|
||||
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod)
|
||||
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod, MethodReference versionMethod)
|
||||
{
|
||||
// MessagingSystem.__network_message_types.Add(new MessagingSystem.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
|
||||
processor.Body.Variables.Add(new VariableDefinition(m_MessagingSystem_MessageWithHandler_TypeRef));
|
||||
// NetworkMessageManager.__network_message_types.Add(new NetworkMessageManager.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
|
||||
processor.Body.Variables.Add(new VariableDefinition(m_MessageManager_MessageWithHandler_TypeRef));
|
||||
int messageWithHandlerLocIdx = processor.Body.Variables.Count - 1;
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldsfld, m_ILPPMessageProvider___network_message_types_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Initobj, m_MessagingSystem_MessageWithHandler_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Initobj, m_MessageManager_MessageWithHandler_TypeRef));
|
||||
|
||||
// tmp.MessageType = typeof(type);
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldtoken, type));
|
||||
instructions.Add(processor.Create(OpCodes.Call, m_Type_GetTypeFromHandle_MethodRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_MessageType_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_MessageType_FieldRef));
|
||||
|
||||
// tmp.Handler = type.Receive
|
||||
// tmp.Handler = MessageHandler.ReceveMessage<type>
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldnull));
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldftn, receiveMethod));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_MessageHandler_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_Handler_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_MessageHandler_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_Handler_FieldRef));
|
||||
|
||||
|
||||
// tmp.GetVersion = MessageHandler.CreateMessageAndGetVersion<type>
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldnull));
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldftn, versionMethod));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_VersionGetter_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_GetVersion_FieldRef));
|
||||
|
||||
// ILPPMessageProvider.__network_message_types.Add(tmp);
|
||||
instructions.Add(processor.Create(OpCodes.Ldloc, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Callvirt, m_List_Add_MethodRef));
|
||||
}
|
||||
|
||||
// Creates a static module constructor (which is executed when the module is loaded) that registers all the
|
||||
// message types in the assembly with MessagingSystem.
|
||||
// This is the same behavior as annotating a static method with [ModuleInitializer] in standardized
|
||||
// C# (that attribute doesn't exist in Unity, but the static module constructor still works)
|
||||
// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with NetworkMessageManager.
|
||||
// This is the same behavior as annotating a static method with [ModuleInitializer] in standardized C# (that attribute doesn't exist in Unity, but the static module constructor still works).
|
||||
// https://docs.microsoft.com/en-us/dotnet/api/system.runtime.compilerservices.moduleinitializerattribute?view=net-5.0
|
||||
// https://web.archive.org/web/20100212140402/http://blogs.msdn.com/junfeng/archive/2005/11/19/494914.aspx
|
||||
private void CreateModuleInitializer(AssemblyDefinition assembly, List<TypeDefinition> networkMessageTypes)
|
||||
@@ -238,9 +307,11 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
foreach (var type in networkMessageTypes)
|
||||
{
|
||||
var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
|
||||
var receiveMethod = new GenericInstanceMethod(m_MessageManager_ReceiveMessage_MethodRef);
|
||||
receiveMethod.GenericArguments.Add(type);
|
||||
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod);
|
||||
var versionMethod = new GenericInstanceMethod(m_MessageManager_CreateMessageAndGetVersion_MethodRef);
|
||||
versionMethod.GenericArguments.Add(type);
|
||||
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
|
||||
}
|
||||
|
||||
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
@@ -10,7 +10,6 @@ using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostPr
|
||||
|
||||
namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
|
||||
internal sealed class INetworkSerializableILPP : ILPPInterface
|
||||
{
|
||||
public override ILPPInterface GetInstance() => this;
|
||||
@@ -92,7 +91,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_Diagnostics.AddError((e.ToString() + e.StackTrace.ToString()).Replace("\n", "|").Replace("\r", "|"));
|
||||
m_Diagnostics.AddError((e.ToString() + e.StackTrace).Replace("\n", "|").Replace("\r", "|"));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -98,6 +98,14 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
fieldDefinition.IsPublic = true;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var nestedTypeDefinition in typeDefinition.NestedTypes)
|
||||
{
|
||||
if (nestedTypeDefinition.Name == nameof(NetworkManager.RpcReceiveHandler))
|
||||
{
|
||||
nestedTypeDefinition.IsNestedPublic = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
|
||||
@@ -112,9 +120,9 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
foreach (var fieldDefinition in typeDefinition.Fields)
|
||||
{
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage))
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage) || fieldDefinition.Name == nameof(NetworkBehaviour.NetworkVariableFields))
|
||||
{
|
||||
fieldDefinition.IsFamily = true;
|
||||
fieldDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -123,10 +131,18 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc))
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeVariables) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__nameNetworkVariable) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
|
||||
{
|
||||
methodDefinition.IsFamily = true;
|
||||
}
|
||||
|
||||
if (methodDefinition.Name == nameof(NetworkBehaviour.__getTypeName))
|
||||
{
|
||||
methodDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Editor/Configuration.meta
Normal file
3
Editor/Configuration.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2f70916f7024c66aa5dfe1e43c151a2
|
||||
timeCreated: 1654274400
|
||||
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
[FilePath("ProjectSettings/NetcodeForGameObjects.asset", FilePathAttribute.Location.ProjectFolder)]
|
||||
public class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
|
||||
{
|
||||
internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
|
||||
[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
public string TempNetworkPrefabsPath;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (NetworkPrefabsPath == "")
|
||||
{
|
||||
NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
}
|
||||
TempNetworkPrefabsPath = NetworkPrefabsPath;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
public bool GenerateDefaultNetworkPrefabs;
|
||||
|
||||
internal void SaveSettings()
|
||||
{
|
||||
Save(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2727d53a542a4c1aa312905c3a02d807
|
||||
timeCreated: 1685564945
|
||||
40
Editor/Configuration/NetcodeForGameObjectsSettings.cs
Normal file
40
Editor/Configuration/NetcodeForGameObjectsSettings.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
internal class NetcodeForGameObjectsEditorSettings
|
||||
{
|
||||
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
|
||||
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
|
||||
|
||||
internal static int GetNetcodeInstallMultiplayerToolTips()
|
||||
{
|
||||
if (EditorPrefs.HasKey(InstallMultiplayerToolsTipDismissedPlayerPrefKey))
|
||||
{
|
||||
return EditorPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
internal static void SetNetcodeInstallMultiplayerToolTips(int toolTipPrefSetting)
|
||||
{
|
||||
EditorPrefs.SetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, toolTipPrefSetting);
|
||||
}
|
||||
|
||||
internal static bool GetAutoAddNetworkObjectSetting()
|
||||
{
|
||||
if (EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists))
|
||||
{
|
||||
return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
internal static void SetAutoAddNetworkObjectSetting(bool autoAddSetting)
|
||||
{
|
||||
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Editor/Configuration/NetcodeForGameObjectsSettings.cs.meta
Normal file
11
Editor/Configuration/NetcodeForGameObjectsSettings.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f9c9b10bc41a0e46ab71324dd0ac6e1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
243
Editor/Configuration/NetcodeSettingsProvider.cs
Normal file
243
Editor/Configuration/NetcodeSettingsProvider.cs
Normal file
@@ -0,0 +1,243 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Directory = UnityEngine.Windows.Directory;
|
||||
using File = UnityEngine.Windows.File;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
internal static class NetcodeSettingsProvider
|
||||
{
|
||||
private const float k_MaxLabelWidth = 450f;
|
||||
private static float s_MaxLabelWidth;
|
||||
private static bool s_ShowEditorSettingFields = true;
|
||||
private static bool s_ShowProjectSettingFields = true;
|
||||
|
||||
[SettingsProvider]
|
||||
public static SettingsProvider CreateNetcodeSettingsProvider()
|
||||
{
|
||||
// First parameter is the path in the Settings window.
|
||||
// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
|
||||
var provider = new SettingsProvider("Project/NetcodeForGameObjects", SettingsScope.Project)
|
||||
{
|
||||
label = "Netcode for GameObjects",
|
||||
keywords = new[] { "netcode", "editor" },
|
||||
guiHandler = OnGuiHandler,
|
||||
deactivateHandler = OnDeactivate
|
||||
};
|
||||
|
||||
return provider;
|
||||
}
|
||||
|
||||
private static void OnDeactivate()
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
|
||||
{
|
||||
var newPath = settings.TempNetworkPrefabsPath;
|
||||
if (newPath == "")
|
||||
{
|
||||
newPath = NetcodeForGameObjectsProjectSettings.DefaultNetworkPrefabsPath;
|
||||
settings.TempNetworkPrefabsPath = newPath;
|
||||
}
|
||||
var oldPath = settings.NetworkPrefabsPath;
|
||||
settings.NetworkPrefabsPath = settings.TempNetworkPrefabsPath;
|
||||
var dirName = Path.GetDirectoryName(newPath);
|
||||
if (!Directory.Exists(dirName))
|
||||
{
|
||||
var dirs = dirName.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar });
|
||||
var dirsQueue = new Queue<string>(dirs);
|
||||
var parent = dirsQueue.Dequeue();
|
||||
while (dirsQueue.Count != 0)
|
||||
{
|
||||
var child = dirsQueue.Dequeue();
|
||||
var together = Path.Combine(parent, child);
|
||||
if (!Directory.Exists(together))
|
||||
{
|
||||
AssetDatabase.CreateFolder(parent, child);
|
||||
}
|
||||
|
||||
parent = together;
|
||||
}
|
||||
}
|
||||
|
||||
if (Directory.Exists(dirName))
|
||||
{
|
||||
if (File.Exists(oldPath))
|
||||
{
|
||||
AssetDatabase.MoveAsset(oldPath, newPath);
|
||||
if (File.Exists(oldPath))
|
||||
{
|
||||
File.Delete(oldPath);
|
||||
}
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
settings.SaveSettings();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
|
||||
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
|
||||
internal static NetcodeSettingsLabel MultiplayerToolsLabel;
|
||||
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an instance of the settings UI Elements if they don't already exist.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// We have to construct any NetcodeGUISettings derived classes here because in
|
||||
/// version 2020.x.x EditorStyles.label does not exist yet (higher versions it does)
|
||||
/// </remarks>
|
||||
private static void CheckForInitialize()
|
||||
{
|
||||
if (NetworkObjectsSectionLabel == null)
|
||||
{
|
||||
NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
|
||||
}
|
||||
|
||||
if (AutoAddNetworkObjectToggle == null)
|
||||
{
|
||||
AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
|
||||
}
|
||||
|
||||
if (MultiplayerToolsLabel == null)
|
||||
{
|
||||
MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
|
||||
}
|
||||
|
||||
if (MultiplayerToolTipStatusToggle == null)
|
||||
{
|
||||
MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display the notification to install the multiplayer tools package.", 20);
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnGuiHandler(string obj)
|
||||
{
|
||||
// Make sure all NetcodeGUISettings derived classes are instantiated first
|
||||
CheckForInitialize();
|
||||
|
||||
var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
|
||||
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
|
||||
var networkPrefabsPath = settings.TempNetworkPrefabsPath;
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings");
|
||||
|
||||
if (s_ShowEditorSettingFields)
|
||||
{
|
||||
GUILayout.BeginVertical("Box");
|
||||
NetworkObjectsSectionLabel.DrawLabel();
|
||||
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
MultiplayerToolsLabel.DrawLabel();
|
||||
multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
s_ShowProjectSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowProjectSettingFields, "Project Settings");
|
||||
if (s_ShowProjectSettingFields)
|
||||
{
|
||||
GUILayout.BeginVertical("Box");
|
||||
const string generateNetworkPrefabsString = "Generate Default Network Prefabs List";
|
||||
const string networkPrefabsLocationString = "Default Network Prefabs List path";
|
||||
|
||||
if (s_MaxLabelWidth == 0)
|
||||
{
|
||||
s_MaxLabelWidth = EditorStyles.label.CalcSize(new GUIContent(generateNetworkPrefabsString)).x;
|
||||
s_MaxLabelWidth = Mathf.Min(k_MaxLabelWidth, s_MaxLabelWidth);
|
||||
}
|
||||
|
||||
EditorGUIUtility.labelWidth = s_MaxLabelWidth;
|
||||
|
||||
GUILayout.Label("Network Prefabs", EditorStyles.boldLabel);
|
||||
generateDefaultPrefabs = EditorGUILayout.Toggle(
|
||||
new GUIContent(
|
||||
generateNetworkPrefabsString,
|
||||
"When enabled, a default NetworkPrefabsList object will be added to your project and kept up " +
|
||||
"to date with all NetworkObject prefabs."),
|
||||
generateDefaultPrefabs,
|
||||
GUILayout.Width(s_MaxLabelWidth + 20));
|
||||
|
||||
GUI.SetNextControlName("Location");
|
||||
networkPrefabsPath = EditorGUILayout.TextField(
|
||||
new GUIContent(
|
||||
networkPrefabsLocationString,
|
||||
"The path to the asset the default NetworkPrefabList object should be stored in."),
|
||||
networkPrefabsPath,
|
||||
GUILayout.Width(s_MaxLabelWidth + 270));
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
GUILayout.EndVertical();
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
|
||||
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
|
||||
settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
|
||||
settings.TempNetworkPrefabsPath = networkPrefabsPath;
|
||||
settings.SaveSettings();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetcodeSettingsLabel : NetcodeGUISettings
|
||||
{
|
||||
private string m_LabelContent;
|
||||
|
||||
public void DrawLabel()
|
||||
{
|
||||
EditorGUIUtility.labelWidth = m_LabelSize;
|
||||
GUILayout.Label(m_LabelContent, EditorStyles.boldLabel, m_LayoutWidth);
|
||||
}
|
||||
|
||||
public NetcodeSettingsLabel(string labelText, float layoutOffset = 0.0f)
|
||||
{
|
||||
m_LabelContent = labelText;
|
||||
AdjustLabelSize(labelText, layoutOffset);
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetcodeSettingsToggle : NetcodeGUISettings
|
||||
{
|
||||
private GUIContent m_ToggleContent;
|
||||
|
||||
public bool DrawToggle(bool currentSetting)
|
||||
{
|
||||
EditorGUIUtility.labelWidth = m_LabelSize;
|
||||
return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
|
||||
}
|
||||
|
||||
public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
|
||||
{
|
||||
AdjustLabelSize(labelText, layoutOffset);
|
||||
m_ToggleContent = new GUIContent(labelText, toolTip);
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetcodeGUISettings
|
||||
{
|
||||
private const float k_MaxLabelWidth = 450f;
|
||||
protected float m_LabelSize { get; private set; }
|
||||
|
||||
protected GUILayoutOption m_LayoutWidth { get; private set; }
|
||||
|
||||
protected void AdjustLabelSize(string labelText, float offset = 0.0f)
|
||||
{
|
||||
m_LabelSize = Mathf.Min(k_MaxLabelWidth, EditorStyles.label.CalcSize(new GUIContent(labelText)).x);
|
||||
m_LayoutWidth = GUILayout.Width(m_LabelSize + offset);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
Editor/Configuration/NetcodeSettingsProvider.cs.meta
Normal file
11
Editor/Configuration/NetcodeSettingsProvider.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b373a89fcbd41444a97ebd1798b326f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
186
Editor/Configuration/NetworkPrefabProcessor.cs
Normal file
186
Editor/Configuration/NetworkPrefabProcessor.cs
Normal file
@@ -0,0 +1,186 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
/// <summary>
|
||||
/// Updates the default <see cref="NetworkPrefabsList"/> instance when prefabs are updated (created, moved, deleted) in the project.
|
||||
/// </summary>
|
||||
public class NetworkPrefabProcessor : AssetPostprocessor
|
||||
{
|
||||
public static string DefaultNetworkPrefabsPath
|
||||
{
|
||||
get
|
||||
{
|
||||
return NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath;
|
||||
}
|
||||
internal set
|
||||
{
|
||||
NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath = value;
|
||||
// Force a recache of the prefab list
|
||||
s_PrefabsList = null;
|
||||
}
|
||||
}
|
||||
private static NetworkPrefabsList s_PrefabsList;
|
||||
private static Dictionary<string, NetworkPrefab> s_PrefabsListPath = new Dictionary<string, NetworkPrefab>();
|
||||
|
||||
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (!settings.GenerateDefaultNetworkPrefabs)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool ProcessImportedAssets(string[] importedAssets1)
|
||||
{
|
||||
var dirty = false;
|
||||
foreach (var assetPath in importedAssets1)
|
||||
{
|
||||
// We only care about GameObjects, skip everything else. Can't use the more targeted
|
||||
// OnPostProcessPrefabs since that's not called for moves or deletes
|
||||
if (AssetDatabase.GetMainAssetTypeAtPath(assetPath) != typeof(GameObject))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||
if (go.TryGetComponent<NetworkObject>(out _))
|
||||
{
|
||||
// Make sure we are not duplicating an already existing entry
|
||||
if (s_PrefabsListPath.ContainsKey(assetPath))
|
||||
{
|
||||
// Is the imported asset different from the one we already have in the list?
