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408
CHANGELOG.md
408
CHANGELOG.md
@@ -1,4 +1,3 @@
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# Changelog
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All notable changes to this project will be documented in this file.
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@@ -7,6 +6,408 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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|
||||
## [2.0.0-exp.4] - 2024-05-31
|
||||
|
||||
### Added
|
||||
|
||||
- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
|
||||
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
|
||||
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
|
||||
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
|
||||
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
|
||||
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
|
||||
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)
|
||||
|
||||
### Changed
|
||||
|
||||
- Change all the access modifiers of test class from Public to Internal (#2930)
|
||||
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
|
||||
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
|
||||
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
|
||||
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
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|
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## [2.0.0-exp.2] - 2024-04-02
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||||
|
||||
### Added
|
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- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
|
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- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863)
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- For a customized `NetworkRigidbodyBase` class:
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- `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
|
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- `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
|
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- `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
|
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- Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
|
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- Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
|
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- Provides additional public methods:
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- `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
|
||||
- `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
|
||||
- `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
|
||||
- `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
|
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- `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
|
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- `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
|
||||
- `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
|
||||
- Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
|
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- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
|
||||
- Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
|
||||
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
|
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- Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
|
||||
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
|
||||
- Added session mode selection to `NetworkManager` inspector view. (#2863)
|
||||
- Added distributed authority permissions feature. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
|
||||
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
|
||||
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
|
||||
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is automatically the owner of the spawned object). (#2863)
|
||||
- This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
|
||||
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
|
||||
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
|
||||
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
|
||||
- This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
|
||||
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
|
||||
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
|
||||
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
|
||||
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
|
||||
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
|
||||
|
||||
### Changed
|
||||
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
|
||||
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
|
||||
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
|
||||
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
|
||||
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863)
|
||||
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
|
||||
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
|
||||
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
|
||||
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
|
||||
|
||||
## [1.9.1] - 2024-04-18
|
||||
|
||||
### Added
|
||||
- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of NetworkVariable values, allowing for more responsive game play (#2820)
|
||||
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of `NetworkTransform`s (#2820)
|
||||
- Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
|
||||
- Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
|
||||
- Added virtual method `NetworkVariableBase.OnInitialize()` which can be used by `NetworkVariable` subclasses to add initialization code (#2820)
|
||||
- Added virtual method `NetworkVariableBase.Update()`, which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
|
||||
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
|
||||
- `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813)
|
||||
- `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)
|
||||
- `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813)
|
||||
- Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkTransformEditor` would throw and exception if you excluded the physics package. (#2871)
|
||||
- Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845)
|
||||
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
|
||||
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
|
||||
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
|
||||
|
||||
### Changed
|
||||
|
||||
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874)
|
||||
- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872)
|
||||
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
|
||||
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
|
||||
|
||||
## [1.8.1] - 2024-02-05
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed a compile error when compiling for IL2CPP targets when using the new `[Rpc]` attribute. (#2824)
|
||||
|
||||
## [1.8.0] - 2023-12-12
|
||||
|
||||
### Added
|
||||
|
||||
- Added a new RPC attribute, which is simply `Rpc`. (#2762)
|
||||
- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs.
|
||||
- This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
|
||||
- This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option.
|
||||
- Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762)
|
||||
- Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762)
|
||||
- Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735)
|
||||
- Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735)
|
||||
- Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
|
||||
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
|
||||
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
|
||||
- Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789)
|
||||
- Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789)
|
||||
- Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
|
||||
- Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789)
|
||||
- Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
|
||||
- Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777)
|
||||
- Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
|
||||
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735)
|
||||
- Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713)
|
||||
- Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
|
||||
|
||||
### Changed
|
||||
- Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789)
|
||||
- Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
|
||||
- Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
|
||||
- `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)
|
||||
- Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735)
|
||||
- Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713)
|
||||
- Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710)
|
||||
- Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710)
|
||||
- Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710)
|
||||
- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
|
||||
- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
|
||||
|
||||
## [1.7.1] - 2023-11-15
|
||||
|
||||
### Added
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
|
||||
- Fixed issue where `NetworkBehaviour.Synchronize` was not truncating the write buffer if nothing was serialized during `NetworkBehaviour.OnSynchronize` causing an additional 6 bytes to be written per `NetworkBehaviour` component instance. (#2749)
|
||||
|
||||
## [1.7.0] - 2023-10-11
|
||||
|
||||
### Added
|
||||
|
||||
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
|
||||
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
|
||||
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
|
||||
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
|
||||
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
|
||||
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
|
||||
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
|
||||
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
|
||||
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
|
||||
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
|
||||
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
|
||||
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
|
||||
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
|
||||
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
|
||||
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
|
||||
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
|
||||
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
|
||||
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
|
||||
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
|
||||
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
|
||||
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
|
||||
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
|
||||
|
||||
### Changed
|
||||
|
||||
- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
|
||||
|
||||
## [1.6.0] - 2023-08-09
|
||||
|
||||
### Added
|
||||
|
||||
- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
|
||||
- Fixed issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
|
||||
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
|
||||
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
|
||||
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
|
||||
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
|
||||
|
||||
### Changed
|
||||
|
||||
## [1.5.2] - 2023-07-24
|
||||
|
||||
### Added
|
||||
|
||||
### Fixed
|
||||
- Bumped minimum Unity version supported to 2021.3 LTS
|
||||
- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
|
||||
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
|
||||
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
|
||||
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
|
||||
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
|
||||
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
|
||||
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
|
||||
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
|
||||
|
||||
### Changed
|
||||
|
||||
## [1.5.1] - 2023-06-07
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
|
||||
- The location of the automatically-created default network prefab list can now be configured (#2544)
|
||||
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
|
||||
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed: Fixed a null reference in codegen in some projects (#2581)
|
||||
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
|
||||
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
|
||||
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
|
||||
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
|
||||
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
|
||||
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)
|
||||
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
|
||||
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
|
||||
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
|
||||
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
|
||||
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
|
||||
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
|
||||
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
|
||||
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
|
||||
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
|
||||
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
|
||||
|
||||
## Changed
|
||||
|
||||
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
|
||||
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
|
||||
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
|
||||
|
||||
## [1.4.0] - 2023-04-10
|
||||
|
||||
### Added
|
||||
|
||||
- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
|
||||
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
|
||||
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
|
||||
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
|
||||
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
|
||||
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
|
||||
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
|
||||
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
|
||||
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
|
||||
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
|
||||
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
|
||||
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
|
||||
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
|
||||
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
|
||||
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
|
||||
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
|
||||
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
|
||||
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
|
||||
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)
|
||||
|
||||
### Changed
|
||||
|
||||
- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
|
||||
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
|
||||
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
|
||||
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
|
||||
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
|
||||
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
|
||||
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
|
||||
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
|
||||
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
|
||||
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
|
||||
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
|
||||
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
|
||||
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
|
||||
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
|
||||
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
|
||||
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
|
||||
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
|
||||
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
|
||||
|
||||
## [1.3.1] - 2023-03-27
|
||||
|
||||
### Added
|
||||
|
||||
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
|
||||
|
||||
### Changed
|
||||
|
||||
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450)
|
||||
- `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`.
|
||||
- Dirty `NetworkObject` are reset at end-of-frame and not at serialization time.
|
||||
- `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair.
|
||||
- Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228)
|
||||
- Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
|
||||
- Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398)
|
||||
- Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396)
|
||||
- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
|
||||
- Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345)
|
||||
- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
|
||||
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
|
||||
- Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
|
||||
- Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309)
|
||||
- Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309)
|
||||
- Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309)
|
||||
- Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309)
|
||||
- Corrected an issue with the documentation for BufferSerializer (#2401)
|
||||
|
||||
## [1.2.0] - 2022-11-21
|
||||
|
||||
### Added
|
||||
|
||||
- Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298)
|
||||
- Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
|
||||
- Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285)
|
||||
- Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)
|
||||
|
||||
### Changed
|
||||
|
||||
- Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310)
|
||||
- When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298)
|
||||
- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
|
||||
|
||||
### Fixed
|
||||
- Fixed `IsSpawnedObjectsPendingInDontDestroyOnLoad` is only set to true when loading a scene using `LoadSceneMode.Singleonly`. (#2330)
|
||||
- Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298)
|
||||
- Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
|
||||
- Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298)
|
||||
- Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
|
||||
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
|
||||
- Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
|
||||
- Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281)
|
||||
- Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277)
|
||||
- Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
|
||||
|
||||
### Removed
|
||||
|
||||
- Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
|
||||
|
||||
## [1.1.0] - 2022-10-21
|
||||
|
||||
### Added
|
||||
@@ -157,6 +558,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs) (#1912)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkSceneManager` did not synchronize despawned in-scene placed NetworkObjects. (#1898)
|
||||
- Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
|
||||
- Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884)
|
||||
@@ -210,10 +612,12 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
## [1.0.0-pre.6] - 2022-03-02
|
||||
|
||||
### Added
|
||||
|
||||
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
|
||||
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
|
||||
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
|
||||
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
|
||||
@@ -265,6 +669,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
|
||||
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
|
||||
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
|
||||
@@ -279,6 +684,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
|
||||
|
||||
### Changed
|
||||
|
||||
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
|
||||
- Updated com.unity.collections to 1.1.0 (#1451)
|
||||
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#endif
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
||||
@@ -1,103 +0,0 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody"/> on network objects. By controlling the kinematic
|
||||
/// mode of the <see cref="Rigidbody"/> and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Determines if we are server (true) or owner (false) authoritative
|
||||
/// </summary>
|
||||
private bool m_IsServerAuthoritative;
|
||||
|
||||
private Rigidbody m_Rigidbody;
|
||||
private NetworkTransform m_NetworkTransform;
|
||||
private RigidbodyInterpolation m_OriginalInterpolation;
|
||||
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_NetworkTransform = GetComponent<NetworkTransform>();
|
||||
m_IsServerAuthoritative = m_NetworkTransform.IsServerAuthoritative();
|
||||
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
|
||||
// Set interpolation to none if NetworkTransform is handling interpolation, otherwise it sets it to the original value
|
||||
m_Rigidbody.interpolation = m_NetworkTransform.Interpolate ? RigidbodyInterpolation.None : m_OriginalInterpolation;
|
||||
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// clients can run fixed update before the first full
|
||||
// NetworkTransform update
|
||||
m_Rigidbody.isKinematic = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For owner authoritative (i.e. ClientNetworkTransform)
|
||||
/// we adjust our authority when we gain ownership
|
||||
/// </summary>
|
||||
public override void OnGainedOwnership()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For owner authoritative(i.e. ClientNetworkTransform)
|
||||
/// we adjust our authority when we have lost ownership
|
||||
/// </summary>
|
||||
public override void OnLostOwnership()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the authority differently depending upon
|
||||
/// whether it is server or owner authoritative
|
||||
/// </summary>
|
||||
private void UpdateOwnershipAuthority()
|
||||
{
|
||||
if (m_IsServerAuthoritative)
|
||||
{
|
||||
m_IsAuthority = NetworkManager.IsServer;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsAuthority = IsOwner;
|
||||
}
|
||||
|
||||
// If you have authority then you are not kinematic
|
||||
m_Rigidbody.isKinematic = !m_IsAuthority;
|
||||
|
||||
// Set interpolation of the Rigidbody based on authority
|
||||
// With authority: let local transform handle interpolation
|
||||
// Without authority: let the NetworkTransform handle interpolation
|
||||
m_Rigidbody.interpolation = m_IsAuthority ? m_OriginalInterpolation : RigidbodyInterpolation.None;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
m_Rigidbody.interpolation = m_OriginalInterpolation;
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// non-owners can run fixed updates before the first full
|
||||
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
|
||||
m_Rigidbody.isKinematic = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
@@ -1,83 +0,0 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
|
||||
/// mode of the rigidbody and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkBehaviour
|
||||
{
|
||||
private Rigidbody2D m_Rigidbody;
|
||||
private NetworkTransform m_NetworkTransform;
|
||||
|
||||
private bool m_OriginalKinematic;
|
||||
private RigidbodyInterpolation2D m_OriginalInterpolation;
|
||||
|
||||
// Used to cache the authority state of this rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a bool value indicating whether this <see cref="NetworkRigidbody2D"/> on this peer currently holds authority.
|
||||
/// </summary>
|
||||
private bool HasAuthority => m_NetworkTransform.CanCommitToTransform;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody2D>();
|
||||
m_NetworkTransform = GetComponent<NetworkTransform>();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (IsSpawned)
|
||||
{
|
||||
if (HasAuthority != m_IsAuthority)
|
||||
{
|
||||
m_IsAuthority = HasAuthority;
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
|
||||
private void UpdateRigidbodyKinematicMode()
|
||||
{
|
||||
if (m_IsAuthority == false)
|
||||
{
|
||||
m_OriginalKinematic = m_Rigidbody.isKinematic;
|
||||
m_Rigidbody.isKinematic = true;
|
||||
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
// Set interpolation to none, the NetworkTransform component interpolates the position of the object.
