2 Commits

Author SHA1 Message Date
Unity Technologies
4818405514 com.unity.netcode.gameobjects@1.0.0-pre.5
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.0.0-pre.5] - 2022-01-26

### Added

- Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528)

### Changed

- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)

### Fixed

- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
2022-01-26 00:00:00 +00:00
Unity Technologies
36d07fad5e com.unity.netcode.gameobjects@1.0.0-pre.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.0.0-pre.4] - 2021-01-04

### Added

- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)

### Removed

- Removed `com.unity.modules.ai` package dependency (#1565)
- 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)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

### 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)
2021-01-04 00:00:00 +00:00
70 changed files with 1985 additions and 717 deletions

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@@ -6,6 +6,53 @@ 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).
## [1.0.0-pre.5] - 2022-01-26
### Added
- Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528)
### Changed
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
### Fixed
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
## [1.0.0-pre.4] - 2021-01-04
### Added
- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)
### Removed
- Removed `com.unity.modules.ai` package dependency (#1565)
- 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)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)
- 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)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
## [1.0.0-pre.3] - 2021-10-22
### Added

View File

@@ -32,7 +32,7 @@ namespace Unity.Netcode.Components
private void FixedUpdate()
{
if (NetworkManager.IsListening)
if (IsSpawned)
{
if (HasAuthority != m_IsAuthority)
{
@@ -74,7 +74,6 @@ namespace Unity.Netcode.Components
/// <inheritdoc />
public override void OnNetworkDespawn()
{
m_IsAuthority = false;
UpdateRigidbodyKinematicMode();
}
}

View File

@@ -807,7 +807,7 @@ namespace Unity.Netcode.Components
// conditional to users only making transform update changes in FixedUpdate.
protected virtual void Update()
{
if (!NetworkObject.IsSpawned)
if (!IsSpawned)
{
return;
}

View File

@@ -264,6 +264,28 @@ namespace Unity.Netcode.Editor.CodeGen
});
}
public static void AddWarning(this List<DiagnosticMessage> diagnostics, string message)
{
diagnostics.AddWarning((SequencePoint)null, message);
}
public static void AddWarning(this List<DiagnosticMessage> diagnostics, MethodDefinition methodDefinition, string message)
{
diagnostics.AddWarning(methodDefinition.DebugInformation.SequencePoints.FirstOrDefault(), message);
}
public static void AddWarning(this List<DiagnosticMessage> diagnostics, SequencePoint sequencePoint, string message)
{
diagnostics.Add(new DiagnosticMessage
{
DiagnosticType = DiagnosticType.Warning,
File = sequencePoint?.Document.Url.Replace($"{Environment.CurrentDirectory}{Path.DirectorySeparatorChar}", ""),
Line = sequencePoint?.StartLine ?? 0,
Column = sequencePoint?.StartColumn ?? 0,
MessageData = $" - {message}"
});
}
public static void RemoveRecursiveReferences(this ModuleDefinition moduleDefinition)
{
// Weird behavior from Cecil: When importing a reference to a specific implementation of a generic

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@@ -0,0 +1,167 @@
using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using System.Reflection;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Mono.Cecil.Rocks;
using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing;
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
using MethodAttributes = Mono.Cecil.MethodAttributes;
namespace Unity.Netcode.Editor.CodeGen
{
internal sealed class INetworkSerializableILPP : ILPPInterface
{
public override ILPPInterface GetInstance() => this;
public override bool WillProcess(ICompiledAssembly compiledAssembly) =>
compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName ||
compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
{
if (!WillProcess(compiledAssembly))
{
return null;
}
m_Diagnostics.Clear();
// read
var assemblyDefinition = CodeGenHelpers.AssemblyDefinitionFor(compiledAssembly, out var resolver);
if (assemblyDefinition == null)
{
m_Diagnostics.AddError($"Cannot read assembly definition: {compiledAssembly.Name}");
return null;
}
// process
var mainModule = assemblyDefinition.MainModule;
if (mainModule != null)
{
try
{
if (ImportReferences(mainModule))
{
var types = mainModule.GetTypes()
.Where(t => t.Resolve().HasInterface(CodeGenHelpers.INetworkSerializable_FullName) && !t.Resolve().IsAbstract && t.Resolve().IsValueType)
.ToList();
// process `INetworkMessage` types
if (types.Count == 0)
{
return null;
}
CreateModuleInitializer(assemblyDefinition, types);
}
else
{
m_Diagnostics.AddError($"Cannot import references into main module: {mainModule.Name}");
}
}
catch (Exception e)
{
m_Diagnostics.AddError((e.ToString() + e.StackTrace.ToString()).Replace("\n", "|").Replace("\r", "|"));
}
}
else
{
m_Diagnostics.AddError($"Cannot get main module from assembly definition: {compiledAssembly.Name}");
}
mainModule.RemoveRecursiveReferences();
// write
var pe = new MemoryStream();
var pdb = new MemoryStream();
var writerParameters = new WriterParameters
{
SymbolWriterProvider = new PortablePdbWriterProvider(),
SymbolStream = pdb,
WriteSymbols = true
};
assemblyDefinition.Write(pe, writerParameters);
return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
}
private MethodReference m_InitializeDelegates_MethodRef;
private const string k_InitializeMethodName = nameof(NetworkVariableHelper.InitializeDelegates);
private bool ImportReferences(ModuleDefinition moduleDefinition)
{
var helperType = typeof(NetworkVariableHelper);
foreach (var methodInfo in helperType.GetMethods(BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public))
{
switch (methodInfo.Name)
{
case k_InitializeMethodName:
m_InitializeDelegates_MethodRef = moduleDefinition.ImportReference(methodInfo);
break;
}
}
return true;
}
private MethodDefinition GetOrCreateStaticConstructor(TypeDefinition typeDefinition)
{
var staticCtorMethodDef = typeDefinition.GetStaticConstructor();
if (staticCtorMethodDef == null)
{
staticCtorMethodDef = new MethodDefinition(
".cctor", // Static Constructor (constant-constructor)
MethodAttributes.HideBySig |
MethodAttributes.SpecialName |
MethodAttributes.RTSpecialName |
MethodAttributes.Static,
typeDefinition.Module.TypeSystem.Void);
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
typeDefinition.Methods.Add(staticCtorMethodDef);
}
return staticCtorMethodDef;
}
// 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)
// 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> networkSerializableTypes)
{
foreach (var typeDefinition in assembly.MainModule.Types)
{
if (typeDefinition.FullName == "<Module>")
{
var staticCtorMethodDef = GetOrCreateStaticConstructor(typeDefinition);
var processor = staticCtorMethodDef.Body.GetILProcessor();
var instructions = new List<Instruction>();
foreach (var type in networkSerializableTypes)
{
var method = new GenericInstanceMethod(m_InitializeDelegates_MethodRef);
method.GenericArguments.Add(type);
instructions.Add(processor.Create(OpCodes.Call, method));
}
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
break;
}
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64a0c1e708fa46a389d64e7b4708e6c7
timeCreated: 1635535237

View File

@@ -312,7 +312,11 @@ namespace Unity.Netcode.Editor.CodeGen
assemblies.Add(m_MainModule.Assembly);
foreach (var reference in m_MainModule.AssemblyReferences)
{
assemblies.Add(m_AssemblyResolver.Resolve(reference));
var assembly = m_AssemblyResolver.Resolve(reference);
if (assembly != null)
{
assemblies.Add(assembly);
}
}
var extensionConstructor =
@@ -575,15 +579,23 @@ namespace Unity.Netcode.Editor.CodeGen
{
if (method.GenericParameters[0].HasConstraints)
{
var meetsConstraints = true;
foreach (var constraint in method.GenericParameters[0].Constraints)
{
var resolvedConstraint = constraint.Resolve();
if (
(resolvedConstraint.IsInterface &&
checkType.HasInterface(resolvedConstraint.FullName))
!checkType.HasInterface(resolvedConstraint.FullName))
|| (resolvedConstraint.IsClass &&
checkType.Resolve().IsSubclassOf(resolvedConstraint.FullName)))
!checkType.Resolve().IsSubclassOf(resolvedConstraint.FullName))
|| (resolvedConstraint.Name == "ValueType" && !checkType.IsValueType))
{
meetsConstraints = false;
break;
}
}
if (meetsConstraints)
{
var instanceMethod = new GenericInstanceMethod(method);
instanceMethod.GenericArguments.Add(checkType);
@@ -593,7 +605,6 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
}
}
return null;
}
@@ -950,17 +961,23 @@ namespace Unity.Netcode.Editor.CodeGen
// writer.WriteValueSafe(param) for value types, OR
// writer.WriteValueSafe(param, -1, 0) for arrays of value types, OR
// writer.WriteValueSafe(param, false) for strings
instructions.Add(processor.Create(OpCodes.Ldloca, serializerLocIdx));
var method = methodRef.Resolve();
var checkParameter = method.Parameters[0];
var isExtensionMethod = false;
if (checkParameter.ParameterType.Resolve() ==
m_FastBufferWriter_TypeRef.MakeByReferenceType().Resolve())
if (methodRef.Resolve().DeclaringType != m_FastBufferWriter_TypeRef.Resolve())
{
isExtensionMethod = true;
checkParameter = method.Parameters[1];
}
if (checkParameter.IsIn)
if (!isExtensionMethod || method.Parameters[0].ParameterType.IsByReference)
{
instructions.Add(processor.Create(OpCodes.Ldloca, serializerLocIdx));
}
else
{
instructions.Add(processor.Create(OpCodes.Ldloc, serializerLocIdx));
}
if (checkParameter.IsIn || checkParameter.IsOut || checkParameter.ParameterType.IsByReference)
{
instructions.Add(processor.Create(OpCodes.Ldarga, paramIndex + 1));
}
@@ -1271,7 +1288,18 @@ namespace Unity.Netcode.Editor.CodeGen
if (foundMethodRef)
{
// reader.ReadValueSafe(out localVar);
var checkParameter = methodRef.Resolve().Parameters[0];
var isExtensionMethod = methodRef.Resolve().DeclaringType != m_FastBufferReader_TypeRef.Resolve();
if (!isExtensionMethod || checkParameter.ParameterType.IsByReference)
{
processor.Emit(OpCodes.Ldarga, 1);
}
else
{
processor.Emit(OpCodes.Ldarg, 1);
}
processor.Emit(OpCodes.Ldloca, localIndex);
if (paramType == typeSystem.String)
{

View File

@@ -52,6 +52,9 @@ namespace Unity.Netcode.Editor.CodeGen
case nameof(NetworkBehaviour):
ProcessNetworkBehaviour(typeDefinition);
break;
case nameof(NetworkVariableHelper):
ProcessNetworkVariableHelper(typeDefinition);
break;
case nameof(__RpcParams):
typeDefinition.IsPublic = true;
break;
@@ -100,6 +103,17 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
private void ProcessNetworkVariableHelper(TypeDefinition typeDefinition)
{
foreach (var methodDefinition in typeDefinition.Methods)
{
if (methodDefinition.Name == nameof(NetworkVariableHelper.InitializeDelegates))
{
methodDefinition.IsPublic = true;
}
}
}
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
{
foreach (var nestedType in typeDefinition.NestedTypes)

View File

@@ -15,7 +15,6 @@ namespace Unity.Netcode.Editor
private static GUIStyle s_HelpBoxStyle;
// Properties
private SerializedProperty m_DontDestroyOnLoadProperty;
private SerializedProperty m_RunInBackgroundProperty;
private SerializedProperty m_LogLevelProperty;
@@ -85,7 +84,6 @@ namespace Unity.Netcode.Editor
m_NetworkManager = (NetworkManager)target;
// Base properties
m_DontDestroyOnLoadProperty = serializedObject.FindProperty(nameof(NetworkManager.DontDestroy));
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
@@ -112,7 +110,6 @@ namespace Unity.Netcode.Editor
private void CheckNullProperties()
{
// Base properties
m_DontDestroyOnLoadProperty = serializedObject.FindProperty(nameof(NetworkManager.DontDestroy));
m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
@@ -223,7 +220,6 @@ namespace Unity.Netcode.Editor
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_DontDestroyOnLoadProperty);
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space();
@@ -363,7 +359,7 @@ 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/docs/tutorials/goldenpath_series/goldenpath_foundation_module";
const string targetUrl = "https://docs-multiplayer.unity3d.com/docs/tools/install-tools";
const string infoIconName = "console.infoicon";
if (PlayerPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, 0) != 0)

View File

@@ -0,0 +1,108 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace Unity.Netcode.Editor
{
#if UNITY_EDITOR
/// <summary>
/// Specialized editor specific NetworkManager code
/// </summary>
public class NetworkManagerHelper : NetworkManager.INetworkManagerHelper
{
internal static NetworkManagerHelper Singleton;
// This is primarily to handle multiInstance scenarios where more than 1 NetworkManager could exist
private static Dictionary<NetworkManager, Transform> s_LastKnownNetworkManagerParents = new Dictionary<NetworkManager, Transform>();
/// <summary>
/// Initializes the singleton instance and registers for:
/// Hierarchy changed notification: to notify the user when they nest a NetworkManager
/// Play mode state change notification: to capture when entering or exiting play mode (currently only exiting)
/// </summary>
[InitializeOnLoadMethod]
private static void InitializeOnload()
{
Singleton = new NetworkManagerHelper();
NetworkManager.NetworkManagerHelper = Singleton;
EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
}
private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
{
switch (playModeStateChange)
{
case PlayModeStateChange.ExitingEditMode:
{
s_LastKnownNetworkManagerParents.Clear();
break;
}
}
}
private static void EditorApplication_hierarchyChanged()
{
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
foreach (var networkManager in allNetworkManagers)
{
networkManager.NetworkManagerCheckForParent();
}
}
/// <summary>
/// Handles notifying the user, via display dialog window, that they have nested a NetworkManager.
/// When in edit mode it provides the option to automatically fix the issue
/// When in play mode it just notifies the user when entering play mode as well as when the user
/// tries to start a network session while a NetworkManager is still nested.
/// </summary>
public bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false)
{
var gameObject = networkManager.gameObject;
var transform = networkManager.transform;
var isParented = transform.root != transform;
var message = NetworkManager.GenerateNestedNetworkManagerMessage(transform);
if (s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && !ignoreNetworkManagerCache)
{
// If we have already notified the user, then don't notify them again
if (s_LastKnownNetworkManagerParents[networkManager] == transform.root)
{
return isParented;
}
else // If we are no longer a child, then we can remove ourself from this list
if (transform.root == gameObject.transform)
{
s_LastKnownNetworkManagerParents.Remove(networkManager);
}
}
if (!EditorApplication.isUpdating && isParented)
{
if (!EditorApplication.isPlaying && !editorTest)
{
message += $"Click 'Auto-Fix' to automatically remove it from {transform.root.gameObject.name} or 'Manual-Fix' to fix it yourself in the hierarchy view.";
if (EditorUtility.DisplayDialog("Invalid Nested NetworkManager", message, "Auto-Fix", "Manual-Fix"))
{
transform.parent = null;
isParented = false;
}
}
else
{
Debug.LogError(message);
}
if (!s_LastKnownNetworkManagerParents.ContainsKey(networkManager) && isParented)
{
s_LastKnownNetworkManagerParents.Add(networkManager, networkManager.transform.root);
}
}
return isParented;
}
}
#endif
}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3e168a2bc1a1e2642af0369780fb560c
guid: b26b53dc28ae1b5488bbbecc3e499bbc
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@@ -1,7 +1,7 @@
[![Forums](https://img.shields.io/badge/unity--forums-multiplayer-blue)](https://forum.unity.com/forums/multiplayer.26/) [![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=informational)](https://discord.gg/FM8SE9E)
[![Website](https://img.shields.io/badge/docs-website-informational.svg)](https://docs-multiplayer.unity3d.com/) [![Api](https://img.shields.io/badge/docs-api-informational.svg)](https://docs-multiplayer.unity3d.com/docs/mlapi-api/introduction)
Netcode for GameObjects provides networking capabilities to GameObject & MonoBehaviour Unity workflows. The framework is interoperable with many low-level transports, including the official [Unity Transport Package](https://docs.unity3d.com/Packages/com.unity.transport@1.0/manual/index.html).
Netcode for GameObjects provides networking capabilities to GameObject & MonoBehaviour Unity workflows. The framework is interoperable with many low-level transports, including the official [Unity Transport Package](https://docs-multiplayer.unity3d.com/transport/1.0.0/introduction).
### Getting Started
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.