|
||||
if (s_PrefabsListPath[assetPath].Prefab.GetHashCode() != go.GetHashCode())
|
||||
{
|
||||
// If so remove the one in the list and continue on to add the imported one
|
||||
s_PrefabsList.List.Remove(s_PrefabsListPath[assetPath]);
|
||||
}
|
||||
else // If they are identical, then just ignore the import
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
s_PrefabsList.List.Add(new NetworkPrefab { Prefab = go });
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
return dirty;
|
||||
}
|
||||
|
||||
bool ProcessDeletedAssets(string[] strings)
|
||||
{
|
||||
var dirty = false;
|
||||
var deleted = new List<string>(strings);
|
||||
for (int i = s_PrefabsList.List.Count - 1; i >= 0 && deleted.Count > 0; --i)
|
||||
{
|
||||
GameObject prefab;
|
||||
try
|
||||
{
|
||||
prefab = s_PrefabsList.List[i].Prefab;
|
||||
}
|
||||
catch (MissingReferenceException)
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
if (prefab == null)
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
string noPath = AssetDatabase.GetAssetPath(prefab);
|
||||
for (int j = strings.Length - 1; j >= 0; --j)
|
||||
{
|
||||
if (noPath == strings[j])
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
deleted.RemoveAt(j);
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return dirty;
|
||||
}
|
||||
|
||||
if (s_PrefabsList == null)
|
||||
{
|
||||
s_PrefabsList = GetOrCreateNetworkPrefabs(DefaultNetworkPrefabsPath, out var newList, true);
|
||||
// A new list already processed all existing assets, no need to double-process imports & deletes
|
||||
if (newList)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Clear our asset path to prefab table each time
|
||||
s_PrefabsListPath.Clear();
|
||||
|
||||
// Create our asst path to prefab table
|
||||
foreach (var prefabEntry in s_PrefabsList.List)
|
||||
{
|
||||
if (!s_PrefabsListPath.ContainsKey(AssetDatabase.GetAssetPath(prefabEntry.Prefab)))
|
||||
{
|
||||
s_PrefabsListPath.Add(AssetDatabase.GetAssetPath(prefabEntry.Prefab), prefabEntry);
|
||||
}
|
||||
}
|
||||
|
||||
// Process the imported and deleted assets
|
||||
var markDirty = ProcessImportedAssets(importedAssets);
|
||||
markDirty &= ProcessDeletedAssets(deletedAssets);
|
||||
|
||||
if (markDirty)
|
||||
{
|
||||
EditorUtility.SetDirty(s_PrefabsList);
|
||||
}
|
||||
}
|
||||
|
||||
internal static NetworkPrefabsList GetOrCreateNetworkPrefabs(string path, out bool isNew, bool addAll)
|
||||
{
|
||||
var defaultPrefabs = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(path);
|
||||
if (defaultPrefabs == null)
|
||||
{
|
||||
isNew = true;
|
||||
defaultPrefabs = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
||||
defaultPrefabs.IsDefault = true;
|
||||
AssetDatabase.CreateAsset(defaultPrefabs, path);
|
||||
|
||||
if (addAll)
|
||||
{
|
||||
// This could be very expensive in large projects... maybe make it manually triggered via a menu?
|
||||
defaultPrefabs.List = FindAll();
|
||||
}
|
||||
EditorUtility.SetDirty(defaultPrefabs);
|
||||
AssetDatabase.SaveAssetIfDirty(defaultPrefabs);
|
||||
return defaultPrefabs;
|
||||
}
|
||||
|
||||
isNew = false;
|
||||
return defaultPrefabs;
|
||||
}
|
||||
|
||||
private static List<NetworkPrefab> FindAll()
|
||||
{
|
||||
var list = new List<NetworkPrefab>();
|
||||
|
||||
string[] guids = AssetDatabase.FindAssets("t:GameObject");
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
||||
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||
|
||||
if (go.TryGetComponent(out NetworkObject _))
|
||||
{
|
||||
list.Add(new NetworkPrefab { Prefab = go });
|
||||
}
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Editor/Configuration/NetworkPrefabProcessor.cs.meta
Normal file
11
Editor/Configuration/NetworkPrefabProcessor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8b62a05d80cc444f9c74731c01b8e39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
97
Editor/Configuration/NetworkPrefabsEditor.cs
Normal file
97
Editor/Configuration/NetworkPrefabsEditor.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
using UnityEditor;
|
||||
using UnityEditorInternal;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
[CustomEditor(typeof(NetworkPrefabsList), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkPrefabsEditor : UnityEditor.Editor
|
||||
{
|
||||
private ReorderableList m_NetworkPrefabsList;
|
||||
private SerializedProperty m_IsDefaultBool;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_IsDefaultBool = serializedObject.FindProperty(nameof(NetworkPrefabsList.IsDefault));
|
||||
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty("List"), true, true, true, true);
|
||||
m_NetworkPrefabsList.elementHeightCallback = index =>
|
||||
{
|
||||
var networkOverrideInt = 0;
|
||||
if (m_NetworkPrefabsList.count > 0)
|
||||
{
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
}
|
||||
|
||||
return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
|
||||
};
|
||||
m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) =>
|
||||
{
|
||||
rect.y += 5;
|
||||
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab));
|
||||
var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride));
|
||||
var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride));
|
||||
var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab));
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
var networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt;
|
||||
EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override");
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = 0;
|
||||
networkOverrideEnum = NetworkPrefabOverride.None;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1;
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.Prefab)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none);
|
||||
}
|
||||
|
||||
rect.y += EditorGUIUtility.singleLineHeight + 5;
|
||||
|
||||
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab");
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none);
|
||||
}
|
||||
};
|
||||
m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
using (new EditorGUI.DisabledScope(true))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_IsDefaultBool);
|
||||
}
|
||||
|
||||
m_NetworkPrefabsList.DoLayoutList();
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Editor/Configuration/NetworkPrefabsEditor.cs.meta
Normal file
11
Editor/Configuration/NetworkPrefabsEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d6d0919fa8ff41c9b1d1241256f7364
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
184
Editor/HiddenScriptEditor.cs
Normal file
184
Editor/HiddenScriptEditor.cs
Normal file
@@ -0,0 +1,184 @@
|
||||
using Unity.Netcode.Components;
|
||||
#if UNITY_UNET_PRESENT
|
||||
using Unity.Netcode.Transports.UNET;
|
||||
#endif
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Internal use. Hides the script field for the given component.
|
||||
/// </summary>
|
||||
public class HiddenScriptEditor : UnityEditor.Editor
|
||||
{
|
||||
private static readonly string[] k_HiddenFields = { "m_Script" };
|
||||
|
||||
/// <summary>
|
||||
/// Draws inspector properties without the script field.
|
||||
/// </summary>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
EditorGUI.BeginChangeCheck();
|
||||
serializedObject.UpdateIfRequiredOrScript();
|
||||
DrawPropertiesExcluding(serializedObject, k_HiddenFields);
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
EditorGUI.EndChangeCheck();
|
||||
}
|
||||
}
|
||||
#if UNITY_UNET_PRESENT
|
||||
/// <summary>
|
||||
/// Internal use. Hides the script field for UNetTransport.
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(UNetTransport), true)]
|
||||
public class UNetTransportEditor : HiddenScriptEditor
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Internal use. Hides the script field for UnityTransport.
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(UnityTransport), true)]
|
||||
public class UnityTransportEditor : HiddenScriptEditor
|
||||
{
|
||||
private static readonly string[] k_HiddenFields = { "m_Script", "ConnectionData" };
|
||||
|
||||
private bool m_AllowIncomingConnections;
|
||||
private bool m_Initialized;
|
||||
|
||||
private UnityTransport m_UnityTransport;
|
||||
|
||||
private SerializedProperty m_ServerAddressProperty;
|
||||
private SerializedProperty m_ServerPortProperty;
|
||||
private SerializedProperty m_OverrideBindIpProperty;
|
||||
|
||||
private const string k_LoopbackIpv4 = "127.0.0.1";
|
||||
private const string k_LoopbackIpv6 = "::1";
|
||||
private const string k_AnyIpv4 = "0.0.0.0";
|
||||
private const string k_AnyIpv6 = "::";
|
||||
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
if (m_Initialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_Initialized = true;
|
||||
m_UnityTransport = (UnityTransport)target;
|
||||
|
||||
var connectionDataProperty = serializedObject.FindProperty(nameof(UnityTransport.ConnectionData));
|
||||
|
||||
m_ServerAddressProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.Address));
|
||||
m_ServerPortProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.Port));
|
||||
m_OverrideBindIpProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.ServerListenAddress));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws inspector properties without the script field.
|
||||
/// </summary>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
Initialize();
|
||||
EditorGUI.BeginChangeCheck();
|
||||
serializedObject.UpdateIfRequiredOrScript();
|
||||
DrawPropertiesExcluding(serializedObject, k_HiddenFields);
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
EditorGUI.EndChangeCheck();
|
||||
|
||||
EditorGUILayout.PropertyField(m_ServerAddressProperty);
|
||||
EditorGUILayout.PropertyField(m_ServerPortProperty);
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
EditorGUILayout.HelpBox("It's recommended to leave remote connections disabled for local testing to avoid exposing ports on your device.", MessageType.Info);
|
||||
bool allowRemoteConnections = m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv4 && m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv6 && !string.IsNullOrEmpty(m_UnityTransport.ConnectionData.ServerListenAddress);
|
||||
allowRemoteConnections = EditorGUILayout.Toggle(new GUIContent("Allow Remote Connections?", $"Bind IP: {m_UnityTransport.ConnectionData.ServerListenAddress}"), allowRemoteConnections);
|
||||
|
||||
bool isIpV6 = m_UnityTransport.ConnectionData.IsIpv6;
|
||||
|
||||
if (!allowRemoteConnections)
|
||||
{
|
||||
if (m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv4 && m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv6)
|
||||
{
|
||||
if (isIpV6)
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = k_LoopbackIpv6;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = k_LoopbackIpv4;
|
||||
}
|
||||
EditorUtility.SetDirty(m_UnityTransport);
|
||||
}
|
||||
}
|
||||
|
||||
using (new EditorGUI.DisabledScope(!allowRemoteConnections))
|
||||
{
|
||||
string overrideIp = m_UnityTransport.ConnectionData.ServerListenAddress;
|
||||
if (overrideIp == k_AnyIpv4 || overrideIp == k_AnyIpv6 || overrideIp == k_LoopbackIpv4 || overrideIp == k_LoopbackIpv6)
|
||||
{
|
||||
overrideIp = "";
|
||||
}
|
||||
|
||||
overrideIp = EditorGUILayout.TextField("Override Bind IP (optional)", overrideIp);
|
||||
if (allowRemoteConnections)
|
||||
{
|
||||
if (overrideIp == "")
|
||||
{
|
||||
if (isIpV6)
|
||||
{
|
||||
overrideIp = k_AnyIpv6;
|
||||
}
|
||||
else
|
||||
{
|
||||
overrideIp = k_AnyIpv4;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_UnityTransport.ConnectionData.ServerListenAddress != overrideIp)
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = overrideIp;
|
||||
EditorUtility.SetDirty(m_UnityTransport);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if COM_UNITY_MODULES_ANIMATION
|
||||
/// <summary>
|
||||
/// Internal use. Hides the script field for NetworkAnimator.
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkAnimator), true)]
|
||||
public class NetworkAnimatorEditor : HiddenScriptEditor
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
/// <summary>
|
||||
/// Internal use. Hides the script field for NetworkRigidbody.
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkRigidbody), true)]
|
||||
public class NetworkRigidbodyEditor : HiddenScriptEditor
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
/// <summary>
|
||||
/// Internal use. Hides the script field for NetworkRigidbody2D.
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkRigidbody2D), true)]
|
||||
public class NetworkRigidbody2DEditor : HiddenScriptEditor
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
}
|
||||
3
Editor/HiddenScriptEditor.cs.meta
Normal file
3
Editor/HiddenScriptEditor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ebf622cc80e94f488e59caf8b7419f50
|
||||
timeCreated: 1661959406
|
||||
@@ -1,11 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkBehaviour), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkBehaviourEditor : UnityEditor.Editor
|
||||
@@ -16,6 +20,7 @@ namespace Unity.Netcode.Editor
|
||||
private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
|
||||
|
||||
private GUIContent m_NetworkVariableLabelGuiContent;
|
||||
private GUIContent m_NetworkListLabelGuiContent;
|
||||
|
||||
private void Init(MonoScript script)
|
||||
{
|
||||
@@ -26,6 +31,7 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkVariableObjects.Clear();
|
||||
|
||||
m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
|
||||
m_NetworkListLabelGuiContent = new GUIContent("NetworkList", "This variable is a NetworkList. It is rendered, but you can't serialize or change it.");
|
||||
|
||||
var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
|
||||
for (int i = 0; i < fields.Length; i++)
|
||||
@@ -33,8 +39,13 @@ namespace Unity.Netcode.Editor
|
||||
var ft = fields[i].FieldType;
|
||||
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
|
||||
{
|
||||
m_NetworkVariableNames.Add(fields[i].Name);
|
||||
m_NetworkVariableFields.Add(fields[i].Name, fields[i]);
|
||||
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
||||
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
||||
}
|
||||
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
|
||||
{
|
||||
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
||||
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,25 +79,82 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (genericType.IsValueType)
|
||||
{
|
||||
var method = typeof(NetworkBehaviourEditor).GetMethod("RenderNetworkVariableValueType", BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
var isEquatable = false;
|
||||
foreach (var iface in genericType.GetInterfaces())
|
||||
{
|
||||
if (iface.IsGenericType && iface.GetGenericTypeDefinition() == typeof(IEquatable<>))
|
||||
{
|
||||
isEquatable = true;
|
||||
}
|
||||
}
|
||||
|
||||
MethodInfo method;
|
||||
if (isEquatable)
|
||||
{
|
||||
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueTypeIEquatable), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
}
|
||||
else
|
||||
{
|
||||
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueType), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
var genericMethod = method.MakeGenericMethod(genericType);
|
||||
genericMethod.Invoke(this, new[] { (object)index });
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("Type not renderable");
|
||||
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkVariableValueType(index, networkVariable);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.Log(e);
|
||||
throw;
|
||||
}
|
||||
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void RenderNetworkVariableValueType<T>(int index) where T : unmanaged
|
||||
private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkVariableValueType(index, networkVariable);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkListValueType(index, networkList);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.Log(e);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
var type = typeof(T);
|
||||
object val = networkVariable.Value;
|
||||
string name = m_NetworkVariableNames[index];
|
||||
string variableName = m_NetworkVariableNames[index];
|
||||
|
||||
var behaviour = (NetworkBehaviour)target;
|
||||
|
||||
@@ -95,47 +163,51 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
if (type == typeof(int))
|
||||
{
|
||||
val = EditorGUILayout.IntField(name, (int)val);
|
||||
val = EditorGUILayout.IntField(variableName, (int)val);
|
||||
}
|
||||
else if (type == typeof(uint))
|
||||
{
|
||||
val = (uint)EditorGUILayout.LongField(name, (long)((uint)val));
|
||||
val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
|
||||
}
|
||||
else if (type == typeof(short))
|
||||
{
|
||||
val = (short)EditorGUILayout.IntField(name, (int)((short)val));
|
||||
val = (short)EditorGUILayout.IntField(variableName, (short)val);
|
||||
}
|
||||
else if (type == typeof(ushort))
|
||||
{
|
||||
val = (ushort)EditorGUILayout.IntField(name, (int)((ushort)val));
|
||||
val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
|
||||
}
|
||||
else if (type == typeof(sbyte))
|
||||
{
|
||||
val = (sbyte)EditorGUILayout.IntField(name, (int)((sbyte)val));
|
||||
val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
|
||||
}
|
||||
else if (type == typeof(byte))
|
||||
{
|
||||
val = (byte)EditorGUILayout.IntField(name, (int)((byte)val));
|
||||
val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
|
||||
}
|
||||
else if (type == typeof(long))
|
||||
{
|
||||
val = EditorGUILayout.LongField(name, (long)val);
|
||||
val = EditorGUILayout.LongField(variableName, (long)val);
|
||||
}
|
||||
else if (type == typeof(ulong))
|
||||
{
|
||||
val = (ulong)EditorGUILayout.LongField(name, (long)((ulong)val));
|
||||
val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
|
||||
}
|
||||
else if (type == typeof(float))
|
||||
{
|
||||
val = EditorGUILayout.FloatField(variableName, (float)((float)val));
|
||||
}
|
||||
else if (type == typeof(bool))
|
||||
{
|
||||
val = EditorGUILayout.Toggle(name, (bool)val);
|
||||
val = EditorGUILayout.Toggle(variableName, (bool)val);
|
||||
}
|
||||
else if (type == typeof(string))
|
||||
{
|
||||
val = EditorGUILayout.TextField(name, (string)val);
|
||||
val = EditorGUILayout.TextField(variableName, (string)val);
|
||||
}
|
||||
else if (type.IsEnum)
|
||||
{
|
||||
val = EditorGUILayout.EnumPopup(name, (Enum)val);
|
||||
val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -146,11 +218,33 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField(name, EditorStyles.wordWrappedLabel);
|
||||
EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
|
||||
EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
|
||||
}
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
}
|
||||
|
||||
private void RenderNetworkListValueType<T>(int index, NetworkList<T> networkList)
|
||||
where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
string variableName = m_NetworkVariableNames[index];
|
||||
|
||||
string value = "";
|
||||
bool addComma = false;
|
||||
foreach (var v in networkList)
|
||||
{
|
||||
if (addComma)
|
||||
{
|
||||
value += ", ";
|
||||
}
|
||||
value += v.ToString();
|
||||
addComma = true;
|
||||
}
|
||||
EditorGUILayout.LabelField(variableName, value);
|
||||
GUILayout.Label(m_NetworkListLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkListLabelGuiContent).x));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
if (!m_Initialized)
|
||||
@@ -178,7 +272,7 @@ namespace Unity.Netcode.Editor
|
||||
bool expanded = true;
|
||||
while (property.NextVisible(expanded))
|
||||
{
|
||||
if (m_NetworkVariableNames.Contains(property.name))
|
||||
if (m_NetworkVariableNames.Contains(ObjectNames.NicifyVariableName(property.name)))
|
||||
{
|
||||
// Skip rendering of NetworkVars, they have special rendering
|
||||
continue;
|
||||
@@ -228,8 +322,11 @@ namespace Unity.Netcode.Editor
|
||||
CheckForNetworkObject((target as NetworkBehaviour).gameObject);
|
||||
}
|
||||
|
||||
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
|
||||
|
||||
/// <summary>
|
||||
/// Recursively finds the root parent of a <see cref="Transform"/>
|
||||
/// </summary>
|
||||
/// <param name="transform">The current <see cref="Transform"/> we are inspecting for a parent</param>
|
||||
/// <returns>the root parent for the first <see cref="Transform"/> passed into the method</returns>
|
||||
public static Transform GetRootParentTransform(Transform transform)
|
||||
{
|
||||
if (transform.parent == null || transform.parent == transform)
|
||||
@@ -244,6 +341,8 @@ namespace Unity.Netcode.Editor
|
||||
/// does not already have a NetworkObject component. If not it will notify
|
||||
/// the user that NetworkBehaviours require a NetworkObject.
|
||||
/// </summary>
|
||||
/// <param name="gameObject"><see cref="GameObject"/> to start checking for a <see cref="NetworkObject"/></param>
|
||||
/// <param name="networkObjectRemoved">used internally</param>
|
||||
public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
|
||||
{
|
||||
// If there are no NetworkBehaviours or no gameObject, then exit early
|
||||
@@ -254,8 +353,7 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
// Now get the root parent transform to the current GameObject (or itself)
|
||||
var rootTransform = GetRootParentTransform(gameObject.transform);
|
||||
var networkManager = rootTransform.GetComponent<NetworkManager>();
|
||||
if (networkManager == null)
|
||||
if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
|
||||
{
|
||||
networkManager = rootTransform.GetComponentInChildren<NetworkManager>();
|
||||
}
|
||||
@@ -290,8 +388,7 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
// Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children.
|
||||
// If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component.
|
||||
var networkObject = rootTransform.GetComponent<NetworkObject>();
|
||||
if (networkObject == null)
|
||||
if (!rootTransform.TryGetComponent<NetworkObject>(out var networkObject))
|
||||
{
|
||||
networkObject = rootTransform.GetComponentInChildren<NetworkObject>();
|
||||
|
||||
@@ -301,7 +398,7 @@ namespace Unity.Netcode.Editor
|
||||
// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
|
||||
// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
|
||||
// again.
|
||||
if (networkObjectRemoved && EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists) && EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists))
|
||||
if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
|
||||
{
|
||||
Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
|
||||
Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
|
||||
@@ -310,7 +407,7 @@ namespace Unity.Netcode.Editor
|
||||
// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
|
||||
if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
|
||||
$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
|
||||
DialogOptOutDecisionType.ForThisMachine, AutoAddNetworkObjectIfNoneExists))
|
||||
DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists))
|
||||
{
|
||||
gameObject.AddComponent<NetworkObject>();
|
||||
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
||||
@@ -320,20 +417,5 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This allows users to reset the Auto-Add NetworkObject preference
|
||||
/// so the next time they add a NetworkBehaviour to a GameObject without
|
||||
/// a NetworkObject it will display the dialog box again and not
|
||||
/// automatically add a NetworkObject.
|
||||
/// </summary>
|
||||
[MenuItem("Netcode/General/Reset Auto-Add NetworkObject", false, 1)]
|
||||
private static void ResetMultiplayerToolsTipStatus()
|
||||
{
|
||||
if (EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists))
|
||||
{
|
||||
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,20 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEditorInternal;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// This <see cref="CustomEditor"/> handles the translation between the <see cref="NetworkConfig"/> and
|
||||
/// the <see cref="NetworkManager"/> properties.