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
|
||||
m_Rigidbody.isKinematic = m_OriginalKinematic;
|
||||
m_Rigidbody.interpolation = m_OriginalInterpolation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
m_IsAuthority = HasAuthority;
|
||||
m_OriginalKinematic = m_Rigidbody.isKinematic;
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,26 +0,0 @@
|
||||
{
|
||||
"name": "Unity.Netcode.Components",
|
||||
"rootNamespace": "Unity.Netcode.Components",
|
||||
"references": [
|
||||
"Unity.Netcode.Runtime",
|
||||
"Unity.Collections"
|
||||
],
|
||||
"allowUnsafeCode": true,
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.modules.animation",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_ANIMATION"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.modules.physics",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.modules.physics2d",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS2D"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -7,16 +7,16 @@ Netcode for GameObjects is a Unity package that provides networking capabilities
|
||||
See guides below to install Unity Netcode for GameObjects, set up your project, and get started with your first networked game:
|
||||
|
||||
- [Documentation](https://docs-multiplayer.unity3d.com/netcode/current/about)
|
||||
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/migration/install)
|
||||
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro)
|
||||
- [API Reference](https://docs-multiplayer.unity3d.com/netcode/current/api/introduction)
|
||||
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/installation)
|
||||
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo)
|
||||
- [API Reference](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.6/api/index.html)
|
||||
|
||||
# Technical details
|
||||
|
||||
## Requirements
|
||||
|
||||
Netcode for GameObjects targets the following Unity versions:
|
||||
- Unity 2020.3, 2021.1, 2021.2 and 2021.3
|
||||
- Unity 2021.3 (LTS), 2022.3 (LTS) and 2023.2
|
||||
|
||||
On the following runtime platforms:
|
||||
- Windows, MacOS, and Linux
|
||||
@@ -32,4 +32,4 @@ On the following runtime platforms:
|
||||
|June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0|
|
||||
|August 5, 2021|Update product/package name|
|
||||
|September 9,2021|Updated the links and name of the file.|
|
||||
|April 20, 2022|Updated links|
|
||||
|April 20, 2022|Updated links|
|
||||
|
||||
@@ -1,3 +1,7 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
@@ -10,6 +10,7 @@ using Unity.Collections;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
using Unity.CompilationPipeline.Common.ILPostProcessing;
|
||||
using UnityEngine;
|
||||
using Object = System.Object;
|
||||
|
||||
namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
@@ -20,13 +21,16 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll";
|
||||
|
||||
public const string RuntimeAssemblyName = "Unity.Netcode.Runtime";
|
||||
public const string ComponentsAssemblyName = "Unity.Netcode.Components";
|
||||
|
||||
public static readonly string NetworkBehaviour_FullName = typeof(NetworkBehaviour).FullName;
|
||||
public static readonly string INetworkMessage_FullName = typeof(INetworkMessage).FullName;
|
||||
public static readonly string ServerRpcAttribute_FullName = typeof(ServerRpcAttribute).FullName;
|
||||
public static readonly string ClientRpcAttribute_FullName = typeof(ClientRpcAttribute).FullName;
|
||||
public static readonly string RpcAttribute_FullName = typeof(RpcAttribute).FullName;
|
||||
public static readonly string ServerRpcParams_FullName = typeof(ServerRpcParams).FullName;
|
||||
public static readonly string ClientRpcParams_FullName = typeof(ClientRpcParams).FullName;
|
||||
public static readonly string RpcParams_FullName = typeof(RpcParams).FullName;
|
||||
public static readonly string ClientRpcSendParams_FullName = typeof(ClientRpcSendParams).FullName;
|
||||
public static readonly string ClientRpcReceiveParams_FullName = typeof(ClientRpcReceiveParams).FullName;
|
||||
public static readonly string ServerRpcSendParams_FullName = typeof(ServerRpcSendParams).FullName;
|
||||
@@ -58,7 +62,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName)
|
||||
{
|
||||
if (!typeDefinition.IsClass)
|
||||
if (typeDefinition == null || !typeDefinition.IsClass)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -112,6 +116,64 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
return name;
|
||||
}
|
||||
public static TypeReference MakeGenericType(this TypeReference self, params TypeReference[] arguments)
|
||||
{
|
||||
if (self.GenericParameters.Count != arguments.Length)
|
||||
{
|
||||
throw new ArgumentException();
|
||||
}
|
||||
|
||||
var instance = new GenericInstanceType(self);
|
||||
foreach (var argument in arguments)
|
||||
{
|
||||
instance.GenericArguments.Add(argument);
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
public static MethodReference MakeGeneric(this MethodReference self, params TypeReference[] arguments)
|
||||
{
|
||||
var reference = new MethodReference(self.Name, self.ReturnType)
|
||||
{
|
||||
DeclaringType = self.DeclaringType.MakeGenericType(arguments),
|
||||
HasThis = self.HasThis,
|
||||
ExplicitThis = self.ExplicitThis,
|
||||
CallingConvention = self.CallingConvention,
|
||||
};
|
||||
|
||||
foreach (var parameter in self.Parameters)
|
||||
{
|
||||
reference.Parameters.Add(new ParameterDefinition(parameter.ParameterType));
|
||||
}
|
||||
|
||||
foreach (var generic_parameter in self.GenericParameters)
|
||||
{
|
||||
reference.GenericParameters.Add(new GenericParameter(generic_parameter.Name, reference));
|
||||
}
|
||||
|
||||
return reference;
|
||||
}
|
||||
|
||||
public static bool IsSubclassOf(this TypeReference typeReference, TypeReference baseClass)
|
||||
{
|
||||
if (typeReference == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var type = typeReference.Resolve();
|
||||
if (type?.BaseType == null || type.BaseType.Name == nameof(Object))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (type.BaseType.Resolve() == baseClass.Resolve())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return type.BaseType.IsSubclassOf(baseClass);
|
||||
}
|
||||
|
||||
public static bool HasInterface(this TypeReference typeReference, string interfaceTypeFullName)
|
||||
{
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
using Mono.Cecil.Rocks;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
using Unity.CompilationPipeline.Common.ILPostProcessing;
|
||||
using UnityEngine;
|
||||
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
|
||||
using MethodAttributes = Mono.Cecil.MethodAttributes;
|
||||
|
||||
@@ -16,7 +17,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
public override ILPPInterface GetInstance() => this;
|
||||
|
||||
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
|
||||
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName || compiledAssembly.Name == CodeGenHelpers.ComponentsAssemblyName;
|
||||
|
||||
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
|
||||
|
||||
@@ -101,43 +102,54 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
private ModuleDefinition m_NetcodeModule;
|
||||
private PostProcessorAssemblyResolver m_AssemblyResolver;
|
||||
|
||||
private MethodReference m_MessagingSystem_ReceiveMessage_MethodRef;
|
||||
private TypeReference m_MessagingSystem_MessageWithHandler_TypeRef;
|
||||
private MethodReference m_MessagingSystem_MessageHandler_Constructor_TypeRef;
|
||||
private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor;
|
||||
|
||||
private MethodReference m_MessageManager_ReceiveMessage_MethodRef;
|
||||
private MethodReference m_MessageManager_CreateMessageAndGetVersion_MethodRef;
|
||||
private TypeReference m_MessageManager_MessageWithHandler_TypeRef;
|
||||
private MethodReference m_MessageManager_MessageHandler_Constructor_TypeRef;
|
||||
private MethodReference m_MessageManager_VersionGetter_Constructor_TypeRef;
|
||||
private FieldReference m_ILPPMessageProvider___network_message_types_FieldRef;
|
||||
private FieldReference m_MessagingSystem_MessageWithHandler_MessageType_FieldRef;
|
||||
private FieldReference m_MessagingSystem_MessageWithHandler_Handler_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_MessageType_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_Handler_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_GetVersion_FieldRef;
|
||||
private MethodReference m_Type_GetTypeFromHandle_MethodRef;
|
||||
private MethodReference m_List_Add_MethodRef;
|
||||
|
||||
private const string k_ReceiveMessageName = nameof(MessagingSystem.ReceiveMessage);
|
||||
private const string k_ReceiveMessageName = nameof(NetworkMessageManager.ReceiveMessage);
|
||||
private const string k_CreateMessageAndGetVersionName = nameof(NetworkMessageManager.CreateMessageAndGetVersion);
|
||||
|
||||
private bool ImportReferences(ModuleDefinition moduleDefinition)
|
||||
{
|
||||
// Different environments seem to have different situations...
|
||||
// Some have these definitions in netstandard.dll...
|
||||
// some seem to have them elsewhere...
|
||||
// Since they're standard .net classes they're not going to cause
|
||||
// the same issues as referencing other assemblies, in theory, since
|
||||
// the definitions should be standard and consistent across platforms
|
||||
// (i.e., there's no #if UNITY_EDITOR in them that could create
|
||||
// invalid IL code)
|
||||
// Some have these definitions in netstandard.dll, some seem to have them elsewhere...
|
||||
// Since they're standard .net classes they're not going to cause the same issues as referencing other assemblies,
|
||||
// in theory, since the definitions should be standard and consistent across platforms
|
||||
// (i.e., there's no #if UNITY_EDITOR in them that could create invalid IL code)
|
||||
TypeDefinition typeTypeDef = moduleDefinition.ImportReference(typeof(Type)).Resolve();
|
||||
TypeDefinition listTypeDef = moduleDefinition.ImportReference(typeof(List<>)).Resolve();
|
||||
m_RuntimeInitializeOnLoadAttribute_Ctor = moduleDefinition.ImportReference(typeof(RuntimeInitializeOnLoadMethodAttribute).GetConstructor(new Type[] { }));
|
||||
|
||||
TypeDefinition messageHandlerTypeDef = null;
|
||||
TypeDefinition versionGetterTypeDef = null;
|
||||
TypeDefinition messageWithHandlerTypeDef = null;
|
||||
TypeDefinition ilppMessageProviderTypeDef = null;
|
||||
TypeDefinition messagingSystemTypeDef = null;
|
||||
TypeDefinition messageManagerSystemTypeDef = null;
|
||||
foreach (var netcodeTypeDef in m_NetcodeModule.GetAllTypes())
|
||||
{
|
||||
if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageHandler))
|
||||
if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageHandler))
|
||||
{
|
||||
messageHandlerTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageWithHandler))
|
||||
if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.VersionGetter))
|
||||
{
|
||||
versionGetterTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageWithHandler))
|
||||
{
|
||||
messageWithHandlerTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
@@ -149,25 +161,29 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
continue;
|
||||
}
|
||||
|
||||
if (messagingSystemTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem))
|
||||
if (messageManagerSystemTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager))
|
||||
{
|
||||
messagingSystemTypeDef = netcodeTypeDef;
|
||||
messageManagerSystemTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
m_MessagingSystem_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
|
||||
m_MessageManager_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
|
||||
m_MessageManager_VersionGetter_Constructor_TypeRef = moduleDefinition.ImportReference(versionGetterTypeDef.GetConstructors().First());
|
||||
|
||||
m_MessagingSystem_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
|
||||
m_MessageManager_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
|
||||
foreach (var fieldDef in messageWithHandlerTypeDef.Fields)
|
||||
{
|
||||
switch (fieldDef.Name)
|
||||
{
|
||||
case nameof(MessagingSystem.MessageWithHandler.MessageType):
|
||||
m_MessagingSystem_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.MessageType):
|
||||
m_MessageManager_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
case nameof(MessagingSystem.MessageWithHandler.Handler):
|
||||
m_MessagingSystem_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.Handler):
|
||||
m_MessageManager_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.GetVersion):
|
||||
m_MessageManager_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -204,12 +220,15 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var methodDef in messagingSystemTypeDef.Methods)
|
||||
foreach (var methodDef in messageManagerSystemTypeDef.Methods)
|
||||
{
|
||||
switch (methodDef.Name)
|
||||
{
|
||||
case k_ReceiveMessageName:
|
||||
m_MessagingSystem_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
m_MessageManager_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
case k_CreateMessageAndGetVersionName:
|
||||
m_MessageManager_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -217,81 +236,76 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
return true;
|
||||
}
|
||||
|
||||
private MethodDefinition GetOrCreateStaticConstructor(TypeDefinition typeDefinition)
|
||||
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod, MethodReference versionMethod)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod)
|
||||
{
|
||||
// MessagingSystem.__network_message_types.Add(new MessagingSystem.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
|
||||
processor.Body.Variables.Add(new VariableDefinition(m_MessagingSystem_MessageWithHandler_TypeRef));
|
||||
// NetworkMessageManager.__network_message_types.Add(new NetworkMessageManager.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
|
||||
processor.Body.Variables.Add(new VariableDefinition(m_MessageManager_MessageWithHandler_TypeRef));
|
||||
int messageWithHandlerLocIdx = processor.Body.Variables.Count - 1;
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldsfld, m_ILPPMessageProvider___network_message_types_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Initobj, m_MessagingSystem_MessageWithHandler_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Initobj, m_MessageManager_MessageWithHandler_TypeRef));
|
||||
|
||||
// tmp.MessageType = typeof(type);
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldtoken, type));
|
||||
instructions.Add(processor.Create(OpCodes.Call, m_Type_GetTypeFromHandle_MethodRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_MessageType_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_MessageType_FieldRef));
|
||||
|
||||
// tmp.Handler = type.Receive
|
||||
// tmp.Handler = MessageHandler.ReceveMessage<type>
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldnull));
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldftn, receiveMethod));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_MessageHandler_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_Handler_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_MessageHandler_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_Handler_FieldRef));
|
||||
|
||||
|
||||
// tmp.GetVersion = MessageHandler.CreateMessageAndGetVersion<type>
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldnull));
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldftn, versionMethod));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_VersionGetter_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_GetVersion_FieldRef));
|
||||
|
||||
// ILPPMessageProvider.__network_message_types.Add(tmp);
|
||||
instructions.Add(processor.Create(OpCodes.Ldloc, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Callvirt, m_List_Add_MethodRef));
|
||||
}
|
||||
|
||||
// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with MessagingSystem.
|
||||
// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with NetworkMessageManager.
|
||||
// This is the same behavior as annotating a static method with [ModuleInitializer] in standardized C# (that attribute doesn't exist in Unity, but the static module constructor still works).
|
||||
// https://docs.microsoft.com/en-us/dotnet/api/system.runtime.compilerservices.moduleinitializerattribute?view=net-5.0
|
||||
// https://web.archive.org/web/20100212140402/http://blogs.msdn.com/junfeng/archive/2005/11/19/494914.aspx
|
||||
private void CreateModuleInitializer(AssemblyDefinition assembly, List<TypeDefinition> networkMessageTypes)
|
||||
{
|
||||
foreach (var typeDefinition in assembly.MainModule.Types)
|
||||
var typeDefinition = new TypeDefinition("__GEN", "INetworkMessageHelper", TypeAttributes.NotPublic | TypeAttributes.AnsiClass | TypeAttributes.BeforeFieldInit, assembly.MainModule.TypeSystem.Object);
|
||||
|
||||
var staticCtorMethodDef = new MethodDefinition(
|
||||
$"InitializeMessages",
|
||||
MethodAttributes.Assembly |
|
||||
MethodAttributes.Static,
|
||||
assembly.MainModule.TypeSystem.Void);
|
||||
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
|
||||
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_RuntimeInitializeOnLoadAttribute_Ctor));
|
||||
typeDefinition.Methods.Add(staticCtorMethodDef);
|
||||
|
||||
var instructions = new List<Instruction>();
|
||||
var processor = staticCtorMethodDef.Body.GetILProcessor();
|
||||
|
||||
foreach (var type in networkMessageTypes)
|
||||
{
|
||||
if (typeDefinition.FullName == "<Module>")
|
||||
{
|
||||
var staticCtorMethodDef = GetOrCreateStaticConstructor(typeDefinition);
|
||||
|
||||
var processor = staticCtorMethodDef.Body.GetILProcessor();
|
||||
|
||||
var instructions = new List<Instruction>();
|
||||
|
||||
foreach (var type in networkMessageTypes)
|
||||
{
|
||||
var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
|
||||
receiveMethod.GenericArguments.Add(type);
|
||||
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod);
|
||||
}
|
||||
|
||||
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
|
||||
break;
|
||||
}
|
||||
var receiveMethod = new GenericInstanceMethod(m_MessageManager_ReceiveMessage_MethodRef);
|
||||
receiveMethod.GenericArguments.Add(type);
|
||||
var versionMethod = new GenericInstanceMethod(m_MessageManager_CreateMessageAndGetVersion_MethodRef);
|
||||
versionMethod.GenericArguments.Add(type);
|
||||
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
|
||||
}
|
||||
|
||||
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
|
||||
|
||||
assembly.MainModule.Types.Add(typeDefinition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -2,6 +2,7 @@ using System.Collections.Generic;
|
||||
using System.IO;
|
||||
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;
|
||||
@@ -52,7 +53,17 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
case nameof(NetworkBehaviour):
|
||||
ProcessNetworkBehaviour(typeDefinition);
|
||||
break;
|
||||
case nameof(RpcAttribute):
|
||||
foreach (var methodDefinition in typeDefinition.GetConstructors())
|
||||
{
|
||||
if (methodDefinition.Parameters.Count == 0)
|
||||
{
|
||||
methodDefinition.IsPublic = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case nameof(__RpcParams):
|
||||
case nameof(RpcFallbackSerialization):
|
||||
typeDefinition.IsPublic = true;
|
||||
break;
|
||||
}
|
||||
@@ -79,6 +90,9 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
|
||||
}
|
||||
|
||||
// TODO: Deprecate...
|
||||
// This is changing accessibility for values that are no longer used, but since our validator runs
|
||||
// after ILPP and sees those values as public, they cannot be removed until a major version change.
|
||||
private void ProcessNetworkManager(TypeDefinition typeDefinition, string[] assemblyDefines)
|
||||
{
|
||||
foreach (var fieldDefinition in typeDefinition.Fields)
|
||||
@@ -98,6 +112,14 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
fieldDefinition.IsPublic = true;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var nestedTypeDefinition in typeDefinition.NestedTypes)
|
||||
{
|
||||
if (nestedTypeDefinition.Name == nameof(NetworkManager.RpcReceiveHandler))
|
||||
{
|
||||
nestedTypeDefinition.IsNestedPublic = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
|
||||
@@ -108,13 +130,31 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
nestedType.IsNestedFamily = true;
|
||||
}
|
||||
if (nestedType.Name == nameof(NetworkBehaviour.RpcReceiveHandler))
|
||||
{
|
||||
nestedType.IsNestedPublic = true;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var fieldDefinition in typeDefinition.Fields)
|
||||
{
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage))
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage) || fieldDefinition.Name == nameof(NetworkBehaviour.NetworkVariableFields))
|
||||
{
|
||||
fieldDefinition.IsFamily = true;
|
||||
fieldDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_func_table))
|
||||
{
|
||||
fieldDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.RpcReceiveHandler))
|
||||
{
|
||||
fieldDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_name_table))
|
||||
{
|
||||
fieldDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -123,10 +163,22 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc))
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeVariables) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeRpcs) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__registerRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__nameNetworkVariable) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
|
||||
{
|
||||
methodDefinition.IsFamily = true;
|
||||
}
|
||||
|
||||
if (methodDefinition.Name == nameof(NetworkBehaviour.__getTypeName))
|
||||
{
|
||||
methodDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Editor/Configuration.meta
Normal file
3
Editor/Configuration.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2f70916f7024c66aa5dfe1e43c151a2
|
||||
timeCreated: 1654274400
|
||||
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
[FilePath("ProjectSettings/NetcodeForGameObjects.asset", FilePathAttribute.Location.ProjectFolder)]
|
||||
public class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
|
||||
{
|
||||
internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
|
||||
[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
public string TempNetworkPrefabsPath;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (NetworkPrefabsPath == "")
|
||||
{
|
||||
NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
}
|
||||
TempNetworkPrefabsPath = NetworkPrefabsPath;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
public bool GenerateDefaultNetworkPrefabs = true;
|
||||
|
||||
internal void SaveSettings()
|
||||
{
|
||||
Save(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2727d53a542a4c1aa312905c3a02d807
|
||||
timeCreated: 1685564945
|
||||
40
Editor/Configuration/NetcodeForGameObjectsSettings.cs
Normal file
40
Editor/Configuration/NetcodeForGameObjectsSettings.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
internal class NetcodeForGameObjectsEditorSettings
|
||||
{
|
||||
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
|
||||
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
|
||||
|
||||
internal static int GetNetcodeInstallMultiplayerToolTips()
|
||||
{
|
||||
if (EditorPrefs.HasKey(InstallMultiplayerToolsTipDismissedPlayerPrefKey))
|
||||
{
|
||||
return EditorPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
internal static void SetNetcodeInstallMultiplayerToolTips(int toolTipPrefSetting)
|
||||
{
|
||||
EditorPrefs.SetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, toolTipPrefSetting);
|
||||
}
|
||||
|
||||
internal static bool GetAutoAddNetworkObjectSetting()
|
||||
{
|
||||
if (EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists))
|
||||
{
|
||||
return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
internal static void SetAutoAddNetworkObjectSetting(bool autoAddSetting)
|
||||
{
|
||||
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ada9e8fd5bf94b1f9a6a21531c8a3ee
|
||||
guid: 2f9c9b10bc41a0e46ab71324dd0ac6e1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
243
Editor/Configuration/NetcodeSettingsProvider.cs
Normal file
243
Editor/Configuration/NetcodeSettingsProvider.cs
Normal file
@@ -0,0 +1,243 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Directory = UnityEngine.Windows.Directory;
|
||||
using File = UnityEngine.Windows.File;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
internal static class NetcodeSettingsProvider
|
||||
{
|
||||
private const float k_MaxLabelWidth = 450f;
|
||||
private static float s_MaxLabelWidth;
|
||||
private static bool s_ShowEditorSettingFields = true;
|
||||
private static bool s_ShowProjectSettingFields = true;
|
||||
|
||||
[SettingsProvider]
|
||||
public static SettingsProvider CreateNetcodeSettingsProvider()
|
||||
{
|
||||
// First parameter is the path in the Settings window.