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@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: f2ef964afcae91248b2298b479ed1b53
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,77 +0,0 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Queue with a fixed size
/// </summary>
/// <typeparam name="T">The type of the queue</typeparam>
public sealed class FixedQueue<T>
{
private readonly T[] m_Queue;
private int m_QueueCount = 0;
private int m_QueueStart;
/// <summary>
/// The amount of enqueued objects
/// </summary>
public int Count => m_QueueCount;
/// <summary>
/// Gets the element at a given virtual index
/// </summary>
/// <param name="index">The virtual index to get the item from</param>
/// <returns>The element at the virtual index</returns>
public T this[int index] => m_Queue[(m_QueueStart + index) % m_Queue.Length];
/// <summary>
/// Creates a new FixedQueue with a given size
/// </summary>
/// <param name="maxSize">The size of the queue</param>
public FixedQueue(int maxSize)
{
m_Queue = new T[maxSize];
m_QueueStart = 0;
}
/// <summary>
/// Enqueues an object
/// </summary>
/// <param name="t"></param>
/// <returns></returns>
public bool Enqueue(T t)
{
m_Queue[(m_QueueStart + m_QueueCount) % m_Queue.Length] = t;
if (++m_QueueCount > m_Queue.Length)
{
--m_QueueCount;
return true;
}
return false;
}
/// <summary>
/// Dequeues an object
/// </summary>
/// <returns></returns>
public T Dequeue()
{
if (--m_QueueCount == -1)
{
throw new IndexOutOfRangeException("Cannot dequeue empty queue!");
}
T res = m_Queue[m_QueueStart];
m_QueueStart = (m_QueueStart + 1) % m_Queue.Length;
return res;
}
/// <summary>
/// Gets the element at a given virtual index
/// </summary>
/// <param name="index">The virtual index to get the item from</param>
/// <returns>The element at the virtual index</returns>
public T ElementAt(int index) => m_Queue[(m_QueueStart + index) % m_Queue.Length];
}
}

View File

@@ -141,15 +141,15 @@ namespace Unity.Netcode
/// <summary>
/// Whether or not to enable Snapshot System for variable updates. Not supported in this version.
/// </summary>
public bool UseSnapshotDelta { get; } = false;
public bool UseSnapshotDelta { get; internal set; } = false;
/// <summary>
/// Whether or not to enable Snapshot System for spawn and despawn commands. Not supported in this version.
/// </summary>
public bool UseSnapshotSpawn { get; } = false;
public bool UseSnapshotSpawn { get; internal set; } = false;
/// <summary>
/// When Snapshot System spawn is enabled: max size of Snapshot Messages. Meant to fit MTU.
/// </summary>
public int SnapshotMaxSpawnUsage { get; } = 1200;
public int SnapshotMaxSpawnUsage { get; } = 1000;
public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
@@ -224,7 +224,7 @@ namespace Unity.Netcode
return m_ConfigHash.Value;
}
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
using (writer)
{
writer.WriteValueSafe(ProtocolVersion);

View File

@@ -5,6 +5,6 @@ namespace Unity.Netcode
/// </summary>
internal static class NetworkConstants
{
internal const string PROTOCOL_VERSION = "14.0.0";
internal const string PROTOCOL_VERSION = "15.0.0";
}
}

View File

@@ -82,7 +82,8 @@ namespace Unity.Netcode
SystemOwner = NetworkManager,
// header information isn't valid since it's not a real message.
// Passing false to canDefer prevents it being accessed.
Header = new MessageHeader()
Header = new MessageHeader(),
SerializedHeaderSize = 0,
};
message.Handle(tempBuffer, context, NetworkManager, NetworkManager.ServerClientId, false);
rpcMessageSize = tempBuffer.Length;
@@ -188,7 +189,8 @@ namespace Unity.Netcode
SystemOwner = NetworkManager,
// header information isn't valid since it's not a real message.
// Passing false to canDefer prevents it being accessed.
Header = new MessageHeader()
Header = new MessageHeader(),
SerializedHeaderSize = 0,
};
message.Handle(tempBuffer, context, NetworkManager, NetworkManager.ServerClientId, false);
messageSize = tempBuffer.Length;
@@ -282,10 +284,14 @@ namespace Unity.Netcode
m_NetworkObject = GetComponentInParent<NetworkObject>();
}
if (m_NetworkObject == null && NetworkLog.CurrentLogLevel <= LogLevel.Normal)
if (m_NetworkObject == null || NetworkManager.Singleton == null ||
(NetworkManager.Singleton != null && !NetworkManager.Singleton.ShutdownInProgress))
{
if (NetworkLog.CurrentLogLevel < LogLevel.Normal)
{
NetworkLog.LogWarning($"Could not get {nameof(NetworkObject)} for the {nameof(NetworkBehaviour)}. Are you missing a {nameof(NetworkObject)} component?");
}
}
return m_NetworkObject;
}

View File

@@ -73,6 +73,9 @@ namespace Unity.Netcode
}
}
private bool m_ShuttingDown;
private bool m_StopProcessingMessages;
private class NetworkManagerHooks : INetworkHooks
{
private NetworkManager m_NetworkManager;
@@ -116,7 +119,7 @@ namespace Unity.Netcode
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
{
return true;
return !m_NetworkManager.m_StopProcessingMessages;
}
public bool OnVerifyCanReceive(ulong senderId, Type messageType)
@@ -134,7 +137,7 @@ namespace Unity.Netcode
return false;
}
return true;
return !m_NetworkManager.m_StopProcessingMessages;
}
}
@@ -194,11 +197,6 @@ namespace Unity.Netcode
public NetworkTime ServerTime => NetworkTickSystem?.ServerTime ?? default;
/// <summary>
/// Gets or sets if the NetworkManager should be marked as DontDestroyOnLoad
/// </summary>
[HideInInspector] public bool DontDestroy = true;
/// <summary>
/// Gets or sets if the application should be set to run in background
/// </summary>
@@ -333,6 +331,9 @@ namespace Unity.Netcode
/// </summary>
public bool IsConnectedClient { get; internal set; }
public bool ShutdownInProgress { get { return m_ShuttingDown; } }
/// <summary>
/// The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects.
/// </summary>
@@ -345,8 +346,6 @@ namespace Unity.Netcode
/// </summary>
public event Action<ulong> OnClientDisconnectCallback = null;
internal void InvokeOnClientDisconnectCallback(ulong clientId) => OnClientDisconnectCallback?.Invoke(clientId);
/// <summary>
/// The callback to invoke once the server is ready
/// </summary>
@@ -486,6 +485,13 @@ namespace Unity.Netcode
private void Initialize(bool server)
{
// Don't allow the user to start a network session if the NetworkManager is
// still parented under another GameObject
if (NetworkManagerCheckForParent(true))
{
return;
}
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(Initialize));
@@ -556,8 +562,6 @@ namespace Unity.Netcode
SnapshotSystem = null;
}
SnapshotSystem = new SnapshotSystem(this);
if (server)
{
NetworkTimeSystem = NetworkTimeSystem.ServerTimeSystem();
@@ -570,6 +574,8 @@ namespace Unity.Netcode
NetworkTickSystem = new NetworkTickSystem(NetworkConfig.TickRate, 0, 0);
NetworkTickSystem.Tick += OnNetworkManagerTick;
SnapshotSystem = new SnapshotSystem(this, NetworkConfig, NetworkTickSystem);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
// This is used to remove entries not needed or invalid
@@ -937,11 +943,6 @@ namespace Unity.Netcode
private void OnEnable()
{
if (DontDestroy)
{
DontDestroyOnLoad(gameObject);
}
if (RunInBackground)
{
Application.runInBackground = true;
@@ -951,6 +952,11 @@ namespace Unity.Netcode
{
SetSingleton();
}
if (!NetworkManagerCheckForParent())
{
DontDestroyOnLoad(gameObject);
}
}
private void Awake()
@@ -958,6 +964,48 @@ namespace Unity.Netcode
UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
}
/// <summary>
/// Handle runtime detection for parenting the NetworkManager's GameObject under another GameObject
/// </summary>
private void OnTransformParentChanged()
{
NetworkManagerCheckForParent();
}
/// <summary>
/// Determines if the NetworkManager's GameObject is parented under another GameObject and
/// notifies the user that this is not allowed for the NetworkManager.
/// </summary>
internal bool NetworkManagerCheckForParent(bool ignoreNetworkManagerCache = false)
{
#if UNITY_EDITOR
var isParented = NetworkManagerHelper.NotifyUserOfNestedNetworkManager(this, ignoreNetworkManagerCache);
#else
var isParented = transform.root != transform;
if (isParented)
{
throw new Exception(GenerateNestedNetworkManagerMessage(transform));
}
#endif
return isParented;
}
static internal string GenerateNestedNetworkManagerMessage(Transform transform)
{
return $"{transform.name} is nested under {transform.root.name}. NetworkManager cannot be nested.\n";
}
#if UNITY_EDITOR
static internal INetworkManagerHelper NetworkManagerHelper;
/// <summary>
/// Interface for NetworkManagerHelper
/// </summary>
internal interface INetworkManagerHelper
{
bool NotifyUserOfNestedNetworkManager(NetworkManager networkManager, bool ignoreNetworkManagerCache = false, bool editorTest = false);
}
#endif
// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when unloading a scene with a NetworkManager
private void OnSceneUnloaded(Scene scene)
{
@@ -976,7 +1024,7 @@ namespace Unity.Netcode
// Note that this gets also called manually by OnSceneUnloaded and OnApplicationQuit
private void OnDestroy()
{
Shutdown();
ShutdownInternal();
UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
@@ -996,13 +1044,30 @@ namespace Unity.Netcode
/// Globally shuts down the library.
/// Disconnects clients if connected and stops server if running.
/// </summary>
public void Shutdown()
/// <param name="discardMessageQueue">
/// If false, any messages that are currently in the incoming queue will be handled,
/// and any messages in the outgoing queue will be sent, before the shutdown is processed.
/// If true, NetworkManager will shut down immediately, and any unprocessed or unsent messages
/// will be discarded.
/// </param>
public void Shutdown(bool discardMessageQueue = false)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(Shutdown));
}
m_ShuttingDown = true;
m_StopProcessingMessages = discardMessageQueue;
}
internal void ShutdownInternal()
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(ShutdownInternal));
}
if (IsServer)
{
// make sure all messages are flushed before transport disconnect clients
@@ -1075,11 +1140,15 @@ namespace Unity.Netcode
MessagingSystem = null;
}
if (NetworkConfig?.NetworkTransport != null)
{
NetworkConfig.NetworkTransport.OnTransportEvent -= HandleRawTransportPoll;
}
if (SpawnManager != null)
{
SpawnManager.DestroyNonSceneObjects();
SpawnManager.CleanupAllTriggers();
SpawnManager.DespawnAndDestroyNetworkObjects();
SpawnManager.ServerResetShudownStateForSceneObjects();
SpawnManager = null;
@@ -1114,6 +1183,8 @@ namespace Unity.Netcode
m_TransportIdToClientIdMap.Clear();
IsListening = false;
m_ShuttingDown = false;
m_StopProcessingMessages = false;
}
// INetworkUpdateSystem
@@ -1167,6 +1238,11 @@ namespace Unity.Netcode
return;
}
if (m_ShuttingDown && m_StopProcessingMessages)
{
return;
}
// Only update RTT here, server time is updated by time sync messages
var reset = NetworkTimeSystem.Advance(Time.deltaTime);
if (reset)
@@ -1182,10 +1258,19 @@ namespace Unity.Netcode
}
private void OnNetworkPostLateUpdate()
{
if (!m_ShuttingDown || !m_StopProcessingMessages)
{
MessagingSystem.ProcessSendQueues();
NetworkMetrics.DispatchFrame();
}
SpawnManager.CleanupStaleTriggers();
if (m_ShuttingDown)
{
ShutdownInternal();
}
}
/// <summary>
@@ -1312,6 +1397,8 @@ namespace Unity.Netcode
#endif
clientId = TransportIdToClientId(clientId);
OnClientDisconnectCallback?.Invoke(clientId);
m_TransportIdToClientIdMap.Remove(transportId);
m_ClientIdToTransportIdMap.Remove(clientId);
@@ -1328,9 +1415,6 @@ namespace Unity.Netcode
{
Shutdown();
}
OnClientDisconnectCallback?.Invoke(clientId);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportDisconnect.End();
#endif
@@ -1596,6 +1680,7 @@ namespace Unity.Netcode
}
else // Server just adds itself as an observer to all spawned NetworkObjects
{
LocalClient = client;
SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
InvokeOnClientConnectedCallback(ownerClientId);
}