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkManager), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkManagerEditor : UnityEditor.Editor
|
||||
{
|
||||
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
|
||||
private static GUIStyle s_CenteredWordWrappedLabelStyle;
|
||||
private static GUIStyle s_HelpBoxStyle;
|
||||
|
||||
@@ -36,8 +40,7 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_NetworkIdRecycleDelayProperty;
|
||||
private SerializedProperty m_RpcHashSizeProperty;
|
||||
private SerializedProperty m_LoadSceneTimeOutProperty;
|
||||
|
||||
private ReorderableList m_NetworkPrefabsList;
|
||||
private SerializedProperty m_PrefabsList;
|
||||
|
||||
private NetworkManager m_NetworkManager;
|
||||
private bool m_Initialized;
|
||||
@@ -102,7 +105,9 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
|
||||
ReloadTransports();
|
||||
}
|
||||
@@ -128,78 +133,12 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)).FindPropertyRelative(nameof(NetworkConfig.NetworkPrefabs)), true, true, true, true);
|
||||
m_NetworkPrefabsList.elementHeightCallback = index =>
|
||||
{
|
||||
var networkOverrideInt = 0;
|
||||
if (m_NetworkPrefabsList.count > 0)
|
||||
{
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
}
|
||||
|
||||
return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
|
||||
};
|
||||
m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) =>
|
||||
{
|
||||
rect.y += 5;
|
||||
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab));
|
||||
var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride));
|
||||
var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride));
|
||||
var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab));
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
var networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt;
|
||||
EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override");
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = 0;
|
||||
networkOverrideEnum = NetworkPrefabOverride.None;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1;
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.Prefab)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none);
|
||||
}
|
||||
|
||||
rect.y += EditorGUIUtility.singleLineHeight + 5;
|
||||
|
||||
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab");
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none);
|
||||
}
|
||||
};
|
||||
m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs");
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
Initialize();
|
||||
@@ -209,18 +148,6 @@ namespace Unity.Netcode.Editor
|
||||
DrawInstallMultiplayerToolsTip();
|
||||
#endif
|
||||
|
||||
{
|
||||
var iterator = serializedObject.GetIterator();
|
||||
|
||||
for (bool enterChildren = true; iterator.NextVisible(enterChildren); enterChildren = false)
|
||||
{
|
||||
using (new EditorGUI.DisabledScope("m_Script" == iterator.propertyPath))
|
||||
{
|
||||
EditorGUILayout.PropertyField(iterator, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||
{
|
||||
serializedObject.Update();
|
||||
@@ -231,7 +158,62 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
m_NetworkPrefabsList.DoLayoutList();
|
||||
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||
{
|
||||
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
|
||||
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
|
||||
{
|
||||
// Default directory
|
||||
var directory = "Assets/";
|
||||
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
|
||||
if (assetPath == "")
|
||||
{
|
||||
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
|
||||
}
|
||||
|
||||
if (assetPath != "")
|
||||
{
|
||||
directory = Path.GetDirectoryName(assetPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_2021_1_OR_NEWER
|
||||
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#else
|
||||
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#endif
|
||||
if (prefabStage != null)
|
||||
{
|
||||
var prefabPath = prefabStage.assetPath;
|
||||
if (!string.IsNullOrEmpty(prefabPath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(prefabPath);
|
||||
}
|
||||
}
|
||||
if (m_NetworkManager.gameObject.scene != null)
|
||||
{
|
||||
var scenePath = m_NetworkManager.gameObject.scene.path;
|
||||
if (!string.IsNullOrEmpty(scenePath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(scenePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
|
||||
Debug.Log("Saving migrated Network Prefabs List to " + path);
|
||||
AssetDatabase.CreateAsset(networkPrefabs, path);
|
||||
EditorUtility.SetDirty(m_NetworkManager);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_PrefabsList);
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
|
||||
@@ -249,13 +231,7 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
ReloadTransports();
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]);
|
||||
|
||||
if (transportComponent == null)
|
||||
{
|
||||
transportComponent = m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
}
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
||||
|
||||
Repaint();
|
||||
@@ -363,25 +339,29 @@ namespace Unity.Netcode.Editor
|
||||
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
||||
const string openDocsButtonText = "Open Docs";
|
||||
const string dismissButtonText = "Dismiss";
|
||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/netcode/current/tools/install-tools";
|
||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
|
||||
const string infoIconName = "console.infoicon";
|
||||
|
||||
if (PlayerPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, 0) != 0)
|
||||
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (s_CenteredWordWrappedLabelStyle == null)
|
||||
{
|
||||
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label);
|
||||
s_CenteredWordWrappedLabelStyle.wordWrap = true;
|
||||
s_CenteredWordWrappedLabelStyle.alignment = TextAnchor.MiddleLeft;
|
||||
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
wordWrap = true,
|
||||
alignment = TextAnchor.MiddleLeft
|
||||
};
|
||||
}
|
||||
|
||||
if (s_HelpBoxStyle == null)
|
||||
{
|
||||
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox);
|
||||
s_HelpBoxStyle.padding = new RectOffset(10, 10, 10, 10);
|
||||
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
|
||||
{
|
||||
padding = new RectOffset(10, 10, 10, 10)
|
||||
};
|
||||
}
|
||||
|
||||
var openDocsButtonStyle = GUI.skin.button;
|
||||
@@ -412,7 +392,7 @@ namespace Unity.Netcode.Editor
|
||||
GUILayout.FlexibleSpace();
|
||||
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
|
||||
{
|
||||
PlayerPrefs.SetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, 1);
|
||||
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1);
|
||||
}
|
||||
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -32,6 +33,24 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
|
||||
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
|
||||
|
||||
// Initialize default values for new NetworkManagers
|
||||
//
|
||||
// When the default prefab list is enabled, this will default
|
||||
// new NetworkManagers to using it.
|
||||
//
|
||||
// This will get run when new NetworkManagers are added, and
|
||||
// when the user presses the "reset" button on a NetworkManager
|
||||
// in the inspector.
|
||||
NetworkManager.OnNetworkManagerReset = manager =>
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (settings.GenerateDefaultNetworkPrefabs)
|
||||
{
|
||||
manager.NetworkConfig = new NetworkConfig();
|
||||
manager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out _, true) };
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
|
||||
@@ -64,8 +83,12 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
var scenesList = EditorBuildSettings.scenes.ToList();
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
var isSceneInBuildSettings = scenesList.Where((c) => c.path == activeScene.path).Count() == 1;
|
||||
var isSceneInBuildSettings = scenesList.Count((c) => c.path == activeScene.path) == 1;
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
var networkManager = Object.FindFirstObjectByType<NetworkManager>();
|
||||
#else
|
||||
var networkManager = Object.FindObjectOfType<NetworkManager>();
|
||||
#endif
|
||||
if (!isSceneInBuildSettings && networkManager != null)
|
||||
{
|
||||
if (networkManager.NetworkConfig != null && networkManager.NetworkConfig.EnableSceneManagement)
|
||||
@@ -109,9 +132,8 @@ namespace Unity.Netcode.Editor
|
||||
public void CheckAndNotifyUserNetworkObjectRemoved(NetworkManager networkManager, bool editorTest = false)
|
||||
{
|
||||
// Check for any NetworkObject at the same gameObject relative layer
|
||||
var networkObject = networkManager.gameObject.GetComponent<NetworkObject>();
|
||||
|
||||
if (networkObject == null)
|
||||
if (!networkManager.gameObject.TryGetComponent<NetworkObject>(out var networkObject))
|
||||
{
|
||||
// if none is found, check to see if any children have a NetworkObject
|
||||
networkObject = networkManager.gameObject.GetComponentInChildren<NetworkObject>();
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// The <see cref="CustomEditor"/> for <see cref="NetworkObject"/>
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkObject), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkObjectEditor : UnityEditor.Editor
|
||||
@@ -12,6 +15,8 @@ namespace Unity.Netcode.Editor
|
||||
private NetworkObject m_NetworkObject;
|
||||
private bool m_ShowObservers;
|
||||
|
||||
private static readonly string[] k_HiddenFields = { "m_Script" };
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
if (m_Initialized)
|
||||
@@ -23,6 +28,7 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkObject = (NetworkObject)target;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
Initialize();
|
||||
@@ -91,7 +97,11 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
else
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
EditorGUI.BeginChangeCheck();
|
||||
serializedObject.UpdateIfRequiredOrScript();
|
||||
DrawPropertiesExcluding(serializedObject, k_HiddenFields);
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
EditorGUI.EndChangeCheck();
|
||||
|
||||
var guiEnabled = GUI.enabled;
|
||||
GUI.enabled = false;
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Unity.Netcode.Components;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// The <see cref="CustomEditor"/> for <see cref="NetworkTransform"/>
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkTransform), true)]
|
||||
public class NetworkTransformEditor : UnityEditor.Editor
|
||||
{
|
||||
@@ -22,12 +25,18 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_InLocalSpaceProperty;
|
||||
private SerializedProperty m_InterpolateProperty;
|
||||
|
||||
private SerializedProperty m_UseQuaternionSynchronization;
|
||||
private SerializedProperty m_UseQuaternionCompression;
|
||||
private SerializedProperty m_UseHalfFloatPrecision;
|
||||
private SerializedProperty m_SlerpPosition;
|
||||
|
||||
private static int s_ToggleOffset = 45;
|
||||
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
|
||||
private static GUIContent s_PositionLabel = EditorGUIUtility.TrTextContent("Position");
|
||||
private static GUIContent s_RotationLabel = EditorGUIUtility.TrTextContent("Rotation");
|
||||
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
|
||||
|
||||
/// <inheritdoc/>
|
||||
public void OnEnable()
|
||||
{
|
||||
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
|
||||
@@ -44,8 +53,13 @@ namespace Unity.Netcode.Editor
|
||||
m_ScaleThresholdProperty = serializedObject.FindProperty(nameof(NetworkTransform.ScaleThreshold));
|
||||
m_InLocalSpaceProperty = serializedObject.FindProperty(nameof(NetworkTransform.InLocalSpace));
|
||||
m_InterpolateProperty = serializedObject.FindProperty(nameof(NetworkTransform.Interpolate));
|
||||
m_UseQuaternionSynchronization = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionSynchronization));
|
||||
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
|
||||
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
||||
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
EditorGUILayout.LabelField("Syncing", EditorStyles.boldLabel);
|
||||
@@ -66,6 +80,8 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (!m_UseQuaternionSynchronization.boolValue)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
@@ -83,6 +99,13 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SyncRotationXProperty.boolValue = true;
|
||||
m_SyncRotationYProperty.boolValue = true;
|
||||
m_SyncRotationZProperty.boolValue = true;
|
||||
}
|
||||
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
@@ -111,6 +134,17 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
||||
EditorGUILayout.PropertyField(m_InterpolateProperty);
|
||||
EditorGUILayout.PropertyField(m_SlerpPosition);
|
||||
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
|
||||
if (m_UseQuaternionSynchronization.boolValue)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_UseQuaternionCompression);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_UseQuaternionCompression.boolValue = false;
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
// if rigidbody is present but network rigidbody is not present
|
||||
|
||||
@@ -13,6 +13,26 @@
|
||||
"name": "com.unity.multiplayer.tools",
|
||||
"expression": "",
|
||||
"define": "MULTIPLAYER_TOOLS"
|
||||
},
|
||||
{
|
||||
"name": "Unity",
|
||||
"expression": "(0,2022.2.0a5)",
|
||||
"define": "UNITY_UNET_PRESENT"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.modules.animation",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_ANIMATION"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.modules.physics",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.modules.physics2d",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS2D"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ Netcode for GameObjects is a Unity package that provides networking capabilities
|
||||
|
||||
Visit the [Multiplayer Docs Site](https://docs-multiplayer.unity3d.com/) for package & API documentation, as well as information about several samples which leverage the Netcode for GameObjects package.
|
||||
|
||||
You can also jump right into our [Hello World](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro) guide for a taste of how to use the framework for basic networked tasks.
|
||||
You can also jump right into our [Hello World](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld) guide for a taste of how to use the framework for basic networked tasks.
|
||||
|
||||
### Community and Feedback
|
||||
|
||||
|
||||
@@ -1,14 +1,25 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Components")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
#endif
|
||||
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#if MULTIPLAYER_TOOLS
|
||||
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")]
|
||||
#endif // MULTIPLAYER_TOOLS
|
||||
#if COM_UNITY_NETCODE_ADAPTER_UTP
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")]
|
||||
#endif // COM_UNITY_NETCODE_ADAPTER_UTP
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.TestHelpers.Runtime")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#if MULTIPLAYER_TOOLS
|
||||
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")]
|
||||
#endif // MULTIPLAYER_TOOLS
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -30,20 +31,8 @@ namespace Unity.Netcode
|
||||
[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
|
||||
public GameObject PlayerPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// A list of prefabs that can be dynamically spawned.
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
[Tooltip("The prefabs that can be spawned across the network")]
|
||||
internal List<NetworkPrefab> NetworkPrefabs = new List<NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
|
||||
/// Generated at runtime and OnValidate
|
||||
/// </summary>
|
||||
internal Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
|
||||
|
||||
internal Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
|
||||
public NetworkPrefabs Prefabs = new NetworkPrefabs();
|
||||
|
||||
|
||||
/// <summary>
|
||||
@@ -150,8 +139,16 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public bool EnableNetworkLogs = true;
|
||||
|
||||
/// <summary>
|
||||
/// The number of RTT samples that is kept as an average for calculations
|
||||
/// </summary>
|
||||
public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
|
||||
|
||||
/// <summary>
|
||||
/// The number of slots used for RTT calculations. This is the maximum amount of in-flight messages
|
||||
/// </summary>
|
||||
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
|
||||
|
||||
/// <summary>
|
||||
/// Returns a base64 encoded version of the configuration
|
||||
/// </summary>
|
||||
@@ -159,7 +156,7 @@ namespace Unity.Netcode
|
||||
public string ToBase64()
|
||||
{
|
||||
NetworkConfig config = this;
|
||||
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
|
||||
var writer = new FastBufferWriter(1024, Allocator.Temp);
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteValueSafe(config.ProtocolVersion);
|
||||
@@ -211,6 +208,14 @@ namespace Unity.Netcode
|
||||
|
||||
private ulong? m_ConfigHash = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clears out the configuration hash value generated for a specific network session
|
||||
/// </summary>
|
||||
internal void ClearConfigHash()
|
||||
{
|
||||
m_ConfigHash = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a SHA256 hash of parts of the NetworkConfig instance
|
||||
/// </summary>
|
||||
@@ -223,7 +228,7 @@ namespace Unity.Netcode
|
||||
return m_ConfigHash.Value;
|
||||
}
|
||||
|
||||
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
|
||||
var writer = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteValueSafe(ProtocolVersion);
|
||||
@@ -231,7 +236,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (ForceSamePrefabs)
|
||||
{
|
||||
var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
|
||||
var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
|
||||
foreach (var sortedEntry in sortedDictionary)
|
||||
|
||||
{
|
||||
@@ -265,6 +270,75 @@ namespace Unity.Netcode
|
||||
{
|
||||
return hash == GetConfig();
|
||||
}
|
||||
|
||||
internal void InitializePrefabs()
|
||||
{
|
||||
if (HasOldPrefabList())
|
||||
{
|
||||
MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
}
|
||||
|
||||
Prefabs.Initialize();
|
||||
}
|
||||
|
||||
[NonSerialized]
|
||||
private bool m_DidWarnOldPrefabList = false;
|
||||
|
||||
private void WarnOldPrefabList()
|
||||
{
|
||||
if (!m_DidWarnOldPrefabList)
|
||||
{
|
||||
Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating.");
|
||||
m_DidWarnOldPrefabList = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the old List<NetworkPrefab> serialized data is present.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Internal use only to help migrate projects. <seealso cref="MigrateOldNetworkPrefabsToNetworkPrefabsList"/></remarks>
|
||||
internal bool HasOldPrefabList()
|
||||
{
|
||||
return OldPrefabList?.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later.