|
||||
// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
|
||||
var provider = new SettingsProvider("Project/Multiplayer/NetcodeForGameObjects", SettingsScope.Project)
|
||||
{
|
||||
label = "Netcode for GameObjects",
|
||||
keywords = new[] { "netcode", "editor" },
|
||||
guiHandler = OnGuiHandler,
|
||||
deactivateHandler = OnDeactivate
|
||||
};
|
||||
|
||||
return provider;
|
||||
}
|
||||
|
||||
private static void OnDeactivate()
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
|
||||
{
|
||||
var newPath = settings.TempNetworkPrefabsPath;
|
||||
if (newPath == "")
|
||||
{
|
||||
newPath = NetcodeForGameObjectsProjectSettings.DefaultNetworkPrefabsPath;
|
||||
settings.TempNetworkPrefabsPath = newPath;
|
||||
}
|
||||
var oldPath = settings.NetworkPrefabsPath;
|
||||
settings.NetworkPrefabsPath = settings.TempNetworkPrefabsPath;
|
||||
var dirName = Path.GetDirectoryName(newPath);
|
||||
if (!Directory.Exists(dirName))
|
||||
{
|
||||
var dirs = dirName.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar });
|
||||
var dirsQueue = new Queue<string>(dirs);
|
||||
var parent = dirsQueue.Dequeue();
|
||||
while (dirsQueue.Count != 0)
|
||||
{
|
||||
var child = dirsQueue.Dequeue();
|
||||
var together = Path.Combine(parent, child);
|
||||
if (!Directory.Exists(together))
|
||||
{
|
||||
AssetDatabase.CreateFolder(parent, child);
|
||||
}
|
||||
|
||||
parent = together;
|
||||
}
|
||||
}
|
||||
|
||||
if (Directory.Exists(dirName))
|
||||
{
|
||||
if (File.Exists(oldPath))
|
||||
{
|
||||
AssetDatabase.MoveAsset(oldPath, newPath);
|
||||
if (File.Exists(oldPath))
|
||||
{
|
||||
File.Delete(oldPath);
|
||||
}
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
settings.SaveSettings();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
|
||||
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
|
||||
internal static NetcodeSettingsLabel MultiplayerToolsLabel;
|
||||
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an instance of the settings UI Elements if they don't already exist.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// We have to construct any NetcodeGUISettings derived classes here because in
|
||||
/// version 2020.x.x EditorStyles.label does not exist yet (higher versions it does)
|
||||
/// </remarks>
|
||||
private static void CheckForInitialize()
|
||||
{
|
||||
if (NetworkObjectsSectionLabel == null)
|
||||
{
|
||||
NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
|
||||
}
|
||||
|
||||
if (AutoAddNetworkObjectToggle == null)
|
||||
{
|
||||
AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
|
||||
}
|
||||
|
||||
if (MultiplayerToolsLabel == null)
|
||||
{
|
||||
MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
|
||||
}
|
||||
|
||||
if (MultiplayerToolTipStatusToggle == null)
|
||||
{
|
||||
MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display the notification to install the multiplayer tools package.", 20);
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnGuiHandler(string obj)
|
||||
{
|
||||
// Make sure all NetcodeGUISettings derived classes are instantiated first
|
||||
CheckForInitialize();
|
||||
|
||||
var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
|
||||
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
|
||||
var networkPrefabsPath = settings.TempNetworkPrefabsPath;
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings");
|
||||
|
||||
if (s_ShowEditorSettingFields)
|
||||
{
|
||||
GUILayout.BeginVertical("Box");
|
||||
NetworkObjectsSectionLabel.DrawLabel();
|
||||
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
MultiplayerToolsLabel.DrawLabel();
|
||||
multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
s_ShowProjectSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowProjectSettingFields, "Project Settings");
|
||||
if (s_ShowProjectSettingFields)
|
||||
{
|
||||
GUILayout.BeginVertical("Box");
|
||||
const string generateNetworkPrefabsString = "Generate Default Network Prefabs List";
|
||||
const string networkPrefabsLocationString = "Default Network Prefabs List path";
|
||||
|
||||
if (s_MaxLabelWidth == 0)
|
||||
{
|
||||
s_MaxLabelWidth = EditorStyles.label.CalcSize(new GUIContent(generateNetworkPrefabsString)).x;
|
||||
s_MaxLabelWidth = Mathf.Min(k_MaxLabelWidth, s_MaxLabelWidth);
|
||||
}
|
||||
|
||||
EditorGUIUtility.labelWidth = s_MaxLabelWidth;
|
||||
|
||||
GUILayout.Label("Network Prefabs", EditorStyles.boldLabel);
|
||||
generateDefaultPrefabs = EditorGUILayout.Toggle(
|
||||
new GUIContent(
|
||||
generateNetworkPrefabsString,
|
||||
"When enabled, a default NetworkPrefabsList object will be added to your project and kept up " +
|
||||
"to date with all NetworkObject prefabs."),
|
||||
generateDefaultPrefabs,
|
||||
GUILayout.Width(s_MaxLabelWidth + 20));
|
||||
|
||||
GUI.SetNextControlName("Location");
|
||||
networkPrefabsPath = EditorGUILayout.TextField(
|
||||
new GUIContent(
|
||||
networkPrefabsLocationString,
|
||||
"The path to the asset the default NetworkPrefabList object should be stored in."),
|
||||
networkPrefabsPath,
|
||||
GUILayout.Width(s_MaxLabelWidth + 270));
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
GUILayout.EndVertical();
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
|
||||
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
|
||||
settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
|
||||
settings.TempNetworkPrefabsPath = networkPrefabsPath;
|
||||
settings.SaveSettings();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetcodeSettingsLabel : NetcodeGUISettings
|
||||
{
|
||||
private string m_LabelContent;
|
||||
|
||||
public void DrawLabel()
|
||||
{
|
||||
EditorGUIUtility.labelWidth = m_LabelSize;
|
||||
GUILayout.Label(m_LabelContent, EditorStyles.boldLabel, m_LayoutWidth);
|
||||
}
|
||||
|
||||
public NetcodeSettingsLabel(string labelText, float layoutOffset = 0.0f)
|
||||
{
|
||||
m_LabelContent = labelText;
|
||||
AdjustLabelSize(labelText, layoutOffset);
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetcodeSettingsToggle : NetcodeGUISettings
|
||||
{
|
||||
private GUIContent m_ToggleContent;
|
||||
|
||||
public bool DrawToggle(bool currentSetting)
|
||||
{
|
||||
EditorGUIUtility.labelWidth = m_LabelSize;
|
||||
return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
|
||||
}
|
||||
|
||||
public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
|
||||
{
|
||||
AdjustLabelSize(labelText, layoutOffset);
|
||||
m_ToggleContent = new GUIContent(labelText, toolTip);
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetcodeGUISettings
|
||||
{
|
||||
private const float k_MaxLabelWidth = 450f;
|
||||
protected float m_LabelSize { get; private set; }
|
||||
|
||||
protected GUILayoutOption m_LayoutWidth { get; private set; }
|
||||
|
||||
protected void AdjustLabelSize(string labelText, float offset = 0.0f)
|
||||
{
|
||||
m_LabelSize = Mathf.Min(k_MaxLabelWidth, EditorStyles.label.CalcSize(new GUIContent(labelText)).x);
|
||||
m_LayoutWidth = GUILayout.Width(m_LabelSize + offset);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b8086dc75d86473f9e3c928dd773733
|
||||
guid: 6b373a89fcbd41444a97ebd1798b326f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
186
Editor/Configuration/NetworkPrefabProcessor.cs
Normal file
186
Editor/Configuration/NetworkPrefabProcessor.cs
Normal file
@@ -0,0 +1,186 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
/// <summary>
|
||||
/// Updates the default <see cref="NetworkPrefabsList"/> instance when prefabs are updated (created, moved, deleted) in the project.
|
||||
/// </summary>
|
||||
public class NetworkPrefabProcessor : AssetPostprocessor
|
||||
{
|
||||
public static string DefaultNetworkPrefabsPath
|
||||
{
|
||||
get
|
||||
{
|
||||
return NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath;
|
||||
}
|
||||
internal set
|
||||
{
|
||||
NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath = value;
|
||||
// Force a recache of the prefab list
|
||||
s_PrefabsList = null;
|
||||
}
|
||||
}
|
||||
private static NetworkPrefabsList s_PrefabsList;
|
||||
private static Dictionary<string, NetworkPrefab> s_PrefabsListPath = new Dictionary<string, NetworkPrefab>();
|
||||
|
||||
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (!settings.GenerateDefaultNetworkPrefabs)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool ProcessImportedAssets(string[] importedAssets1)
|
||||
{
|
||||
var dirty = false;
|
||||
foreach (var assetPath in importedAssets1)
|
||||
{
|
||||
// We only care about GameObjects, skip everything else. Can't use the more targeted
|
||||
// OnPostProcessPrefabs since that's not called for moves or deletes
|
||||
if (AssetDatabase.GetMainAssetTypeAtPath(assetPath) != typeof(GameObject))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||
if (go.TryGetComponent<NetworkObject>(out _))
|
||||
{
|
||||
// Make sure we are not duplicating an already existing entry
|
||||
if (s_PrefabsListPath.ContainsKey(assetPath))
|
||||
{
|
||||
// Is the imported asset different from the one we already have in the list?
|
||||
if (s_PrefabsListPath[assetPath].Prefab.GetHashCode() != go.GetHashCode())
|
||||
{
|
||||
// If so remove the one in the list and continue on to add the imported one
|
||||
s_PrefabsList.List.Remove(s_PrefabsListPath[assetPath]);
|
||||
}
|
||||
else // If they are identical, then just ignore the import
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
s_PrefabsList.List.Add(new NetworkPrefab { Prefab = go });
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
return dirty;
|
||||
}
|
||||
|
||||
bool ProcessDeletedAssets(string[] strings)
|
||||
{
|
||||
var dirty = false;
|
||||
var deleted = new List<string>(strings);
|
||||
for (int i = s_PrefabsList.List.Count - 1; i >= 0 && deleted.Count > 0; --i)
|
||||
{
|
||||
GameObject prefab;
|
||||
try
|
||||
{
|
||||
prefab = s_PrefabsList.List[i].Prefab;
|
||||
}
|
||||
catch (MissingReferenceException)
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
if (prefab == null)
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
string noPath = AssetDatabase.GetAssetPath(prefab);
|
||||
for (int j = strings.Length - 1; j >= 0; --j)
|
||||
{
|
||||
if (noPath == strings[j])
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
deleted.RemoveAt(j);
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return dirty;
|
||||
}
|
||||
|
||||
if (s_PrefabsList == null)
|
||||
{
|
||||
s_PrefabsList = GetOrCreateNetworkPrefabs(DefaultNetworkPrefabsPath, out var newList, true);
|
||||
// A new list already processed all existing assets, no need to double-process imports & deletes
|
||||
if (newList)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Clear our asset path to prefab table each time
|
||||
s_PrefabsListPath.Clear();
|
||||
|
||||
// Create our asst path to prefab table
|
||||
foreach (var prefabEntry in s_PrefabsList.List)
|
||||
{
|
||||
if (!s_PrefabsListPath.ContainsKey(AssetDatabase.GetAssetPath(prefabEntry.Prefab)))
|
||||
{
|
||||
s_PrefabsListPath.Add(AssetDatabase.GetAssetPath(prefabEntry.Prefab), prefabEntry);
|
||||
}
|
||||
}
|
||||
|
||||
// Process the imported and deleted assets
|
||||
var markDirty = ProcessImportedAssets(importedAssets);
|
||||
markDirty &= ProcessDeletedAssets(deletedAssets);
|
||||
|
||||
if (markDirty)
|
||||
{
|
||||
EditorUtility.SetDirty(s_PrefabsList);
|
||||
}
|
||||
}
|
||||
|
||||
internal static NetworkPrefabsList GetOrCreateNetworkPrefabs(string path, out bool isNew, bool addAll)
|
||||
{
|
||||
var defaultPrefabs = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(path);
|
||||
if (defaultPrefabs == null)
|
||||
{
|
||||
isNew = true;
|
||||
defaultPrefabs = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
||||
defaultPrefabs.IsDefault = true;
|
||||
AssetDatabase.CreateAsset(defaultPrefabs, path);
|
||||
|
||||
if (addAll)
|
||||
{
|
||||
// This could be very expensive in large projects... maybe make it manually triggered via a menu?
|
||||
defaultPrefabs.List = FindAll();
|
||||
}
|
||||
EditorUtility.SetDirty(defaultPrefabs);
|
||||
AssetDatabase.SaveAssetIfDirty(defaultPrefabs);
|
||||
return defaultPrefabs;
|
||||
}
|
||||
|
||||
isNew = false;
|
||||
return defaultPrefabs;
|
||||
}
|
||||
|
||||
private static List<NetworkPrefab> FindAll()
|
||||
{
|
||||
var list = new List<NetworkPrefab>();
|
||||
|
||||
string[] guids = AssetDatabase.FindAssets("t:GameObject");
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
||||
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||
|
||||
if (go.TryGetComponent(out NetworkObject _))
|
||||
{
|
||||
list.Add(new NetworkPrefab { Prefab = go });
|
||||
}
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Editor/Configuration/NetworkPrefabProcessor.cs.meta
Normal file
11
Editor/Configuration/NetworkPrefabProcessor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8b62a05d80cc444f9c74731c01b8e39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
97
Editor/Configuration/NetworkPrefabsEditor.cs
Normal file
97
Editor/Configuration/NetworkPrefabsEditor.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
using UnityEditor;
|
||||
using UnityEditorInternal;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
[CustomEditor(typeof(NetworkPrefabsList), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkPrefabsEditor : UnityEditor.Editor
|
||||
{
|
||||
private ReorderableList m_NetworkPrefabsList;
|
||||
private SerializedProperty m_IsDefaultBool;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_IsDefaultBool = serializedObject.FindProperty(nameof(NetworkPrefabsList.IsDefault));
|
||||
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty("List"), true, true, true, true);
|
||||
m_NetworkPrefabsList.elementHeightCallback = index =>
|
||||
{
|
||||
var networkOverrideInt = 0;
|
||||
if (m_NetworkPrefabsList.count > 0)
|
||||
{
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
}
|
||||
|
||||
return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
|
||||
};
|
||||
m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) =>
|
||||
{
|
||||
rect.y += 5;
|
||||
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab));
|
||||
var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride));
|
||||
var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride));
|
||||
var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab));
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
var networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt;
|
||||
EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override");
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = 0;
|
||||
networkOverrideEnum = NetworkPrefabOverride.None;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1;
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.Prefab)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none);
|
||||
}
|
||||
|
||||
rect.y += EditorGUIUtility.singleLineHeight + 5;
|
||||
|
||||
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab");
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none);
|
||||
}
|
||||
};
|
||||
m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
using (new EditorGUI.DisabledScope(true))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_IsDefaultBool);
|
||||
}
|
||||
|
||||
m_NetworkPrefabsList.DoLayoutList();
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Editor/Configuration/NetworkPrefabsEditor.cs.meta
Normal file
11
Editor/Configuration/NetworkPrefabsEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d6d0919fa8ff41c9b1d1241256f7364
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,6 +4,7 @@ using Unity.Netcode.Transports.UNET;
|
||||
#endif
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -43,7 +44,109 @@ namespace Unity.Netcode.Editor
|
||||
[CustomEditor(typeof(UnityTransport), true)]
|
||||
public class UnityTransportEditor : HiddenScriptEditor
|
||||
{
|
||||
private static readonly string[] k_HiddenFields = { "m_Script", "ConnectionData" };
|
||||
|
||||
private bool m_AllowIncomingConnections;
|
||||
private bool m_Initialized;
|
||||
|
||||
private UnityTransport m_UnityTransport;
|
||||
|
||||
private SerializedProperty m_ServerAddressProperty;
|
||||
private SerializedProperty m_ServerPortProperty;
|
||||
private SerializedProperty m_OverrideBindIpProperty;
|
||||
|
||||
private const string k_LoopbackIpv4 = "127.0.0.1";
|
||||
private const string k_LoopbackIpv6 = "::1";
|
||||
private const string k_AnyIpv4 = "0.0.0.0";
|
||||
private const string k_AnyIpv6 = "::";
|
||||
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
if (m_Initialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_Initialized = true;
|
||||
m_UnityTransport = (UnityTransport)target;
|
||||
|
||||
var connectionDataProperty = serializedObject.FindProperty(nameof(UnityTransport.ConnectionData));
|
||||
|
||||
m_ServerAddressProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.Address));
|
||||
m_ServerPortProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.Port));
|
||||
m_OverrideBindIpProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.ServerListenAddress));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws inspector properties without the script field.