View File

@@ -62,20 +62,63 @@ namespace Unity.Netcode
internal int TimesWritten;
}
internal class ClientData
{
internal struct SentSpawn // this struct also stores Despawns, not just Spawns
{
internal ulong SequenceNumber;
internal ulong ObjectId;
internal int Tick;
}
internal ushort SequenceNumber = 0; // the next sequence number to use for this client
internal ushort LastReceivedSequence = 0; // the last sequence number received by this client
internal ushort ReceivedSequenceMask = 0; // bitmask of the messages before the last one that we received.
internal int NextSpawnIndex = 0; // index of the last spawn sent. Used to cycle through spawns (LRU scheme)
internal int NextDespawnIndex = 0; // same as above, but for despawns.
// by objectId
// which spawns and despawns did this connection ack'ed ?
internal Dictionary<ulong, int> SpawnAck = new Dictionary<ulong, int>();
// list of spawn and despawns commands we sent, with sequence number
// need to manage acknowledgements
internal List<SentSpawn> SentSpawns = new List<SentSpawn>();
}
internal delegate int MockSendMessage(in SnapshotDataMessage message, NetworkDelivery delivery, ulong clientId);
internal delegate int MockSpawnObject(SnapshotSpawnCommand spawnCommand);
internal delegate int MockDespawnObject(SnapshotDespawnCommand despawnCommand);
// A table of NetworkVariables that constitutes a Snapshot.
// Stores serialized NetworkVariables
// todo --M1--
// The Snapshot will change for M1b with memory management, instead of just FreeMemoryPosition, there will be data structure
// around available buffer, etc.
internal class Snapshot
internal class SnapshotSystem : INetworkUpdateSystem, IDisposable
{
// todo --M1-- functionality to grow these will be needed in a later milestone
private const int k_MaxVariables = 2000;
private int m_MaxSpawns = 100;
private int m_MaxDespawns = 100;
internal int SpawnsBufferCount { get; private set; } = 100;
internal int DespawnsBufferCount { get; private set; } = 100;
private const int k_BufferSize = 30000;
private NetworkManager m_NetworkManager = default;
// by clientId
private Dictionary<ulong, ClientData> m_ClientData = new Dictionary<ulong, ClientData>();
private Dictionary<ulong, ConnectionRtt> m_ConnectionRtts = new Dictionary<ulong, ConnectionRtt>();
private bool m_UseSnapshotDelta;
private bool m_UseSnapshotSpawn;
private int m_SnapshotMaxSpawnUsage;
private NetworkTickSystem m_NetworkTickSystem;
private int m_CurrentTick = NetworkTickSystem.NoTick;
internal byte[] MainBuffer = new byte[k_BufferSize]; // buffer holding a snapshot in memory
internal byte[] RecvBuffer = new byte[k_BufferSize]; // buffer holding the received snapshot message
@@ -90,23 +133,17 @@ namespace Unity.Netcode
internal SnapshotDespawnCommand[] Despawns;
internal int NumDespawns = 0;
internal NetworkManager NetworkManager;
// indexed by ObjectId
internal Dictionary<ulong, int> TickAppliedSpawn = new Dictionary<ulong, int>();
internal Dictionary<ulong, int> TickAppliedDespawn = new Dictionary<ulong, int>();
/// <summary>
/// Constructor
/// Allocated a MemoryStream to be reused for this Snapshot
/// </summary>
internal Snapshot()
{
// we ask for twice as many slots because there could end up being one free spot between each pair of slot used
Allocator = new IndexAllocator(k_BufferSize, k_MaxVariables * 2);
Spawns = new SnapshotSpawnCommand[m_MaxSpawns];
Despawns = new SnapshotDespawnCommand[m_MaxDespawns];
}
internal bool IsServer { get; set; }
internal bool IsConnectedClient { get; set; }
internal ulong ServerClientId { get; set; }
internal List<ulong> ConnectedClientsId { get; } = new List<ulong>();
internal MockSendMessage MockSendMessage { get; set; }
internal MockSpawnObject MockSpawnObject { get; set; }
internal MockDespawnObject MockDespawnObject { get; set; }
internal void Clear()
{
@@ -156,15 +193,15 @@ namespace Unity.Netcode
List<ulong> clientList;
clientList = new List<ulong>();
if (!NetworkManager.IsServer)
if (!IsServer)
{
clientList.Add(NetworkManager.ServerClientId);
clientList.Add(m_NetworkManager.ServerClientId);
}
else
{
foreach (var clientId in NetworkManager.ConnectedClientsIds)
foreach (var clientId in ConnectedClientsId)
{
if (clientId != NetworkManager.ServerClientId)
if (clientId != m_NetworkManager.ServerClientId)
{
clientList.Add(clientId);
}
@@ -176,14 +213,14 @@ namespace Unity.Netcode
internal void AddSpawn(SnapshotSpawnCommand command)
{
if (NumSpawns >= m_MaxSpawns)
if (NumSpawns >= SpawnsBufferCount)
{
Array.Resize(ref Spawns, 2 * m_MaxSpawns);
m_MaxSpawns = m_MaxSpawns * 2;
Array.Resize(ref Spawns, 2 * SpawnsBufferCount);
SpawnsBufferCount = SpawnsBufferCount * 2;
// Debug.Log($"[JEFF] spawn size is now {m_MaxSpawns}");
}
if (NumSpawns < m_MaxSpawns)
if (NumSpawns < SpawnsBufferCount)
{
if (command.TargetClientIds == default)
{
@@ -208,14 +245,14 @@ namespace Unity.Netcode
internal void AddDespawn(SnapshotDespawnCommand command)
{
if (NumDespawns >= m_MaxDespawns)
if (NumDespawns >= DespawnsBufferCount)
{
Array.Resize(ref Despawns, 2 * m_MaxDespawns);
m_MaxDespawns = m_MaxDespawns * 2;
Array.Resize(ref Despawns, 2 * DespawnsBufferCount);
DespawnsBufferCount = DespawnsBufferCount * 2;
// Debug.Log($"[JEFF] despawn size is now {m_MaxDespawns}");
}
if (NumDespawns < m_MaxDespawns)
if (NumDespawns < DespawnsBufferCount)
{
if (command.TargetClientIds == default)
{
@@ -229,6 +266,17 @@ namespace Unity.Netcode
}
}
internal void ReduceBufferUsage()
{
var count = Math.Max(1, NumDespawns);
Array.Resize(ref Despawns, count);
DespawnsBufferCount = count;
count = Math.Max(1, NumSpawns);
Array.Resize(ref Spawns, count);
SpawnsBufferCount = count;
}
internal ClientData.SentSpawn GetSpawnData(in ClientData clientData, in SnapshotSpawnCommand spawn, out SnapshotDataMessage.SpawnData data)
{
// remember which spawn we sent this connection with which sequence number
@@ -417,7 +465,54 @@ namespace Unity.Netcode
}
}
internal void ReadSpawns(in SnapshotDataMessage message)
internal void SpawnObject(SnapshotSpawnCommand spawnCommand, ulong srcClientId)
{
if (m_NetworkManager)
{
NetworkObject networkObject;
if (spawnCommand.ParentNetworkId == spawnCommand.NetworkObjectId)
{
networkObject = m_NetworkManager.SpawnManager.CreateLocalNetworkObject(false,
spawnCommand.GlobalObjectIdHash, spawnCommand.OwnerClientId, null, spawnCommand.ObjectPosition,
spawnCommand.ObjectRotation);
}
else
{
networkObject = m_NetworkManager.SpawnManager.CreateLocalNetworkObject(false,
spawnCommand.GlobalObjectIdHash, spawnCommand.OwnerClientId, spawnCommand.ParentNetworkId, spawnCommand.ObjectPosition,
spawnCommand.ObjectRotation);
}
m_NetworkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, spawnCommand.NetworkObjectId,
true, spawnCommand.IsPlayerObject, spawnCommand.OwnerClientId, false);
//todo: discuss with tools how to report shared bytes
m_NetworkManager.NetworkMetrics.TrackObjectSpawnReceived(srcClientId, networkObject, 8);
}
else
{
MockSpawnObject(spawnCommand);
}
}
internal void DespawnObject(SnapshotDespawnCommand despawnCommand, ulong srcClientId)
{
if (m_NetworkManager)
{
m_NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(despawnCommand.NetworkObjectId,
out NetworkObject networkObject);
m_NetworkManager.SpawnManager.OnDespawnObject(networkObject, true);
//todo: discuss with tools how to report shared bytes
m_NetworkManager.NetworkMetrics.TrackObjectDestroyReceived(srcClientId, networkObject, 8);
}
else
{
MockDespawnObject(despawnCommand);
}
}
internal void ReadSpawns(in SnapshotDataMessage message, ulong srcClientId)
{
SnapshotSpawnCommand spawnCommand;
SnapshotDespawnCommand despawnCommand;
@@ -436,16 +531,7 @@ namespace Unity.Netcode
// Debug.Log($"[Spawn] {spawnCommand.NetworkObjectId} {spawnCommand.TickWritten}");
if (spawnCommand.ParentNetworkId == spawnCommand.NetworkObjectId)
{
var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(false, spawnCommand.GlobalObjectIdHash, spawnCommand.OwnerClientId, null, spawnCommand.ObjectPosition, spawnCommand.ObjectRotation);
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, spawnCommand.NetworkObjectId, true, spawnCommand.IsPlayerObject, spawnCommand.OwnerClientId, false);
}
else
{
var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(false, spawnCommand.GlobalObjectIdHash, spawnCommand.OwnerClientId, spawnCommand.ParentNetworkId, spawnCommand.ObjectPosition, spawnCommand.ObjectRotation);
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, spawnCommand.NetworkObjectId, true, spawnCommand.IsPlayerObject, spawnCommand.OwnerClientId, false);
}
SpawnObject(spawnCommand, srcClientId);
}
for (var i = 0; i < message.Despawns.Length; i++)
{
@@ -461,10 +547,7 @@ namespace Unity.Netcode
// Debug.Log($"[DeSpawn] {despawnCommand.NetworkObjectId} {despawnCommand.TickWritten}");
NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(despawnCommand.NetworkObjectId,
out NetworkObject networkObject);
NetworkManager.SpawnManager.OnDespawnObject(networkObject, true);
DespawnObject(despawnCommand, srcClientId);
}
}
@@ -569,7 +652,7 @@ namespace Unity.Netcode
/// <param name="key">The key to search for</param>
private NetworkVariableBase FindNetworkVar(VariableKey key)
{
var spawnedObjects = NetworkManager.SpawnManager.SpawnedObjects;
var spawnedObjects = m_NetworkManager.SpawnManager.SpawnedObjects;
if (spawnedObjects.ContainsKey(key.NetworkObjectId))
{
@@ -580,61 +663,49 @@ namespace Unity.Netcode
return null;
}
}
internal class ClientData
{
internal struct SentSpawn // this struct also stores Despawns, not just Spawns
{
internal ulong SequenceNumber;
internal ulong ObjectId;
internal int Tick;
}
internal ushort SequenceNumber = 0; // the next sequence number to use for this client
internal ushort LastReceivedSequence = 0; // the last sequence number received by this client
internal ushort ReceivedSequenceMask = 0; // bitmask of the messages before the last one that we received.
internal int NextSpawnIndex = 0; // index of the last spawn sent. Used to cycle through spawns (LRU scheme)
internal int NextDespawnIndex = 0; // same as above, but for despawns.
// by objectId
// which spawns and despawns did this connection ack'ed ?
internal Dictionary<ulong, int> SpawnAck = new Dictionary<ulong, int>();
// list of spawn and despawns commands we sent, with sequence number
// need to manage acknowledgements
internal List<SentSpawn> SentSpawns = new List<SentSpawn>();
}
internal class SnapshotSystem : INetworkUpdateSystem, IDisposable
{
// temporary, debugging sentinels
internal const ushort SentinelBefore = 0x4246;
internal const ushort SentinelAfter = 0x89CE;
private NetworkManager m_NetworkManager = default;
private Snapshot m_Snapshot = default;
// by clientId
private Dictionary<ulong, ClientData> m_ClientData = new Dictionary<ulong, ClientData>();
private Dictionary<ulong, ConnectionRtt> m_ConnectionRtts = new Dictionary<ulong, ConnectionRtt>();
private int m_CurrentTick = NetworkTickSystem.NoTick;
/// <summary>
/// Constructor
/// </summary>
/// Registers the snapshot system for early updates, keeps reference to the NetworkManager
internal SnapshotSystem(NetworkManager networkManager)
internal SnapshotSystem(NetworkManager networkManager, NetworkConfig config, NetworkTickSystem networkTickSystem)
{
m_Snapshot = new Snapshot();
m_NetworkManager = networkManager;
m_Snapshot.NetworkManager = networkManager;
m_NetworkTickSystem = networkTickSystem;
m_UseSnapshotDelta = config.UseSnapshotDelta;
m_UseSnapshotSpawn = config.UseSnapshotSpawn;
m_SnapshotMaxSpawnUsage = config.SnapshotMaxSpawnUsage;
UpdateClientServerData();
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
// we ask for twice as many slots because there could end up being one free spot between each pair of slot used
Allocator = new IndexAllocator(k_BufferSize, k_MaxVariables * 2);
Spawns = new SnapshotSpawnCommand[SpawnsBufferCount];
Despawns = new SnapshotDespawnCommand[DespawnsBufferCount];
}
// since we don't want to access the NetworkManager directly, we refresh those values on Update
internal void UpdateClientServerData()
{
if (m_NetworkManager)
{
IsServer = m_NetworkManager.IsServer;
IsConnectedClient = m_NetworkManager.IsConnectedClient;
ServerClientId = m_NetworkManager.ServerClientId;
// todo: This is extremely inefficient. What is the efficient and idiomatic way ?
ConnectedClientsId.Clear();
if (IsServer)
{
foreach (var id in m_NetworkManager.ConnectedClientsIds)
{
ConnectedClientsId.Add(id);
}
}
}
}
internal ConnectionRtt GetConnectionRtt(ulong clientId)
@@ -658,34 +729,36 @@ namespace Unity.Netcode
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
if (!m_NetworkManager.NetworkConfig.UseSnapshotDelta && !m_NetworkManager.NetworkConfig.UseSnapshotSpawn)
if (!m_UseSnapshotDelta && !m_UseSnapshotSpawn)
{
return;
}
if (updateStage == NetworkUpdateStage.EarlyUpdate)
{
var tick = m_NetworkManager.NetworkTickSystem.LocalTime.Tick;
UpdateClientServerData();
var tick = m_NetworkTickSystem.LocalTime.Tick;
if (tick != m_CurrentTick)
{
m_CurrentTick = tick;
if (m_NetworkManager.IsServer)
if (IsServer)
{
for (int i = 0; i < m_NetworkManager.ConnectedClientsList.Count; i++)
for (int i = 0; i < ConnectedClientsId.Count; i++)
{
var clientId = m_NetworkManager.ConnectedClientsList[i].ClientId;
var clientId = ConnectedClientsId[i];
// don't send to ourselves
if (clientId != m_NetworkManager.ServerClientId)
if (clientId != ServerClientId)
{
SendSnapshot(clientId);
}
}
}
else if (m_NetworkManager.IsConnectedClient)
else if (IsConnectedClient)
{
SendSnapshot(m_NetworkManager.ServerClientId);
SendSnapshot(ServerClientId);
}
}
@@ -721,12 +794,12 @@ namespace Unity.Netcode
{
CurrentTick = m_CurrentTick,
Sequence = sequence,
Range = (ushort)m_Snapshot.Allocator.Range,
Range = (ushort)Allocator.Range,
// todo --M1--
// this sends the whole buffer
// we'll need to build a per-client list
SendMainBuffer = m_Snapshot.MainBuffer,
SendMainBuffer = MainBuffer,
Ack = new SnapshotDataMessage.AckData
{
@@ -740,7 +813,14 @@ namespace Unity.Netcode
WriteIndex(ref message);
WriteSpawns(ref message, clientId);
if (m_NetworkManager)
{
m_NetworkManager.SendMessage(message, NetworkDelivery.Unreliable, clientId);
}
else
{
MockSendMessage(message, NetworkDelivery.Unreliable, clientId);
}
m_ClientData[clientId].LastReceivedSequence = 0;
@@ -791,51 +871,51 @@ namespace Unity.Netcode
ClientData clientData = m_ClientData[clientId];
// this is needed because spawns being removed may have reduce the size below LRU position
if (m_Snapshot.NumSpawns > 0)
if (NumSpawns > 0)
{
clientData.NextSpawnIndex %= m_Snapshot.NumSpawns;
clientData.NextSpawnIndex %= NumSpawns;
}
else
{
clientData.NextSpawnIndex = 0;
}
if (m_Snapshot.NumDespawns > 0)
if (NumDespawns > 0)
{
clientData.NextDespawnIndex %= m_Snapshot.NumDespawns;
clientData.NextDespawnIndex %= NumDespawns;
}
else
{
clientData.NextDespawnIndex = 0;
}
message.Spawns = new NativeList<SnapshotDataMessage.SpawnData>(m_Snapshot.NumSpawns, Allocator.TempJob);
message.Despawns = new NativeList<SnapshotDataMessage.DespawnData>(m_Snapshot.NumDespawns, Allocator.TempJob);
message.Spawns = new NativeList<SnapshotDataMessage.SpawnData>(NumSpawns, Collections.Allocator.TempJob);
message.Despawns = new NativeList<SnapshotDataMessage.DespawnData>(NumDespawns, Collections.Allocator.TempJob);
var spawnUsage = 0;
for (var j = 0; j < m_Snapshot.NumSpawns && !overSize; j++)
for (var j = 0; j < NumSpawns && !overSize; j++)
{
var index = clientData.NextSpawnIndex;
// todo: re-enable ShouldWriteSpawn, once we have a mechanism to not let despawn pass in front of spawns
if (m_Snapshot.Spawns[index].TargetClientIds.Contains(clientId) /*&& ShouldWriteSpawn(m_Snapshot.Spawns[index])*/)
if (Spawns[index].TargetClientIds.Contains(clientId) /*&& ShouldWriteSpawn(Spawns[index])*/)
{
spawnUsage += FastBufferWriter.GetWriteSize<SnapshotDataMessage.SpawnData>();
// limit spawn sizes, compare current pos to very first position we wrote to
if (spawnUsage > m_NetworkManager.NetworkConfig.SnapshotMaxSpawnUsage)
if (spawnUsage > m_SnapshotMaxSpawnUsage)
{
overSize = true;
break;
}
var sentSpawn = m_Snapshot.GetSpawnData(clientData, in m_Snapshot.Spawns[index], out var spawn);
var sentSpawn = GetSpawnData(clientData, in Spawns[index], out var spawn);
message.Spawns.Add(spawn);
m_Snapshot.Spawns[index].TimesWritten++;
Spawns[index].TimesWritten++;
clientData.SentSpawns.Add(sentSpawn);
spawnWritten++;
}
clientData.NextSpawnIndex = (clientData.NextSpawnIndex + 1) % m_Snapshot.NumSpawns;
clientData.NextSpawnIndex = (clientData.NextSpawnIndex + 1) % NumSpawns;
}
// even though we might have a spawn we could not fit, it's possible despawns will fit (they're smaller)
@@ -846,28 +926,28 @@ namespace Unity.Netcode
// As-is it is overly restrictive but allows us to go forward without the spawn/despawn dependency check
// overSize = false;
for (var j = 0; j < m_Snapshot.NumDespawns && !overSize; j++)
for (var j = 0; j < NumDespawns && !overSize; j++)
{
var index = clientData.NextDespawnIndex;
// todo: re-enable ShouldWriteSpawn, once we have a mechanism to not let despawn pass in front of spawns
if (m_Snapshot.Despawns[index].TargetClientIds.Contains(clientId) /*&& ShouldWriteDespawn(m_Snapshot.Despawns[index])*/)
if (Despawns[index].TargetClientIds.Contains(clientId) /*&& ShouldWriteDespawn(Despawns[index])*/)
{
spawnUsage += FastBufferWriter.GetWriteSize<SnapshotDataMessage.DespawnData>();
// limit spawn sizes, compare current pos to very first position we wrote to
if (spawnUsage > m_NetworkManager.NetworkConfig.SnapshotMaxSpawnUsage)
if (spawnUsage > m_SnapshotMaxSpawnUsage)
{
overSize = true;
break;
}
var sentDespawn = m_Snapshot.GetDespawnData(clientData, in m_Snapshot.Despawns[index], out var despawn);
var sentDespawn = GetDespawnData(clientData, in Despawns[index], out var despawn);
message.Despawns.Add(despawn);
m_Snapshot.Despawns[index].TimesWritten++;
Despawns[index].TimesWritten++;
clientData.SentSpawns.Add(sentDespawn);
despawnWritten++;
}
clientData.NextDespawnIndex = (clientData.NextDespawnIndex + 1) % m_Snapshot.NumDespawns;
clientData.NextDespawnIndex = (clientData.NextDespawnIndex + 1) % NumDespawns;
}
}
@@ -877,10 +957,10 @@ namespace Unity.Netcode
/// <param name="message">The message to write the index to</param>
private void WriteIndex(ref SnapshotDataMessage message)
{
message.Entries = new NativeList<SnapshotDataMessage.EntryData>(m_Snapshot.LastEntry, Allocator.TempJob);
for (var i = 0; i < m_Snapshot.LastEntry; i++)
message.Entries = new NativeList<SnapshotDataMessage.EntryData>(LastEntry, Collections.Allocator.TempJob);
for (var i = 0; i < LastEntry; i++)
{
var entryMeta = m_Snapshot.Entries[i];
var entryMeta = Entries[i];
var entry = entryMeta.Key;
message.Entries.Add(new SnapshotDataMessage.EntryData
{
@@ -897,7 +977,7 @@ namespace Unity.Netcode
internal void Spawn(SnapshotSpawnCommand command)
{
command.TickWritten = m_CurrentTick;
m_Snapshot.AddSpawn(command);
AddSpawn(command);
// Debug.Log($"[Spawn] {command.NetworkObjectId} {command.TickWritten}");
}
@@ -905,7 +985,7 @@ namespace Unity.Netcode
internal void Despawn(SnapshotDespawnCommand command)
{
command.TickWritten = m_CurrentTick;
m_Snapshot.AddDespawn(command);
AddDespawn(command);
// Debug.Log($"[DeSpawn] {command.NetworkObjectId} {command.TickWritten}");
}
@@ -922,35 +1002,35 @@ namespace Unity.Netcode
k.NetworkObjectId = networkObjectId;
k.BehaviourIndex = (ushort)behaviourIndex;
k.VariableIndex = (ushort)variableIndex;
k.TickWritten = m_NetworkManager.NetworkTickSystem.LocalTime.Tick;
k.TickWritten = m_NetworkTickSystem.LocalTime.Tick;
int pos = m_Snapshot.Find(k);
int pos = Find(k);
if (pos == Entry.NotFound)
{
pos = m_Snapshot.AddEntry(k);
pos = AddEntry(k);
}
m_Snapshot.Entries[pos].Key.TickWritten = k.TickWritten;
Entries[pos].Key.TickWritten = k.TickWritten;
WriteVariableToSnapshot(m_Snapshot, networkVariable, pos);
WriteVariable(networkVariable, pos);
}
private unsafe void WriteVariableToSnapshot(Snapshot snapshot, NetworkVariableBase networkVariable, int index)
private unsafe void WriteVariable(NetworkVariableBase networkVariable, int index)
{
// write var into buffer, possibly adjusting entry's position and Length
var varBuffer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
var varBuffer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Collections.Allocator.Temp);
using (varBuffer)
{
networkVariable.WriteDelta(varBuffer);
if (varBuffer.Length > snapshot.Entries[index].Length)
if (varBuffer.Length > Entries[index].Length)
{
// allocate this Entry's buffer
snapshot.AllocateEntry(ref snapshot.Entries[index], index, (int)varBuffer.Length);
AllocateEntry(ref Entries[index], index, (int)varBuffer.Length);
}
fixed (byte* buffer = snapshot.MainBuffer)
fixed (byte* buffer = MainBuffer)
{
UnsafeUtility.MemCpy(buffer + snapshot.Entries[index].Position, varBuffer.GetUnsafePtr(), varBuffer.Length);
UnsafeUtility.MemCpy(buffer + Entries[index].Position, varBuffer.GetUnsafePtr(), varBuffer.Length);
}
}
}
@@ -1009,10 +1089,10 @@ namespace Unity.Netcode
// without this, we incur extra retransmit, not a catastrophic failure
}
m_Snapshot.ReadBuffer(message);
m_Snapshot.ReadIndex(message);
m_Snapshot.ReadAcks(clientId, m_ClientData[clientId], message, GetConnectionRtt(clientId));
m_Snapshot.ReadSpawns(message);
ReadBuffer(message);
ReadIndex(message);
ReadAcks(clientId, m_ClientData[clientId], message, GetConnectionRtt(clientId));
ReadSpawns(message, clientId);
}
// todo --M1--
@@ -1024,14 +1104,14 @@ namespace Unity.Netcode
table += $"We're clientId {m_NetworkManager.LocalClientId}\n";
table += "=== Variables ===\n";
for (int i = 0; i < m_Snapshot.LastEntry; i++)
for (int i = 0; i < LastEntry; i++)
{
table += string.Format("NetworkVariable {0}:{1}:{2} written {5}, range [{3}, {4}] ", m_Snapshot.Entries[i].Key.NetworkObjectId, m_Snapshot.Entries[i].Key.BehaviourIndex,
m_Snapshot.Entries[i].Key.VariableIndex, m_Snapshot.Entries[i].Position, m_Snapshot.Entries[i].Position + m_Snapshot.Entries[i].Length, m_Snapshot.Entries[i].Key.TickWritten);
table += string.Format("NetworkVariable {0}:{1}:{2} written {5}, range [{3}, {4}] ", Entries[i].Key.NetworkObjectId, Entries[i].Key.BehaviourIndex,
Entries[i].Key.VariableIndex, Entries[i].Position, Entries[i].Position + Entries[i].Length, Entries[i].Key.TickWritten);
for (int j = 0; j < m_Snapshot.Entries[i].Length && j < 4; j++)
for (int j = 0; j < Entries[i].Length && j < 4; j++)
{
table += m_Snapshot.MainBuffer[m_Snapshot.Entries[i].Position + j].ToString("X2") + " ";
table += MainBuffer[Entries[i].Position + j].ToString("X2") + " ";
}
table += "\n";
@@ -1039,14 +1119,14 @@ namespace Unity.Netcode
table += "=== Spawns ===\n";
for (int i = 0; i < m_Snapshot.NumSpawns; i++)
for (int i = 0; i < NumSpawns; i++)
{
string targets = "";
foreach (var target in m_Snapshot.Spawns[i].TargetClientIds)
foreach (var target in Spawns[i].TargetClientIds)
{
targets += target.ToString() + ", ";
}
table += $"Spawn Object Id {m_Snapshot.Spawns[i].NetworkObjectId}, Tick {m_Snapshot.Spawns[i].TickWritten}, Target {targets}\n";
table += $"Spawn Object Id {Spawns[i].NetworkObjectId}, Tick {Spawns[i].TickWritten}, Target {targets}\n";
}
table += $"=== RTTs ===\n";