|
||||
/// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API.
|
||||
/// </remarks>
|
||||
internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList()
|
||||
{
|
||||
if (OldPrefabList == null || OldPrefabList.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (Prefabs == null)
|
||||
{
|
||||
throw new Exception("Prefabs field is null.");
|
||||
}
|
||||
|
||||
Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance<NetworkPrefabsList>());
|
||||
|
||||
if (OldPrefabList?.Count > 0)
|
||||
{
|
||||
// Migrate legacy types/fields
|
||||
foreach (var networkPrefab in OldPrefabList)
|
||||
{
|
||||
Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
OldPrefabList = null;
|
||||
return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1];
|
||||
}
|
||||
|
||||
[FormerlySerializedAs("NetworkPrefabs")]
|
||||
[SerializeField]
|
||||
internal List<NetworkPrefab> OldPrefabList;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,10 +3,25 @@ using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal enum NetworkPrefabOverride
|
||||
/// <summary>
|
||||
/// The method of NetworkPrefab override used to identify the source prefab
|
||||
/// </summary>
|
||||
public enum NetworkPrefabOverride
|
||||
{
|
||||
/// <summary>
|
||||
/// No oeverride is present
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// Override the prefab when the given SourcePrefabToOverride is requested
|
||||
/// </summary>
|
||||
Prefab,
|
||||
|
||||
/// <summary>
|
||||
/// Override the prefab when the given SourceHashToOverride is requested
|
||||
/// Used in situations where the server assets do not exist in client builds
|
||||
/// </summary>
|
||||
Hash
|
||||
}
|
||||
|
||||
@@ -14,10 +29,10 @@ namespace Unity.Netcode
|
||||
/// Class that represents a NetworkPrefab
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal class NetworkPrefab
|
||||
public class NetworkPrefab
|
||||
{
|
||||
/// <summary>
|
||||
/// The override setttings for this NetworkPrefab
|
||||
/// The override settings for this NetworkPrefab
|
||||
/// </summary>
|
||||
public NetworkPrefabOverride Override;
|
||||
|
||||
@@ -41,5 +56,177 @@ namespace Unity.Netcode
|
||||
/// The prefab to replace (override) the source prefab with
|
||||
/// </summary>
|
||||
public GameObject OverridingTargetPrefab;
|
||||
|
||||
public bool Equals(NetworkPrefab other)
|
||||
{
|
||||
return Override == other.Override &&
|
||||
Prefab == other.Prefab &&
|
||||
SourcePrefabToOverride == other.SourcePrefabToOverride &&
|
||||
SourceHashToOverride == other.SourceHashToOverride &&
|
||||
OverridingTargetPrefab == other.OverridingTargetPrefab;
|
||||
}
|
||||
|
||||
public uint SourcePrefabGlobalObjectIdHash
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.None:
|
||||
{
|
||||
if (Prefab != null && Prefab.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Source Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
case NetworkPrefabOverride.Hash:
|
||||
return SourceHashToOverride;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public uint TargetPrefabGlobalObjectIdHash
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.None:
|
||||
return 0;
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Target Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Validate(int index = -1)
|
||||
{
|
||||
NetworkObject networkObject;
|
||||
if (Override == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (Prefab == null)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} cannot be null ({nameof(NetworkPrefab)} at index: {index})");
|
||||
return false;
|
||||
}
|
||||
|
||||
networkObject = Prefab.GetComponent<NetworkObject>();
|
||||
if (networkObject == null)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} is missing a {nameof(NetworkObject)} component (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Validate source prefab override values first
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
if (SourceHashToOverride == 0)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
if (SourcePrefabToOverride == null)
|
||||
{
|
||||
// This is a leftover side-effect from NetworkManager's OnValidate. It's a usability
|
||||
// adjustment to automatically set the "Prefab" field as the source prefab when a user
|
||||
// swaps from the default Inspector to the override one.
|
||||
if (Prefab != null)
|
||||
{
|
||||
SourcePrefabToOverride = Prefab;
|
||||
}
|
||||
else if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourcePrefabToOverride)} is null (entry will be ignored).");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!SourcePrefabToOverride.TryGetComponent(out networkObject))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) is missing a {nameof(NetworkObject)} component (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Validate target prefab override values next
|
||||
if (OverridingTargetPrefab == null)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(OverridingTargetPrefab)} is null!");
|
||||
}
|
||||
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {SourceHashToOverride} will be removed and ignored.");
|
||||
break;
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry ({SourcePrefabToOverride.name}) will be removed and ignored.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{{SourceHash: {SourceHashToOverride}, TargetHash: {TargetPrefabGlobalObjectIdHash}}}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
328
Runtime/Configuration/NetworkPrefabs.cs
Normal file
328
Runtime/Configuration/NetworkPrefabs.cs
Normal file
@@ -0,0 +1,328 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A class that represents the runtime aspect of network prefabs.
|
||||
/// This class contains processed prefabs from the NetworkPrefabsList, as
|
||||
/// well as additional modifications (additions and removals) made at runtime.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class NetworkPrefabs
|
||||
{
|
||||
/// <summary>
|
||||
/// Edit-time scripted object containing a list of NetworkPrefabs.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This field can be null if no prefabs are pre-configured.
|
||||
/// Runtime usages of <see cref="NetworkPrefabs"/> should not depend on this edit-time field for execution.
|
||||
/// </remarks>
|
||||
[SerializeField]
|
||||
public List<NetworkPrefabsList> NetworkPrefabsLists = new List<NetworkPrefabsList>();
|
||||
|
||||
/// <summary>
|
||||
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
|
||||
/// Generated at runtime and OnValidate
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
|
||||
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
|
||||
|
||||
public IReadOnlyList<NetworkPrefab> Prefabs => m_Prefabs;
|
||||
|
||||
[NonSerialized]
|
||||
private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
|
||||
|
||||
[NonSerialized]
|
||||
private List<NetworkPrefab> m_RuntimeAddedPrefabs = new List<NetworkPrefab>();
|
||||
|
||||
private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
// Don't add this to m_RuntimeAddedPrefabs
|
||||
// This prefab is now in the PrefabList, so if we shutdown and initialize again, we'll pick it up from there.
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
private void RemoveTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
|
||||
{
|
||||
m_Prefabs.Remove(networkPrefab);
|
||||
}
|
||||
|
||||
~NetworkPrefabs()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deregister from add and remove events
|
||||
/// Clear the list
|
||||
/// </summary>
|
||||
internal void Shutdown()
|
||||
{
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
list.OnAdd -= AddTriggeredByNetworkPrefabList;
|
||||
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes the <see cref="NetworkPrefabsList"/> if one is present for use during runtime execution,
|
||||
/// else processes <see cref="Prefabs"/>.
|
||||
/// </summary>
|
||||
public void Initialize(bool warnInvalid = true)
|
||||
{
|
||||
m_Prefabs.Clear();
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
list.OnAdd += AddTriggeredByNetworkPrefabList;
|
||||
list.OnRemove += RemoveTriggeredByNetworkPrefabList;
|
||||
}
|
||||
|
||||
NetworkPrefabOverrideLinks.Clear();
|
||||
OverrideToNetworkPrefab.Clear();
|
||||
|
||||
var prefabs = new List<NetworkPrefab>();
|
||||
|
||||
if (NetworkPrefabsLists.Count != 0)
|
||||
{
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
foreach (var networkPrefab in list.PrefabList)
|
||||
{
|
||||
prefabs.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_Prefabs = new List<NetworkPrefab>();
|
||||
|
||||
List<NetworkPrefab> removeList = null;
|
||||
if (warnInvalid)
|
||||
{
|
||||
removeList = new List<NetworkPrefab>();
|
||||
}
|
||||
|
||||
foreach (var networkPrefab in prefabs)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
removeList?.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var networkPrefab in m_RuntimeAddedPrefabs)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
removeList?.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear out anything that is invalid or not used
|
||||
if (removeList?.Count > 0)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
var sb = new StringBuilder("Removing invalid prefabs from Network Prefab registration: ");
|
||||
sb.Append(string.Join(", ", removeList));
|
||||
NetworkLog.LogWarning(sb.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new NetworkPrefab instance to the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public bool Add(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
m_RuntimeAddedPrefabs.Add(networkPrefab);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a NetworkPrefab instance from the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public void Remove(NetworkPrefab prefab)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(prefab));
|
||||
}
|
||||
|
||||
m_Prefabs.Remove(prefab);
|
||||
m_RuntimeAddedPrefabs.Remove(prefab);
|
||||
OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
|
||||
NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a NetworkPrefab instance with matching <see cref="NetworkPrefab.Prefab"/> from the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public void Remove(GameObject prefab)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(prefab));
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Prefab == prefab)
|
||||
{
|
||||
Remove(m_Prefabs[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_RuntimeAddedPrefabs.Count; i++)
|
||||
{
|
||||
if (m_RuntimeAddedPrefabs[i].Prefab == prefab)
|
||||
{
|
||||
Remove(m_RuntimeAddedPrefabs[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given GameObject is present as a prefab within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(GameObject prefab)
|
||||
{
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Prefab == prefab)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given NetworkPrefab is present within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(NetworkPrefab prefab)
|
||||
{
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Equals(prefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configures <see cref="NetworkPrefabOverrideLinks"/> and <see cref="OverrideToNetworkPrefab"/> for the given <see cref="NetworkPrefab"/>
|
||||
/// </summary>
|
||||
private bool AddPrefabRegistration(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (networkPrefab == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Safeguard validation check since this method is called from outside of NetworkConfig and we can't control what's passed in.
|
||||
if (!networkPrefab.Validate())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
uint source = networkPrefab.SourcePrefabGlobalObjectIdHash;
|
||||
uint target = networkPrefab.TargetPrefabGlobalObjectIdHash;
|
||||
|
||||
// Make sure the prefab isn't already registered.
|
||||
if (NetworkPrefabOverrideLinks.ContainsKey(source))
|
||||
{
|
||||
var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
|
||||
|
||||
// This should never happen, but in the case it somehow does log an error and remove the duplicate entry
|
||||
Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {source}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// If we don't have an override configured, registration is simple!
|
||||
if (networkPrefab.Override == NetworkPrefabOverride.None)
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Make sure we don't have several overrides targeting the same prefab. Apparently we don't support that... shame.
|
||||
if (OverrideToNetworkPrefab.ContainsKey(target))
|
||||
{
|
||||
var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
|
||||
|
||||
// This can happen if a user tries to make several GlobalObjectIdHash values point to the same target
|
||||
Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {target}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (networkPrefab.Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
}
|
||||
break;
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Configuration/NetworkPrefabs.cs.meta
Normal file
11
Runtime/Configuration/NetworkPrefabs.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 230fc75f5639e46dc91734aa67d56a3e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
95
Runtime/Configuration/NetworkPrefabsList.cs
Normal file
95
Runtime/Configuration/NetworkPrefabsList.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A ScriptableObject for holding a network prefabs list, which can be
|
||||
/// shared between multiple NetworkManagers.
|
||||
///
|
||||
/// When NetworkManagers hold references to this list, modifications to the
|
||||
/// list at runtime will be picked up by all NetworkManagers that reference it.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "NetworkPrefabsList", menuName = "Netcode/Network Prefabs List")]
|
||||
public class NetworkPrefabsList : ScriptableObject
|
||||
{
|
||||
internal delegate void OnAddDelegate(NetworkPrefab prefab);
|
||||
internal OnAddDelegate OnAdd;
|
||||
|
||||
internal delegate void OnRemoveDelegate(NetworkPrefab prefab);
|
||||
internal OnRemoveDelegate OnRemove;
|
||||
|
||||
[SerializeField]
|
||||
internal bool IsDefault;
|
||||
|
||||
[FormerlySerializedAs("Prefabs")]
|
||||
[SerializeField]
|
||||
internal List<NetworkPrefab> List = new List<NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// Read-only view into the prefabs list, enabling iterating and examining the list.
|
||||
/// Actually modifying the list should be done using <see cref="Add"/>
|
||||
/// and <see cref="Remove"/>.
|
||||
/// </summary>
|
||||
public IReadOnlyList<NetworkPrefab> PrefabList => List;
|
||||
|
||||
/// <summary>
|
||||
/// Adds a prefab to the prefab list. Performing this here will apply the operation to all
|
||||
/// <see cref="NetworkManager"/>s that reference this list.
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
public void Add(NetworkPrefab prefab)
|
||||
{
|
||||
List.Add(prefab);
|
||||
OnAdd?.Invoke(prefab);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a prefab from the prefab list. Performing this here will apply the operation to all
|
||||
/// <see cref="NetworkManager"/>s that reference this list.
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
public void Remove(NetworkPrefab prefab)
|
||||
{
|
||||
List.Remove(prefab);
|
||||
OnRemove?.Invoke(prefab);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given GameObject is present as a prefab within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(GameObject prefab)
|
||||
{
|
||||
for (int i = 0; i < List.Count; i++)
|
||||
{
|
||||
if (List[i].Prefab == prefab)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given NetworkPrefab is present within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(NetworkPrefab prefab)
|
||||
{
|
||||
for (int i = 0; i < List.Count; i++)
|
||||
{
|
||||
if (List[i].Equals(prefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Configuration/NetworkPrefabsList.cs.meta
Normal file
11
Runtime/Configuration/NetworkPrefabsList.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e651dbb3fbac04af2b8f5abf007ddc23
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -7,6 +7,32 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public class NetworkClient
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a server
|
||||
/// </summary>
|
||||
internal bool IsServer { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a client
|
||||
/// </summary>
|
||||
internal bool IsClient { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a host
|
||||
/// </summary>
|
||||
internal bool IsHost => IsClient && IsServer;
|
||||
|
||||
/// <summary>
|
||||
/// When true, the client is connected, approved, and synchronized with
|
||||
/// the server.
|
||||
/// </summary>
|
||||
internal bool IsConnected { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is true when the client has been approved.
|
||||
/// </summary>
|
||||
internal bool IsApproved { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the NetworkClient
|
||||
/// </summary>
|
||||
@@ -18,19 +44,33 @@ namespace Unity.Netcode
|
||||
public NetworkObject PlayerObject;
|
||||
|
||||
/// <summary>
|
||||
/// The NetworkObject's owned by this Client
|
||||
/// The list of NetworkObject's owned by this client instance
|
||||
/// </summary>
|
||||
public List<NetworkObject> OwnedObjects
|
||||
{
|
||||
get
|
||||
{
|
||||
if (PlayerObject != null && PlayerObject.NetworkManager != null && PlayerObject.NetworkManager.IsListening)
|
||||
{
|
||||
return PlayerObject.NetworkManager.SpawnManager.GetClientOwnedObjects(ClientId);
|
||||
}
|
||||
public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>();
|
||||
|
||||
return new List<NetworkObject>();
|
||||
internal NetworkSpawnManager SpawnManager { get; private set; }
|
||||
|
||||
internal void SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
|
||||
{
|
||||
IsServer = isServer;
|
||||
IsClient = isClient;
|
||||
if (!IsServer && !isClient)
|
||||
{
|
||||
PlayerObject = null;
|
||||
ClientId = 0;
|
||||
IsConnected = false;
|
||||
IsApproved = false;
|
||||
}
|
||||
|
||||
if (networkManager != null)
|
||||
{
|
||||
SpawnManager = networkManager.SpawnManager;
|
||||
}
|
||||
}
|
||||
|
||||
internal void AssignPlayerObject(ref NetworkObject networkObject)
|
||||
{
|
||||
PlayerObject = networkObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
1109
Runtime/Connection/NetworkConnectionManager.cs
Normal file
1109
Runtime/Connection/NetworkConnectionManager.cs
Normal file
File diff suppressed because it is too large
Load Diff
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d98eff74d73bc2a42bd5624c47ce8fe1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,10 +1,15 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-Side Only:
|
||||
/// A class representing a client that is currently in the process of connecting
|
||||
/// </summary>
|
||||
public class PendingClient
|
||||
{
|
||||
internal Coroutine ApprovalCoroutine = null;
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the client
|
||||
/// </summary>
|
||||
|
||||
@@ -51,7 +51,9 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public static void SetDefaults()
|
||||
{
|
||||
SetDefault<IDeferredMessageManager>(networkManager => new DeferredMessageManager(networkManager));
|
||||
SetDefault<IDeferredNetworkMessageManager>(networkManager => new DeferredMessageManager(networkManager));
|
||||
|
||||
SetDefault<IRealTimeProvider>(networkManager => new RealTimeProvider());
|
||||
}
|
||||
|
||||
private static void SetDefault<T>(CreateObjectDelegate creator)
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using System.Reflection;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -20,7 +18,6 @@ namespace Unity.Netcode
|
||||
Server = 1,
|
||||
Client = 2
|
||||
}
|
||||
|
||||
// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
|
||||
internal virtual string __getTypeName() => nameof(NetworkBehaviour);
|
||||
|
||||
@@ -64,7 +61,7 @@ namespace Unity.Netcode
|
||||
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
||||
break;
|
||||
case RpcDelivery.Unreliable:
|
||||
if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
|
||||
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
|
||||
{
|
||||
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
||||
}
|
||||
@@ -81,11 +78,11 @@ namespace Unity.Netcode
|
||||
var context = new NetworkContext
|
||||
{
|
||||
SenderId = NetworkManager.ServerClientId,
|
||||
Timestamp = Time.realtimeSinceStartup,
|
||||
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
|
||||
SystemOwner = NetworkManager,
|
||||
// header information isn't valid since it's not a real message.
|
||||
// RpcMessage doesn't access this stuff so it's just left empty.
|
||||
Header = new MessageHeader(),
|
||||
Header = new NetworkMessageHeader(),
|
||||
SerializedHeaderSize = 0,
|
||||
MessageSize = 0
|
||||
};
|
||||
@@ -95,11 +92,10 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
|
||||
}
|
||||
|
||||
bufferWriter.Dispose();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
|
||||
{
|
||||
@@ -145,7 +141,7 @@ namespace Unity.Netcode
|
||||
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
||||
break;
|
||||
case RpcDelivery.Unreliable:
|
||||
if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
|
||||
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
|
||||
{
|
||||
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
||||
}
|
||||
@@ -175,7 +171,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
|
||||
}
|
||||
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
|
||||
{
|
||||
@@ -194,7 +190,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -207,7 +203,7 @@ namespace Unity.Netcode
|
||||
shouldSendToHost = true;
|
||||
continue;
|
||||
}
|
||||
rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -218,11 +214,11 @@ namespace Unity.Netcode
|
||||
var context = new NetworkContext
|
||||
{
|
||||
SenderId = NetworkManager.ServerClientId,
|
||||
Timestamp = Time.realtimeSinceStartup,
|
||||
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
|
||||
SystemOwner = NetworkManager,
|
||||
// header information isn't valid since it's not a real message.