|
||||
/// </summary>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
Initialize();
|
||||
EditorGUI.BeginChangeCheck();
|
||||
serializedObject.UpdateIfRequiredOrScript();
|
||||
DrawPropertiesExcluding(serializedObject, k_HiddenFields);
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
EditorGUI.EndChangeCheck();
|
||||
|
||||
EditorGUILayout.PropertyField(m_ServerAddressProperty);
|
||||
EditorGUILayout.PropertyField(m_ServerPortProperty);
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
EditorGUILayout.HelpBox("It's recommended to leave remote connections disabled for local testing to avoid exposing ports on your device.", MessageType.Info);
|
||||
bool allowRemoteConnections = m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv4 && m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv6 && !string.IsNullOrEmpty(m_UnityTransport.ConnectionData.ServerListenAddress);
|
||||
allowRemoteConnections = EditorGUILayout.Toggle(new GUIContent("Allow Remote Connections?", $"Bind IP: {m_UnityTransport.ConnectionData.ServerListenAddress}"), allowRemoteConnections);
|
||||
|
||||
bool isIpV6 = m_UnityTransport.ConnectionData.IsIpv6;
|
||||
|
||||
if (!allowRemoteConnections)
|
||||
{
|
||||
if (m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv4 && m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv6)
|
||||
{
|
||||
if (isIpV6)
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = k_LoopbackIpv6;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = k_LoopbackIpv4;
|
||||
}
|
||||
EditorUtility.SetDirty(m_UnityTransport);
|
||||
}
|
||||
}
|
||||
|
||||
using (new EditorGUI.DisabledScope(!allowRemoteConnections))
|
||||
{
|
||||
string overrideIp = m_UnityTransport.ConnectionData.ServerListenAddress;
|
||||
if (overrideIp == k_AnyIpv4 || overrideIp == k_AnyIpv6 || overrideIp == k_LoopbackIpv4 || overrideIp == k_LoopbackIpv6)
|
||||
{
|
||||
overrideIp = "";
|
||||
}
|
||||
|
||||
overrideIp = EditorGUILayout.TextField("Override Bind IP (optional)", overrideIp);
|
||||
if (allowRemoteConnections)
|
||||
{
|
||||
if (overrideIp == "")
|
||||
{
|
||||
if (isIpV6)
|
||||
{
|
||||
overrideIp = k_AnyIpv6;
|
||||
}
|
||||
else
|
||||
{
|
||||
overrideIp = k_AnyIpv4;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_UnityTransport.ConnectionData.ServerListenAddress != overrideIp)
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = overrideIp;
|
||||
EditorUtility.SetDirty(m_UnityTransport);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if COM_UNITY_MODULES_ANIMATION
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(NetworkBehaviour), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkBehaviourEditor : UnityEditor.Editor
|
||||
@@ -16,6 +20,7 @@ namespace Unity.Netcode.Editor
|
||||
private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
|
||||
|
||||
private GUIContent m_NetworkVariableLabelGuiContent;
|
||||
private GUIContent m_NetworkListLabelGuiContent;
|
||||
|
||||
private void Init(MonoScript script)
|
||||
{
|
||||
@@ -26,15 +31,21 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkVariableObjects.Clear();
|
||||
|
||||
m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
|
||||
m_NetworkListLabelGuiContent = new GUIContent("NetworkList", "This variable is a NetworkList. It is rendered, but you can't serialize or change it.");
|
||||
|
||||
var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
|
||||
for (int i = 0; i < fields.Length; i++)
|
||||
{
|
||||
var ft = fields[i].FieldType;
|
||||
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
|
||||
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
|
||||
{
|
||||
m_NetworkVariableNames.Add(fields[i].Name);
|
||||
m_NetworkVariableFields.Add(fields[i].Name, fields[i]);
|
||||
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
||||
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
||||
}
|
||||
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
|
||||
{
|
||||
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
||||
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,25 +79,82 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (genericType.IsValueType)
|
||||
{
|
||||
var method = typeof(NetworkBehaviourEditor).GetMethod("RenderNetworkVariableValueType", BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
var isEquatable = false;
|
||||
foreach (var iface in genericType.GetInterfaces())
|
||||
{
|
||||
if (iface.IsGenericType && iface.GetGenericTypeDefinition() == typeof(IEquatable<>))
|
||||
{
|
||||
isEquatable = true;
|
||||
}
|
||||
}
|
||||
|
||||
MethodInfo method;
|
||||
if (isEquatable)
|
||||
{
|
||||
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueTypeIEquatable), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
}
|
||||
else
|
||||
{
|
||||
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueType), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
var genericMethod = method.MakeGenericMethod(genericType);
|
||||
genericMethod.Invoke(this, new[] { (object)index });
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("Type not renderable");
|
||||
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkVariableValueType(index, networkVariable);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.Log(e);
|
||||
throw;
|
||||
}
|
||||
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void RenderNetworkVariableValueType<T>(int index) where T : unmanaged
|
||||
private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkVariableValueType(index, networkVariable);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkListValueType(index, networkList);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.Log(e);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
var type = typeof(T);
|
||||
object val = networkVariable.Value;
|
||||
string name = m_NetworkVariableNames[index];
|
||||
string variableName = m_NetworkVariableNames[index];
|
||||
|
||||
var behaviour = (NetworkBehaviour)target;
|
||||
|
||||
@@ -95,47 +163,51 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
if (type == typeof(int))
|
||||
{
|
||||
val = EditorGUILayout.IntField(name, (int)val);
|
||||
val = EditorGUILayout.IntField(variableName, (int)val);
|
||||
}
|
||||
else if (type == typeof(uint))
|
||||
{
|
||||
val = (uint)EditorGUILayout.LongField(name, (long)((uint)val));
|
||||
val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
|
||||
}
|
||||
else if (type == typeof(short))
|
||||
{
|
||||
val = (short)EditorGUILayout.IntField(name, (int)((short)val));
|
||||
val = (short)EditorGUILayout.IntField(variableName, (short)val);
|
||||
}
|
||||
else if (type == typeof(ushort))
|
||||
{
|
||||
val = (ushort)EditorGUILayout.IntField(name, (int)((ushort)val));
|
||||
val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
|
||||
}
|
||||
else if (type == typeof(sbyte))
|
||||
{
|
||||
val = (sbyte)EditorGUILayout.IntField(name, (int)((sbyte)val));
|
||||
val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
|
||||
}
|
||||
else if (type == typeof(byte))
|
||||
{
|
||||
val = (byte)EditorGUILayout.IntField(name, (int)((byte)val));
|
||||
val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
|
||||
}
|
||||
else if (type == typeof(long))
|
||||
{
|
||||
val = EditorGUILayout.LongField(name, (long)val);
|
||||
val = EditorGUILayout.LongField(variableName, (long)val);
|
||||
}
|
||||
else if (type == typeof(ulong))
|
||||
{
|
||||
val = (ulong)EditorGUILayout.LongField(name, (long)((ulong)val));
|
||||
val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
|
||||
}
|
||||
else if (type == typeof(float))
|
||||
{
|
||||
val = EditorGUILayout.FloatField(variableName, (float)((float)val));
|
||||
}
|
||||
else if (type == typeof(bool))
|
||||
{
|
||||
val = EditorGUILayout.Toggle(name, (bool)val);
|
||||
val = EditorGUILayout.Toggle(variableName, (bool)val);
|
||||
}
|
||||
else if (type == typeof(string))
|
||||
{
|
||||
val = EditorGUILayout.TextField(name, (string)val);
|
||||
val = EditorGUILayout.TextField(variableName, (string)val);
|
||||
}
|
||||
else if (type.IsEnum)
|
||||
{
|
||||
val = EditorGUILayout.EnumPopup(name, (Enum)val);
|
||||
val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -146,11 +218,31 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField(name, EditorStyles.wordWrappedLabel);
|
||||
EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
|
||||
EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
|
||||
}
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
}
|
||||
|
||||
private void RenderNetworkListValueType<T>(int index, NetworkList<T> networkList)
|
||||
where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
string variableName = m_NetworkVariableNames[index];
|
||||
|
||||
string value = "";
|
||||
bool addComma = false;
|
||||
foreach (var v in networkList)
|
||||
{
|
||||
if (addComma)
|
||||
{
|
||||
value += ", ";
|
||||
}
|
||||
value += v.ToString();
|
||||
addComma = true;
|
||||
}
|
||||
EditorGUILayout.LabelField(variableName, value);
|
||||
GUILayout.Label(m_NetworkListLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkListLabelGuiContent).x));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
@@ -180,7 +272,7 @@ namespace Unity.Netcode.Editor
|
||||
bool expanded = true;
|
||||
while (property.NextVisible(expanded))
|
||||
{
|
||||
if (m_NetworkVariableNames.Contains(property.name))
|
||||
if (m_NetworkVariableNames.Contains(ObjectNames.NicifyVariableName(property.name)))
|
||||
{
|
||||
// Skip rendering of NetworkVars, they have special rendering
|
||||
continue;
|
||||
@@ -230,8 +322,6 @@ namespace Unity.Netcode.Editor
|
||||
CheckForNetworkObject((target as NetworkBehaviour).gameObject);
|
||||
}
|
||||
|
||||
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
|
||||
|
||||
/// <summary>
|
||||
/// Recursively finds the root parent of a <see cref="Transform"/>
|
||||
/// </summary>
|
||||
@@ -255,8 +345,9 @@ namespace Unity.Netcode.Editor
|
||||
/// <param name="networkObjectRemoved">used internally</param>
|
||||
public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
|
||||
{
|
||||
// If there are no NetworkBehaviours or no gameObject, then exit early
|
||||
if (gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
|
||||
// If there are no NetworkBehaviours or gameObjects then exit early
|
||||
// If we are in play mode and a user is inspecting something then exit early (we don't add NetworkObjects to something when in play mode)
|
||||
if (EditorApplication.isPlaying || gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -308,7 +399,7 @@ namespace Unity.Netcode.Editor
|
||||
// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
|
||||
// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
|
||||
// again.
|
||||
if (networkObjectRemoved && EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists) && EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists))
|
||||
if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
|
||||
{
|
||||
Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
|
||||
Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
|
||||
@@ -317,7 +408,7 @@ namespace Unity.Netcode.Editor
|
||||
// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
|
||||
if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
|
||||
$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
|
||||
DialogOptOutDecisionType.ForThisMachine, AutoAddNetworkObjectIfNoneExists))
|
||||
DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists))
|
||||
{
|
||||
gameObject.AddComponent<NetworkObject>();
|
||||
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
||||
@@ -326,20 +417,47 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (networkObject != null)
|
||||
{
|
||||
OrderNetworkObject(networkObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This allows users to reset the Auto-Add NetworkObject preference
|
||||
/// so the next time they add a NetworkBehaviour to a GameObject without
|
||||
/// a NetworkObject it will display the dialog box again and not
|
||||
/// automatically add a NetworkObject.