View File

@@ -28,7 +28,7 @@ namespace Unity.Netcode
/// </summary>
public event UnnamedMessageDelegate OnUnnamedMessage;
internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader)
internal void InvokeUnnamedMessage(ulong clientId, FastBufferReader reader, int serializedHeaderSize)
{
if (OnUnnamedMessage != null)
{
@@ -40,7 +40,7 @@ namespace Unity.Netcode
((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
}
}
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + serializedHeaderSize);
}
/// <summary>
@@ -115,9 +115,9 @@ namespace Unity.Netcode
private Dictionary<ulong, string> m_MessageHandlerNameLookup32 = new Dictionary<ulong, string>();
private Dictionary<ulong, string> m_MessageHandlerNameLookup64 = new Dictionary<ulong, string>();
internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader)
internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader, int serializedHeaderSize)
{
var bytesCount = reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>();
var bytesCount = reader.Length + serializedHeaderSize;
if (m_NetworkManager == null)
{

View File

@@ -11,11 +11,12 @@ namespace Unity.Netcode
/// unchanged - if new messages are added or messages are removed, MessageType assignments may be
/// calculated differently.
/// </summary>
public byte MessageType;
public uint MessageType;
/// <summary>
/// The total size of the message, NOT including the header.
/// Stored as a uint to avoid zig-zag encoding, but capped at int.MaxValue.
/// </summary>
public ushort MessageSize;
public uint MessageSize;
}
}

View File

@@ -16,7 +16,7 @@ namespace Unity.Netcode
var message = new NamedMessage();
reader.ReadValueSafe(out message.Hash);
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeNamedMessage(message.Hash, context.SenderId, reader);
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeNamedMessage(message.Hash, context.SenderId, reader, context.SerializedHeaderSize);
}
}
}

View File

@@ -104,7 +104,6 @@ namespace Unity.Netcode
public static unsafe void Receive(FastBufferReader reader, in NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
var message = new SnapshotDataMessage();
if (!reader.TryBeginRead(
FastBufferWriter.GetWriteSize(message.CurrentTick) +
@@ -142,12 +141,16 @@ namespace Unity.Netcode
using (message.Spawns)
using (message.Despawns)
{
message.Handle(context.SenderId, networkManager);
message.Handle(context.SenderId, context.SystemOwner);
}
}
public void Handle(ulong senderId, NetworkManager networkManager)
public void Handle(ulong senderId, object systemOwner)
{
if (systemOwner is NetworkManager)
{
var networkManager = (NetworkManager)systemOwner;
// todo: temporary hack around bug
if (!networkManager.IsServer)
{
@@ -157,5 +160,13 @@ namespace Unity.Netcode
var snapshotSystem = networkManager.SnapshotSystem;
snapshotSystem.HandleSnapshot(senderId, this);
}
else
{
var ownerData = (Tuple<SnapshotSystem, ulong>)systemOwner;
var snapshotSystem = ownerData.Item1;
snapshotSystem.HandleSnapshot(ownerData.Item2, this);
return;
}
}
}
}

View File

@@ -11,7 +11,7 @@ namespace Unity.Netcode
public static void Receive(FastBufferReader reader, in NetworkContext context)
{
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, reader);
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, reader, context.SerializedHeaderSize);
}
}
}