|
||||
// RpcMessage doesn't access this stuff so it's just left empty.
|
||||
Header = new MessageHeader(),
|
||||
Header = new NetworkMessageHeader(),
|
||||
SerializedHeaderSize = 0,
|
||||
MessageSize = 0
|
||||
};
|
||||
@@ -231,23 +227,58 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
bufferWriter.Dispose();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
|
||||
{
|
||||
foreach (var client in NetworkManager.ConnectedClients)
|
||||
if (clientRpcParams.Send.TargetClientIds != null)
|
||||
{
|
||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
||||
client.Key,
|
||||
NetworkObject,
|
||||
rpcMethodName,
|
||||
__getTypeName(),
|
||||
rpcWriteSize);
|
||||
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
|
||||
{
|
||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
||||
targetClientId,
|
||||
NetworkObject,
|
||||
rpcMethodName,
|
||||
__getTypeName(),
|
||||
rpcWriteSize);
|
||||
}
|
||||
}
|
||||
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
|
||||
{
|
||||
foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
|
||||
{
|
||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
||||
targetClientId,
|
||||
NetworkObject,
|
||||
rpcMethodName,
|
||||
__getTypeName(),
|
||||
rpcWriteSize);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var observerEnumerator = NetworkObject.Observers.GetEnumerator();
|
||||
while (observerEnumerator.MoveNext())
|
||||
{
|
||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
||||
observerEnumerator.Current,
|
||||
NetworkObject,
|
||||
rpcMethodName,
|
||||
__getTypeName(),
|
||||
rpcWriteSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
internal static NativeList<T> __createNativeList<T>() where T : unmanaged
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
{
|
||||
return new NativeList<T>(Allocator.Temp);
|
||||
}
|
||||
|
||||
internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
|
||||
{
|
||||
var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
|
||||
@@ -258,7 +289,18 @@ 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
|
||||
@@ -274,18 +316,18 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Gets if we are executing as server
|
||||
/// </summary>
|
||||
protected bool IsServer { get; private set; }
|
||||
public bool IsServer { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets if we are executing as client
|
||||
/// </summary>
|
||||
protected bool IsClient { get; private set; }
|
||||
public bool IsClient { get; private set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets if we are executing as Host, I.E Server and Client
|
||||
/// </summary>
|
||||
protected bool IsHost { get; private set; }
|
||||
public bool IsHost { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets Whether or not the object has a owner
|
||||
@@ -307,23 +349,29 @@ 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:
|
||||
@@ -331,7 +379,8 @@ namespace Unity.Netcode
|
||||
// in Update and/or in FixedUpdate could still be checking NetworkBehaviour.NetworkObject directly (i.e. does it exist?)
|
||||
// or NetworkBehaviour.IsSpawned (i.e. to early exit if not spawned) which, in turn, could generate several Warning messages
|
||||
// per spawned NetworkObject. Checking for ShutdownInProgress prevents these unnecessary LogWarning messages.
|
||||
if (m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress))
|
||||
// We must check IsSpawned, otherwise a warning will be logged under certain valid conditions (see OnDestroy)
|
||||
if (IsSpawned && m_NetworkObject == null && (NetworkManager.Singleton == null || !NetworkManager.Singleton.ShutdownInProgress))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
@@ -435,14 +484,41 @@ namespace Unity.Netcode
|
||||
IsSpawned = true;
|
||||
InitializeVariables();
|
||||
UpdateNetworkProperties();
|
||||
OnNetworkSpawn();
|
||||
}
|
||||
|
||||
internal void VisibleOnNetworkSpawn()
|
||||
{
|
||||
try
|
||||
{
|
||||
OnNetworkSpawn();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
}
|
||||
|
||||
InitializeVariables();
|
||||
if (IsServer)
|
||||
{
|
||||
// Since we just spawned the object and since user code might have modified their NetworkVariable, esp.
|
||||
// NetworkList, we need to mark the object as free of updates.
|
||||
// This should happen for all objects on the machine triggering the spawn.
|
||||
PostNetworkVariableWrite(true);
|
||||
}
|
||||
}
|
||||
|
||||
internal void InternalOnNetworkDespawn()
|
||||
{
|
||||
IsSpawned = false;
|
||||
UpdateNetworkProperties();
|
||||
OnNetworkDespawn();
|
||||
try
|
||||
{
|
||||
OnNetworkDespawn();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -470,44 +546,32 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed
|
||||
/// </summary>
|
||||
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
|
||||
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
|
||||
|
||||
private bool m_VarInit = false;
|
||||
|
||||
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
|
||||
private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>();
|
||||
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>();
|
||||
|
||||
private static Dictionary<Type, FieldInfo[]> s_FieldTypes = new Dictionary<Type, FieldInfo[]>();
|
||||
|
||||
private static FieldInfo[] GetFieldInfoForType(Type type)
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
internal virtual void __initializeVariables()
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
{
|
||||
if (!s_FieldTypes.ContainsKey(type))
|
||||
{
|
||||
s_FieldTypes.Add(type, GetFieldInfoForTypeRecursive(type));
|
||||
}
|
||||
|
||||
return s_FieldTypes[type];
|
||||
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
|
||||
}
|
||||
|
||||
private static FieldInfo[] GetFieldInfoForTypeRecursive(Type type, List<FieldInfo> list = null)
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
|
||||
internal void __nameNetworkVariable(NetworkVariableBase variable, string varName)
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
{
|
||||
if (list == null)
|
||||
{
|
||||
list = new List<FieldInfo>();
|
||||
list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
|
||||
}
|
||||
else
|
||||
{
|
||||
list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance));
|
||||
}
|
||||
|
||||
if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
|
||||
{
|
||||
return GetFieldInfoForTypeRecursive(type.BaseType, list);
|
||||
}
|
||||
|
||||
return list.OrderBy(x => x.Name, StringComparer.Ordinal).ToArray();
|
||||
variable.Name = varName;
|
||||
}
|
||||
|
||||
internal void InitializeVariables()
|
||||
@@ -519,28 +583,7 @@ namespace Unity.Netcode
|
||||
|
||||
m_VarInit = true;
|
||||
|
||||
var sortedFields = GetFieldInfoForType(GetType());
|
||||
for (int i = 0; i < sortedFields.Length; i++)
|
||||
{
|
||||
var fieldType = sortedFields[i].FieldType;
|
||||
if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
|
||||
{
|
||||
var instance = (NetworkVariableBase)sortedFields[i].GetValue(this);
|
||||
|
||||
if (instance == null)
|
||||
{
|
||||
throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
|
||||
}
|
||||
|
||||
instance.Initialize(this);
|
||||
|
||||
var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name));
|
||||
var sanitizedVariableName = sortedFields[i].Name.Replace("<", string.Empty).Replace(">k__BackingField", string.Empty);
|
||||
instanceNameProperty?.SetValue(instance, sanitizedVariableName);
|
||||
|
||||
NetworkVariableFields.Add(instance);
|
||||
}
|
||||
}
|
||||
__initializeVariables();
|
||||
|
||||
{
|
||||
// Create index map for delivery types
|
||||
@@ -574,16 +617,30 @@ namespace Unity.Netcode
|
||||
NetworkVariableIndexesToResetSet.Clear();
|
||||
}
|
||||
|
||||
internal void PostNetworkVariableWrite()
|
||||
internal void PostNetworkVariableWrite(bool forced = false)
|
||||
{
|
||||
// mark any variables we wrote as no longer dirty
|
||||
for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
|
||||
if (forced)
|
||||
{
|
||||
NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
|
||||
// Mark every variable as no longer dirty. We just spawned the object and whatever the game code did
|
||||
// during OnNetworkSpawn has been sent and needs to be cleared
|
||||
for (int i = 0; i < NetworkVariableFields.Count; i++)
|
||||
{
|
||||
NetworkVariableFields[i].ResetDirty();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// mark any variables we wrote as no longer dirty
|
||||
for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
|
||||
{
|
||||
NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty();
|
||||
}
|
||||
}
|
||||
|
||||
MarkVariablesDirty(false);
|
||||
}
|
||||
|
||||
internal void VariableUpdate(ulong targetClientId)
|
||||
internal void PreVariableUpdate()
|
||||
{
|
||||
if (!m_VarInit)
|
||||
{
|
||||
@@ -591,6 +648,10 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
PreNetworkVariableWrite();
|
||||
}
|
||||
|
||||
internal void VariableUpdate(ulong targetClientId)
|
||||
{
|
||||
NetworkVariableUpdate(targetClientId, NetworkBehaviourId);
|
||||
}
|
||||
|
||||
@@ -634,15 +695,15 @@ namespace Unity.Netcode
|
||||
// so we don't have to do this serialization work if we're not going to use the result.
|
||||
if (IsServer && targetClientId == NetworkManager.ServerClientId)
|
||||
{
|
||||
var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
|
||||
var tmpWriter = new FastBufferWriter(NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkManager.MessageManager.FragmentedMessageMaxSize);
|
||||
using (tmpWriter)
|
||||
{
|
||||
message.Serialize(tmpWriter);
|
||||
message.Serialize(tmpWriter, message.Version);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
|
||||
NetworkManager.ConnectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -662,14 +723,22 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
internal void MarkVariablesDirty()
|
||||
internal void MarkVariablesDirty(bool dirty)
|
||||
{
|
||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||
{
|
||||
NetworkVariableFields[j].SetDirty(true);
|
||||
NetworkVariableFields[j].SetDirty(dirty);
|
||||
}
|
||||
}
|
||||
|
||||
/// <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)
|
||||
@@ -679,27 +748,47 @@ 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)
|
||||
{
|
||||
@@ -708,13 +797,23 @@ 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)
|
||||
@@ -751,8 +850,171 @@ 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>
|
||||
/// <param name="targetClientId">the relative client identifier being synchronized</param>
|
||||
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
|
||||
/// For writing (server-side), this is useful to know which client will receive the serialized data.
|
||||
/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
|
||||
/// When synchronization of this instance is complete, this value will be reset to 0
|
||||
/// </remarks>
|
||||
protected ulong m_TargetIdBeingSynchronized { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
|
||||
/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
|
||||
/// </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, ulong targetClientId = 0) where T : IReaderWriter
|
||||
{
|
||||
m_TargetIdBeingSynchronized = targetClientId;
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
// Get the writer to handle seeking and determining how many bytes were written
|
||||
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;
|
||||
|
||||
// Reset before exiting
|
||||
m_TargetIdBeingSynchronized = default;
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Reset before exiting
|
||||
m_TargetIdBeingSynchronized = default;
|
||||
|
||||
// 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
|
||||
/// <see cref="OnDestroy"/> method!!
|
||||
/// </summary>
|
||||
public virtual void OnDestroy()
|
||||
{
|
||||
if (NetworkObject != null && NetworkObject.IsSpawned && IsSpawned)
|
||||
{
|
||||
// If the associated NetworkObject is still spawned then this
|
||||
// NetworkBehaviour will be removed from the NetworkObject's
|
||||
// ChildNetworkBehaviours list.
|
||||
NetworkObject.OnNetworkBehaviourDestroyed(this);
|
||||
}
|
||||
|
||||
// this seems odd to do here, but in fact especially in tests we can find ourselves
|
||||
// here without having called InitializedVariables, which causes problems if any
|
||||
// of those variables use native containers (e.g. NetworkList) as they won't be
|
||||
@@ -764,6 +1026,7 @@ namespace Unity.Netcode
|
||||
InitializeVariables();
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < NetworkVariableFields.Count; i++)
|
||||
{
|
||||
NetworkVariableFields[i].Dispose();
|
||||
|
||||
@@ -3,74 +3,100 @@ using Unity.Profiling;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// An helper class that helps NetworkManager update NetworkBehaviours and replicate them down to connected clients.
|
||||
/// </summary>
|
||||
public class NetworkBehaviourUpdater
|
||||
{
|
||||
private HashSet<NetworkObject> m_Touched = new HashSet<NetworkObject>();
|
||||
private NetworkManager m_NetworkManager;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
|
||||
#endif
|
||||
|
||||
internal void NetworkBehaviourUpdate(NetworkManager networkManager)
|
||||
internal void AddForUpdate(NetworkObject networkObject)
|
||||
{
|
||||
m_DirtyNetworkObjects.Add(networkObject);
|
||||
}
|
||||
|
||||
internal void NetworkBehaviourUpdate()
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
m_NetworkBehaviourUpdate.Begin();
|
||||
#endif
|
||||
try
|
||||
{
|
||||
if (networkManager.IsServer)
|
||||
// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
|
||||
// trying to process them, even if they were previously marked as dirty.
|
||||
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
|
||||
|
||||
if (m_ConnectionManager.LocalClient.IsServer)
|
||||
{
|
||||
m_Touched.Clear();
|
||||
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
|
||||
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
||||
{
|
||||
var client = networkManager.ConnectedClientsList[i];
|
||||
var spawnedObjs = networkManager.SpawnManager.SpawnedObjectsList;
|
||||
m_Touched.UnionWith(spawnedObjs);
|
||||
foreach (var sobj in spawnedObjs)
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
if (sobj.IsNetworkVisibleTo(client.ClientId))
|
||||
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
|
||||
{
|
||||
var client = m_ConnectionManager.ConnectedClientsList[i];
|
||||
|
||||
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
||||
{
|
||||
// Sync just the variables for just the objects this client sees
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
|
||||
dirtyObj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now, reset all the no-longer-dirty variables
|
||||
foreach (var sobj in m_Touched)
|
||||
{
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// when client updates the server, it tells it about all its objects
|
||||
foreach (var sobj in networkManager.SpawnManager.SpawnedObjectsList)
|
||||
foreach (var sobj in m_DirtyNetworkObjects)
|
||||
{
|
||||
if (sobj.IsOwner)
|
||||
{
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].PreVariableUpdate();
|
||||
}
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].VariableUpdate(NetworkManager.ServerClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now, reset all the no-longer-dirty variables
|
||||
foreach (var sobj in networkManager.SpawnManager.SpawnedObjectsList)
|
||||
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
||||
{
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
|
||||
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].PostNetworkVariableWrite();
|
||||
if (behaviour.NetworkVariableFields[i].IsDirty() &&
|
||||
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
||||
{
|
||||
behaviour.NetworkVariableIndexesToResetSet.Add(i);
|
||||
behaviour.NetworkVariableIndexesToReset.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Now, reset all the no-longer-dirty variables
|
||||
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
||||
{
|
||||
dirtyobj.PostNetworkVariableWrite();
|
||||
}
|
||||
m_DirtyNetworkObjects.Clear();
|
||||
}
|
||||
finally
|
||||
{
|
||||
@@ -80,5 +106,26 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void Initialize(NetworkManager networkManager)
|
||||
{
|
||||
m_NetworkManager = networkManager;
|
||||
m_ConnectionManager = networkManager.ConnectionManager;
|
||||
m_NetworkManager.NetworkTickSystem.Tick += NetworkBehaviourUpdater_Tick;
|
||||
}
|
||||
|
||||
internal void Shutdown()
|
||||
{
|
||||
m_NetworkManager.NetworkTickSystem.Tick -= NetworkBehaviourUpdater_Tick;
|
||||
}
|
||||
|
||||
// Order of operations requires NetworkVariable updates first then showing NetworkObjects
|
||||
private void NetworkBehaviourUpdater_Tick()
|
||||
{
|
||||
// First update NetworkVariables
|
||||
NetworkBehaviourUpdate();
|
||||
|
||||
// Then show any NetworkObjects queued to be made visible/shown
|
||||
m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -7,25 +7,55 @@ using UnityEngine.PlayerLoop;
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines the required interface of a network update system being executed by the network update loop.
|
||||
/// Defines the required interface of a network update system being executed by the <see cref="NetworkUpdateLoop"/>.
|
||||
/// </summary>
|
||||
public interface INetworkUpdateSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// The update method that is being executed in the context of related <see cref="NetworkUpdateStage"/>.
|
||||
/// </summary>
|
||||
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> that is being executed.</param>
|
||||
void NetworkUpdate(NetworkUpdateStage updateStage);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Defines network update stages being executed by the network update loop.
|
||||
/// See for more details on update stages:
|
||||
/// https://docs.unity3d.com/ScriptReference/PlayerLoop.Initialization.html
|
||||
/// </summary>
|
||||
public enum NetworkUpdateStage : byte
|
||||
{
|
||||
Unset = 0, // Default
|
||||
/// <summary>
|
||||
/// Default value
|
||||
/// </summary>
|
||||
Unset = 0,
|
||||
/// <summary>
|
||||
/// Very first initialization update
|
||||
/// </summary>
|
||||
Initialization = 1,
|
||||
/// <summary>
|
||||
/// Invoked before Fixed update
|
||||
/// </summary>
|
||||
EarlyUpdate = 2,
|
||||
/// <summary>
|
||||
/// Fixed Update (i.e. state machine, physics, animations, etc)
|
||||
/// </summary>
|
||||
FixedUpdate = 3,
|
||||
/// <summary>
|
||||
/// Updated before the Monobehaviour.Update for all components is invoked
|
||||
/// </summary>
|
||||
PreUpdate = 4,
|
||||
/// <summary>
|
||||
/// Updated when the Monobehaviour.Update for all components is invoked
|
||||
/// </summary>
|
||||
Update = 5,
|
||||
/// <summary>
|
||||
/// Updated before the Monobehaviour.LateUpdate for all components is invoked
|
||||
/// </summary>
|
||||
PreLateUpdate = 6,
|
||||
/// <summary>
|
||||
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
|
||||
/// </summary>
|
||||
PostLateUpdate = 7
|
||||
}
|
||||
|
||||
@@ -53,6 +83,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Registers a network update system to be executed in all network update stages.
|
||||
/// </summary>
|
||||
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
|
||||
public static void RegisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
|
||||
{
|
||||
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
|
||||
@@ -64,6 +95,8 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Registers a network update system to be executed in a specific network update stage.