|
||||
/// </summary>
|
||||
[MenuItem("Netcode/General/Reset Auto-Add NetworkObject", false, 1)]
|
||||
private static void ResetMultiplayerToolsTipStatus()
|
||||
// Assures the NetworkObject precedes any NetworkBehaviour on the same GameObject as the NetworkObject
|
||||
private static void OrderNetworkObject(NetworkObject networkObject)
|
||||
{
|
||||
if (EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists))
|
||||
var monoBehaviours = networkObject.gameObject.GetComponents<MonoBehaviour>();
|
||||
var networkObjectIndex = 0;
|
||||
var firstNetworkBehaviourIndex = -1;
|
||||
for (int i = 0; i < monoBehaviours.Length; i++)
|
||||
{
|
||||
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, false);
|
||||
if (monoBehaviours[i] == networkObject)
|
||||
{
|
||||
networkObjectIndex = i;
|
||||
break;
|
||||
}
|
||||
|
||||
var networkBehaviour = monoBehaviours[i] as NetworkBehaviour;
|
||||
if (networkBehaviour != null)
|
||||
{
|
||||
// Get the index of the first NetworkBehaviour Component
|
||||
if (firstNetworkBehaviourIndex == -1)
|
||||
{
|
||||
firstNetworkBehaviourIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (firstNetworkBehaviourIndex != -1 && networkObjectIndex > firstNetworkBehaviourIndex)
|
||||
{
|
||||
var positionsToMove = networkObjectIndex - firstNetworkBehaviourIndex;
|
||||
for (int i = 0; i < positionsToMove; i++)
|
||||
{
|
||||
UnityEditorInternal.ComponentUtility.MoveComponentUp(networkObject);
|
||||
}
|
||||
|
||||
EditorUtility.SetDirty(networkObject.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEditorInternal;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -14,7 +15,6 @@ namespace Unity.Netcode.Editor
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkManagerEditor : UnityEditor.Editor
|
||||
{
|
||||
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
|
||||
private static GUIStyle s_CenteredWordWrappedLabelStyle;
|
||||
private static GUIStyle s_HelpBoxStyle;
|
||||
|
||||
@@ -30,7 +30,9 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_ProtocolVersionProperty;
|
||||
private SerializedProperty m_NetworkTransportProperty;
|
||||
private SerializedProperty m_TickRateProperty;
|
||||
private SerializedProperty m_MaxObjectUpdatesPerTickProperty;
|
||||
#if MULTIPLAYER_SDK_INSTALLED
|
||||
private SerializedProperty m_NetworkTopologyProperty;
|
||||
#endif
|
||||
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
|
||||
private SerializedProperty m_ConnectionApprovalProperty;
|
||||
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
|
||||
@@ -38,10 +40,13 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_EnableSceneManagementProperty;
|
||||
private SerializedProperty m_RecycleNetworkIdsProperty;
|
||||
private SerializedProperty m_NetworkIdRecycleDelayProperty;
|
||||
private SerializedProperty m_SpawnTimeOutProperty;
|
||||
private SerializedProperty m_RpcHashSizeProperty;
|
||||
private SerializedProperty m_LoadSceneTimeOutProperty;
|
||||
private SerializedProperty m_PrefabsList;
|
||||
|
||||
private ReorderableList m_NetworkPrefabsList;
|
||||
private SerializedProperty m_NetworkProfileMetrics;
|
||||
private SerializedProperty m_NetworkMessageMetrics;
|
||||
|
||||
private NetworkManager m_NetworkManager;
|
||||
private bool m_Initialized;
|
||||
@@ -97,16 +102,30 @@ namespace Unity.Netcode.Editor
|
||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
#if MULTIPLAYER_SDK_INSTALLED
|
||||
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||
#endif
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
|
||||
m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfileMetrics");
|
||||
#if MULTIPLAYER_TOOLS
|
||||
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
|
||||
#endif
|
||||
|
||||
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
|
||||
ReloadTransports();
|
||||
}
|
||||
@@ -123,85 +142,30 @@ namespace Unity.Netcode.Editor
|
||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
#if MULTIPLAYER_SDK_INSTALLED
|
||||
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||
#endif
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
|
||||
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)).FindPropertyRelative(nameof(NetworkConfig.NetworkPrefabs)), true, true, true, true);
|
||||
m_NetworkPrefabsList.elementHeightCallback = index =>
|
||||
{
|
||||
var networkOverrideInt = 0;
|
||||
if (m_NetworkPrefabsList.count > 0)
|
||||
{
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
}
|
||||
m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfilingMetrics");
|
||||
#if MULTIPLAYER_TOOLS
|
||||
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
|
||||
#endif
|
||||
|
||||
return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
|
||||
};
|
||||
m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) =>
|
||||
{
|
||||
rect.y += 5;
|
||||
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab));
|
||||
var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride));
|
||||
var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride));
|
||||
var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab));
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
var networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt;
|
||||
EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override");
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = 0;
|
||||
networkOverrideEnum = NetworkPrefabOverride.None;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1;
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.Prefab)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none);
|
||||
}
|
||||
|
||||
rect.y += EditorGUIUtility.singleLineHeight + 5;
|
||||
|
||||
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab");
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none);
|
||||
}
|
||||
};
|
||||
m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
@@ -219,19 +183,14 @@ namespace Unity.Netcode.Editor
|
||||
serializedObject.Update();
|
||||
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
|
||||
EditorGUILayout.PropertyField(m_LogLevelProperty);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
m_NetworkPrefabsList.DoLayoutList();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
|
||||
#if MULTIPLAYER_SDK_INSTALLED
|
||||
EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
|
||||
#endif
|
||||
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
|
||||
|
||||
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
|
||||
|
||||
if (m_NetworkTransportProperty.objectReferenceValue == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
|
||||
@@ -242,51 +201,98 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
ReloadTransports();
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]);
|
||||
|
||||
if (transportComponent == null)
|
||||
{
|
||||
transportComponent = m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
}
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
||||
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(m_TickRateProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Connection", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_SpawnTimeOutProperty);
|
||||
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.ConnectionApproval))
|
||||
if (m_NetworkManager.NetworkConfig.ConnectionApproval)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Spawning", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||
|
||||
|
||||
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty, new GUIContent("NetworkVariable Length Safety"));
|
||||
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.RecycleNetworkIds))
|
||||
if (m_NetworkManager.NetworkConfig.RecycleNetworkIds)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Bandwidth", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Scene Management", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
|
||||
EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
|
||||
#if MULTIPLAYER_TOOLS
|
||||
EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
|
||||
#endif
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.EnableSceneManagement))
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
|
||||
|
||||
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||
{
|
||||
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
|
||||
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
|
||||
{
|
||||
// Default directory
|
||||
var directory = "Assets/";
|
||||
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
|
||||
if (assetPath == "")
|
||||
{
|
||||
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
|
||||
}
|
||||
|
||||
if (assetPath != "")
|
||||
{
|
||||
directory = Path.GetDirectoryName(assetPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_2021_1_OR_NEWER
|
||||
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#else
|
||||
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#endif
|
||||
if (prefabStage != null)
|
||||
{
|
||||
var prefabPath = prefabStage.assetPath;
|
||||
if (!string.IsNullOrEmpty(prefabPath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(prefabPath);
|
||||
}
|
||||
}
|
||||
if (m_NetworkManager.gameObject.scene != null)
|
||||
{
|
||||
var scenePath = m_NetworkManager.gameObject.scene.path;
|
||||
if (!string.IsNullOrEmpty(scenePath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(scenePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
|
||||
Debug.Log("Saving migrated Network Prefabs List to " + path);
|
||||
AssetDatabase.CreateAsset(networkPrefabs, path);
|
||||
EditorUtility.SetDirty(m_NetworkManager);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_PrefabsList);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
|
||||
if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
|
||||
}
|
||||
@@ -356,25 +362,29 @@ namespace Unity.Netcode.Editor
|
||||
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
||||
const string openDocsButtonText = "Open Docs";
|
||||
const string dismissButtonText = "Dismiss";
|
||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/netcode/current/tools/install-tools";
|
||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
|
||||
const string infoIconName = "console.infoicon";
|
||||
|
||||
if (PlayerPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, 0) != 0)
|
||||
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (s_CenteredWordWrappedLabelStyle == null)
|
||||
{
|
||||
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label);
|
||||
s_CenteredWordWrappedLabelStyle.wordWrap = true;
|
||||
s_CenteredWordWrappedLabelStyle.alignment = TextAnchor.MiddleLeft;
|
||||
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
wordWrap = true,
|
||||
alignment = TextAnchor.MiddleLeft
|
||||
};
|
||||
}
|
||||
|
||||
if (s_HelpBoxStyle == null)
|
||||
{
|
||||
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox);
|
||||
s_HelpBoxStyle.padding = new RectOffset(10, 10, 10, 10);
|
||||
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
|
||||
{
|
||||
padding = new RectOffset(10, 10, 10, 10)
|
||||
};
|
||||
}
|
||||
|
||||
var openDocsButtonStyle = GUI.skin.button;
|
||||
@@ -405,7 +415,7 @@ namespace Unity.Netcode.Editor
|
||||
GUILayout.FlexibleSpace();
|
||||
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
|
||||
{
|
||||
PlayerPrefs.SetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, 1);
|
||||
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1);
|
||||
}
|
||||
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -32,6 +33,24 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
|
||||
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
|
||||
|
||||
// Initialize default values for new NetworkManagers
|
||||
//
|
||||
// When the default prefab list is enabled, this will default
|
||||
// new NetworkManagers to using it.
|
||||
//
|
||||
// This will get run when new NetworkManagers are added, and
|
||||
// when the user presses the "reset" button on a NetworkManager
|
||||
// in the inspector.
|
||||
NetworkManager.OnNetworkManagerReset = manager =>
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (settings.GenerateDefaultNetworkPrefabs)
|
||||
{
|
||||
manager.NetworkConfig = new NetworkConfig();
|
||||
manager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out _, true) };
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
|
||||
@@ -65,7 +84,11 @@ namespace Unity.Netcode.Editor
|
||||
var scenesList = EditorBuildSettings.scenes.ToList();
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
var isSceneInBuildSettings = scenesList.Count((c) => c.path == activeScene.path) == 1;
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
var networkManager = Object.FindFirstObjectByType<NetworkManager>();
|
||||
#else
|
||||
var networkManager = Object.FindObjectOfType<NetworkManager>();
|
||||
#endif
|
||||
if (!isSceneInBuildSettings && networkManager != null)
|
||||
{
|
||||
if (networkManager.NetworkConfig != null && networkManager.NetworkConfig.EnableSceneManagement)
|
||||
|
||||
120
Editor/NetworkManagerRelayIntegration.cs
Normal file
120
Editor/NetworkManagerRelayIntegration.cs
Normal file
@@ -0,0 +1,120 @@
|
||||
#if UNITY_2022_3_OR_NEWER && (RELAY_SDK_INSTALLED && !UNITY_WEBGL ) || (RELAY_SDK_INSTALLED && UNITY_WEBGL && UTP_TRANSPORT_2_0_ABOVE)
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using Unity.Networking.Transport.Relay;
|
||||
using Unity.Services.Authentication;
|
||||
using Unity.Services.Core;
|
||||
using Unity.Services.Relay;
|
||||
using Unity.Services.Relay.Models;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Integration with Unity Relay SDK and Unity Transport that support the additional buttons in the NetworkManager inspector.
|
||||
/// This code could theoretically be used at runtime, but we would like to avoid the additional dependencies in the runtime assembly of netcode for gameobjects.
|
||||
/// </summary>
|
||||
public static class NetworkManagerRelayIntegration
|
||||
{
|
||||
|
||||
#if UNITY_WEBGL
|
||||
private const string k_DefaultConnectionType = "wss";
|
||||
#else
|
||||
private const string k_DefaultConnectionType = "dtls";
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Easy relay integration (host): it will initialize the unity services, sign in anonymously and start the host with a new relay allocation.
|
||||
/// Note that this will force the use of Unity Transport.
|
||||
/// </summary>
|
||||
/// <param name="networkManager">The network manager that will start the connection</param>
|
||||
/// <param name="maxConnections">Maximum number of connections to the created relay.</param>
|
||||
/// <param name="connectionType">The connection type of the <see cref="RelayServerData"/> (wss, ws, dtls or udp) </param>
|
||||
/// <returns>The join code that a potential client can use and the allocation</returns>
|
||||
/// <exception cref="ServicesInitializationException"> Exception when there's an error during services initialization </exception>
|
||||
/// <exception cref="UnityProjectNotLinkedException"> Exception when the project is not linked to a cloud project id </exception>
|
||||
/// <exception cref="CircularDependencyException"> Exception when two registered <see cref="IInitializablePackage"/> depend on the other </exception>
|
||||
/// <exception cref="AuthenticationException"> The task fails with the exception when the task cannot complete successfully due to Authentication specific errors. </exception>
|
||||
/// <exception cref="RequestFailedException"> See <see cref="IAuthenticationService.SignInAnonymouslyAsync"/></exception>
|
||||
/// <exception cref="ArgumentException">Thrown when the maxConnections argument fails validation in Relay Service SDK.</exception>
|
||||
/// <exception cref="RelayServiceException">Thrown when the request successfully reach the Relay Allocation Service but results in an error.</exception>
|
||||
internal static async Task<(string, Allocation)> StartHostWithRelay(this NetworkManager networkManager, int maxConnections = 5)
|
||||
{
|
||||
var codeAndAllocation = await InitializeAndCreateAllocAsync(networkManager, maxConnections, k_DefaultConnectionType);
|
||||
return networkManager.StartHost() ? codeAndAllocation : (null, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Easy relay integration (server): it will initialize the unity services, sign in anonymously and start the server with a new relay allocation.
|
||||
/// Note that this will force the use of Unity Transport.
|
||||
/// </summary>
|
||||
/// <param name="networkManager">The network manager that will start the connection</param>
|
||||
/// <param name="maxConnections">Maximum number of connections to the created relay.</param>
|
||||
/// <returns>The join code that a potential client can use and the allocation.</returns>
|
||||
/// <exception cref="ServicesInitializationException"> Exception when there's an error during services initialization </exception>
|
||||
/// <exception cref="UnityProjectNotLinkedException"> Exception when the project is not linked to a cloud project id </exception>
|
||||
/// <exception cref="CircularDependencyException"> Exception when two registered <see cref="IInitializablePackage"/> depend on the other </exception>
|
||||
/// <exception cref="AuthenticationException"> The task fails with the exception when the task cannot complete successfully due to Authentication specific errors. </exception>
|
||||
/// <exception cref="RequestFailedException"> See <see cref="IAuthenticationService.SignInAnonymouslyAsync"/></exception>
|
||||
/// <exception cref="ArgumentException">Thrown when the maxConnections argument fails validation in Relay Service SDK.</exception>
|
||||
/// <exception cref="RelayServiceException">Thrown when the request successfully reach the Relay Allocation Service but results in an error.</exception>
|
||||
internal static async Task<(string, Allocation)> StartServerWithRelay(this NetworkManager networkManager, int maxConnections = 5)
|
||||
{
|
||||
var codeAndAllocation = await InitializeAndCreateAllocAsync(networkManager, maxConnections, k_DefaultConnectionType);
|
||||
return networkManager.StartServer() ? codeAndAllocation : (null, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Easy relay integration (client): it will initialize the unity services, sign in anonymously, join the relay with the given join code and start the client.
|
||||
/// Note that this will force the use of Unity Transport.
|
||||
/// </summary>
|
||||
/// <param name="networkManager">The network manager that will start the connection</param>
|
||||
/// <param name="joinCode">The join code of the allocation</param>
|
||||
/// <exception cref="ServicesInitializationException"> Exception when there's an error during services initialization </exception>
|
||||
/// <exception cref="UnityProjectNotLinkedException"> Exception when the project is not linked to a cloud project id </exception>
|
||||
/// <exception cref="CircularDependencyException"> Exception when two registered <see cref="IInitializablePackage"/> depend on the other </exception>
|
||||
/// <exception cref="AuthenticationException"> The task fails with the exception when the task cannot complete successfully due to Authentication specific errors. </exception>
|
||||
/// <exception cref="RequestFailedException">Thrown when the request does not reach the Relay Allocation Service.</exception>
|
||||
/// <exception cref="ArgumentException">Thrown if the joinCode has the wrong format.</exception>
|
||||
/// <exception cref="RelayServiceException">Thrown when the request successfully reach the Relay Allocation Service but results in an error.</exception>
|
||||
/// <returns>True if starting the client was successful</returns>
|
||||
internal static async Task<JoinAllocation> StartClientWithRelay(this NetworkManager networkManager, string joinCode)
|
||||
{
|
||||
await UnityServices.InitializeAsync();
|
||||
if (!AuthenticationService.Instance.IsSignedIn)
|
||||
{
|
||||
await AuthenticationService.Instance.SignInAnonymouslyAsync();
|
||||
}
|
||||
var joinAllocation = await RelayService.Instance.JoinAllocationAsync(joinCode: joinCode);
|
||||
GetUnityTransport(networkManager, k_DefaultConnectionType).SetRelayServerData(new RelayServerData(joinAllocation, k_DefaultConnectionType));
|
||||
return networkManager.StartClient() ? joinAllocation : null;
|
||||
}
|
||||
|
||||
private static async Task<(string, Allocation)> InitializeAndCreateAllocAsync(NetworkManager networkManager, int maxConnections, string connectionType)
|
||||
{
|
||||
await UnityServices.InitializeAsync();
|
||||
if (!AuthenticationService.Instance.IsSignedIn)
|
||||
{
|
||||
await AuthenticationService.Instance.SignInAnonymouslyAsync();
|
||||
}
|
||||
Allocation allocation = await RelayService.Instance.CreateAllocationAsync(maxConnections);
|
||||
GetUnityTransport(networkManager, connectionType).SetRelayServerData(new RelayServerData(allocation, connectionType));
|
||||
var joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
|
||||
return (joinCode, allocation);
|
||||
}
|
||||
|
||||
private static UnityTransport GetUnityTransport(NetworkManager networkManager, string connectionType)
|
||||
{
|
||||
if (!networkManager.TryGetComponent<UnityTransport>(out var transport))
|
||||
{
|
||||
transport = networkManager.gameObject.AddComponent<UnityTransport>();
|
||||
}
|
||||
#if UTP_TRANSPORT_2_0_ABOVE
|
||||
transport.UseWebSockets = connectionType.StartsWith("ws"); // Probably should be part of SetRelayServerData, but not possible at this point
|
||||
#endif
|
||||
networkManager.NetworkConfig.NetworkTransport = transport; // Force using UnityTransport
|
||||
return transport;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
3
Editor/NetworkManagerRelayIntegration.cs.meta
Normal file
3
Editor/NetworkManagerRelayIntegration.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23b658b1c2e443109a8a131ef3632c9b
|
||||
timeCreated: 1698673251
|
||||
@@ -1,6 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if MULTIPLAYER_SDK_INSTALLED
|
||||
using System.Linq;
|
||||
#endif
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -49,6 +52,10 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
var guiEnabled = GUI.enabled;
|
||||
GUI.enabled = false;
|
||||
if (m_NetworkObject.NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(NetworkObject.Ownership)));
|
||||
}
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
|
||||
@@ -138,4 +145,52 @@ namespace Unity.Netcode.Editor
|
||||
NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Keeping this here just in case, but it appears that in Unity 6 the visual bugs with
|
||||
// enum flags is resolved
|
||||
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SDK_INSTALLED
|
||||
[CustomPropertyDrawer(typeof(NetworkObject.OwnershipStatus))]
|
||||
public class NetworkObjectOwnership : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
label = EditorGUI.BeginProperty(position, label, property);
|
||||
// Don't allow modification while in play mode
|
||||
EditorGUI.BeginDisabledGroup(EditorApplication.isPlaying);
|
||||
|
||||
// This is a temporary work around due to EditorGUI.EnumFlagsField having a bug in how it displays mask values.
|
||||
// For now, we will just display the flags as a toggle and handle the masking of the value ourselves.