View File

@@ -23,6 +23,7 @@ namespace Unity.Netcode
public MessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int MessageHeaderSerializedSize;
}
private struct SendQueueItem
@@ -46,27 +47,27 @@ namespace Unity.Netcode
private MessageHandler[] m_MessageHandlers = new MessageHandler[255];
private Type[] m_ReverseTypeMap = new Type[255];
private Dictionary<Type, byte> m_MessageTypes = new Dictionary<Type, byte>();
private Dictionary<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>();
private List<INetworkHooks> m_Hooks = new List<INetworkHooks>();
private byte m_HighMessageType;
private uint m_HighMessageType;
private object m_Owner;
private IMessageSender m_MessageSender;
private bool m_Disposed;
internal Type[] MessageTypes => m_ReverseTypeMap;
internal MessageHandler[] MessageHandlers => m_MessageHandlers;
internal int MessageHandlerCount => m_HighMessageType;
internal uint MessageHandlerCount => m_HighMessageType;
internal byte GetMessageType(Type t)
internal uint GetMessageType(Type t)
{
return m_MessageTypes[t];
}
public const int NON_FRAGMENTED_MESSAGE_MAX_SIZE = 1300;
public const int FRAGMENTED_MESSAGE_MAX_SIZE = 64000;
public const int FRAGMENTED_MESSAGE_MAX_SIZE = int.MaxValue;
internal struct MessageWithHandler
{
@@ -100,7 +101,7 @@ namespace Unity.Netcode
}
}
public void Dispose()
public unsafe void Dispose()
{
if (m_Disposed)
{
@@ -113,6 +114,14 @@ namespace Unity.Netcode
{
CleanupDisconnectedClient(kvp.Key);
}
for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
{
// Avoid copies...
ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(queueIndex);
item.Reader.Dispose();
}
m_IncomingMessageQueue.Dispose();
m_Disposed = true;
}
@@ -141,7 +150,7 @@ namespace Unity.Netcode
fixed (byte* nativeData = data.Array)
{
var batchReader =
new FastBufferReader(nativeData, Allocator.None, data.Count, data.Offset);
new FastBufferReader(nativeData + data.Offset, Allocator.None, data.Count);
if (!batchReader.TryBeginRead(sizeof(BatchHeader)))
{
NetworkLog.LogWarning("Received a packet too small to contain a BatchHeader. Ignoring it.");
@@ -157,14 +166,23 @@ namespace Unity.Netcode
for (var messageIdx = 0; messageIdx < batchHeader.BatchSize; ++messageIdx)
{
if (!batchReader.TryBeginRead(sizeof(MessageHeader)))
var messageHeader = new MessageHeader();
var position = batchReader.Position;
try
{
ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageSize);
}
catch (OverflowException)
{
NetworkLog.LogWarning("Received a batch that didn't have enough data for all of its batches, ending early!");
return;
throw;
}
batchReader.ReadValue(out MessageHeader messageHeader);
if (!batchReader.TryBeginRead(messageHeader.MessageSize))
var receivedHeaderSize = batchReader.Position - position;
if (!batchReader.TryBeginRead((int)messageHeader.MessageSize))
{
NetworkLog.LogWarning("Received a message that claimed a size larger than the packet, ending early!");
return;
@@ -177,9 +195,10 @@ namespace Unity.Netcode
// Copy the data for this message into a new FastBufferReader that owns that memory.
// We can't guarantee the memory in the ArraySegment stays valid because we don't own it,
// so we must move it to memory we do own.
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, messageHeader.MessageSize)
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize),
MessageHeaderSerializedSize = receivedHeaderSize,
});
batchReader.Seek(batchReader.Position + messageHeader.MessageSize);
batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize);
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
@@ -202,7 +221,7 @@ namespace Unity.Netcode
return true;
}
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp)
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
{
if (header.MessageType >= m_HighMessageType)
{
@@ -215,8 +234,10 @@ namespace Unity.Netcode
SystemOwner = m_Owner,
SenderId = senderId,
Timestamp = timestamp,
Header = header
Header = header,
SerializedHeaderSize = serializedHeaderSize,
};
var type = m_ReverseTypeMap[header.MessageType];
if (!CanReceive(senderId, type))
{
@@ -228,6 +249,7 @@ namespace Unity.Netcode
{
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
}
var handler = m_MessageHandlers[header.MessageType];
using (reader)
{
@@ -253,11 +275,15 @@ namespace Unity.Netcode
internal unsafe void ProcessIncomingMessageQueue()
{
for (var i = 0; i < m_IncomingMessageQueue.Length; ++i)
for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
{
// Avoid copies...
ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(i);
HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp);
ref var item = ref m_IncomingMessageQueue.GetUnsafeList()->ElementAt(index);
HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp, item.MessageHeaderSerializedSize);
if (m_Disposed)
{
return;
}
}
m_IncomingMessageQueue.Clear();
@@ -316,11 +342,21 @@ namespace Unity.Netcode
}
var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FRAGMENTED_MESSAGE_MAX_SIZE : NON_FRAGMENTED_MESSAGE_MAX_SIZE;
var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
using (tmpSerializer)
{
using var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
message.Serialize(tmpSerializer);
using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp);
var header = new MessageHeader
{
MessageSize = (ushort)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)],
};
BytePacker.WriteValueBitPacked(headerSerializer, header.MessageType);
BytePacker.WriteValueBitPacked(headerSerializer, header.MessageSize);
for (var i = 0; i < clientIds.Count; ++i)
{
var clientId = clientIds[i];
@@ -347,7 +383,7 @@ namespace Unity.Netcode
ref var lastQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery ||
lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
< tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>())
< tmpSerializer.Length + headerSerializer.Length)
{
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
maxSize));
@@ -356,24 +392,18 @@ namespace Unity.Netcode
}
ref var writeQueueItem = ref sendQueueItem.GetUnsafeList()->ElementAt(sendQueueItem.Length - 1);
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
var header = new MessageHeader
{
MessageSize = (ushort)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)],
};
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
writeQueueItem.Writer.WriteValue(header);
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
writeQueueItem.BatchHeader.BatchSize++;
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendMessage(clientId, typeof(TMessageType), delivery, tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
m_Hooks[hookIdx].OnAfterSendMessage(clientId, typeof(TMessageType), delivery, tmpSerializer.Length + headerSerializer.Length);
}
}
return tmpSerializer.Length + FastBufferWriter.GetWriteSize<MessageHeader>();
}
return tmpSerializer.Length + headerSerializer.Length;
}
private struct PointerListWrapper<T> : IReadOnlyList<T>
@@ -461,17 +491,17 @@ namespace Unity.Netcode
try
{
m_MessageSender.Send(clientId, queueItem.NetworkDelivery, queueItem.Writer);
}
finally
{
queueItem.Writer.Dispose();
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchSize, queueItem.Writer.Length, queueItem.NetworkDelivery);
}
}
finally
{
queueItem.Writer.Dispose();
}
}
sendQueueItem.Clear();
}
}

View File

@@ -25,5 +25,10 @@ namespace Unity.Netcode
/// The header data that was sent with the message
/// </summary>
public MessageHeader Header;
/// <summary>
/// The actual serialized size of the header when packed into the buffer
/// </summary>
public int SerializedHeaderSize;
}
}

View File

@@ -1,12 +0,0 @@
using System.IO;
namespace Unity.Netcode
{
public static class StreamExtensions
{
public static long SafeGetLengthOrDefault(this Stream stream)
{
return stream.CanSeek ? stream.Length : 0;
}
}
}

View File

@@ -272,18 +272,22 @@ namespace Unity.Netcode
{
reader.ReadValueSafe(out int index);
reader.ReadValueSafe(out T value);
if (index < m_List.Length)
if (index >= m_List.Length)
{
m_List[index] = value;
throw new Exception("Shouldn't be here, index is higher than list length");
}
var previousValue = m_List[index];
m_List[index] = value;
if (OnListChanged != null)
{
OnListChanged(new NetworkListEvent<T>
{
Type = eventType,
Index = index,
Value = value
Value = value,
PreviousValue = previousValue
});
}
@@ -293,7 +297,8 @@ namespace Unity.Netcode
{
Type = eventType,
Index = index,
Value = value
Value = value,
PreviousValue = previousValue
});
}
}
@@ -368,7 +373,7 @@ namespace Unity.Netcode
public bool Contains(T item)
{
int index = NativeArrayExtensions.IndexOf(m_List, item);
return index == -1;
return index != -1;
}
/// <inheritdoc />
@@ -528,6 +533,11 @@ namespace Unity.Netcode
/// </summary>
public T Value;
/// <summary>
/// The previous value when "Value" has changed, if available.
/// </summary>
public T PreviousValue;
/// <summary>
/// the index changed, added or removed if available
/// </summary>

View File

@@ -9,6 +9,55 @@ namespace Unity.Netcode
[Serializable]
public class NetworkVariable<T> : NetworkVariableBase where T : unmanaged
{
// Functions that know how to serialize INetworkSerializable
internal static void WriteNetworkSerializable<TForMethod>(FastBufferWriter writer, ref TForMethod value)
where TForMethod : INetworkSerializable, new()
{
writer.WriteNetworkSerializable(value);
}
internal static void ReadNetworkSerializable<TForMethod>(FastBufferReader reader, out TForMethod value)
where TForMethod : INetworkSerializable, new()
{
reader.ReadNetworkSerializable(out value);
}
// Functions that serialize other types
private static void WriteValue<TForMethod>(FastBufferWriter writer, ref TForMethod value) where TForMethod : unmanaged
{
writer.WriteValueSafe(value);
}
private static void ReadValue<TForMethod>(FastBufferReader reader, out TForMethod value)
where TForMethod : unmanaged
{
reader.ReadValueSafe(out value);
}
internal delegate void WriteDelegate<TForMethod>(FastBufferWriter writer, ref TForMethod value);
internal delegate void ReadDelegate<TForMethod>(FastBufferReader reader, out TForMethod value);
// These static delegates provide the right implementation for writing and reading a particular network variable
// type.
//
// For most types, these default to WriteValue() and ReadValue(), which perform simple memcpy operations.
//
// INetworkSerializableILPP will generate startup code that will set it to WriteNetworkSerializable()
// and ReadNetworkSerializable() for INetworkSerializable types, which will call NetworkSerialize().
//
// In the future we may be able to use this to provide packing implementations for floats and integers to
// optimize bandwidth usage.
//
// The reason this is done is to avoid runtime reflection and boxing in NetworkVariable - without this,
// NetworkVariable would need to do a `var is INetworkSerializable` check, and then cast to INetworkSerializable,
// *both* of which would cause a boxing allocation. Alternatively, NetworkVariable could have been split into
// NetworkVariable and NetworkSerializableVariable or something like that, which would have caused a poor
// user experience and an API that's easier to get wrong than right. This is a bit ugly on the implementation
// side, but it gets the best achievable user experience and performance.
internal static WriteDelegate<T> Write = WriteValue;
internal static ReadDelegate<T> Read = ReadValue;
/// <summary>
/// Delegate type for value changed event
/// </summary>
@@ -106,7 +155,7 @@ namespace Unity.Netcode
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
T previousValue = m_InternalValue;
reader.ReadValueSafe(out m_InternalValue);
Read(reader, out m_InternalValue);
if (keepDirtyDelta)
{
@@ -119,13 +168,13 @@ namespace Unity.Netcode
/// <inheritdoc />
public override void ReadField(FastBufferReader reader)
{
reader.ReadValueSafe(out m_InternalValue);
Read(reader, out m_InternalValue);
}
/// <inheritdoc />
public override void WriteField(FastBufferWriter writer)
{
writer.WriteValueSafe(m_InternalValue);
Write(writer, ref m_InternalValue);
}
}
}

View File

@@ -0,0 +1,22 @@
namespace Unity.Netcode
{
public class NetworkVariableHelper
{
// This is called by ILPP during module initialization for all unmanaged INetworkSerializable types
// This sets up NetworkVariable so that it properly calls NetworkSerialize() when wrapping an INetworkSerializable value
//
// The reason this is done is to avoid runtime reflection and boxing in NetworkVariable - without this,
// NetworkVariable would need to do a `var is INetworkSerializable` check, and then cast to INetworkSerializable,
// *both* of which would cause a boxing allocation. Alternatively, NetworkVariable could have been split into
// NetworkVariable and NetworkSerializableVariable or something like that, which would have caused a poor
// user experience and an API that's easier to get wrong than right. This is a bit ugly on the implementation
// side, but it gets the best achievable user experience and performance.
//
// RuntimeAccessModifiersILPP will make this `public`
internal static void InitializeDelegates<T>() where T : unmanaged, INetworkSerializable
{
NetworkVariable<T>.Write = NetworkVariable<T>.WriteNetworkSerializable;
NetworkVariable<T>.Read = NetworkVariable<T>.ReadNetworkSerializable;
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 61dd9b1558f6d7c46ad323b2c2c03c29
guid: e54b65208bd3bbe4eaf62ca0384ae21f
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: af81f9951b096ff4cb8e4f8a4106104a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,31 +0,0 @@
using System;
namespace Unity.Netcode
{
internal static class TypeExtensions
{
internal static bool HasInterface(this Type type, Type interfaceType)
{
var ifaces = type.GetInterfaces();
for (int i = 0; i < ifaces.Length; i++)
{
if (ifaces[i] == interfaceType)
{
return true;
}
}
return false;
}
internal static bool IsNullable(this Type type)
{
if (!type.IsValueType)
{
return true; // ref-type
}
return Nullable.GetUnderlyingType(type) != null;
}
}
}

View File

@@ -565,20 +565,8 @@ namespace Unity.Netcode
GenerateScenesInBuild();
// If NetworkManager has this set to true, then we can get the DDOL (DontDestroyOnLoad) from its GaemObject
if (networkManager.DontDestroy)
{
// Since NetworkManager is now always migrated to the DDOL we will use this to get the DDOL scene
DontDestroyOnLoadScene = networkManager.gameObject.scene;
}
else
{
// Otherwise, we have to create a GameObject and move it into the DDOL in order to
// register the DDOL scene handle with NetworkSceneManager
var myDDOLObject = new GameObject("DDOL-NWSM");
UnityEngine.Object.DontDestroyOnLoad(myDDOLObject);
DontDestroyOnLoadScene = myDDOLObject.scene;
UnityEngine.Object.Destroy(myDDOLObject);
}
ServerSceneHandleToClientSceneHandle.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle);
ScenesLoaded.Add(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene);
@@ -1028,8 +1016,8 @@ namespace Unity.Netcode
// despawned that no longer exists
SendSceneEventData(sceneEventId, m_NetworkManager.ConnectedClientsIds.Where(c => c != m_NetworkManager.ServerClientId).ToArray());
//Second, server sets itself as having finished unloading
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId))
//Only if we are a host do we want register having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && m_NetworkManager.IsHost)
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].AddClientAsDone(m_NetworkManager.ServerClientId);
}
@@ -1344,8 +1332,8 @@ namespace Unity.Netcode
OnLoadComplete?.Invoke(m_NetworkManager.ServerClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
//Second, set the server as having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId))
//Second, only if we are a host do we want register having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && m_NetworkManager.IsHost)
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].AddClientAsDone(m_NetworkManager.ServerClientId);
}
@@ -1830,21 +1818,18 @@ namespace Unity.Netcode
/// Moves all NetworkObjects that don't have the <see cref="NetworkObject.DestroyWithScene"/> set to
/// the "Do not destroy on load" scene.
/// </summary>
private void MoveObjectsToDontDestroyOnLoad()
internal void MoveObjectsToDontDestroyOnLoad()
{
// Move ALL NetworkObjects to the temp scene
// Move ALL NetworkObjects marked to persist scene transitions into the DDOL scene
var objectsToKeep = new HashSet<NetworkObject>(m_NetworkManager.SpawnManager.SpawnedObjectsList);
foreach (var sobj in objectsToKeep)
{
if (!sobj.DestroyWithScene || (sobj.IsSceneObject != null && sobj.IsSceneObject.Value && sobj.gameObject.scene == DontDestroyOnLoadScene))
if (!sobj.DestroyWithScene || sobj.gameObject.scene == DontDestroyOnLoadScene)
{
// Only move objects with no parent as child objects will follow
if (sobj.gameObject.transform.parent == null)
// Only move dynamically spawned network objects with no parent as child objects will follow
if (sobj.gameObject.transform.parent == null && sobj.IsSceneObject != null && !sobj.IsSceneObject.Value)
{
UnityEngine.Object.DontDestroyOnLoad(sobj.gameObject);
// Since we are doing a scene transition, disable the GameObject until the next scene is loaded
sobj.gameObject.SetActive(false);
}
}
else if (m_NetworkManager.IsServer)
@@ -1907,26 +1892,24 @@ namespace Unity.Netcode
/// Moves all spawned NetworkObjects (from do not destroy on load) to the scene specified
/// </summary>
/// <param name="scene">scene to move the NetworkObjects to</param>
private void MoveObjectsFromDontDestroyOnLoadToScene(Scene scene)
internal void MoveObjectsFromDontDestroyOnLoadToScene(Scene scene)
{
// Move ALL NetworkObjects to the temp scene
var objectsToKeep = m_NetworkManager.SpawnManager.SpawnedObjectsList;
foreach (var sobj in objectsToKeep)
{
if (sobj.gameObject.scene == DontDestroyOnLoadScene && (sobj.IsSceneObject == null || sobj.IsSceneObject.Value))
// If it is in the DDOL then
if (sobj.gameObject.scene == DontDestroyOnLoadScene)
{
continue;
}
// Only move objects with no parent as child objects will follow
if (sobj.gameObject.transform.parent == null)
// only move dynamically spawned network objects, with no parent as child objects will follow,
// back into the currently active scene
if (sobj.gameObject.transform.parent == null && sobj.IsSceneObject != null && !sobj.IsSceneObject.Value)
{
// set it back to active at this point
sobj.gameObject.SetActive(true);
SceneManager.MoveGameObjectToScene(sobj.gameObject, scene);
}
}
}
}
}
}