|
||||
/// </summary>
|
||||
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
|
||||
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> being registered for the <see cref="INetworkUpdateSystem"/> implementation</param>
|
||||
public static void RegisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
|
||||
{
|
||||
var sysSet = s_UpdateSystem_Sets[updateStage];
|
||||
@@ -94,6 +127,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Unregisters a network update system from all network update stages.
|
||||
/// </summary>
|
||||
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
|
||||
public static void UnregisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
|
||||
{
|
||||
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
|
||||
@@ -105,6 +139,8 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Unregisters a network update system from a specific network update stage.
|
||||
/// </summary>
|
||||
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
|
||||
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> to be deregistered from the <see cref="INetworkUpdateSystem"/> implementation</param>
|
||||
public static void UnregisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
|
||||
{
|
||||
var sysSet = s_UpdateSystem_Sets[updateStage];
|
||||
@@ -131,7 +167,7 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public static NetworkUpdateStage UpdateStage;
|
||||
|
||||
private static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
|
||||
internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
|
||||
{
|
||||
UpdateStage = updateStage;
|
||||
|
||||
|
||||
@@ -7,8 +7,18 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public class InvalidParentException : Exception
|
||||
{
|
||||
/// <summary>
|
||||
/// Constructor for <see cref="InvalidParentException"/>
|
||||
/// </summary>
|
||||
public InvalidParentException() { }
|
||||
|
||||
/// <inheritdoc/>
|
||||
/// <param name="message"></param>
|
||||
public InvalidParentException(string message) : base(message) { }
|
||||
|
||||
/// <inheritdoc/>
|
||||
/// <param name="message"></param>
|
||||
/// <param name="innerException"></param>
|
||||
public InvalidParentException(string message, Exception innerException) : base(message, innerException) { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,8 +26,15 @@ namespace Unity.Netcode
|
||||
public SpawnStateException(string message, Exception inner) : base(message, inner) { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Exception thrown when a specified network channel is invalid
|
||||
/// </summary>
|
||||
public class InvalidChannelException : Exception
|
||||
{
|
||||
/// <summary>
|
||||
/// Constructs an InvalidChannelException with a message
|
||||
/// </summary>
|
||||
/// <param name="message">the message</param>
|
||||
public InvalidChannelException(string message) : base(message) { }
|
||||
}
|
||||
}
|
||||
|
||||
248
Runtime/Hashing/XXHash.cs
Normal file
248
Runtime/Hashing/XXHash.cs
Normal file
@@ -0,0 +1,248 @@
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal static class XXHash
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe uint Hash32(byte* input, int length, uint seed = 0)
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
const uint prime1 = 2654435761u;
|
||||
const uint prime2 = 2246822519u;
|
||||
const uint prime3 = 3266489917u;
|
||||
const uint prime4 = 0668265263u;
|
||||
const uint prime5 = 0374761393u;
|
||||
|
||||
uint hash = seed + prime5;
|
||||
|
||||
if (length >= 16)
|
||||
{
|
||||
uint val0 = seed + prime1 + prime2;
|
||||
uint val1 = seed + prime2;
|
||||
uint val2 = seed + 0;
|
||||
uint val3 = seed - prime1;
|
||||
|
||||
int count = length >> 4;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var pos0 = *(uint*)(input + 0);
|
||||
var pos1 = *(uint*)(input + 4);
|
||||
var pos2 = *(uint*)(input + 8);
|
||||
var pos3 = *(uint*)(input + 12);
|
||||
|
||||
val0 += pos0 * prime2;
|
||||
val0 = (val0 << 13) | (val0 >> (32 - 13));
|
||||
val0 *= prime1;
|
||||
|
||||
val1 += pos1 * prime2;
|
||||
val1 = (val1 << 13) | (val1 >> (32 - 13));
|
||||
val1 *= prime1;
|
||||
|
||||
val2 += pos2 * prime2;
|
||||
val2 = (val2 << 13) | (val2 >> (32 - 13));
|
||||
val2 *= prime1;
|
||||
|
||||
val3 += pos3 * prime2;
|
||||
val3 = (val3 << 13) | (val3 >> (32 - 13));
|
||||
val3 *= prime1;
|
||||
|
||||
input += 16;
|
||||
}
|
||||
|
||||
hash = ((val0 << 01) | (val0 >> (32 - 01))) +
|
||||
((val1 << 07) | (val1 >> (32 - 07))) +
|
||||
((val2 << 12) | (val2 >> (32 - 12))) +
|
||||
((val3 << 18) | (val3 >> (32 - 18)));
|
||||
}
|
||||
|
||||
hash += (uint)length;
|
||||
|
||||
length &= 15;
|
||||
while (length >= 4)
|
||||
{
|
||||
hash += *(uint*)input * prime3;
|
||||
hash = ((hash << 17) | (hash >> (32 - 17))) * prime4;
|
||||
input += 4;
|
||||
length -= 4;
|
||||
}
|
||||
while (length > 0)
|
||||
{
|
||||
hash += *input * prime5;
|
||||
hash = ((hash << 11) | (hash >> (32 - 11))) * prime1;
|
||||
++input;
|
||||
--length;
|
||||
}
|
||||
|
||||
hash ^= hash >> 15;
|
||||
hash *= prime2;
|
||||
hash ^= hash >> 13;
|
||||
hash *= prime3;
|
||||
hash ^= hash >> 16;
|
||||
|
||||
return hash;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe ulong Hash64(byte* input, int length, uint seed = 0)
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
const ulong prime1 = 11400714785074694791ul;
|
||||
const ulong prime2 = 14029467366897019727ul;
|
||||
const ulong prime3 = 01609587929392839161ul;
|
||||
const ulong prime4 = 09650029242287828579ul;
|
||||
const ulong prime5 = 02870177450012600261ul;
|
||||
|
||||
ulong hash = seed + prime5;
|
||||
|
||||
if (length >= 32)
|
||||
{
|
||||
ulong val0 = seed + prime1 + prime2;
|
||||
ulong val1 = seed + prime2;
|
||||
ulong val2 = seed + 0;
|
||||
ulong val3 = seed - prime1;
|
||||
|
||||
int count = length >> 5;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var pos0 = *(ulong*)(input + 0);
|
||||
var pos1 = *(ulong*)(input + 8);
|
||||
var pos2 = *(ulong*)(input + 16);
|
||||
var pos3 = *(ulong*)(input + 24);
|
||||
|
||||
val0 += pos0 * prime2;
|
||||
val0 = (val0 << 31) | (val0 >> (64 - 31));
|
||||
val0 *= prime1;
|
||||
|
||||
val1 += pos1 * prime2;
|
||||
val1 = (val1 << 31) | (val1 >> (64 - 31));
|
||||
val1 *= prime1;
|
||||
|
||||
val2 += pos2 * prime2;
|
||||
val2 = (val2 << 31) | (val2 >> (64 - 31));
|
||||
val2 *= prime1;
|
||||
|
||||
val3 += pos3 * prime2;
|
||||
val3 = (val3 << 31) | (val3 >> (64 - 31));
|
||||
val3 *= prime1;
|
||||
|
||||
input += 32;
|
||||
}
|
||||
|
||||
hash = ((val0 << 01) | (val0 >> (64 - 01))) +
|
||||
((val1 << 07) | (val1 >> (64 - 07))) +
|
||||
((val2 << 12) | (val2 >> (64 - 12))) +
|
||||
((val3 << 18) | (val3 >> (64 - 18)));
|
||||
|
||||
val0 *= prime2;
|
||||
val0 = (val0 << 31) | (val0 >> (64 - 31));
|
||||
val0 *= prime1;
|
||||
hash ^= val0;
|
||||
hash = hash * prime1 + prime4;
|
||||
|
||||
val1 *= prime2;
|
||||
val1 = (val1 << 31) | (val1 >> (64 - 31));
|
||||
val1 *= prime1;
|
||||
hash ^= val1;
|
||||
hash = hash * prime1 + prime4;
|
||||
|
||||
val2 *= prime2;
|
||||
val2 = (val2 << 31) | (val2 >> (64 - 31));
|
||||
val2 *= prime1;
|
||||
hash ^= val2;
|
||||
hash = hash * prime1 + prime4;
|
||||
|
||||
val3 *= prime2;
|
||||
val3 = (val3 << 31) | (val3 >> (64 - 31));
|
||||
val3 *= prime1;
|
||||
hash ^= val3;
|
||||
hash = hash * prime1 + prime4;
|
||||
}
|
||||
|
||||
hash += (ulong)length;
|
||||
|
||||
length &= 31;
|
||||
while (length >= 8)
|
||||
{
|
||||
ulong lane = *(ulong*)input * prime2;
|
||||
lane = ((lane << 31) | (lane >> (64 - 31))) * prime1;
|
||||
hash ^= lane;
|
||||
hash = ((hash << 27) | (hash >> (64 - 27))) * prime1 + prime4;
|
||||
input += 8;
|
||||
length -= 8;
|
||||
}
|
||||
if (length >= 4)
|
||||
{
|
||||
hash ^= *(uint*)input * prime1;
|
||||
hash = ((hash << 23) | (hash >> (64 - 23))) * prime2 + prime3;
|
||||
input += 4;
|
||||
length -= 4;
|
||||
}
|
||||
while (length > 0)
|
||||
{
|
||||
hash ^= *input * prime5;
|
||||
hash = ((hash << 11) | (hash >> (64 - 11))) * prime1;
|
||||
++input;
|
||||
--length;
|
||||
}
|
||||
|
||||
hash ^= hash >> 33;
|
||||
hash *= prime2;
|
||||
hash ^= hash >> 29;
|
||||
hash *= prime3;
|
||||
hash ^= hash >> 32;
|
||||
|
||||
return hash;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32(this byte[] buffer)
|
||||
{
|
||||
int length = buffer.Length;
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* pointer = buffer)
|
||||
{
|
||||
return Hash32(pointer, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32(this string text) => Hash32(Encoding.UTF8.GetBytes(text));
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32(this Type type) => Hash32(type.FullName);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32<T>() => Hash32(typeof(T));
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64(this byte[] buffer)
|
||||
{
|
||||
int length = buffer.Length;
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* pointer = buffer)
|
||||
{
|
||||
return Hash64(pointer, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64(this string text) => Hash64(Encoding.UTF8.GetBytes(text));
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64(this Type type) => Hash64(type.FullName);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64<T>() => Hash64(typeof(T));
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5aa7a49e9e694f148d810d34577546b
|
||||
guid: c3077af091aa443acbdea9d3e97727b0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c61e8fe9a68a486fbbc3128d233ded2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,21 +0,0 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015, 2016 Sedat Kapanoglu
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf89ecbf6f9954c8ea6d0848b1e79d87
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,318 +0,0 @@
|
||||
// <copyright file="XXHash.cs" company="Sedat Kapanoglu">
|
||||
// Copyright (c) 2015-2019 Sedat Kapanoglu
|
||||
// MIT License (see LICENSE file for details)
|
||||
// </copyright>
|
||||
|
||||
// @mfatihmar (Unity): Modified for Unity support
|
||||
|
||||
using System.Text;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// XXHash implementation.
|
||||
/// </summary>
|
||||
internal static class XXHash
|
||||
{
|
||||
private const ulong k_Prime64v1 = 11400714785074694791ul;
|
||||
private const ulong k_Prime64v2 = 14029467366897019727ul;
|
||||
private const ulong k_Prime64v3 = 1609587929392839161ul;
|
||||
private const ulong k_Prime64v4 = 9650029242287828579ul;
|
||||
private const ulong k_Prime64v5 = 2870177450012600261ul;
|
||||
|
||||
private const uint k_Prime32v1 = 2654435761u;
|
||||
private const uint k_Prime32v2 = 2246822519u;
|
||||
private const uint k_Prime32v3 = 3266489917u;
|
||||
private const uint k_Prime32v4 = 668265263u;
|
||||
private const uint k_Prime32v5 = 374761393u;
|
||||
|
||||
public static uint Hash32(string text) => Hash32(text, Encoding.UTF8);
|
||||
public static uint Hash32(string text, Encoding encoding) => Hash32(encoding.GetBytes(text));
|
||||
public static uint Hash32(byte[] buffer)
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* ptr = buffer)
|
||||
{
|
||||
return Hash32(ptr, buffer.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a 32-bit xxHash value.
|
||||
/// </summary>
|
||||
/// <param name="buffer">Input buffer.</param>
|
||||
/// <param name="bufferLength">Input buffer length.</param>
|
||||
/// <param name="seed">Optional seed.</param>
|
||||
/// <returns>32-bit hash value.</returns>
|
||||
public static unsafe uint Hash32(byte* buffer, int bufferLength, uint seed = 0)
|
||||
{
|
||||
const int stripeLength = 16;
|
||||
|
||||
int len = bufferLength;
|
||||
int remainingLen = len;
|
||||
uint acc;
|
||||
|
||||
byte* pInput = buffer;
|
||||
if (len >= stripeLength)
|
||||
{
|
||||
uint acc1 = seed + k_Prime32v1 + k_Prime32v2;
|
||||
uint acc2 = seed + k_Prime32v2;
|
||||
uint acc3 = seed;
|
||||
uint acc4 = seed - k_Prime32v1;
|
||||
|
||||
do
|
||||
{
|
||||
acc = processStripe32(ref pInput, ref acc1, ref acc2, ref acc3, ref acc4);
|
||||
remainingLen -= stripeLength;
|
||||
} while (remainingLen >= stripeLength);
|
||||
}
|
||||
else
|
||||
{
|
||||
acc = seed + k_Prime32v5;
|
||||
}
|
||||
|
||||
acc += (uint)len;
|
||||
acc = processRemaining32(pInput, acc, remainingLen);
|
||||
|
||||
return avalanche32(acc);
|
||||
}
|
||||
|
||||
public static ulong Hash64(string text) => Hash64(text, Encoding.UTF8);
|
||||
public static ulong Hash64(string text, Encoding encoding) => Hash64(encoding.GetBytes(text));
|
||||
public static ulong Hash64(byte[] buffer)
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* ptr = buffer)
|
||||
{
|
||||
return Hash64(ptr, buffer.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a 64-bit xxHash value.
|
||||
/// </summary>
|
||||
/// <param name="buffer">Input buffer.</param>
|
||||
/// <param name="bufferLength">Input buffer length.</param>
|
||||
/// <param name="seed">Optional seed.</param>
|
||||
/// <returns>Computed 64-bit hash value.</returns>
|
||||
public static unsafe ulong Hash64(byte* buffer, int bufferLength, ulong seed = 0)
|
||||
{
|
||||
const int stripeLength = 32;
|
||||
|
||||
int len = bufferLength;
|
||||
int remainingLen = len;
|
||||
ulong acc;
|
||||
|
||||
byte* pInput = buffer;
|
||||
if (len >= stripeLength)
|
||||
{
|
||||
ulong acc1 = seed + k_Prime64v1 + k_Prime64v2;
|
||||
ulong acc2 = seed + k_Prime64v2;
|
||||
ulong acc3 = seed;
|
||||
ulong acc4 = seed - k_Prime64v1;
|
||||
|
||||
do
|
||||
{
|
||||
acc = processStripe64(ref pInput, ref acc1, ref acc2, ref acc3, ref acc4);
|
||||
remainingLen -= stripeLength;
|
||||
} while (remainingLen >= stripeLength);
|
||||
}
|
||||
else
|
||||
{
|
||||
acc = seed + k_Prime64v5;
|
||||
}
|
||||
|
||||
acc += (ulong)len;
|
||||
acc = processRemaining64(pInput, acc, remainingLen);
|
||||
|
||||
|
||||
return avalanche64(acc);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe ulong processStripe64(
|
||||
ref byte* pInput,
|
||||
ref ulong acc1,
|
||||
ref ulong acc2,
|
||||
ref ulong acc3,
|
||||
ref ulong acc4)
|
||||
{
|
||||
processLane64(ref acc1, ref pInput);
|
||||
processLane64(ref acc2, ref pInput);
|
||||
processLane64(ref acc3, ref pInput);
|
||||
processLane64(ref acc4, ref pInput);
|
||||
|
||||
ulong acc = Bits.RotateLeft(acc1, 1)
|
||||
+ Bits.RotateLeft(acc2, 7)
|
||||
+ Bits.RotateLeft(acc3, 12)
|
||||
+ Bits.RotateLeft(acc4, 18);
|
||||
|
||||
mergeAccumulator64(ref acc, acc1);
|
||||
mergeAccumulator64(ref acc, acc2);
|
||||
mergeAccumulator64(ref acc, acc3);
|
||||
mergeAccumulator64(ref acc, acc4);
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe void processLane64(ref ulong accn, ref byte* pInput)
|
||||
{
|
||||
ulong lane = *(ulong*)pInput;
|
||||
accn = round64(accn, lane);
|
||||
pInput += 8;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe ulong processRemaining64(
|
||||
byte* pInput,
|
||||
ulong acc,
|
||||
int remainingLen)
|
||||
{
|
||||
for (ulong lane; remainingLen >= 8; remainingLen -= 8, pInput += 8)
|
||||
{
|
||||
lane = *(ulong*)pInput;
|
||||
|
||||
acc ^= round64(0, lane);
|
||||
acc = Bits.RotateLeft(acc, 27) * k_Prime64v1;
|
||||
acc += k_Prime64v4;
|
||||
}
|
||||
|
||||
for (uint lane32; remainingLen >= 4; remainingLen -= 4, pInput += 4)
|
||||
{
|
||||
lane32 = *(uint*)pInput;
|
||||
|
||||
acc ^= lane32 * k_Prime64v1;
|
||||
acc = Bits.RotateLeft(acc, 23) * k_Prime64v2;
|
||||
acc += k_Prime64v3;
|
||||
}
|
||||
|
||||
for (byte lane8; remainingLen >= 1; remainingLen--, pInput++)
|
||||
{
|
||||
lane8 = *pInput;
|
||||
acc ^= lane8 * k_Prime64v5;
|
||||
acc = Bits.RotateLeft(acc, 11) * k_Prime64v1;
|
||||
}
|
||||
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static ulong avalanche64(ulong acc)
|
||||
{
|
||||
acc ^= acc >> 33;
|
||||
acc *= k_Prime64v2;
|
||||
acc ^= acc >> 29;
|
||||
acc *= k_Prime64v3;
|
||||
acc ^= acc >> 32;
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static ulong round64(ulong accn, ulong lane)
|
||||
{
|
||||
accn += lane * k_Prime64v2;
|
||||
return Bits.RotateLeft(accn, 31) * k_Prime64v1;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static void mergeAccumulator64(ref ulong acc, ulong accn)
|
||||
{
|
||||
acc ^= round64(0, accn);
|
||||
acc *= k_Prime64v1;
|
||||
acc += k_Prime64v4;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe uint processStripe32(
|
||||
ref byte* pInput,
|
||||
ref uint acc1,
|
||||
ref uint acc2,
|
||||
ref uint acc3,
|
||||
ref uint acc4)
|
||||
{
|
||||
processLane32(ref pInput, ref acc1);
|
||||
processLane32(ref pInput, ref acc2);
|
||||
processLane32(ref pInput, ref acc3);
|
||||
processLane32(ref pInput, ref acc4);
|
||||
|
||||
return Bits.RotateLeft(acc1, 1)
|
||||
+ Bits.RotateLeft(acc2, 7)
|
||||
+ Bits.RotateLeft(acc3, 12)
|
||||
+ Bits.RotateLeft(acc4, 18);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe void processLane32(ref byte* pInput, ref uint accn)
|
||||
{
|
||||
uint lane = *(uint*)pInput;
|
||||
accn = round32(accn, lane);
|
||||
pInput += 4;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe uint processRemaining32(
|
||||
byte* pInput,
|
||||
uint acc,
|
||||
int remainingLen)
|
||||
{
|
||||
for (uint lane; remainingLen >= 4; remainingLen -= 4, pInput += 4)
|
||||
{
|
||||
lane = *(uint*)pInput;
|
||||
acc += lane * k_Prime32v3;
|
||||
acc = Bits.RotateLeft(acc, 17) * k_Prime32v4;
|
||||
}
|
||||
|
||||
for (byte lane; remainingLen >= 1; remainingLen--, pInput++)
|
||||
{
|
||||
lane = *pInput;
|
||||
acc += lane * k_Prime32v5;
|
||||
acc = Bits.RotateLeft(acc, 11) * k_Prime32v1;
|
||||
}
|
||||
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static uint round32(uint accn, uint lane)
|
||||
{
|
||||
accn += lane * k_Prime32v2;
|
||||
accn = Bits.RotateLeft(accn, 13);
|
||||
accn *= k_Prime32v1;
|
||||
return accn;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static uint avalanche32(uint acc)
|
||||
{
|
||||
acc ^= acc >> 15;
|
||||
acc *= k_Prime32v2;
|
||||
acc ^= acc >> 13;
|
||||
acc *= k_Prime32v3;
|
||||
acc ^= acc >> 16;
|
||||
return acc;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bit operations.