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
var names = System.Enum.GetNames(typeof(NetworkObject.OwnershipStatus)).ToList();
|
||||
names.RemoveAt(0);
|
||||
var value = property.enumValueFlag;
|
||||
var compareValue = 0x01;
|
||||
GUILayout.Label(label);
|
||||
foreach (var name in names)
|
||||
{
|
||||
var isSet = (value & compareValue) > 0;
|
||||
isSet = GUILayout.Toggle(isSet, name);
|
||||
if (isSet)
|
||||
{
|
||||
value |= compareValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
value &= ~compareValue;
|
||||
}
|
||||
compareValue = compareValue << 1;
|
||||
}
|
||||
property.enumValueFlag = value;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// The below can cause visual anomalies and/or throws an exception within the EditorGUI itself (index out of bounds of the array). and has
|
||||
// The visual anomaly is when you select one field it is set in the drop down but then the flags selection in the popup menu selects more items
|
||||
// even though if you exit the popup menu the flag setting is correct.
|
||||
//var ownership = (NetworkObject.OwnershipStatus)EditorGUI.EnumFlagsField(position, label, (NetworkObject.OwnershipStatus)property.enumValueFlag);
|
||||
//property.enumValueFlag = (int)ownership;
|
||||
EditorGUI.EndDisabledGroup();
|
||||
EditorGUI.EndProperty();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Unity.Netcode.Components;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -10,6 +10,7 @@ namespace Unity.Netcode.Editor
|
||||
[CustomEditor(typeof(NetworkTransform), true)]
|
||||
public class NetworkTransformEditor : UnityEditor.Editor
|
||||
{
|
||||
private SerializedProperty m_UseUnreliableDeltas;
|
||||
private SerializedProperty m_SyncPositionXProperty;
|
||||
private SerializedProperty m_SyncPositionYProperty;
|
||||
private SerializedProperty m_SyncPositionZProperty;
|
||||
@@ -25,6 +26,11 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_InLocalSpaceProperty;
|
||||
private SerializedProperty m_InterpolateProperty;
|
||||
|
||||
private SerializedProperty m_UseQuaternionSynchronization;
|
||||
private SerializedProperty m_UseQuaternionCompression;
|
||||
private SerializedProperty m_UseHalfFloatPrecision;
|
||||
private SerializedProperty m_SlerpPosition;
|
||||
|
||||
private static int s_ToggleOffset = 45;
|
||||
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
|
||||
private static GUIContent s_PositionLabel = EditorGUIUtility.TrTextContent("Position");
|
||||
@@ -34,6 +40,7 @@ namespace Unity.Netcode.Editor
|
||||
/// <inheritdoc/>
|
||||
public void OnEnable()
|
||||
{
|
||||
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
|
||||
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
|
||||
m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY));
|
||||
m_SyncPositionZProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionZ));
|
||||
@@ -48,6 +55,10 @@ namespace Unity.Netcode.Editor
|
||||
m_ScaleThresholdProperty = serializedObject.FindProperty(nameof(NetworkTransform.ScaleThreshold));
|
||||
m_InLocalSpaceProperty = serializedObject.FindProperty(nameof(NetworkTransform.InLocalSpace));
|
||||
m_InterpolateProperty = serializedObject.FindProperty(nameof(NetworkTransform.Interpolate));
|
||||
m_UseQuaternionSynchronization = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionSynchronization));
|
||||
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
|
||||
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
||||
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
@@ -71,6 +82,8 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (!m_UseQuaternionSynchronization.boolValue)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
@@ -88,6 +101,13 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SyncRotationXProperty.boolValue = true;
|
||||
m_SyncRotationYProperty.boolValue = true;
|
||||
m_SyncRotationZProperty.boolValue = true;
|
||||
}
|
||||
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
@@ -111,11 +131,24 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.PropertyField(m_PositionThresholdProperty);
|
||||
EditorGUILayout.PropertyField(m_RotAngleThresholdProperty);
|
||||
EditorGUILayout.PropertyField(m_ScaleThresholdProperty);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_UseUnreliableDeltas);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
||||
EditorGUILayout.PropertyField(m_InterpolateProperty);
|
||||
EditorGUILayout.PropertyField(m_SlerpPosition);
|
||||
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
|
||||
if (m_UseQuaternionSynchronization.boolValue)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_UseQuaternionCompression);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_UseQuaternionCompression.boolValue = false;
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
// if rigidbody is present but network rigidbody is not present
|
||||
|
||||
@@ -3,11 +3,21 @@
|
||||
"rootNamespace": "Unity.Netcode.Editor",
|
||||
"references": [
|
||||
"Unity.Netcode.Runtime",
|
||||
"Unity.Netcode.Components"
|
||||
"Unity.Netcode.Components",
|
||||
"Unity.Services.Relay",
|
||||
"Unity.Networking.Transport",
|
||||
"Unity.Services.Core",
|
||||
"Unity.Services.Authentication"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.multiplayer.tools",
|
||||
@@ -33,6 +43,22 @@
|
||||
"name": "com.unity.modules.physics2d",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS2D"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.services.relay",
|
||||
"expression": "1.0",
|
||||
"define": "RELAY_SDK_INSTALLED"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.transport",
|
||||
"expression": "2.0",
|
||||
"define": "UTP_TRANSPORT_2_0_ABOVE"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.services.multiplayer",
|
||||
"expression": "0.2.0",
|
||||
"define": "MULTIPLAYER_SDK_INSTALLED"
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
10
LICENSE.md
10
LICENSE.md
@@ -1,9 +1,7 @@
|
||||
MIT License
|
||||
Unity Companion License (UCL License)
|
||||
|
||||
Copyright (c) 2021 Unity Technologies
|
||||
com.unity.netcode.gameobjects copyright © 2021-2024 Unity Technologies
|
||||
Licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license).
|
||||
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
@@ -1,15 +1,25 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Components")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
#endif
|
||||
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#if MULTIPLAYER_TOOLS
|
||||
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")]
|
||||
#endif // MULTIPLAYER_TOOLS
|
||||
#if COM_UNITY_NETCODE_ADAPTER_UTP
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")]
|
||||
#endif // COM_UNITY_NETCODE_ADAPTER_UTP
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.TestHelpers.Runtime")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")]
|
||||
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#if MULTIPLAYER_TOOLS
|
||||
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")]
|
||||
#endif // MULTIPLAYER_TOOLS
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c61e8fe9a68a486fbbc3128d233ded2
|
||||
guid: 2e42215d00468b549bbc69ebf8a74a1e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
170
Runtime/Components/HalfVector3.cs
Normal file
170
Runtime/Components/HalfVector3.cs
Normal file
@@ -0,0 +1,170 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Half float precision <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
public struct HalfVector3 : INetworkSerializable
|
||||
{
|
||||
internal const int Length = 3;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the x-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half X => Axis.x;
|
||||
/// <summary>
|
||||
/// The half float precision value of the y-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Y => Axis.y;
|
||||
/// <summary>
|
||||
/// The half float precision value of the z-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Z => Axis.z;
|
||||
|
||||
/// <summary>
|
||||
/// Used to store the half float precision values as a <see cref="half3"/>
|
||||
/// </summary>
|
||||
public half3 Axis;
|
||||
|
||||
/// <summary>
|
||||
/// Determine which axis will be synchronized during serialization
|
||||
/// </summary>
|
||||
public bool3 AxisToSynchronize;
|
||||
|
||||
/// <summary>
|
||||
/// Directly sets each axial value to the passed in full precision values
|
||||
/// that are converted to half precision
|
||||
/// </summary>
|
||||
internal void Set(float x, float y, float z)
|
||||
{
|
||||
Axis.x = math.half(x);
|
||||
Axis.y = math.half(y);
|
||||
Axis.z = math.half(z);
|
||||
}
|
||||
|
||||
private void SerializeWrite(FastBufferWriter writer)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
writer.WriteUnmanagedSafe(Axis[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SerializeRead(FastBufferReader reader)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
var axisValue = Axis[i];
|
||||
reader.ReadUnmanagedSafe(out axisValue);
|
||||
Axis[i] = axisValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>.
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsReader)
|
||||
{
|
||||
SerializeRead(serializer.GetFastBufferReader());
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeWrite(serializer.GetFastBufferWriter());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the full precision value as a <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <returns>a <see cref="Vector3"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 ToVector3()
|
||||
{
|
||||
Vector3 fullPrecision = Vector3.zero;
|
||||
Vector3 fullConversion = math.float3(Axis);
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
fullPrecision[i] = fullConversion[i];
|
||||
}
|
||||
}
|
||||
return fullPrecision;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector3"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The <see cref="Vector3"/> to convert.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector3 vector3)
|
||||
{
|
||||
var half3Full = math.half3(vector3);
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
Axis[i] = half3Full[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="vector3AxisToSynchronize">The axis to synchronize.</param>
|
||||
public HalfVector3(Vector3 vector3, bool3 axisToSynchronize)
|
||||
{
|
||||
Axis = half3.zero;
|
||||
AxisToSynchronize = axisToSynchronize;
|
||||
UpdateFrom(ref vector3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
public HalfVector3(Vector3 vector3) : this(vector3, math.bool3(true))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="axisToSynchronize">The axis to synchronize.</param>
|
||||
public HalfVector3(float x, float y, float z, bool3 axisToSynchronize) : this(new Vector3(x, y, z), axisToSynchronize)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
public HalfVector3(float x, float y, float z) : this(new Vector3(x, y, z), math.bool3(true))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Components/HalfVector3.cs.meta
Normal file
11
Runtime/Components/HalfVector3.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0e371533eaeac446b16b10886f64f84
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
137
Runtime/Components/HalfVector4.cs
Normal file
137
Runtime/Components/HalfVector4.cs
Normal file
@@ -0,0 +1,137 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
public struct HalfVector4 : INetworkSerializable
|
||||
{
|
||||
internal const int Length = 4;
|
||||
/// <summary>
|
||||
/// The half float precision value of the x-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half X => Axis.x;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the y-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Y => Axis.y;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the z-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Z => Axis.z;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the w-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half W => Axis.w;
|
||||
|
||||
/// <summary>
|
||||
/// Used to store the half float precision values as a <see cref="half4"/>
|
||||
/// </summary>
|
||||
public half4 Axis;
|
||||
|
||||
private void SerializeWrite(FastBufferWriter writer)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(Axis[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void SerializeRead(FastBufferReader reader)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
var axisValue = Axis[i];
|
||||
reader.ReadUnmanagedSafe(out axisValue);
|
||||
Axis[i] = axisValue;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>.
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsReader)
|
||||
{
|
||||
SerializeRead(serializer.GetFastBufferReader());
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeWrite(serializer.GetFastBufferWriter());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts this instance to a full precision <see cref="Vector4"/>.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Vector4"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector4 ToVector4()
|
||||
{
|
||||
return math.float4(Axis);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts this instance to a full precision <see cref="Quaternion"/>.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Quaternion"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Quaternion ToQuaternion()
|
||||
{
|
||||
return math.quaternion(Axis);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector4"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="vector4">The <see cref="Vector4"/> to convert and update this instance with.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector4 vector4)
|
||||
{
|
||||
Axis = math.half4(vector4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector4"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="quaternion">The <see cref="Quaternion"/> to convert and update this instance with.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Quaternion quaternion)
|
||||
{
|
||||
Axis = math.half4(math.half(quaternion.x), math.half(quaternion.y), math.half(quaternion.z), math.half(quaternion.w));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector4">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
public HalfVector4(Vector4 vector4)
|
||||
{
|
||||
Axis = default;
|
||||
UpdateFrom(ref vector4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="w">The initial w axis (converted to half float) value when instantiated.</param>
|
||||
public HalfVector4(float x, float y, float z, float w) : this(new Vector4(x, y, z, w))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Components/HalfVector4.cs.meta
Normal file
11
Runtime/Components/HalfVector4.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03c78136f41ff84499e2a6ac4a7dd7a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -195,7 +195,9 @@ namespace Unity.Netcode
|
||||
double range = m_EndTimeConsumed - m_StartTimeConsumed;
|
||||
if (range > k_SmallValue)
|
||||
{
|
||||
t = (float)((renderTime - m_StartTimeConsumed) / range);
|
||||
var rangeFactor = 1.0f / (float)range;
|
||||
|
||||
t = ((float)renderTime - (float)m_StartTimeConsumed) * rangeFactor;
|
||||
|
||||
if (t < 0.0f)
|
||||
{
|
||||
@@ -312,20 +314,79 @@ namespace Unity.Netcode
|
||||
/// </remarks>
|
||||
public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
|
||||
{
|
||||
/// <summary>
|
||||
/// Use <see cref="Quaternion.Slerp"/> when <see cref="true"/>.
|
||||
/// Use <see cref="Quaternion.Lerp"/> when <see cref="false"/>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using half precision (due to the imprecision) using <see cref="Quaternion.Lerp"/> is
|
||||
/// less processor intensive (i.e. precision is already "imprecise").
|
||||
/// When using full precision (to maintain precision) using <see cref="Quaternion.Slerp"/> is
|
||||
/// more processor intensive yet yields more precise results.
|
||||
/// </remarks>
|
||||
public bool IsSlerp;
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
|
||||
{
|
||||
// Disabling Extrapolation:
|
||||
// TODO: Add Jira Ticket
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Quaternion.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
|
||||
{
|
||||
// Disabling Extrapolation:
|
||||
// TODO: Add Jira Ticket
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Quaternion.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A <see cref="BufferedLinearInterpolator<T>"/> <see cref="Vector3"/> implementation.
|
||||
/// </summary>
|
||||
public class BufferedLinearInterpolatorVector3 : BufferedLinearInterpolator<Vector3>
|
||||
{
|
||||
/// <summary>
|
||||
/// Use <see cref="Vector3.Slerp"/> when <see cref="true"/>.
|
||||
/// Use <see cref="Vector3.Lerp"/> when <see cref="false"/>
|
||||
/// </summary>
|
||||
public bool IsSlerp;
|
||||
/// <inheritdoc />
|
||||
protected override Vector3 InterpolateUnclamped(Vector3 start, Vector3 end, float time)
|
||||
{
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Vector3.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Vector3 Interpolate(Vector3 start, Vector3 end, float time)
|
||||
{
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Vector3.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf89ecbf6f9954c8ea6d0848b1e79d87
|
||||
guid: a9db1d18fa0117f4da5e8e65386b894a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
File diff suppressed because it is too large
Load Diff
221
Runtime/Components/NetworkDeltaPosition.cs
Normal file
221
Runtime/Components/NetworkDeltaPosition.cs
Normal file
@@ -0,0 +1,221 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Used to synchromnize delta position when half float precision is enabled
|
||||
/// </summary>
|
||||
public struct NetworkDeltaPosition : INetworkSerializable
|
||||
{
|
||||
internal const float MaxDeltaBeforeAdjustment = 64f;
|
||||
|
||||
/// <summary>
|
||||
/// The HalfVector3 used to synchronize the delta in position
|
||||
/// </summary>
|
||||
public HalfVector3 HalfVector3;
|
||||
|
||||
internal Vector3 CurrentBasePosition;
|
||||
internal Vector3 PrecisionLossDelta;
|
||||
internal Vector3 HalfDeltaConvertedBack;
|
||||
internal Vector3 PreviousPosition;
|
||||
internal Vector3 DeltaPosition;
|
||||
internal int NetworkTick;
|
||||
|
||||
internal bool SynchronizeBase;
|
||||
|
||||
internal bool CollapsedDeltaIntoBase;
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (!SynchronizeBase)
|
||||
{
|
||||
HalfVector3.NetworkSerialize(serializer);
|
||||
}
|
||||
else
|
||||
{
|
||||
serializer.SerializeValue(ref DeltaPosition);
|
||||
serializer.SerializeValue(ref CurrentBasePosition);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the full precision value of Vector3 position while also potentially updating the current base position.
|
||||
/// </summary>
|
||||
/// <param name="networkTick">Use the current network tick value.</param>
|
||||
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 ToVector3(int networkTick)
|
||||
{
|
||||
// When synchronizing, it is possible to have a state update arrive
|
||||
// for the same synchronization network tick. Under this scenario,
|
||||
// we only want to return the existing CurrentBasePosition + DeltaPosition
|
||||
// values and not process the X, Y, or Z values.
|
||||
// (See the constructors below)
|
||||
if (networkTick == NetworkTick)
|
||||
{
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
DeltaPosition[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
|
||||
// If we exceed or are equal to the maximum delta value then we need to
|
||||
// apply the delta to the CurrentBasePosition value and reset the delta
|
||||
// position for the axis.
|
||||
if (Mathf.Abs(DeltaPosition[i]) >= MaxDeltaBeforeAdjustment)
|
||||
{
|
||||
CurrentBasePosition[i] += DeltaPosition[i];
|
||||
DeltaPosition[i] = 0.0f;
|
||||
HalfVector3.Axis[i] = half.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current base position (excluding the delta position offset).
|
||||
/// </summary>
|
||||
/// <returns>The current base position as a <see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetCurrentBasePosition()
|
||||
{
|
||||
return CurrentBasePosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the full position which includes the delta offset position.
|
||||
/// </summary>
|
||||
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetFullPosition()
|
||||
{
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The half float vector3 version of the current delta position.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only applies to the authoritative side for <see cref="NetworkTransform"/> instances.
|
||||
/// </remarks>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetConvertedDelta()
|
||||
{
|
||||
return HalfDeltaConvertedBack;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The full precision current delta position.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Authoritative: Will have no precision loss
|
||||
/// Non-Authoritative: Has the current network tick's loss of precision.
|
||||
/// Precision loss adjustments are one network tick behind on the
|
||||
/// non-authoritative side.