View File

@@ -189,7 +189,7 @@ namespace Unity.Netcode
var newSize = Math.Min(desiredSize, Handle->MaxCapacity);
byte* newBuffer = (byte*)UnsafeUtility.Malloc(newSize, UnsafeUtility.AlignOf<byte>(), Handle->Allocator);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
UnsafeUtility.MemSet(newBuffer, 0, sizeof(WriterHandle) + newSize);
UnsafeUtility.MemSet(newBuffer, 0, newSize);
#endif
UnsafeUtility.MemCpy(newBuffer, Handle->BufferPointer, Length);
if (Handle->BufferGrew)
@@ -428,7 +428,7 @@ namespace Unity.Netcode
/// <param name="count"></param>
/// <param name="offset"></param>
/// <typeparam name="T"></typeparam>
public void WriteNetworkSerializable<T>(INetworkSerializable[] array, int count = -1, int offset = 0) where T : INetworkSerializable
public void WriteNetworkSerializable<T>(T[] array, int count = -1, int offset = 0) where T : INetworkSerializable
{
int sizeInTs = count != -1 ? count : array.Length - offset;
WriteValueSafe(sizeInTs);

View File

@@ -27,6 +27,7 @@ namespace Unity.Netcode
public MessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int SerializedHeaderSize;
}
private struct TriggerInfo
{
@@ -117,7 +118,8 @@ namespace Unity.Netcode
Reader = new FastBufferReader(reader.GetUnsafePtr(), Allocator.Persistent, reader.Length),
Header = context.Header,
Timestamp = context.Timestamp,
SenderId = context.SenderId
SenderId = context.SenderId,
SerializedHeaderSize = context.SerializedHeaderSize
});
}
@@ -154,6 +156,24 @@ namespace Unity.Netcode
m_Triggers.Remove(staleKeys[i]);
}
}
/// <summary>
/// Cleans up any trigger that's existed for more than a second.
/// These triggers were probably for situations where a request was received after a despawn rather than before a spawn.
/// </summary>
internal void CleanupAllTriggers()
{
foreach (var kvp in m_Triggers)
{
foreach (var data in kvp.Value.TriggerData)
{
data.Reader.Dispose();
}
kvp.Value.TriggerData.Dispose();
}
m_Triggers.Clear();
}
internal void RemoveOwnership(NetworkObject networkObject)
{
@@ -167,13 +187,21 @@ namespace Unity.Netcode
throw new SpawnStateException("Object is not spawned");
}
for (int i = NetworkManager.ConnectedClients[networkObject.OwnerClientId].OwnedObjects.Count - 1;
i > -1;
i--)
// If we made it here then we are the server and if the server is determined to already be the owner
// then ignore the RemoveOwnership invocation.
if (networkObject.OwnerClientId == NetworkManager.ServerClientId)
{
if (NetworkManager.ConnectedClients[networkObject.OwnerClientId].OwnedObjects[i] == networkObject)
return;
}
// Make sure the connected client entry exists before trying to remove ownership.
if (TryGetNetworkClient(networkObject.OwnerClientId, out NetworkClient networkClient))
{
NetworkManager.ConnectedClients[networkObject.OwnerClientId].OwnedObjects.RemoveAt(i);
for (int i = networkClient.OwnedObjects.Count - 1; i > -1; i--)
{
if (networkClient.OwnedObjects[i] == networkObject)
{
networkClient.OwnedObjects.RemoveAt(i);
}
}
@@ -191,6 +219,14 @@ namespace Unity.Netcode
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
else
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"No connected clients prior to removing ownership for {networkObject.name}. Make sure you are not initializing or shutting down when removing ownership.");
}
}
}
/// <summary>
/// Helper function to get a network client for a clientId from the NetworkManager.
@@ -207,7 +243,7 @@ namespace Unity.Netcode
return NetworkManager.ConnectedClients.TryGetValue(clientId, out networkClient);
}
if (clientId == NetworkManager.LocalClient.ClientId)
if (NetworkManager.LocalClient != null && clientId == NetworkManager.LocalClient.ClientId)
{
networkClient = NetworkManager.LocalClient;
return true;
@@ -483,7 +519,7 @@ namespace Unity.Netcode
foreach (var trigger in triggerInfo.TriggerData)
{
// Reader will be disposed within HandleMessage
NetworkManager.MessagingSystem.HandleMessage(trigger.Header, trigger.Reader, trigger.SenderId, trigger.Timestamp);
NetworkManager.MessagingSystem.HandleMessage(trigger.Header, trigger.Reader, trigger.SenderId, trigger.Timestamp, trigger.SerializedHeaderSize);
}
triggerInfo.TriggerData.Dispose();
@@ -580,20 +616,29 @@ namespace Unity.Netcode
}
}
internal void DestroyNonSceneObjects()
internal void DespawnAndDestroyNetworkObjects()
{
var networkObjects = UnityEngine.Object.FindObjectsOfType<NetworkObject>();
for (int i = 0; i < networkObjects.Length; i++)
{
if (networkObjects[i].NetworkManager == NetworkManager)
{
if (networkObjects[i].IsSceneObject != null && networkObjects[i].IsSceneObject.Value == false)
{
if (NetworkManager.PrefabHandler.ContainsHandler(networkObjects[i]))
{
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObjects[i]);
OnDespawnObject(networkObjects[i], false);
// Leave destruction up to the handler
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(networkObjects[i]);
}
else if (networkObjects[i].IsSpawned)
{
// If it is an in-scene placed NetworkObject then just despawn
// and let it be destroyed when the scene is unloaded. Otherwise,
// despawn and destroy it.
var shouldDestroy = !(networkObjects[i].IsSceneObject != null
&& networkObjects[i].IsSceneObject.Value);
OnDespawnObject(networkObjects[i], shouldDestroy);
}
else
{
@@ -602,7 +647,6 @@ namespace Unity.Netcode
}
}
}
}
internal void DestroySceneObjects()
{
@@ -668,6 +712,9 @@ namespace Unity.Netcode
return;
}
// If we are shutting down the NetworkManager, then ignore resetting the parent
if (!NetworkManager.ShutdownInProgress)
{
// Move child NetworkObjects to the root when parent NetworkObject is destroyed
foreach (var spawnedNetObj in SpawnedObjectsList)
{
@@ -682,6 +729,7 @@ namespace Unity.Netcode
}
}
}
}
if (!networkObject.IsOwnedByServer && !networkObject.IsPlayerObject && TryGetNetworkClient(networkObject.OwnerClientId, out NetworkClient networkClient))
{

View File

@@ -114,6 +114,11 @@ namespace Unity.Netcode
{
double d = m_TimeSec / m_TickInterval;
m_CachedTick = (int)d;
// This check is needed due to double division imprecision of large numbers
if ((d - m_CachedTick) >= 0.999999999999)
{
m_CachedTick++;
}
m_CachedTickOffset = ((d - Math.Truncate(d)) * m_TickInterval);
// This handles negative time, decreases tick by 1 and makes offset positive.

View File

@@ -26,6 +26,7 @@ namespace Unity.Netcode.Samples
protected override void Update()
{
CanCommitToTransform = IsOwner;
base.Update();
if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening))
{

View File

@@ -92,7 +92,7 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0);
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
Assert.IsTrue(TestMessage.Deserialized);
Assert.AreEqual(1, TestMessage.DeserializedValues.Count);
Assert.AreEqual(message, TestMessage.DeserializedValues[0]);
@@ -143,7 +143,7 @@ namespace Unity.Netcode.EditorTests
};
var messageHeader = new MessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageSize = (uint)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
@@ -151,12 +151,10 @@ namespace Unity.Netcode.EditorTests
var writer = new FastBufferWriter(1300, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
FastBufferWriter.GetWriteSize(messageHeader) +
FastBufferWriter.GetWriteSize(message));
writer.WriteValue(batchHeader);
writer.WriteValue(messageHeader);
writer.WriteValue(message);
writer.WriteValueSafe(batchHeader);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
writer.WriteValueSafe(message);
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
@@ -188,14 +186,13 @@ namespace Unity.Netcode.EditorTests
var writer = new FastBufferWriter(1300, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
FastBufferWriter.GetWriteSize(messageHeader) * 2 +
FastBufferWriter.GetWriteSize(message) * 2);
writer.WriteValue(batchHeader);
writer.WriteValue(messageHeader);
writer.WriteValue(message);
writer.WriteValue(messageHeader);
writer.WriteValue(message2);
writer.WriteValueSafe(batchHeader);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
writer.WriteValueSafe(message);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageType);
BytePacker.WriteValueBitPacked(writer, messageHeader.MessageSize);
writer.WriteValueSafe(message2);
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)

View File

@@ -124,7 +124,7 @@ namespace Unity.Netcode.EditorTests
public void WhenNotExceedingBatchSize_NewBatchesAreNotCreated()
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + UnsafeUtility.SizeOf<MessageHeader>();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < 1300 / size; ++i)
{
m_MessagingSystem.SendMessage(message, NetworkDelivery.Reliable, m_Clients);
@@ -138,7 +138,7 @@ namespace Unity.Netcode.EditorTests
public void WhenExceedingBatchSize_NewBatchesAreCreated()
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + UnsafeUtility.SizeOf<MessageHeader>();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < (1300 / size) + 1; ++i)
{
m_MessagingSystem.SendMessage(message, NetworkDelivery.Reliable, m_Clients);
@@ -152,7 +152,7 @@ namespace Unity.Netcode.EditorTests
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated()
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + UnsafeUtility.SizeOf<MessageHeader>();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < (1300 / size) + 1; ++i)
{
m_MessagingSystem.SendMessage(message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
@@ -198,24 +198,25 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(m_MessageSender.MessageQueue[0], Allocator.Temp);
using (reader)
{
reader.TryBeginRead(
FastBufferWriter.GetWriteSize<BatchHeader>() +
FastBufferWriter.GetWriteSize<MessageHeader>() * 2 +
FastBufferWriter.GetWriteSize<TestMessage>() * 2
);
reader.ReadValue(out BatchHeader header);
reader.ReadValueSafe(out BatchHeader header);
Assert.AreEqual(2, header.BatchSize);
reader.ReadValue(out MessageHeader messageHeader);
MessageHeader messageHeader;
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValue(out TestMessage receivedMessage);
reader.ReadValueSafe(out TestMessage receivedMessage);
Assert.AreEqual(message, receivedMessage);
reader.ReadValue(out MessageHeader messageHeader2);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader2.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader2.MessageSize);
reader.ReadValue(out TestMessage receivedMessage2);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValueSafe(out TestMessage receivedMessage2);
Assert.AreEqual(message2, receivedMessage2);
}
}

View File

@@ -0,0 +1,38 @@
using NUnit.Framework;
using UnityEngine;
using Unity.Netcode.Editor;
using UnityEngine.TestTools;
namespace Unity.Netcode.EditorTests
{
public class NetworkManagerConfigurationTests
{
/// <summary>
/// Does a simple check to make sure the nested network manager will
/// notify the user when in the editor. This is just a unit test to
/// validate this is functioning
/// </summary>
[Test]
public void NestedNetworkManagerCheck()
{
var parent = new GameObject("ParentObject");
var networkManagerObject = new GameObject(nameof(NestedNetworkManagerCheck));
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
// Make our NetworkManager's GameObject nested
networkManagerObject.transform.parent = parent.transform;
// Pre-generate the error message we are expecting to see
var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
// Trap for the nested NetworkManager exception
LogAssert.Expect(LogType.Error, messageToCheck);
// Since this is an in-editor test, we must force this invocation
NetworkManagerHelper.Singleton.NotifyUserOfNestedNetworkManager(networkManager, false, true);
// Clean up
Object.DestroyImmediate(parent);
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: a8514b4eca0c7044d9b92faf9407ec93
guid: 9b84044fccbd3cd49908f0efd5719347
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -9,7 +9,7 @@ namespace Unity.Netcode.EditorTests
[Test]
public void TestBasicRtt()
{
var snapshot = new SnapshotSystem(default);
var snapshot = new SnapshotSystem(null, new NetworkConfig(), null);
var client1 = snapshot.GetConnectionRtt(0);
client1.NotifySend(0, 0.0);
@@ -40,7 +40,7 @@ namespace Unity.Netcode.EditorTests
[Test]
public void TestEdgeCasesRtt()
{
var snapshot = new SnapshotSystem(NetworkManager.Singleton);
var snapshot = new SnapshotSystem(null, new NetworkConfig(), null);
var client1 = snapshot.GetConnectionRtt(0);
var iterationCount = NetworkConfig.RttWindowSize * 3;
var extraCount = NetworkConfig.RttWindowSize * 2;