|
||||
/// </summary>
|
||||
private static class Bits
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal static ulong RotateLeft(ulong value, int bits)
|
||||
{
|
||||
return (value << bits) | (value >> (64 - bits));
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal static uint RotateLeft(uint value, int bits)
|
||||
{
|
||||
return (value << bits) | (value >> (32 - bits));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,8 +14,23 @@ namespace Unity.Netcode
|
||||
public static LogLevel CurrentLogLevel => NetworkManager.Singleton == null ? LogLevel.Normal : NetworkManager.Singleton.LogLevel;
|
||||
|
||||
// internal logging
|
||||
|
||||
/// <summary>
|
||||
/// Locally logs a info log with Netcode prefixing.
|
||||
/// </summary>
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogInfo(string message) => Debug.Log($"[Netcode] {message}");
|
||||
|
||||
/// <summary>
|
||||
/// Locally logs a warning log with Netcode prefixing.
|
||||
/// </summary>
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogWarning(string message) => Debug.LogWarning($"[Netcode] {message}");
|
||||
|
||||
/// <summary>
|
||||
/// Locally logs a error log with Netcode prefixing.
|
||||
/// </summary>
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogError(string message) => Debug.LogError($"[Netcode] {message}");
|
||||
|
||||
/// <summary>
|
||||
@@ -36,35 +51,58 @@ namespace Unity.Netcode
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogErrorServer(string message) => LogServer(message, LogType.Error);
|
||||
|
||||
internal static NetworkManager NetworkManagerOverride;
|
||||
|
||||
private static void LogServer(string message, LogType logType)
|
||||
{
|
||||
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
||||
// Get the sender of the local log
|
||||
ulong localId = NetworkManager.Singleton != null ? NetworkManager.Singleton.LocalClientId : 0;
|
||||
|
||||
ulong localId = networkManager?.LocalClientId ?? 0;
|
||||
bool isServer = networkManager?.IsServer ?? true;
|
||||
switch (logType)
|
||||
{
|
||||
case LogType.Info:
|
||||
LogInfoServerLocal(message, localId);
|
||||
if (isServer)
|
||||
{
|
||||
LogInfoServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogInfo(message);
|
||||
}
|
||||
break;
|
||||
case LogType.Warning:
|
||||
LogWarningServerLocal(message, localId);
|
||||
if (isServer)
|
||||
{
|
||||
LogWarningServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogWarning(message);
|
||||
}
|
||||
break;
|
||||
case LogType.Error:
|
||||
LogErrorServerLocal(message, localId);
|
||||
if (isServer)
|
||||
{
|
||||
LogErrorServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogError(message);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer && NetworkManager.Singleton.NetworkConfig.EnableNetworkLogs)
|
||||
if (!isServer && networkManager.NetworkConfig.EnableNetworkLogs)
|
||||
{
|
||||
|
||||
var networkMessage = new ServerLogMessage
|
||||
{
|
||||
LogType = logType,
|
||||
Message = message
|
||||
};
|
||||
var size = NetworkManager.Singleton.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
||||
var size = networkManager.ConnectionManager.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
||||
|
||||
NetworkManager.Singleton.NetworkMetrics.TrackServerLogSent(NetworkManager.ServerClientId, (uint)logType, size);
|
||||
networkManager.NetworkMetrics.TrackServerLogSent(NetworkManager.ServerClientId, (uint)logType, size);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Header placed at the start of each message batch
|
||||
/// </summary>
|
||||
internal struct BatchHeader : INetworkSerializeByMemcpy
|
||||
{
|
||||
/// <summary>
|
||||
/// Total number of messages in the batch.
|
||||
/// </summary>
|
||||
public ushort BatchSize;
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -68,14 +69,28 @@ namespace Unity.Netcode
|
||||
|
||||
if (clientIds == null)
|
||||
{
|
||||
throw new ArgumentNullException("You must pass in a valid clientId List");
|
||||
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
|
||||
}
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
for (var i = 0; i < clientIds.Count; ++i)
|
||||
{
|
||||
if (clientIds[i] == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeUnnamedMessage(
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageBuffer, Allocator.None),
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
var message = new UnnamedMessage
|
||||
{
|
||||
SendData = messageBuffer
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
@@ -92,11 +107,23 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
if (clientId == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeUnnamedMessage(
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageBuffer, Allocator.None),
|
||||
0
|
||||
);
|
||||
return;
|
||||
}
|
||||
}
|
||||
var message = new UnnamedMessage
|
||||
{
|
||||
SendData = messageBuffer
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
{
|
||||
@@ -124,14 +151,18 @@ namespace Unity.Netcode
|
||||
// We dont know what size to use. Try every (more collision prone)
|
||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
||||
messageHandler32(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
|
||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
||||
messageHandler64(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -142,15 +173,19 @@ namespace Unity.Netcode
|
||||
case HashSize.VarIntFourBytes:
|
||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
||||
messageHandler32(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
break;
|
||||
case HashSize.VarIntEightBytes:
|
||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
||||
messageHandler64(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -193,6 +228,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Sends a named message to all clients
|
||||
/// </summary>
|
||||
/// <param name="messageName">The message name to send</param>
|
||||
/// <param name="messageStream">The message stream containing the data</param>
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendNamedMessageToAll(string messageName, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
@@ -219,13 +255,27 @@ namespace Unity.Netcode
|
||||
hash = XXHash.Hash64(messageName);
|
||||
break;
|
||||
}
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
if (clientId == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeNamedMessage(
|
||||
hash,
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageStream, Allocator.None),
|
||||
0
|
||||
);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var message = new NamedMessage
|
||||
{
|
||||
Hash = hash,
|
||||
SendData = messageStream,
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
@@ -250,7 +300,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (clientIds == null)
|
||||
{
|
||||
throw new ArgumentNullException("You must pass in a valid clientId List");
|
||||
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
|
||||
}
|
||||
|
||||
ulong hash = 0;
|
||||
@@ -263,12 +313,27 @@ namespace Unity.Netcode
|
||||
hash = XXHash.Hash64(messageName);
|
||||
break;
|
||||
}
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
for (var i = 0; i < clientIds.Count; ++i)
|
||||
{
|
||||
if (clientIds[i] == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeNamedMessage(
|
||||
hash,
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageStream, Allocator.None),
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
var message = new NamedMessage
|
||||
{
|
||||
Hash = hash,
|
||||
SendData = messageStream
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
|
||||
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Default NetworkTransport Message Sender
|
||||
/// <see cref="NetworkMessageManager"/>
|
||||
/// </summary>
|
||||
internal class DefaultMessageSender : INetworkMessageSender
|
||||
{
|
||||
private NetworkTransport m_NetworkTransport;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
|
||||
public DefaultMessageSender(NetworkManager manager)
|
||||
{
|
||||
m_NetworkTransport = manager.NetworkConfig.NetworkTransport;
|
||||
m_ConnectionManager = manager.ConnectionManager;
|
||||
}
|
||||
|
||||
public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
|
||||
{
|
||||
var sendBuffer = batchData.ToTempByteArray();
|
||||
|
||||
m_NetworkTransport.Send(m_ConnectionManager.ClientIdToTransportId(clientId), sendBuffer, delivery);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ea6bdd38832d9947bb21c4b35bf61d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,15 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using Time = UnityEngine.Time;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal class DeferredMessageManager : IDeferredMessageManager
|
||||
internal class DeferredMessageManager : IDeferredNetworkMessageManager
|
||||
{
|
||||
protected struct TriggerData
|
||||
{
|
||||
public FastBufferReader Reader;
|
||||
public MessageHeader Header;
|
||||
public NetworkMessageHeader Header;
|
||||
public ulong SenderId;
|
||||
public float Timestamp;
|
||||
public int SerializedHeaderSize;
|
||||
@@ -20,7 +19,7 @@ namespace Unity.Netcode
|
||||
public NativeList<TriggerData> TriggerData;
|
||||
}
|
||||
|
||||
protected readonly Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
|
||||
protected readonly Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
|
||||
|
||||
private readonly NetworkManager m_NetworkManager;
|
||||
|
||||
@@ -37,7 +36,7 @@ namespace Unity.Netcode
|
||||
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
|
||||
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
|
||||
/// </summary>
|
||||
public virtual unsafe void DeferMessage(IDeferredMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
|
||||
public virtual unsafe void DeferMessage(IDeferredNetworkMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
|
||||
{
|
||||
if (!m_Triggers.TryGetValue(trigger, out var triggers))
|
||||
{
|
||||
@@ -49,7 +48,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
triggerInfo = new TriggerInfo
|
||||
{
|
||||
Expiry = Time.realtimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
|
||||
};
|
||||
triggers[key] = triggerInfo;
|
||||
@@ -77,7 +76,7 @@ namespace Unity.Netcode
|
||||
int index = 0;
|
||||
foreach (var kvp2 in kvp.Value)
|
||||
{
|
||||
if (kvp2.Value.Expiry < Time.realtimeSinceStartup)
|
||||
if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
|
||||
{
|
||||
staleKeys[index++] = kvp2.Key;
|
||||
PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value);
|
||||
@@ -91,7 +90,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PurgeTrigger(IDeferredMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
@@ -106,7 +105,7 @@ namespace Unity.Netcode
|
||||
triggerInfo.TriggerData.Dispose();
|
||||
}
|
||||
|
||||
public virtual void ProcessTriggers(IDeferredMessageManager.TriggerType trigger, ulong key)
|
||||
public virtual void ProcessTriggers(IDeferredNetworkMessageManager.TriggerType trigger, ulong key)
|
||||
{
|
||||
if (m_Triggers.TryGetValue(trigger, out var triggers))
|
||||
{
|
||||
@@ -117,7 +116,7 @@ namespace Unity.Netcode
|
||||
foreach (var deferredMessage in triggerInfo.TriggerData)
|
||||
{
|
||||
// Reader will be disposed within HandleMessage
|
||||
m_NetworkManager.MessagingSystem.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
|
||||
m_NetworkManager.ConnectionManager.MessageManager.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
|
||||
}
|
||||
|
||||
triggerInfo.TriggerData.Dispose();
|
||||
|
||||
43
Runtime/Messaging/DisconnectReasonMessage.cs
Normal file
43
Runtime/Messaging/DisconnectReasonMessage.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct DisconnectReasonMessage : INetworkMessage
|
||||
{
|
||||
public string Reason;
|
||||
|
||||
public int Version => 0;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
string reasonSent = Reason ?? string.Empty;
|
||||
|
||||
// Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message itself.
|
||||
// However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion on this side of things.
|
||||
// We just have to make sure the receiving side knows what version we sent it, since whoever has the higher version number is responsible for versioning and they may be the one with the higher version number.
|
||||
BytePacker.WriteValueBitPacked(writer, Version);
|
||||
|
||||
if (writer.TryBeginWrite(FastBufferWriter.GetWriteSize(reasonSent)))
|
||||
{
|
||||
writer.WriteValue(reasonSent);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(string.Empty);
|
||||
NetworkLog.LogWarning("Disconnect reason didn't fit. Disconnected without sending a reason. Consider shortening the reason string.");
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
// Since we don't get a ConnectionApprovedMessage, the version for this message is encded with the message itself.
|
||||
// This will override what we got from MessageManager... which will always be 0 here.
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out receivedMessageVersion);
|
||||
reader.ReadValueSafe(out Reason);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
((NetworkManager)context.SystemOwner).ConnectionManager.DisconnectReason = Reason;
|
||||
}
|
||||
};
|
||||
}
|
||||
11
Runtime/Messaging/DisconnectReasonMessage.cs.meta
Normal file
11
Runtime/Messaging/DisconnectReasonMessage.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d7742516058394f96999464f3ea32c71
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IDeferredMessageManager
|
||||
internal interface IDeferredNetworkMessageManager
|
||||
{
|
||||
internal enum TriggerType
|
||||
{
|
||||
@@ -2,14 +2,14 @@ using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ILPPMessageProvider : IMessageProvider
|
||||
internal struct ILPPMessageProvider : INetworkMessageProvider
|
||||
{
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// This is NOT modified by RuntimeAccessModifiersILPP right now, but is populated by ILPP.
|
||||
internal static readonly List<MessagingSystem.MessageWithHandler> __network_message_types = new List<MessagingSystem.MessageWithHandler>();
|
||||
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
|
||||
public List<MessagingSystem.MessageWithHandler> GetMessages()
|
||||
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
||||
{
|
||||
return __network_message_types;
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IMessageProvider
|
||||
{
|
||||
List<MessagingSystem.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,3 @@
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -40,8 +39,9 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal interface INetworkMessage
|
||||
{
|
||||
void Serialize(FastBufferWriter writer);
|
||||
bool Deserialize(FastBufferReader reader, ref NetworkContext context);
|
||||
void Serialize(FastBufferWriter writer, int targetVersion);
|
||||
bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion);
|
||||
void Handle(ref NetworkContext context);
|
||||
int Version { get; }
|
||||
}
|
||||
}
|
||||
|
||||
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface INetworkMessageProvider
|
||||
{
|
||||
List<NetworkMessageManager.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IMessageSender
|
||||
internal interface INetworkMessageSender
|
||||
{
|
||||
void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData);
|
||||
}
|
||||
@@ -2,25 +2,29 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct ChangeOwnershipMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public ulong OwnerClientId;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
writer.WriteValueSafe(this);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
reader.ReadValueSafe(out this);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ConnectionApprovedMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong OwnerClientId;
|
||||
public int NetworkTick;
|
||||
|
||||
@@ -13,14 +15,26 @@ namespace Unity.Netcode
|
||||
|
||||
private FastBufferReader m_ReceivedSceneObjectData;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public NativeArray<MessageVersionData> MessageVersions;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (!writer.TryBeginWrite(sizeof(ulong) + sizeof(int) + sizeof(int)))
|
||||
// ============================================================
|
||||
// BEGIN FORBIDDEN SEGMENT
|
||||
// DO NOT CHANGE THIS HEADER. Everything added to this message
|
||||
// must go AFTER the message version header.
|
||||
// ============================================================
|
||||
BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
|
||||
foreach (var messageVersion in MessageVersions)
|
||||
{
|
||||
throw new OverflowException($"Not enough space in the write buffer to serialize {nameof(ConnectionApprovedMessage)}");
|
||||
messageVersion.Serialize(writer);
|
||||
}
|
||||
writer.WriteValue(OwnerClientId);
|
||||
writer.WriteValue(NetworkTick);
|
||||
// ============================================================
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkTick);
|
||||
|
||||
uint sceneObjectCount = 0;
|
||||
if (SpawnedObjectsList != null)
|
||||
@@ -39,17 +53,19 @@ namespace Unity.Netcode
|
||||
++sceneObjectCount;
|
||||
}
|
||||
}
|
||||
|
||||
writer.Seek(pos);
|
||||
writer.WriteValue(sceneObjectCount);
|
||||
// Can't pack this value because its space is reserved, so it needs to always use all the reserved space.
|
||||
writer.WriteValueSafe(sceneObjectCount);
|
||||
writer.Seek(writer.Length);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValue(sceneObjectCount);
|
||||
writer.WriteValueSafe(sceneObjectCount);
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
@@ -57,13 +73,36 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!reader.TryBeginRead(sizeof(ulong) + sizeof(int) + sizeof(int)))
|
||||
// ============================================================
|
||||
// BEGIN FORBIDDEN SEGMENT
|
||||
// DO NOT CHANGE THIS HEADER. Everything added to this message
|
||||
// must go AFTER the message version header.