|
||||
/// </remarks>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetDeltaPosition()
|
||||
{
|
||||
return DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the position delta based off of the current base position.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The full precision <see cref="Vector3"/> value to (converted to half floats) used to determine the delta offset positon.</param>
|
||||
/// <param name="networkTick">Set the current network tick value when updating.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector3 vector3, int networkTick)
|
||||
{
|
||||
CollapsedDeltaIntoBase = false;
|
||||
NetworkTick = networkTick;
|
||||
DeltaPosition = (vector3 + PrecisionLossDelta) - CurrentBasePosition;
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
HalfVector3.Axis[i] = math.half(DeltaPosition[i]);
|
||||
HalfDeltaConvertedBack[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
|
||||
PrecisionLossDelta[i] = DeltaPosition[i] - HalfDeltaConvertedBack[i];
|
||||
if (Mathf.Abs(HalfDeltaConvertedBack[i]) >= MaxDeltaBeforeAdjustment)
|
||||
{
|
||||
CurrentBasePosition[i] += HalfDeltaConvertedBack[i];
|
||||
HalfDeltaConvertedBack[i] = 0.0f;
|
||||
DeltaPosition[i] = 0.0f;
|
||||
CollapsedDeltaIntoBase = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
PreviousPosition[i] = vector3[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
|
||||
public NetworkDeltaPosition(Vector3 vector3, int networkTick, bool3 axisToSynchronize)
|
||||
{
|
||||
NetworkTick = networkTick;
|
||||
CurrentBasePosition = vector3;
|
||||
PreviousPosition = vector3;
|
||||
PrecisionLossDelta = Vector3.zero;
|
||||
DeltaPosition = Vector3.zero;
|
||||
HalfDeltaConvertedBack = Vector3.zero;
|
||||
HalfVector3 = new HalfVector3(vector3, axisToSynchronize);
|
||||
SynchronizeBase = false;
|
||||
CollapsedDeltaIntoBase = false;
|
||||
UpdateFrom(ref vector3, networkTick);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
public NetworkDeltaPosition(Vector3 vector3, int networkTick) : this(vector3, networkTick, math.bool3(true))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
|
||||
public NetworkDeltaPosition(float x, float y, float z, int networkTick, bool3 axisToSynchronize) :
|
||||
this(new Vector3(x, y, z), networkTick, axisToSynchronize)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
public NetworkDeltaPosition(float x, float y, float z, int networkTick) :
|
||||
this(new Vector3(x, y, z), networkTick, math.bool3(true))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Components/NetworkDeltaPosition.cs.meta
Normal file
11
Runtime/Components/NetworkDeltaPosition.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e45e6886578116f4c92fa0fe0d77fb85
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
722
Runtime/Components/NetworkRigidBodyBase.cs
Normal file
722
Runtime/Components/NetworkRigidBodyBase.cs
Normal file
@@ -0,0 +1,722 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbodyBase is a unified <see cref="Rigidbody"/> and <see cref="Rigidbody2D"/> integration that helps to synchronize physics motion, collision, and interpolation
|
||||
/// when used with a <see cref="NetworkTransform"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For a customizable netcode Rigidbody, create your own component from this class and use <see cref="Initialize(RigidbodyTypes, NetworkTransform, Rigidbody2D, Rigidbody)"/>
|
||||
/// during instantiation (i.e. invoked from within the Awake method). You can re-initialize after having initialized but only when the <see cref="NetworkObject"/> is not spawned.
|
||||
/// </remarks>
|
||||
public abstract class NetworkRigidbodyBase : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody/Rigidbody2D to apply and synchronize changes in position, rotation, and
|
||||
/// allows for the use of Rigidbody interpolation/extrapolation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <see cref="NetworkTransform.Interpolate"/> is enabled, non-authoritative instances can only use Rigidbody interpolation. If a network prefab is set to
|
||||
/// extrapolation and <see cref="NetworkTransform.Interpolate"/> is enabled, then non-authoritative instances will automatically be adjusted to use Rigidbody
|
||||
/// interpolation while the authoritative instance will still use extrapolation.
|
||||
/// </remarks>
|
||||
[Tooltip("When enabled and a NetworkTransform component is attached, the NetworkTransform will use the rigid body for motion and detecting changes in state.")]
|
||||
public bool UseRigidBodyForMotion;
|
||||
|
||||
/// <summary>
|
||||
/// When enabled (default), automatically set the Kinematic state of the Rigidbody based on ownership.
|
||||
/// When disabled, Kinematic state needs to be set by external script(s).
|
||||
/// </summary>
|
||||
public bool AutoUpdateKinematicState = true;
|
||||
|
||||
/// <summary>
|
||||
/// Primarily applies to the <see cref="AutoUpdateKinematicState"/> property when disabled but you still want
|
||||
/// the Rigidbody to be automatically set to Kinematic when despawned.
|
||||
/// </summary>
|
||||
public bool AutoSetKinematicOnDespawn = true;
|
||||
|
||||
// Determines if this is a Rigidbody or Rigidbody2D implementation
|
||||
private bool m_IsRigidbody2D => RigidbodyType == RigidbodyTypes.Rigidbody2D;
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
private Rigidbody m_Rigidbody;
|
||||
private Rigidbody2D m_Rigidbody2D;
|
||||
internal NetworkTransform NetworkTransform;
|
||||
private enum InterpolationTypes
|
||||
{
|
||||
None,
|
||||
Interpolate,
|
||||
Extrapolate
|
||||
}
|
||||
private InterpolationTypes m_OriginalInterpolation;
|
||||
|
||||
/// <summary>
|
||||
/// Used to define the type of Rigidbody implemented.
|
||||
/// <see cref=""/>
|
||||
/// </summary>
|
||||
public enum RigidbodyTypes
|
||||
{
|
||||
Rigidbody,
|
||||
Rigidbody2D,
|
||||
}
|
||||
|
||||
public RigidbodyTypes RigidbodyType { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the networked Rigidbody based on the <see cref="RigidbodyTypes"/>
|
||||
/// passed in as a parameter.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Cannot be initialized while the associated <see cref="NetworkObject"/> is spawned.
|
||||
/// </remarks>
|
||||
/// <param name="rigidbodyType">type of rigid body being initialized</param>
|
||||
/// <param name="rigidbody2D">(optional) The <see cref="Rigidbody2D"/> to be used</param>
|
||||
/// <param name="rigidbody">(optional) The <see cref="Rigidbody"/> to be used</param>
|
||||
protected void Initialize(RigidbodyTypes rigidbodyType, NetworkTransform networkTransform = null, Rigidbody2D rigidbody2D = null, Rigidbody rigidbody = null)
|
||||
{
|
||||
// Don't initialize if already spawned
|
||||
if (IsSpawned)
|
||||
{
|
||||
Debug.LogError($"[{name}] Attempting to initialize while spawned is not allowed.");
|
||||
return;
|
||||
}
|
||||
RigidbodyType = rigidbodyType;
|
||||
m_Rigidbody2D = rigidbody2D;
|
||||
m_Rigidbody = rigidbody;
|
||||
NetworkTransform = networkTransform;
|
||||
|
||||
if (m_IsRigidbody2D && m_Rigidbody2D == null)
|
||||
{
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
|
||||
}
|
||||
else if (m_Rigidbody == null)
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
SetOriginalInterpolation();
|
||||
|
||||
if (NetworkTransform == null)
|
||||
{
|
||||
NetworkTransform = GetComponent<NetworkTransform>();
|
||||
}
|
||||
|
||||
if (NetworkTransform != null)
|
||||
{
|
||||
NetworkTransform.RegisterRigidbody(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.Exception($"[Missing {nameof(NetworkTransform)}] No {nameof(NetworkTransform)} is assigned or can be found during initialization!");
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the position of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetPosition()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.position;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the rotation of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Quaternion"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Quaternion GetRotation()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
return quaternion;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the rigid body
|
||||
/// </summary>
|
||||
/// <param name="position">The <see cref="Vector3"/> position to move towards</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MovePosition(Vector3 position)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.MovePosition(position);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.MovePosition(position);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Directly applies a position (like teleporting)
|
||||
/// </summary>
|
||||
/// <param name="position"><see cref="Vector3"/> position to apply to the Rigidbody</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetPosition(Vector3 position)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the rotation and position of the <see cref="GameObject"/>'s <see cref="Transform"/>
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ApplyCurrentTransform()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = transform.position;
|
||||
m_Rigidbody2D.rotation = transform.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = transform.position;
|
||||
m_Rigidbody.rotation = transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotatates the Rigidbody towards a specified rotation
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MoveRotation(Quaternion rotation)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
m_Rigidbody2D.MoveRotation(quaternion);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.MoveRotation(rotation);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a rotation to the Rigidbody
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation to apply expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetRotation(Quaternion rotation)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.rotation = rotation.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.rotation = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the original interpolation of the Rigidbody while taking the Rigidbody type into consideration
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetOriginalInterpolation()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
switch (m_Rigidbody2D.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation2D.None:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.None;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation2D.Interpolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation2D.Extrapolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (m_Rigidbody.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation.None:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.None;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Interpolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Extrapolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wakes the Rigidbody if it is sleeping
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WakeIfSleeping()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
if (m_Rigidbody2D.IsSleeping())
|
||||
{
|
||||
m_Rigidbody2D.WakeUp();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_Rigidbody.IsSleeping())
|
||||
{
|
||||
m_Rigidbody.WakeUp();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Puts the Rigidbody to sleep
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SleepRigidbody()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.Sleep();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.Sleep();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool IsKinematic()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.isKinematic;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.isKinematic;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the kinematic state of the Rigidbody and handles updating the Rigidbody's
|
||||
/// interpolation setting based on the Kinematic state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using the Rigidbody for <see cref="NetworkTransform"/> motion, this automatically
|
||||
/// adjusts from extrapolation to interpolation if:
|
||||
/// - The Rigidbody was originally set to extrapolation
|
||||
/// - The NetworkTransform is set to interpolate
|
||||
/// When the two above conditions are true:
|
||||
/// - When switching from non-kinematic to kinematic this will automatically
|
||||
/// switch the Rigidbody from extrapolation to interpolate.
|
||||
/// - When switching from kinematic to non-kinematic this will automatically
|
||||
/// switch the Rigidbody from interpolation back to extrapolation.
|
||||
/// </remarks>
|
||||
/// <param name="isKinematic"></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetIsKinematic(bool isKinematic)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.isKinematic = isKinematic;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.isKinematic = isKinematic;
|
||||
}
|
||||
|
||||
// If we are not spawned, then exit early
|
||||
if (!IsSpawned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UseRigidBodyForMotion)
|
||||
{
|
||||
// Only if the NetworkTransform is set to interpolate do we need to check for extrapolation
|
||||
if (NetworkTransform.Interpolate && m_OriginalInterpolation == InterpolationTypes.Extrapolate)
|
||||
{
|
||||
if (IsKinematic())
|
||||
{
|
||||
// If not already set to interpolate then set the Rigidbody to interpolate
|
||||
if (m_Rigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
{
|
||||
// Sleep until the next fixed update when switching from extrapolation to interpolation
|
||||
SleepRigidbody();
|
||||
SetInterpolation(InterpolationTypes.Interpolate);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Switch it back to the original interpolation if non-kinematic (doesn't require sleep).
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetInterpolation(m_IsAuthority ? m_OriginalInterpolation : (NetworkTransform.Interpolate ? InterpolationTypes.None : m_OriginalInterpolation));
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetInterpolation(InterpolationTypes interpolationType)
|
||||
{
|
||||
switch (interpolationType)
|
||||
{
|
||||
case InterpolationTypes.None:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Interpolate:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Extrapolate:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ResetInterpolation()
|
||||
{
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
base.OnOwnershipChanged(previous, current);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the authority based on whether it is server or owner authoritative
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Distributed authority sessions will always be owner authoritative.
|
||||
/// </remarks>
|
||||
internal void UpdateOwnershipAuthority()
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// When in distributed authority mode, always use HasAuthority
|
||||
m_IsAuthority = HasAuthority;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (NetworkTransform.IsServerAuthoritative())
|
||||
{
|
||||
m_IsAuthority = NetworkManager.IsServer;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsAuthority = IsOwner;
|
||||
}
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(!m_IsAuthority);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (UseRigidBodyForMotion && HasAuthority)
|
||||
{
|
||||
DetachFromFixedJoint();
|
||||
NetworkRigidbodyConnections.Clear();
|
||||
}
|
||||
|
||||
// If we are automatically handling the kinematic state...
|
||||
if (AutoUpdateKinematicState || AutoSetKinematicOnDespawn)
|
||||
{
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// non-owners can run fixed updates before the first full
|
||||
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
// TODO: Possibly provide a NetworkJoint that allows for more options than fixed.
|
||||
// Rigidbodies do not have the concept of "local space", and as such using a fixed joint will hold the object
|
||||
// in place relative to the parent so jitter/stutter does not occur.
|
||||
// Alternately, users can affix the fixed joint to a child GameObject (without a rigid body) of the parent NetworkObject
|
||||
// and then add a NetworkTransform to that in order to get the parented child NetworkObject to move around in "local space"
|
||||
public FixedJoint FixedJoint { get; private set; }
|
||||
public FixedJoint2D FixedJoint2D { get; private set; }
|
||||
|
||||
internal System.Collections.Generic.List<NetworkRigidbodyBase> NetworkRigidbodyConnections = new System.Collections.Generic.List<NetworkRigidbodyBase>();
|
||||
internal NetworkRigidbodyBase ParentBody;
|
||||
|
||||
private bool m_FixedJoint2DUsingGravity;
|
||||
private bool m_OriginalGravitySetting;
|
||||
private float m_OriginalGravityScale;
|
||||
|
||||
/// <summary>
|
||||
/// When using a custom <see cref="NetworkRigidbodyBase"/>, this virtual method is invoked when the
|
||||
/// <see cref="FixedJoint"/> is created in the event any additional adjustments are needed.
|
||||
/// </summary>
|
||||
protected virtual void OnFixedJointCreated()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When using a custom <see cref="NetworkRigidbodyBase"/>, this virtual method is invoked when the
|
||||
/// <see cref="FixedJoint2D"/> is created in the event any additional adjustments are needed.
|
||||
/// </summary>
|
||||
protected virtual void OnFixedJoint2DCreated()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void ApplyFixedJoint2D(NetworkRigidbodyBase bodyToConnect, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody2D.position = position;
|
||||
m_OriginalGravitySetting = bodyToConnect.m_Rigidbody.useGravity;
|
||||
m_FixedJoint2DUsingGravity = useGravity;
|
||||
|
||||
if (!useGravity)
|
||||
{
|
||||
m_OriginalGravityScale = m_Rigidbody2D.gravityScale;
|
||||
m_Rigidbody2D.gravityScale = 0.0f;
|
||||
}
|
||||
|
||||
if (zeroVelocity)
|
||||
{
|
||||
m_Rigidbody2D.velocity = Vector2.zero;
|
||||
m_Rigidbody2D.angularVelocity = 0.0f;
|
||||
}
|
||||
|
||||
FixedJoint2D = gameObject.AddComponent<FixedJoint2D>();
|
||||
FixedJoint2D.connectedBody = bodyToConnect.m_Rigidbody2D;
|
||||
OnFixedJoint2DCreated();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody.position = position;
|
||||
if (zeroVelocity)
|
||||
{
|
||||
m_Rigidbody.linearVelocity = Vector3.zero;
|
||||
m_Rigidbody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
m_OriginalGravitySetting = m_Rigidbody.useGravity;
|
||||
m_Rigidbody.useGravity = useGravity;
|
||||
FixedJoint = gameObject.AddComponent<FixedJoint>();
|
||||
FixedJoint.connectedBody = bodyToConnectTo.m_Rigidbody;
|
||||
FixedJoint.connectedMassScale = connectedMassScale;
|
||||
FixedJoint.massScale = massScale;
|
||||
OnFixedJointCreated();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Authority Only:
|
||||
/// When invoked and not already attached to a fixed joint, this will connect two rigid bodies with <see cref="UseRigidBodyForMotion"/> enabled.
|
||||
/// Invoke this method on the rigid body you wish to attach to another (i.e. weapon to player, sticky bomb to player/object, etc).
|
||||
/// <seealso cref="FixedJoint"/>
|
||||
/// <seealso cref="FixedJoint2D"/>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Parenting relative:
|
||||
/// - This instance can be viewed as the child.
|
||||
/// - The <param name="objectToConnectTo"/> can be viewed as the parent.
|
||||
/// <br/>
|
||||
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
||||
/// For more details on using <see cref="UnityEngine.FixedJoint"/> and <see cref="UnityEngine.FixedJoint2D"/>.
|
||||
/// <br/>
|
||||
/// This provides a simple joint solution between two rigid bodies and serves as an example. You can add different joint types by creating a customized/derived
|
||||
/// version of <see cref="NetworkRigidbodyBase"/>.