View File

@@ -0,0 +1,372 @@
using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using NUnit.Framework;
using Random = System.Random;
namespace Unity.Netcode.EditorTests
{
public class SnapshotTests
{
private SnapshotSystem m_SendSnapshot;
private SnapshotSystem m_RecvSnapshot;
private NetworkTimeSystem m_SendTimeSystem;
private NetworkTickSystem m_SendTickSystem;
private NetworkTimeSystem m_RecvTimeSystem;
private NetworkTickSystem m_RecvTickSystem;
private int m_SpawnedObjectCount;
private int m_DespawnedObjectCount;
private int m_NextSequence;
private uint m_TicksPerSec = 15;
private int m_MinSpawns;
private int m_MinDespawns;
private bool m_ExpectSpawns;
private bool m_ExpectDespawns;
private bool m_LoseNextMessage;
private bool m_PassBackResponses;
public void Prepare()
{
PrepareSendSideSnapshot();
PrepareRecvSideSnapshot();
}
public void AdvanceOneTickSendSide()
{
m_SendTimeSystem.Advance(1.0f / m_TicksPerSec);
m_SendTickSystem.UpdateTick(m_SendTimeSystem.LocalTime, m_SendTimeSystem.ServerTime);
m_SendSnapshot.NetworkUpdate(NetworkUpdateStage.EarlyUpdate);
}
public void AdvanceOneTickRecvSide()
{
m_RecvTimeSystem.Advance(1.0f / m_TicksPerSec);
m_RecvTickSystem.UpdateTick(m_RecvTimeSystem.LocalTime, m_RecvTimeSystem.ServerTime);
m_RecvSnapshot.NetworkUpdate(NetworkUpdateStage.EarlyUpdate);
}
public void AdvanceOneTick()
{
AdvanceOneTickSendSide();
AdvanceOneTickRecvSide();
}
internal int SpawnObject(SnapshotSpawnCommand command)
{
m_SpawnedObjectCount++;
return 0;
}
internal int DespawnObject(SnapshotDespawnCommand command)
{
m_DespawnedObjectCount++;
return 0;
}
internal int SendMessage(in SnapshotDataMessage message, NetworkDelivery delivery, ulong clientId)
{
if (!m_PassBackResponses)
{
// we're not ack'ing anything, so those should stay 0
Debug.Assert(message.Ack.LastReceivedSequence == 0);
}
Debug.Assert(message.Ack.ReceivedSequenceMask == 0);
Debug.Assert(message.Sequence == m_NextSequence); // sequence has to be the expected one
if (m_ExpectSpawns)
{
Debug.Assert(message.Spawns.Length >= m_MinSpawns); // there has to be multiple spawns per SnapshotMessage
}
else
{
Debug.Assert(message.Spawns.Length == 0); // Spawns were not expected
}
if (m_ExpectDespawns)
{
Debug.Assert(message.Despawns.Length >= m_MinDespawns); // there has to be multiple despawns per SnapshotMessage
}
else
{
Debug.Assert(message.Despawns.IsEmpty); // this test should not have despawns
}
Debug.Assert(message.Entries.Length == 0);
m_NextSequence++;
if (!m_LoseNextMessage)
{
using var writer = new FastBufferWriter(1024, Allocator.Temp);
message.Serialize(writer);
using var reader = new FastBufferReader(writer, Allocator.Temp);
var context = new NetworkContext { SenderId = 0, Timestamp = 0.0f, SystemOwner = new Tuple<SnapshotSystem, ulong>(m_RecvSnapshot, 0) };
SnapshotDataMessage.Receive(reader, context);
}
else
{
message.Spawns.Dispose();
message.Despawns.Dispose();
message.Entries.Dispose();
}
return 0;
}
internal int SendMessageRecvSide(in SnapshotDataMessage message, NetworkDelivery delivery, ulong clientId)
{
if (m_PassBackResponses)
{
using var writer = new FastBufferWriter(1024, Allocator.Temp);
message.Serialize(writer);
using var reader = new FastBufferReader(writer, Allocator.Temp);
var context = new NetworkContext { SenderId = 0, Timestamp = 0.0f, SystemOwner = new Tuple<SnapshotSystem, ulong>(m_SendSnapshot, 1) };
SnapshotDataMessage.Receive(reader, context);
}
else
{
message.Spawns.Dispose();
message.Despawns.Dispose();
message.Entries.Dispose();
}
return 0;
}
private void PrepareSendSideSnapshot()
{
var config = new NetworkConfig();
m_SendTickSystem = new NetworkTickSystem(m_TicksPerSec, 0.0, 0.0);
m_SendTimeSystem = new NetworkTimeSystem(0.2, 0.2, 1.0);
config.UseSnapshotDelta = false;
config.UseSnapshotSpawn = true;
m_SendSnapshot = new SnapshotSystem(null, config, m_SendTickSystem);
m_SendSnapshot.IsServer = true;
m_SendSnapshot.IsConnectedClient = false;
m_SendSnapshot.ServerClientId = 0;
m_SendSnapshot.ConnectedClientsId.Clear();
m_SendSnapshot.ConnectedClientsId.Add(0);
m_SendSnapshot.ConnectedClientsId.Add(1);
m_SendSnapshot.MockSendMessage = SendMessage;
m_SendSnapshot.MockSpawnObject = SpawnObject;
m_SendSnapshot.MockDespawnObject = DespawnObject;
}
private void PrepareRecvSideSnapshot()
{
var config = new NetworkConfig();
m_RecvTickSystem = new NetworkTickSystem(m_TicksPerSec, 0.0, 0.0);
m_RecvTimeSystem = new NetworkTimeSystem(0.2, 0.2, 1.0);
config.UseSnapshotDelta = false;
config.UseSnapshotSpawn = true;
m_RecvSnapshot = new SnapshotSystem(null, config, m_RecvTickSystem);
m_RecvSnapshot.IsServer = false;
m_RecvSnapshot.IsConnectedClient = true;
m_RecvSnapshot.ServerClientId = 0;
m_RecvSnapshot.ConnectedClientsId.Clear();
m_SendSnapshot.ConnectedClientsId.Add(0);
m_SendSnapshot.ConnectedClientsId.Add(1);
m_RecvSnapshot.MockSendMessage = SendMessageRecvSide;
m_RecvSnapshot.MockSpawnObject = SpawnObject;
m_RecvSnapshot.MockDespawnObject = DespawnObject;
}
private void SendSpawnToSnapshot(ulong objectId)
{
SnapshotSpawnCommand command = default;
// identity
command.NetworkObjectId = objectId;
// archetype
command.GlobalObjectIdHash = 0;
command.IsSceneObject = true;
// parameters
command.IsPlayerObject = false;
command.OwnerClientId = 0;
command.ParentNetworkId = 0;
command.ObjectPosition = default;
command.ObjectRotation = default;
command.ObjectScale = new Vector3(1.0f, 1.0f, 1.0f);
command.TargetClientIds = new List<ulong> { 1 };
m_SendSnapshot.Spawn(command);
}
private void SendDespawnToSnapshot(ulong objectId)
{
SnapshotDespawnCommand command = default;
// identity
command.NetworkObjectId = objectId;
command.TargetClientIds = new List<ulong> { 1 };
m_SendSnapshot.Despawn(command);
}
[Test]
public void TestSnapshotSpawn()
{
Prepare();
m_SpawnedObjectCount = 0;
m_NextSequence = 0;
m_ExpectSpawns = true;
m_ExpectDespawns = false;
m_MinSpawns = 2; // many spawns are to be sent together
m_LoseNextMessage = false;
m_PassBackResponses = false;
var ticksToRun = 20;
// spawns one more than current buffer size
var objectsToSpawn = m_SendSnapshot.SpawnsBufferCount + 1;
for (int i = 0; i < objectsToSpawn; i++)
{
SendSpawnToSnapshot((ulong)i);
}
for (int i = 0; i < ticksToRun; i++)
{
AdvanceOneTick();
}
Debug.Assert(m_SpawnedObjectCount == objectsToSpawn);
Debug.Assert(m_SendSnapshot.SpawnsBufferCount > objectsToSpawn); // spawn buffer should have grown
}
[Test]
public void TestSnapshotSpawnDespawns()
{
Prepare();
// test that buffers actually shrink and will grow back to needed size
m_SendSnapshot.ReduceBufferUsage();
m_RecvSnapshot.ReduceBufferUsage();
Debug.Assert(m_SendSnapshot.SpawnsBufferCount == 1);
Debug.Assert(m_SendSnapshot.DespawnsBufferCount == 1);
Debug.Assert(m_RecvSnapshot.SpawnsBufferCount == 1);
Debug.Assert(m_RecvSnapshot.DespawnsBufferCount == 1);
m_SpawnedObjectCount = 0;
m_DespawnedObjectCount = 0;
m_NextSequence = 0;
m_ExpectSpawns = true;
m_ExpectDespawns = false;
m_MinDespawns = 2; // many despawns are to be sent together
m_LoseNextMessage = false;
m_PassBackResponses = false;
var ticksToRun = 20;
// spawns one more than current buffer size
var objectsToSpawn = 10;
for (int i = 0; i < objectsToSpawn; i++)
{
SendSpawnToSnapshot((ulong)i);
}
for (int i = 0; i < ticksToRun; i++)
{
AdvanceOneTick();
}
for (int i = 0; i < objectsToSpawn; i++)
{
SendDespawnToSnapshot((ulong)i);
}
m_ExpectSpawns = true; // the un'acked spawns will still be present
m_MinSpawns = 1; // but we don't really care how they are grouped then
m_ExpectDespawns = true;
for (int i = 0; i < ticksToRun; i++)
{
AdvanceOneTick();
}
Debug.Assert(m_DespawnedObjectCount == objectsToSpawn);
}
[Test]
public void TestSnapshotMessageLoss()
{
var r = new Random();
Prepare();
m_SpawnedObjectCount = 0;
m_NextSequence = 0;
m_ExpectSpawns = true;
m_ExpectDespawns = false;
m_MinSpawns = 1;
m_LoseNextMessage = false;
m_PassBackResponses = false;
var ticksToRun = 10;
for (int i = 0; i < ticksToRun; i++)
{
m_LoseNextMessage = (r.Next() % 2) > 0;
SendSpawnToSnapshot((ulong)i);
AdvanceOneTick();
}
m_LoseNextMessage = false;
AdvanceOneTick();
AdvanceOneTick();
Debug.Assert(m_SpawnedObjectCount == ticksToRun);
}
[Test]
public void TestSnapshotAcks()
{
Prepare();
m_SpawnedObjectCount = 0;
m_NextSequence = 0;
m_ExpectSpawns = true;
m_ExpectDespawns = false;
m_MinSpawns = 1;
m_LoseNextMessage = false;
m_PassBackResponses = true;
var objectsToSpawn = 10;
for (int i = 0; i < objectsToSpawn; i++)
{
SendSpawnToSnapshot((ulong)i);
}
AdvanceOneTickSendSide(); // let's tick the send multiple time, to check it still tries to send
AdvanceOneTick();
m_ExpectSpawns = false; // all spawns should have made it back and forth and be absent from next messages
AdvanceOneTick();
for (int i = 0; i < objectsToSpawn; i++)
{
SendDespawnToSnapshot((ulong)i);
}
m_ExpectDespawns = true; // we should now be seeing despawns
AdvanceOneTickSendSide(); // let's tick the send multiple time, to check it still tries to send
AdvanceOneTick();
Debug.Assert(m_SpawnedObjectCount == objectsToSpawn);
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e946a6fdcfcb9dd48b76b38871c0a77b
guid: 3d41788be1de34b7c8bcfce6a2877754
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -45,13 +45,26 @@ namespace Unity.Netcode.EditorTests
public void TestFlagShutdown()
{
m_NetworkManager.StartServer();
m_NetworkManager.Shutdown();
m_NetworkManager.ShutdownInternal();
Assert.False(m_NetworkManager.IsServer);
Assert.False(m_NetworkManager.IsClient);
Assert.False(m_NetworkManager.IsHost);
}
[Test]
public void TestShutdownWithoutStartForExceptions()
{
m_NetworkManager.ShutdownInternal();
}
[Test]
public void TestShutdownWithoutConfigForExceptions()
{
m_NetworkManager.NetworkConfig = null;
m_NetworkManager.ShutdownInternal();
}
[TearDown]
public void Teardown()
{

View File

@@ -198,6 +198,39 @@ namespace Unity.Netcode.EditorTests
Assert.IsTrue(Approximately(startTime.Time, (startTime2 - dif).Time, maxAcceptableTotalOffset));
}
[Test]
public void NetworkTickAdvanceTest()
{
var shortSteps = Enumerable.Repeat(1 / 30f, 1000);
NetworkTickAdvanceTestInternal(shortSteps, 30, 0.0f, 0.0f);
}
private NetworkTickSystem m_TickSystem;
private NetworkTimeSystem m_TimeSystem;
private int m_PreviousTick;
private void NetworkTickAdvanceTestInternal(IEnumerable<float> steps, uint tickRate, float start, float start2 = 0f)
{
m_PreviousTick = 0;
m_TickSystem = new NetworkTickSystem(tickRate, start, start2);
m_TimeSystem = NetworkTimeSystem.ServerTimeSystem();
m_TickSystem.Tick += TickUpdate;
foreach (var step in steps)
{
m_TimeSystem.Advance(step);
m_TickSystem.UpdateTick(m_TimeSystem.LocalTime, m_TimeSystem.ServerTime);
}
}
private void TickUpdate()
{
// Make sure our tick is precisely 1 + m_PreviousTick
Assert.IsTrue(m_TickSystem.LocalTime.Tick == m_PreviousTick + 1);
// Assign the m_PreviousTick value for next tick check
m_PreviousTick = m_TickSystem.LocalTime.Tick;
}
private static bool Approximately(double a, double b, double epsilon = 0.000001d)
{
var dif = Math.Abs(a - b);

View File

@@ -2,6 +2,7 @@
"name": "Unity.Netcode.EditorTests",
"rootNamespace": "Unity.Netcode.EditorTests",
"references": [
"Unity.Collections",
"Unity.Netcode.Runtime",
"Unity.Netcode.Editor",
"Unity.Netcode.Components",

View File

@@ -15,8 +15,10 @@ namespace Unity.Netcode.RuntimeTests.Metrics
public class MessagingMetricsTests : DualClientMetricTestBase
{
private const uint k_MessageNameHashSize = 8;
private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + FastBufferWriter.GetWriteSize<MessageHeader>();
private static readonly int k_UnnamedMessageOverhead = FastBufferWriter.GetWriteSize<MessageHeader>();
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + k_MessageHeaderSize;
private static readonly int k_UnnamedMessageOverhead = k_MessageHeaderSize;
protected override int NbClients => 2;

View File

@@ -14,6 +14,8 @@ namespace Unity.Netcode.RuntimeTests.Metrics
{
private const string k_NewNetworkObjectName = "TestNetworkObjectToSpawn";
private NetworkObject m_NewNetworkPrefab;
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
protected override Action<GameObject> UpdatePlayerPrefab => _ =>
{
@@ -58,7 +60,7 @@ namespace Unity.Netcode.RuntimeTests.Metrics
var ownershipChangeSent = metricValues.First();
Assert.AreEqual(networkObject.NetworkObjectId, ownershipChangeSent.NetworkId.NetworkId);
Assert.AreEqual(Server.LocalClientId, ownershipChangeSent.Connection.Id);
Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + FastBufferWriter.GetWriteSize<MessageHeader>(), ownershipChangeSent.BytesCount);
Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + k_MessageHeaderSize, ownershipChangeSent.BytesCount);
}
[UnityTest]

View File

@@ -11,7 +11,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
{
internal class ServerLogsMetricTests : SingleClientMetricTestBase
{
private static readonly int k_ServerLogSentMessageOverhead = 2 + FastBufferWriter.GetWriteSize<MessageHeader>();
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
private static readonly int k_ServerLogSentMessageOverhead = 2 + k_MessageHeaderSize;
private static readonly int k_ServerLogReceivedMessageOverhead = 2;
[UnityTest]

View File

@@ -13,7 +13,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
{
internal class TransportBytesMetricsTests : SingleClientMetricTestBase
{
static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + FastBufferWriter.GetWriteSize<MessageHeader>();
// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
private const int k_MessageHeaderSize = 2;
static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + k_MessageHeaderSize;
[UnityTest]
public IEnumerator TrackTotalNumberOfBytesSent()

View File

@@ -450,7 +450,7 @@ namespace Unity.Netcode.RuntimeTests
if (!waitResult.Result)
{
throw new Exception();
Assert.Fail("Predicate condition failed");
}
}

View File

@@ -0,0 +1,37 @@
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode;
using Unity.Netcode.RuntimeTests;
using Object = UnityEngine.Object;
namespace TestProject.RuntimeTests
{
public class NestedNetworkManagerTests
{
[UnityTest]
public IEnumerator CheckNestedNetworkManager()
{
var parent = new GameObject("ParentObject");
var networkManagerObject = new GameObject(nameof(CheckNestedNetworkManager));
// Make our NetworkManager's GameObject nested
networkManagerObject.transform.parent = parent.transform;
// Pre-generate the error message we are expecting to see
var messageToCheck = NetworkManager.GenerateNestedNetworkManagerMessage(networkManagerObject.transform);
var transport = networkManagerObject.AddComponent<SIPTransport>();
var networkManager = networkManagerObject.AddComponent<NetworkManager>();
networkManager.NetworkConfig = new NetworkConfig() { NetworkTransport = transport };
// Trap for the nested NetworkManager exception
LogAssert.Expect(LogType.Error, messageToCheck);
yield return new WaitForSeconds(0.02f);
// Clean up
Object.Destroy(parent);
yield return null;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 738f6d8fc9319fe42a986c2f43989642
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -103,6 +103,8 @@ namespace Unity.Netcode.RuntimeTests
var serverNetVarCount = serverNetVarsToUpdate.Count;
yield return new WaitForSeconds(0); // wait a frame to make sure spawn is done
// todo: with Snapshot spawns enabled and the current race condition, the following line is needed:
// yield return new WaitForSeconds(0.2f); // wait a bit to fix the spawn/update race condition
foreach (var netVar in serverNetVarsToUpdate)
{