|
||||
// ============================================================
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out int length);
|
||||
var messageHashesInOrder = new NativeArray<uint>(length, Allocator.Temp);
|
||||
for (var i = 0; i < length; ++i)
|
||||
{
|
||||
throw new OverflowException($"Not enough space in the buffer to read {nameof(ConnectionApprovedMessage)}");
|
||||
}
|
||||
var messageVersion = new MessageVersionData();
|
||||
messageVersion.Deserialize(reader);
|
||||
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
|
||||
messageHashesInOrder[i] = messageVersion.Hash;
|
||||
|
||||
reader.ReadValue(out OwnerClientId);
|
||||
reader.ReadValue(out NetworkTick);
|
||||
// Update the received version since this message will always be passed version 0, due to the map not
|
||||
// being initialized until just now.
|
||||
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
|
||||
if (messageType == typeof(ConnectionApprovedMessage))
|
||||
{
|
||||
receivedMessageVersion = messageVersion.Version;
|
||||
}
|
||||
}
|
||||
networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
|
||||
messageHashesInOrder.Dispose();
|
||||
// ============================================================
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
|
||||
m_ReceivedSceneObjectData = reader;
|
||||
return true;
|
||||
}
|
||||
@@ -78,13 +117,17 @@ namespace Unity.Netcode
|
||||
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
|
||||
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
|
||||
|
||||
networkManager.LocalClient = new NetworkClient() { ClientId = networkManager.LocalClientId };
|
||||
networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
|
||||
networkManager.ConnectionManager.LocalClient.IsApproved = true;
|
||||
networkManager.ConnectionManager.LocalClient.ClientId = OwnerClientId;
|
||||
// Stop the client-side approval timeout coroutine since we are approved.
|
||||
networkManager.ConnectionManager.StopClientApprovalCoroutine();
|
||||
|
||||
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
|
||||
if (!networkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
networkManager.SpawnManager.DestroySceneObjects();
|
||||
m_ReceivedSceneObjectData.ReadValue(out uint sceneObjectCount);
|
||||
m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
|
||||
|
||||
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
|
||||
// to create a list to hold the data. This is a breach of convention for performance reasons.
|
||||
@@ -98,7 +141,7 @@ namespace Unity.Netcode
|
||||
// Mark the client being connected
|
||||
networkManager.IsConnectedClient = true;
|
||||
// When scene management is disabled we notify after everything is synchronized
|
||||
networkManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,35 @@
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ConnectionRequestMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong ConfigHash;
|
||||
|
||||
public byte[] ConnectionData;
|
||||
|
||||
public bool ShouldSendConnectionData;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public NativeArray<MessageVersionData> MessageVersions;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
// ============================================================
|
||||
// BEGIN FORBIDDEN SEGMENT
|
||||
// DO NOT CHANGE THIS HEADER. Everything added to this message
|
||||
// must go AFTER the message version header.
|
||||
// ============================================================
|
||||
BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
|
||||
foreach (var messageVersion in MessageVersions)
|
||||
{
|
||||
messageVersion.Serialize(writer);
|
||||
}
|
||||
// ============================================================
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
if (ShouldSendConnectionData)
|
||||
{
|
||||
writer.WriteValueSafe(ConfigHash);
|
||||
@@ -21,7 +41,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsServer)
|
||||
@@ -29,6 +49,30 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// BEGIN FORBIDDEN SEGMENT
|
||||
// DO NOT CHANGE THIS HEADER. Everything added to this message
|
||||
// must go AFTER the message version header.
|
||||
// ============================================================
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out int length);
|
||||
for (var i = 0; i < length; ++i)
|
||||
{
|
||||
var messageVersion = new MessageVersionData();
|
||||
messageVersion.Deserialize(reader);
|
||||
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
|
||||
|
||||
// Update the received version since this message will always be passed version 0, due to the map not
|
||||
// being initialized until just now.
|
||||
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
|
||||
if (messageType == typeof(ConnectionRequestMessage))
|
||||
{
|
||||
receivedMessageVersion = messageVersion.Version;
|
||||
}
|
||||
}
|
||||
// ============================================================
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
if (networkManager.NetworkConfig.ConnectionApproval)
|
||||
{
|
||||
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
|
||||
@@ -91,7 +135,7 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var senderId = context.SenderId;
|
||||
|
||||
if (networkManager.PendingClients.TryGetValue(senderId, out PendingClient client))
|
||||
if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
|
||||
{
|
||||
// Set to pending approval to prevent future connection requests from being approved
|
||||
client.ConnectionState = PendingClient.State.PendingApproval;
|
||||
@@ -99,17 +143,8 @@ namespace Unity.Netcode
|
||||
|
||||
if (networkManager.NetworkConfig.ConnectionApproval)
|
||||
{
|
||||
// Note: Delegate creation allocates.
|
||||
// Note: ToArray() also allocates. :(
|
||||
var response = new NetworkManager.ConnectionApprovalResponse();
|
||||
networkManager.ClientsToApprove[senderId] = response;
|
||||
|
||||
networkManager.ConnectionApprovalCallback(
|
||||
new NetworkManager.ConnectionApprovalRequest
|
||||
{
|
||||
Payload = ConnectionData,
|
||||
ClientNetworkId = senderId
|
||||
}, response);
|
||||
var messageRequest = this;
|
||||
networkManager.ConnectionManager.ApproveConnection(ref messageRequest, ref context);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -118,7 +153,7 @@ namespace Unity.Netcode
|
||||
Approved = true,
|
||||
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
|
||||
};
|
||||
networkManager.HandleConnectionApproval(senderId, response);
|
||||
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,15 +2,17 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct CreateObjectMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public NetworkObject.SceneObject ObjectInfo;
|
||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
ObjectInfo.Serialize(writer);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
@@ -21,7 +23,7 @@ namespace Unity.Netcode
|
||||
ObjectInfo.Deserialize(reader);
|
||||
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Header.Hash, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
m_ReceivedNetworkVariableData = reader;
|
||||
|
||||
@@ -2,15 +2,18 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct DestroyObjectMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public bool DestroyGameObject;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
writer.WriteValueSafe(this);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
writer.WriteValueSafe(DestroyGameObject);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
@@ -18,11 +21,12 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out this);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
reader.ReadValueSafe(out DestroyGameObject);
|
||||
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
23
Runtime/Messaging/Messages/MessageMetadata.cs
Normal file
23
Runtime/Messaging/Messages/MessageMetadata.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Conveys a version number on a remote node for the given message (identified by its hash)
|
||||
/// </summary>
|
||||
internal struct MessageVersionData
|
||||
{
|
||||
public uint Hash;
|
||||
public int Version;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
{
|
||||
writer.WriteValueSafe(Hash);
|
||||
BytePacker.WriteValueBitPacked(writer, Version);
|
||||
}
|
||||
|
||||
public void Deserialize(FastBufferReader reader)
|
||||
{
|
||||
reader.ReadValueSafe(out Hash);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out Version);
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Runtime/Messaging/Messages/MessageMetadata.cs.meta
Normal file
3
Runtime/Messaging/Messages/MessageMetadata.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 754d727b316b4263a2fa0d4c54fdad52
|
||||
timeCreated: 1666895514
|
||||
@@ -2,18 +2,20 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct NamedMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong Hash;
|
||||
public FastBufferWriter SendData;
|
||||
|
||||
private FastBufferReader m_ReceiveData;
|
||||
|
||||
public unsafe void Serialize(FastBufferWriter writer)
|
||||
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
writer.WriteValueSafe(Hash);
|
||||
writer.WriteBytesSafe(SendData.GetUnsafePtr(), SendData.Length);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
reader.ReadValueSafe(out Hash);
|
||||
m_ReceiveData = reader;
|
||||
|
||||
@@ -12,6 +12,8 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal struct NetworkVariableDeltaMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public ushort NetworkBehaviourIndex;
|
||||
|
||||
@@ -21,15 +23,15 @@ namespace Unity.Netcode
|
||||
|
||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
||||
{
|
||||
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
|
||||
}
|
||||
|
||||
writer.WriteValue(NetworkObjectId);
|
||||
writer.WriteValue(NetworkBehaviourIndex);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
|
||||
|
||||
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
@@ -38,7 +40,7 @@ namespace Unity.Netcode
|
||||
// This var does not belong to the currently iterating delivery group.
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
writer.WriteValueSafe((ushort)0);
|
||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -62,11 +64,21 @@ namespace Unity.Netcode
|
||||
shouldWrite = false;
|
||||
}
|
||||
|
||||
// The object containing the behaviour we're about to process is about to be shown to this client
|
||||
// As a result, the client will get the fully serialized NetworkVariable and would be confused by
|
||||
// an extraneous delta
|
||||
if (NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
|
||||
NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
|
||||
.Contains(NetworkBehaviour.NetworkObject))
|
||||
{
|
||||
shouldWrite = false;
|
||||
}
|
||||
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, 0);
|
||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -78,7 +90,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
var tempWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
|
||||
var tempWriter = new FastBufferWriter(NetworkBehaviour.NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkBehaviour.NetworkManager.MessageManager.FragmentedMessageMaxSize);
|
||||
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
|
||||
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
|
||||
|
||||
@@ -93,13 +105,6 @@ namespace Unity.Netcode
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
}
|
||||
|
||||
if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
||||
{
|
||||
NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(i);
|
||||
NetworkBehaviour.NetworkVariableIndexesToReset.Add(i);
|
||||
}
|
||||
|
||||
NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
||||
TargetClientId,
|
||||
NetworkBehaviour.NetworkObject,
|
||||
@@ -110,15 +115,10 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
||||
{
|
||||
throw new OverflowException($"Not enough data in the buffer to read {nameof(NetworkVariableDeltaMessage)}");
|
||||
}
|
||||
|
||||
reader.ReadValue(out NetworkObjectId);
|
||||
reader.ReadValue(out NetworkBehaviourIndex);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
|
||||
|
||||
m_ReceivedNetworkVariableData = reader;
|
||||
|
||||
@@ -206,7 +206,6 @@ namespace Unity.Netcode
|
||||
networkBehaviour.__getTypeName(),
|
||||
context.MessageSize);
|
||||
|
||||
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
|
||||
@@ -233,7 +232,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,32 +1,65 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ParentSyncMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
|
||||
public bool IsReparented;
|
||||
private byte m_BitField;
|
||||
|
||||
public bool WorldPositionStays
|
||||
{
|
||||
get => ByteUtility.GetBit(m_BitField, 0);
|
||||
set => ByteUtility.SetBit(ref m_BitField, 0, value);
|
||||
}
|
||||
|
||||
//If(Metadata.IsReparented)
|
||||
public bool IsLatestParentSet;
|
||||
public bool IsLatestParentSet
|
||||
{
|
||||
get => ByteUtility.GetBit(m_BitField, 1);
|
||||
set => ByteUtility.SetBit(ref m_BitField, 1, value);
|
||||
}
|
||||
|
||||
//If(IsLatestParentSet)
|
||||
public ulong? LatestParent;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
// Is set when the parent should be removed (similar to IsReparented functionality but only for removing the parent)
|
||||
public bool RemoveParent
|
||||
{
|
||||
writer.WriteValueSafe(NetworkObjectId);
|
||||
writer.WriteValueSafe(IsReparented);
|
||||
if (IsReparented)
|
||||
{
|
||||
writer.WriteValueSafe(IsLatestParentSet);
|
||||
if (IsLatestParentSet)
|
||||
{
|
||||
writer.WriteValueSafe((ulong)LatestParent);
|
||||
}
|
||||
}
|
||||
get => ByteUtility.GetBit(m_BitField, 2);
|
||||
set => ByteUtility.SetBit(ref m_BitField, 2, value);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
// These additional properties are used to synchronize clients with the current position,
|
||||
// rotation, and scale after parenting/de-parenting (world/local space relative). This
|
||||
// allows users to control the final child's transform values without having to have a
|
||||
// NetworkTransform component on the child. (i.e. picking something up)
|
||||
public Vector3 Position;
|
||||
public Quaternion Rotation;
|
||||
public Vector3 Scale;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
writer.WriteValueSafe(m_BitField);
|
||||
if (!RemoveParent)
|
||||
{
|
||||
if (IsLatestParentSet)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, LatestParent.Value);
|
||||
}
|
||||
}
|
||||
|
||||
// Whether parenting or removing a parent, we always update the position, rotation, and scale
|
||||
writer.WriteValueSafe(Position);
|
||||
writer.WriteValueSafe(Rotation);
|
||||
writer.WriteValueSafe(Scale);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
@@ -34,24 +67,27 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out NetworkObjectId);
|
||||
reader.ReadValueSafe(out IsReparented);
|
||||
if (IsReparented)
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
reader.ReadValueSafe(out m_BitField);
|
||||
if (!RemoveParent)
|
||||
{
|
||||
reader.ReadValueSafe(out IsLatestParentSet);
|
||||
if (IsLatestParentSet)
|
||||
{
|
||||
reader.ReadValueSafe(out ulong latestParent);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out ulong latestParent);
|
||||
LatestParent = latestParent;
|
||||
}
|
||||
}
|
||||
|
||||
// Whether parenting or removing a parent, we always update the position, rotation, and scale
|
||||
reader.ReadValueSafe(out Position);
|
||||
reader.ReadValueSafe(out Rotation);
|
||||
reader.ReadValueSafe(out Scale);
|
||||
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -59,8 +95,22 @@ namespace Unity.Netcode
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||
networkObject.SetNetworkParenting(IsReparented, LatestParent);
|
||||
networkObject.ApplyNetworkParenting();
|
||||
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
|
||||
networkObject.ApplyNetworkParenting(RemoveParent);
|
||||
|
||||
// We set all of the transform values after parenting as they are
|
||||
// the values of the server-side post-parenting transform values
|
||||
if (!WorldPositionStays)
|
||||
{
|
||||
networkObject.transform.localPosition = Position;
|
||||
networkObject.transform.localRotation = Rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
networkObject.transform.position = Position;
|
||||
networkObject.transform.rotation = Rotation;
|
||||
}
|
||||
networkObject.transform.localScale = Scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -8,29 +8,22 @@ namespace Unity.Netcode
|
||||
{
|
||||
public static unsafe void Serialize(ref FastBufferWriter writer, ref RpcMetadata metadata, ref FastBufferWriter payload)
|
||||
{
|
||||
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize<RpcMetadata>() + payload.Length))
|
||||
{
|
||||
throw new OverflowException("Not enough space in the buffer to store RPC data.");
|
||||
}
|
||||
|
||||
writer.WriteValue(metadata);
|
||||
writer.WriteBytes(payload.GetUnsafePtr(), payload.Length);
|
||||
BytePacker.WriteValueBitPacked(writer, metadata.NetworkObjectId);
|
||||
BytePacker.WriteValueBitPacked(writer, metadata.NetworkBehaviourId);
|
||||
BytePacker.WriteValueBitPacked(writer, metadata.NetworkRpcMethodId);
|
||||
writer.WriteBytesSafe(payload.GetUnsafePtr(), payload.Length);
|
||||
}
|
||||
|
||||
public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload)
|
||||
{
|
||||
int metadataSize = FastBufferWriter.GetWriteSize<RpcMetadata>();
|
||||
if (!reader.TryBeginRead(metadataSize))
|
||||
{
|
||||
throw new InvalidOperationException("Not enough data in the buffer to read RPC meta.");
|
||||
}
|
||||
|
||||
reader.ReadValue(out metadata);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkRpcMethodId);
|
||||
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -46,7 +39,7 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
payload = new FastBufferReader(reader.GetUnsafePtr() + metadataSize, Allocator.None, reader.Length - metadataSize);
|
||||
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
if (NetworkManager.__rpc_name_table.TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
|
||||
@@ -79,6 +72,14 @@ namespace Unity.Netcode
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(new Exception("Unhandled RPC exception!", ex));
|
||||
if (networkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
Debug.Log($"RPC Table Contents");
|
||||
foreach (var entry in NetworkManager.__rpc_func_table)
|
||||
{
|
||||
Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -92,17 +93,19 @@ namespace Unity.Netcode
|
||||
|
||||
internal struct ServerRpcMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public RpcMetadata Metadata;
|
||||
|
||||
public FastBufferWriter WriteBuffer;
|
||||
public FastBufferReader ReadBuffer;
|
||||
|
||||
public unsafe void Serialize(FastBufferWriter writer)
|
||||
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
||||
}
|
||||
|
||||
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
|
||||
}
|
||||
@@ -125,17 +128,19 @@ namespace Unity.Netcode
|
||||
|
||||
internal struct ClientRpcMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public RpcMetadata Metadata;
|
||||
|
||||
public FastBufferWriter WriteBuffer;
|
||||
public FastBufferReader ReadBuffer;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
|
||||
}
|
||||
|
||||
@@ -4,16 +4,18 @@ namespace Unity.Netcode
|
||||
// like most of the other messages when we have some more time and can come back and refactor this.
|
||||
internal struct SceneEventMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public SceneEventData EventData;
|
||||
|
||||
private FastBufferReader m_ReceivedData;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
EventData.Serialize(writer);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
m_ReceivedData = reader;
|
||||
return true;
|
||||
|
||||
@@ -2,6 +2,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct ServerLogMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public NetworkLog.LogType LogType;
|
||||
// It'd be lovely to be able to replace this with FixedString or NativeArray...
|
||||
// But it's not really practical. On the sending side, the user is likely to want
|
||||
@@ -11,13 +13,13 @@ namespace Unity.Netcode
|
||||
public string Message;
|
||||
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
writer.WriteValueSafe(LogType);
|
||||
BytePacker.WriteValuePacked(writer, Message);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (networkManager.IsServer && networkManager.NetworkConfig.EnableNetworkLogs)
|
||||
|
||||
@@ -2,21 +2,23 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct TimeSyncMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public int Tick;
|
||||
|
||||
public void Serialize(FastBufferWriter writer)
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
writer.WriteValueSafe(this);
|
||||
BytePacker.WriteValueBitPacked(writer, Tick);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
reader.ReadValueSafe(out this);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out Tick);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -2,15 +2,17 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct UnnamedMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public FastBufferWriter SendData;
|
||||
private FastBufferReader m_ReceivedData;
|
||||
|
||||
public unsafe void Serialize(FastBufferWriter writer)
|
||||
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
writer.WriteBytesSafe(SendData.GetUnsafePtr(), SendData.Length);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context)
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
m_ReceivedData = reader;
|
||||
return true;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user