View File

@@ -0,0 +1,132 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Tests that check OnNetworkDespawn being invoked
/// </summary>
public class NetworkObjectOnNetworkDespawnTests
{
private NetworkManager m_ServerHost;
private NetworkManager[] m_Clients;
private GameObject m_ObjectToSpawn;
private NetworkObject m_NetworkObject;
internal class OnNetworkDespawnTestComponent : NetworkBehaviour
{
public bool OnNetworkDespawnCalled { get; internal set; }
public override void OnNetworkSpawn()
{
OnNetworkDespawnCalled = false;
base.OnNetworkSpawn();
}
public override void OnNetworkDespawn()
{
OnNetworkDespawnCalled = true;
base.OnNetworkDespawn();
}
}
[UnitySetUp]
public IEnumerator Setup()
{
Assert.IsTrue(MultiInstanceHelpers.Create(1, out m_ServerHost, out m_Clients));
m_ObjectToSpawn = new GameObject();
m_NetworkObject = m_ObjectToSpawn.AddComponent<NetworkObject>();
m_ObjectToSpawn.AddComponent<OnNetworkDespawnTestComponent>();
// Make it a prefab
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(m_NetworkObject);
var networkPrefab = new NetworkPrefab();
networkPrefab.Prefab = m_ObjectToSpawn;
m_ServerHost.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
foreach (var client in m_Clients)
{
client.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
}
yield return null;
}
[UnityTearDown]
public IEnumerator Teardown()
{
// Shutdown and clean up both of our NetworkManager instances
if (m_ObjectToSpawn)
{
Object.Destroy(m_ObjectToSpawn);
m_ObjectToSpawn = null;
}
MultiInstanceHelpers.Destroy();
yield return null;
}
public enum InstanceType
{
Server,
Host,
Client
}
/// <summary>
/// Tests that a spawned NetworkObject's associated NetworkBehaviours will have
/// their OnNetworkDespawn invoked during NetworkManager shutdown.
/// </summary>
[UnityTest]
public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceType.Server, InstanceType.Host, InstanceType.Client)] InstanceType despawnCheck)
{
var useHost = despawnCheck == InstanceType.Server ? false : true;
var networkManager = despawnCheck == InstanceType.Host || despawnCheck == InstanceType.Server ? m_ServerHost : m_Clients[0];
// Start the instances
if (!MultiInstanceHelpers.Start(useHost, m_ServerHost, m_Clients))
{
Debug.LogError("Failed to start instances");
Assert.Fail("Failed to start instances");
}
// [Client-Side] Wait for a connection to the server
yield return MultiInstanceHelpers.WaitForClientsConnected(m_Clients, null, 512);
// [Host-Server-Side] Check to make sure all clients are connected
var clientCount = useHost ? m_Clients.Length + 1 : m_Clients.Length;
yield return MultiInstanceHelpers.WaitForClientsConnectedToServer(m_ServerHost, clientCount, null, 512);
// Spawn the test object
var spawnedObject = Object.Instantiate(m_NetworkObject);
var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
spawnedNetworkObject.NetworkManagerOwner = m_ServerHost;
spawnedNetworkObject.Spawn(true);
// Get the spawned object relative to which NetworkManager instance we are testing.
var relativeSpawnedObject = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.GetComponent<OnNetworkDespawnTestComponent>() != null), networkManager, relativeSpawnedObject));
var onNetworkDespawnTestComponent = relativeSpawnedObject.Result.GetComponent<OnNetworkDespawnTestComponent>();
// Confirm it is not set before shutting down the NetworkManager
Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
// Shutdown the NetworkManager instance we are testing.
networkManager.Shutdown();
// Since shutdown is now delayed until the post frame update
// just wait 2 frames before checking to see if OnNetworkDespawnCalled is true
var currentFrame = Time.frameCount + 2;
yield return new WaitUntil(() => Time.frameCount <= currentFrame);
// Confirm that OnNetworkDespawn is invoked after shutdown
Assert.IsTrue(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 93f8ca7aa8b616746a1c15592830b047
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -115,6 +115,9 @@ namespace Unity.Netcode.RuntimeTests
Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
}
// Verifies that removing the ownership when the default (server) is already set does not cause
// a Key Not Found Exception
m_ServerNetworkManager.SpawnManager.RemoveOwnership(dummyNetworkObject);
var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId];
var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];

View File

@@ -11,9 +11,19 @@ namespace Unity.Netcode.RuntimeTests
{
public uint SomeInt;
public bool SomeBool;
public static bool NetworkSerializeCalledOnWrite;
public static bool NetworkSerializeCalledOnRead;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsReader)
{
NetworkSerializeCalledOnRead = true;
}
else
{
NetworkSerializeCalledOnWrite = true;
}
serializer.SerializeValue(ref SomeInt);
serializer.SerializeValue(ref SomeBool);
}
@@ -214,8 +224,8 @@ namespace Unity.Netcode.RuntimeTests
{
return m_Player1OnServer.TheList.Count == 1 &&
m_Player1OnClient1.TheList.Count == 1 &&
m_Player1OnServer.TheList.Contains(k_TestKey1) &&
m_Player1OnClient1.TheList.Contains(k_TestKey1);
m_Player1OnServer.TheList.Contains(k_TestVal1) &&
m_Player1OnClient1.TheList.Contains(k_TestVal1);
}
);
}
@@ -318,6 +328,58 @@ namespace Unity.Netcode.RuntimeTests
);
}
[UnityTest]
public IEnumerator NetworkListValueUpdate([Values(true, false)] bool useHost)
{
m_TestWithHost = useHost;
yield return MultiInstanceHelpers.RunAndWaitForCondition(
() =>
{
m_Player1OnServer.TheList.Add(k_TestVal1);
},
() =>
{
return m_Player1OnServer.TheList.Count == 1 &&
m_Player1OnClient1.TheList.Count == 1 &&
m_Player1OnServer.TheList[0] == k_TestVal1 &&
m_Player1OnClient1.TheList[0] == k_TestVal1;
}
);
var testSucceeded = false;
void TestValueUpdatedCallback(NetworkListEvent<int> changedEvent)
{
testSucceeded = changedEvent.PreviousValue == k_TestVal1 &&
changedEvent.Value == k_TestVal3;
}
try
{
yield return MultiInstanceHelpers.RunAndWaitForCondition(
() =>
{
m_Player1OnServer.TheList[0] = k_TestVal3;
m_Player1OnClient1.TheList.OnListChanged += TestValueUpdatedCallback;
},
() =>
{
return m_Player1OnServer.TheList.Count == 1 &&
m_Player1OnClient1.TheList.Count == 1 &&
m_Player1OnServer.TheList[0] == k_TestVal3 &&
m_Player1OnClient1.TheList[0] == k_TestVal3;
}
);
}
finally
{
m_Player1OnClient1.TheList.OnListChanged -= TestValueUpdatedCallback;
}
Assert.That(testSucceeded);
}
[Test]
public void NetworkListIEnumerator([Values(true, false)] bool useHost)
{
@@ -409,6 +471,28 @@ namespace Unity.Netcode.RuntimeTests
);
}
[UnityTest]
public IEnumerator TestINetworkSerializableCallsNetworkSerialize([Values(true, false)] bool useHost)
{
m_TestWithHost = useHost;
yield return MultiInstanceHelpers.RunAndWaitForCondition(
() =>
{
TestStruct.NetworkSerializeCalledOnWrite = false;
TestStruct.NetworkSerializeCalledOnRead = false;
m_Player1OnServer.TheStruct.Value =
new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
m_Player1OnServer.TheStruct.SetDirty(true);
},
() =>
{
return
TestStruct.NetworkSerializeCalledOnWrite &&
TestStruct.NetworkSerializeCalledOnRead;
}
);
}
[UnityTearDown]
public override IEnumerator Teardown()
{

View File

@@ -70,6 +70,7 @@ namespace Unity.Netcode.RuntimeTests.Physics
yield return NetworkRigidbodyTestBase.WaitForFrames(5);
// This should equal Kinematic
Assert.IsTrue(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
yield return NetworkRigidbodyTestBase.WaitForFrames(5);

View File

@@ -1,148 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
/// <summary>
/// Used in conjunction with the RpcQueueTest to validate:
/// - Sending and Receiving pipeline to validate that both sending and receiving pipelines are functioning properly.
/// - Usage of the ServerRpcParams.Send.UpdateStage and ClientRpcParams.Send.UpdateStage functionality.
/// - Rpcs receive will be invoked at the appropriate NetworkUpdateStage.
/// </summary>
public class RpcPipelineTestComponent : NetworkBehaviour
{
/// <summary>
/// Allows the external RPCQueueTest to begin testing or stop it
/// </summary>
public bool PingSelfEnabled;
/// <summary>
/// How many times will we iterate through the various NetworkUpdateStage values?
/// (defaults to 2)
/// </summary>
public int MaxIterations = 2;
// Start is called before the first frame update
private void Start()
{
m_MaxStagesSent = Enum.GetValues(typeof(NetworkUpdateStage)).Length * MaxIterations;
//Start out with this being true (for first sequence)
m_ClientReceivedRpc = true;
}
/// <summary>
/// Determine if we have iterated over more than our maximum stages we want to test
/// </summary>
/// <returns>true or false (did we exceed the max iterations or not?)</returns>
public bool ExceededMaxIterations()
{
if (m_StagesSent.Count > m_MaxStagesSent && m_MaxStagesSent > 0)
{
return true;
}
return false;
}
/// <summary>
/// Returns back whether the test has completed the total number of iterations
/// </summary>
/// <returns></returns>
public bool IsTestComplete()
{
if (m_Counter >= MaxIterations)
{
return true;
}
return false;
}
private bool m_ClientReceivedRpc;
private int m_Counter = 0;
private int m_MaxStagesSent = 0;
private ServerRpcParams m_ServerParams;
private ClientRpcParams m_ClientParams;
private NetworkUpdateStage m_LastUpdateStage;
// Update is called once per frame
private void Update()
{
if (NetworkManager.Singleton.IsListening && PingSelfEnabled && m_ClientReceivedRpc)
{
//Reset this for the next sequence of rpcs
m_ClientReceivedRpc = false;
//As long as testing isn't completed, keep testing
if (!IsTestComplete())
{
PingMySelfServerRpc(m_StagesSent.Count, m_ServerParams);
}
}
}
private readonly List<NetworkUpdateStage> m_ServerStagesReceived = new List<NetworkUpdateStage>();
private readonly List<NetworkUpdateStage> m_ClientStagesReceived = new List<NetworkUpdateStage>();
private readonly List<NetworkUpdateStage> m_StagesSent = new List<NetworkUpdateStage>();
/// <summary>
/// Assures all update stages were in alginment with one another
/// </summary>
/// <returns>true or false</returns>
public bool ValidateUpdateStages()
{
var validated = false;
if (m_ServerStagesReceived.Count == m_ClientStagesReceived.Count && m_ClientStagesReceived.Count == m_StagesSent.Count)
{
for (int i = 0; i < m_StagesSent.Count; i++)
{
var currentStage = m_StagesSent[i];
if (m_ServerStagesReceived[i] != currentStage)
{
Debug.Log($"ServerRpc Update Stage ({m_ServerStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
return validated;
}
if (m_ClientStagesReceived[i] != currentStage)
{
Debug.Log($"ClientRpc Update Stage ({m_ClientStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
return validated;
}
}
validated = true;
}
return validated;
}
/// <summary>
/// Server side RPC for testing
/// </summary>
/// <param name="parameters">server rpc parameters</param>
[ServerRpc]
private void PingMySelfServerRpc(int currentCount, ServerRpcParams parameters = default)
{
Debug.Log($"{nameof(PingMySelfServerRpc)}: [HostClient][ServerRpc][{currentCount}] invoked.");
PingMySelfClientRpc(currentCount, m_ClientParams);
}
/// <summary>
/// Client Side RPC called by PingMySelfServerRPC to validate both Client->Server and Server-Client pipeline is working
/// </summary>
/// <param name="parameters">client rpc parameters</param>
[ClientRpc]
private void PingMySelfClientRpc(int currentCount, ClientRpcParams parameters = default)
{
Debug.Log($"{nameof(PingMySelfClientRpc)}: [HostServer][ClientRpc][{currentCount}] invoked. (previous output line should confirm this)");
m_ClientReceivedRpc = true;
}
}
}

View File

@@ -10,13 +10,13 @@ namespace Unity.Netcode.RuntimeTests
{
public class RpcTestNB : NetworkBehaviour
{
public event Action OnServer_Rpc;
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
public event Action OnClient_Rpc;
[ServerRpc]
public void MyServerRpc()
public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
{
OnServer_Rpc();
OnServer_Rpc(clientId, param);
}
[ClientRpc]
@@ -42,11 +42,12 @@ namespace Unity.Netcode.RuntimeTests
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
var clientId = m_ClientNetworkManagers[0].LocalClientId;
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ServerNetworkManager, serverClientPlayerResult));
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
// Setup state
bool hasReceivedServerRpc = false;
@@ -59,15 +60,16 @@ namespace Unity.Netcode.RuntimeTests
hasReceivedClientRpcRemotely = true;
};
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
{
// The RPC invoked locally. (Weaver failure?)
Assert.Fail("ServerRpc invoked locally. Weaver failure?");
};
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
{
Debug.Log("ServerRpc received on server object");
Assert.True(param.Receive.SenderClientId == clientId);
hasReceivedServerRpc = true;
};
@@ -79,7 +81,7 @@ namespace Unity.Netcode.RuntimeTests
};
// Send ServerRpc
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc();
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc(clientId);
// Send ClientRpc
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().MyClientRpc();

View File

@@ -0,0 +1,73 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class StopStartRuntimeTests
{
[UnityTest]
public IEnumerator WhenShuttingDownAndRestarting_SDKRestartsSuccessfullyAndStaysRunning()
{ // create server and client instances
MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
try
{
// create prefab
var gameObject = new GameObject("PlayerObject");
var networkObject = gameObject.AddComponent<NetworkObject>();
networkObject.DontDestroyWithOwner = true;
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);
server.NetworkConfig.PlayerPrefab = gameObject;
for (int i = 0; i < clients.Length; i++)
{
clients[i].NetworkConfig.PlayerPrefab = gameObject;
}
// start server and connect clients
MultiInstanceHelpers.Start(false, server, clients);
// wait for connection on client side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
// wait for connection on server side
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(server));
// shutdown the server
server.Shutdown();
// wait 1 frame because shutdowns are delayed
var nextFrameNumber = Time.frameCount + 1;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// Verify the shutdown occurred
Assert.IsFalse(server.IsServer);
Assert.IsFalse(server.IsListening);
Assert.IsFalse(server.IsHost);
Assert.IsFalse(server.IsClient);
server.StartServer();
// Verify the server started
Assert.IsTrue(server.IsServer);
Assert.IsTrue(server.IsListening);
// Wait several frames
nextFrameNumber = Time.frameCount + 10;
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
// Verify the server is still running
Assert.IsTrue(server.IsServer);
Assert.IsTrue(server.IsListening);
}
finally
{
// cleanup
MultiInstanceHelpers.Destroy();
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 97a5298e33ee4d32be46ce84fecdcd06
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -56,8 +56,8 @@ namespace Unity.Netcode.RuntimeTests
var networkManagers = MultiInstanceHelpers.NetworkManagerInstances.ToArray();
var server = networkManagers.First(t => t.IsServer);
var firstClient = networkManagers.First(t => t.IsClient);
var secondClient = networkManagers.Last(t => t.IsClient);
var firstClient = networkManagers.First(t => !t.IsServer);
var secondClient = networkManagers.Last(t => !t.IsServer);
Assert.AreNotEqual(firstClient, secondClient);

View File

@@ -112,6 +112,7 @@ namespace Unity.Netcode.RuntimeTests
{
s_Server = null;
m_Peers.Remove(ServerClientId);
m_LocalConnection = null;
}
public override void Shutdown()

View File

@@ -2,21 +2,22 @@
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "1.0.0-pre.3",
"version": "1.0.0-pre.5",
"unity": "2020.3",
"dependencies": {
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.nuget.mono-cecil": "1.10.1",
"com.unity.collections": "1.0.0-pre.5"
"com.unity.collections": "1.1.0"
},
"upmCi": {
"footprint": "883b3567bbb5155b7d06ef3c2cac755efa58a235"
"footprint": "770504b1f691c766a300b616c1d8106335265f3c"
},
"repository": {
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
"type": "git",
"revision": "3e4df72dadeea8bd622da2824e30541910c79d3d"
"revision": "d1f990d97b80d49ce12fce7357cbd5f6b794ce01"
},
"samples": [
{