|
||||
/// </remarks>
|
||||
/// <param name="objectToConnectTo">The target object to attach to.</param>
|
||||
/// <param name="positionOfConnection">The position of the connection (i.e. where you want the object to be affixed).</param>
|
||||
/// <param name="connectedMassScale">The target object's mass scale relative to this object being attached.</param>
|
||||
/// <param name="massScale">This object's mass scale relative to the target object's.</param>
|
||||
/// <param name="useGravity">Determines if this object will have gravity applied to it along with the object you are connecting this one to (the default is to not use gravity for this object)</param>
|
||||
/// <param name="zeroVelocity">When true (the default), both linear and angular velocities of this object are set to zero.</param>
|
||||
/// <param name="teleportObject">When true (the default), this object will teleport itself to the position of connection.</param>
|
||||
/// <returns>true (success) false (failed)</returns>
|
||||
public bool AttachToFixedJoint(NetworkRigidbodyBase objectToConnectTo, Vector3 positionOfConnection, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true, bool teleportObject = true)
|
||||
{
|
||||
if (!UseRigidBodyForMotion)
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] {name} does not have {nameof(UseRigidBodyForMotion)} set! Either enable {nameof(UseRigidBodyForMotion)} on this component or do not use a {nameof(FixedJoint)} when parenting under a {nameof(NetworkObject)}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsKinematic())
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] {name} is currently kinematic! You cannot use a {nameof(FixedJoint)} with Kinematic bodies!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (objectToConnectTo != null)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
ApplyFixedJoint2D(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyFixedJoint(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
||||
}
|
||||
|
||||
ParentBody = objectToConnectTo;
|
||||
ParentBody.NetworkRigidbodyConnections.Add(this);
|
||||
if (teleportObject)
|
||||
{
|
||||
NetworkTransform.SetState(teleportDisabled: false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void RemoveFromParentBody()
|
||||
{
|
||||
ParentBody.NetworkRigidbodyConnections.Remove(this);
|
||||
ParentBody = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Authority Only:
|
||||
/// When invoked and already connected to an object via <see cref="FixedJoint"/> or <see cref="FixedJoint2D"/> (depending upon the type of rigid body),
|
||||
/// this will detach from the fixed joint and destroy the fixed joint component.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
||||
/// </remarks>
|
||||
public void DetachFromFixedJoint()
|
||||
{
|
||||
if (!HasAuthority)
|
||||
{
|
||||
Debug.LogError($"[{name}] Only authority can invoke {nameof(DetachFromFixedJoint)}!");
|
||||
}
|
||||
if (UseRigidBodyForMotion)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
if (FixedJoint2D != null)
|
||||
{
|
||||
if (!m_FixedJoint2DUsingGravity)
|
||||
{
|
||||
FixedJoint2D.connectedBody.gravityScale = m_OriginalGravityScale;
|
||||
}
|
||||
FixedJoint2D.connectedBody = null;
|
||||
Destroy(FixedJoint2D);
|
||||
FixedJoint2D = null;
|
||||
ResetInterpolation();
|
||||
RemoveFromParentBody();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (FixedJoint != null)
|
||||
{
|
||||
FixedJoint.connectedBody = null;
|
||||
m_Rigidbody.useGravity = m_OriginalGravitySetting;
|
||||
Destroy(FixedJoint);
|
||||
FixedJoint = null;
|
||||
ResetInterpolation();
|
||||
RemoveFromParentBody();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
|
||||
11
Runtime/Components/NetworkRigidBodyBase.cs.meta
Normal file
11
Runtime/Components/NetworkRigidBodyBase.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c4434f0563fb7f42b3b2993c97ae81a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
21
Runtime/Components/NetworkRigidbody.cs
Normal file
21
Runtime/Components/NetworkRigidbody.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody"/> on network objects. By controlling the kinematic
|
||||
/// mode of the <see cref="Rigidbody"/> and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkRigidbodyBase
|
||||
{
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize(RigidbodyTypes.Rigidbody);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
21
Runtime/Components/NetworkRigidbody2D.cs
Normal file
21
Runtime/Components/NetworkRigidbody2D.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
|
||||
/// mode of the rigidbody and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkRigidbodyBase
|
||||
{
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize(RigidbodyTypes.Rigidbody2D);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
||||
3754
Runtime/Components/NetworkTransform.cs
Normal file
3754
Runtime/Components/NetworkTransform.cs
Normal file
File diff suppressed because it is too large
Load Diff
123
Runtime/Components/QuaternionCompressor.cs
Normal file
123
Runtime/Components/QuaternionCompressor.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A Smallest Three Quaternion Compressor Implementation
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Explanation of why "The smallest three":
|
||||
/// Since a normalized Quaternion's unit value is 1.0f:
|
||||
/// x*x + y*y + z*z + w*w = M*M (where M is the magnitude of the vector)
|
||||
/// If w was the largest value and the quaternion is normalized:
|
||||
/// M = 1.0f (which M * M would still yield 1.0f)
|
||||
/// w*w = M*M - (x*x + y*y + z*z) or Mathf.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// w = Math.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// Using the largest number avoids potential loss of precision in the smallest three values.
|
||||
/// </remarks>
|
||||
public static class QuaternionCompressor
|
||||
{
|
||||
private const ushort k_PrecisionMask = (1 << 9) - 1;
|
||||
|
||||
// Square root of 2 over 2 (Mathf.Sqrt(2.0f) / 2.0f == 1.0f / Mathf.Sqrt(2.0f))
|
||||
// This provides encoding the smallest three components into a (+/-) Mathf.Sqrt(2.0f) / 2.0f range
|
||||
private const float k_SqrtTwoOverTwoEncoding = 0.70710678118654752440084436210485f;
|
||||
|
||||
// We can further improve the encoding compression by dividing k_SqrtTwoOverTwo into 1.0f and multiplying that
|
||||
// by the precision mask (minor reduction of runtime calculations)
|
||||
private const float k_CompressionEcodingMask = (1.0f / k_SqrtTwoOverTwoEncoding) * k_PrecisionMask;
|
||||
|
||||
// Used to shift the negative bit to the 10th bit position when compressing and encoding
|
||||
private const ushort k_ShiftNegativeBit = 9;
|
||||
|
||||
// We can do the same for our decoding and decompression by dividing k_PrecisionMask into 1.0 and multiplying
|
||||
// that by k_SqrtTwoOverTwo (minor reduction of runtime calculations)
|
||||
private const float k_DcompressionDecodingMask = (1.0f / k_PrecisionMask) * k_SqrtTwoOverTwoEncoding;
|
||||
|
||||
// The sign bit position (10th bit) used when decompressing and decoding
|
||||
private const ushort k_NegShortBit = 0x200;
|
||||
|
||||
// Negative bit set values
|
||||
private const ushort k_True = 1;
|
||||
private const ushort k_False = 0;
|
||||
|
||||
// Used to store the absolute value of the 4 quaternion elements
|
||||
private static Quaternion s_QuatAbsValues = Quaternion.identity;
|
||||
|
||||
/// <summary>
|
||||
/// Compresses a Quaternion into an unsigned integer
|
||||
/// </summary>
|
||||
/// <param name="quaternion">the <see cref="Quaternion"/> to be compressed</param>
|
||||
/// <returns>the <see cref="Quaternion"/> compressed as an unsigned integer</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint CompressQuaternion(ref Quaternion quaternion)
|
||||
{
|
||||
// Store off the absolute value for each Quaternion element
|
||||
s_QuatAbsValues[0] = Mathf.Abs(quaternion[0]);
|
||||
s_QuatAbsValues[1] = Mathf.Abs(quaternion[1]);
|
||||
s_QuatAbsValues[2] = Mathf.Abs(quaternion[2]);
|
||||
s_QuatAbsValues[3] = Mathf.Abs(quaternion[3]);
|
||||
|
||||
// Get the largest element value of the quaternion to know what the remaining "Smallest Three" values are
|
||||
var quatMax = Mathf.Max(s_QuatAbsValues[0], s_QuatAbsValues[1], s_QuatAbsValues[2], s_QuatAbsValues[3]);
|
||||
|
||||
// Find the index of the largest element so we can skip that element while compressing and decompressing
|
||||
var indexToSkip = (ushort)(s_QuatAbsValues[0] == quatMax ? 0 : s_QuatAbsValues[1] == quatMax ? 1 : s_QuatAbsValues[2] == quatMax ? 2 : 3);
|
||||
|
||||
// Get the sign of the largest element which is all that is needed when calculating the sum of squares of a normalized quaternion.
|
||||
|
||||
var quatMaxSign = (quaternion[indexToSkip] < 0 ? k_True : k_False);
|
||||
|
||||
// Start with the index to skip which will be shifted to the highest two bits
|
||||
var compressed = (uint)indexToSkip;
|
||||
|
||||
// Step 1: Start with the first element
|
||||
var currentIndex = 0;
|
||||
|
||||
// Step 2: If we are on the index to skip preserve the current compressed value, otherwise proceed to step 3 and 4
|
||||
// Step 3: Get the sign of the element we are processing. If it is the not the same as the largest value's sign bit then we set the bit
|
||||
// Step 4: Get the compressed and encoded value by multiplying the absolute value of the current element by k_CompressionEcodingMask and round that result up
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
// Repeat the last 3 steps for the remaining elements
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
|
||||
// Return the compress quaternion
|
||||
return compressed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decompress a compressed quaternion
|
||||
/// </summary>
|
||||
/// <param name="quaternion">quaternion to store the decompressed values within</param>
|
||||
/// <param name="compressed">the compressed quaternion</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void DecompressQuaternion(ref Quaternion quaternion, uint compressed)
|
||||
{
|
||||
// Get the last two bits for the index to skip (0-3)
|
||||
var indexToSkip = (int)(compressed >> 30);
|
||||
|
||||
// Reverse out the values while skipping over the largest value index
|
||||
var sumOfSquaredMagnitudes = 0.0f;
|
||||
for (int i = 3; i >= 0; --i)
|
||||
{
|
||||
if (i == indexToSkip)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Check the negative bit and multiply that result with the decompressed and decoded value
|
||||
quaternion[i] = ((compressed & k_NegShortBit) > 0 ? -1.0f : 1.0f) * ((compressed & k_PrecisionMask) * k_DcompressionDecodingMask);
|
||||
sumOfSquaredMagnitudes += quaternion[i] * quaternion[i];
|
||||
compressed = compressed >> 10;
|
||||
}
|
||||
// Since a normalized quaternion's magnitude is 1.0f, we subtract the sum of the squared smallest three from the unit value and take
|
||||
// the square root of the difference to find the final largest value
|
||||
quaternion[indexToSkip] = Mathf.Sqrt(1.0f - sumOfSquaredMagnitudes);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Components/QuaternionCompressor.cs.meta
Normal file
11
Runtime/Components/QuaternionCompressor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb9d8b98d3c8bca469c8ee152353336f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
230
Runtime/Components/RigidbodyContactEventManager.cs
Normal file
230
Runtime/Components/RigidbodyContactEventManager.cs
Normal file
@@ -0,0 +1,230 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
public interface IContactEventHandler
|
||||
{
|
||||
Rigidbody GetRigidbody();
|
||||
|
||||
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
|
||||
}
|
||||
|
||||
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
|
||||
public class RigidbodyContactEventManager : MonoBehaviour
|
||||
{
|
||||
public static RigidbodyContactEventManager Instance { get; private set; }
|
||||
|
||||
private struct JobResultStruct
|
||||
{
|
||||
public bool HasCollisionStay;
|
||||
public int ThisInstanceID;
|
||||
public int OtherInstanceID;
|
||||
public Vector3 AverageNormal;
|
||||
public Vector3 AverageCollisionStayNormal;
|
||||
public Vector3 ContactPoint;
|
||||
}
|
||||
|
||||
private NativeArray<JobResultStruct> m_ResultsArray;
|
||||
private int m_Count = 0;
|
||||
private JobHandle m_JobHandle;
|
||||
|
||||
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
|
||||
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_ResultsArray = new NativeArray<JobResultStruct>(16, Allocator.Persistent);
|
||||
Physics.ContactEvent += Physics_ContactEvent;
|
||||
if (Instance != null)
|
||||
{
|
||||
NetworkLog.LogError($"[Invalid][Multiple Instances] Found more than one instance of {nameof(RigidbodyContactEventManager)}: {name} and {Instance.name}");
|
||||
NetworkLog.LogError($"[Disable][Additional Instance] Disabling {name} instance!");
|
||||
gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
|
||||
{
|
||||
var rigidbody = contactEventHandler.GetRigidbody();
|
||||
var instanceId = rigidbody.GetInstanceID();
|
||||
if (register)
|
||||
{
|
||||
if (!m_RigidbodyMapping.ContainsKey(instanceId))
|
||||
{
|
||||
m_RigidbodyMapping.Add(instanceId, rigidbody);
|
||||
}
|
||||
|
||||
if (!m_HandlerMapping.ContainsKey(instanceId))
|
||||
{
|
||||
m_HandlerMapping.Add(instanceId, contactEventHandler);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_RigidbodyMapping.Remove(instanceId);
|
||||
m_HandlerMapping.Remove(instanceId);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
m_JobHandle.Complete();
|
||||
m_ResultsArray.Dispose();
|
||||
|
||||
Physics.ContactEvent -= Physics_ContactEvent;
|
||||
|
||||
m_RigidbodyMapping.Clear();
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
private bool m_HasCollisions;
|
||||
private int m_CurrentCount = 0;
|
||||
|
||||
private void ProcessCollisions()
|
||||
{
|
||||
// Process all collisions
|
||||
for (int i = 0; i < m_Count; i++)
|
||||
{
|
||||
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
|
||||
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
|
||||
var rb0Valid = thisInstanceID != 0 && m_RigidbodyMapping.ContainsKey(thisInstanceID);
|
||||
var rb1Valid = otherInstanceID != 0 && m_RigidbodyMapping.ContainsKey(otherInstanceID);
|
||||
// Only notify registered rigid bodies.
|
||||
if (!rb0Valid || !rb1Valid || !m_HandlerMapping.ContainsKey(thisInstanceID))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (m_ResultsArray[i].HasCollisionStay)
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// Only process new collisions
|
||||
if (!m_HasCollisions && m_CurrentCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// This assures we won't process the same collision
|
||||
// set after it has been processed.
|
||||
if (m_HasCollisions)
|
||||
{
|
||||
m_CurrentCount = m_Count;
|
||||
m_HasCollisions = false;
|
||||
m_JobHandle.Complete();
|
||||
}
|
||||
ProcessCollisions();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
m_CurrentCount = 0;
|
||||
}
|
||||
|
||||
private ulong m_EventId;
|
||||
private void Physics_ContactEvent(PhysicsScene scene, NativeArray<ContactPairHeader>.ReadOnly pairHeaders)
|
||||
{
|
||||
m_EventId++;
|
||||
m_HasCollisions = true;
|
||||
int n = pairHeaders.Length;
|
||||
if (m_ResultsArray.Length < n)
|
||||
{
|
||||
m_ResultsArray.Dispose();
|
||||
m_ResultsArray = new NativeArray<JobResultStruct>(Mathf.NextPowerOfTwo(n), Allocator.Persistent);
|
||||
}
|
||||
m_Count = n;
|
||||
var job = new GetCollisionsJob()
|
||||
{
|
||||
PairedHeaders = pairHeaders,
|
||||
ResultsArray = m_ResultsArray
|
||||
};
|
||||
m_JobHandle = job.Schedule(n, 256);
|
||||
}
|
||||
|
||||
private struct GetCollisionsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly]
|
||||
public NativeArray<ContactPairHeader>.ReadOnly PairedHeaders;
|
||||
|
||||
public NativeArray<JobResultStruct> ResultsArray;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
Vector3 averageNormal = Vector3.zero;
|
||||
Vector3 averagePoint = Vector3.zero;
|
||||
Vector3 averageCollisionStay = Vector3.zero;
|
||||
int count = 0;
|
||||
int collisionStaycount = 0;
|
||||
int positionCount = 0;
|
||||
for (int j = 0; j < PairedHeaders[index].pairCount; j++)
|
||||
{
|
||||
ref readonly var pair = ref PairedHeaders[index].GetContactPair(j);
|
||||
|
||||
if (pair.isCollisionExit)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int k = 0; k < pair.contactCount; k++)
|
||||
{
|
||||
ref readonly var contact = ref pair.GetContactPoint(k);
|
||||
averagePoint += contact.position;
|
||||
positionCount++;
|
||||
if (!pair.isCollisionStay)
|
||||
{
|
||||
averageNormal += contact.normal;
|
||||
count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
averageCollisionStay += contact.normal;
|
||||
collisionStaycount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (count != 0)
|
||||
{
|
||||
averageNormal /= count;
|
||||
}
|
||||
|
||||
if (collisionStaycount != 0)
|
||||
{
|
||||
averageCollisionStay /= collisionStaycount;
|
||||
}
|
||||
|
||||
if (positionCount != 0)
|
||||
{
|
||||
averagePoint /= positionCount;
|
||||
}
|
||||
|
||||
var result = new JobResultStruct()
|
||||
{
|
||||
ThisInstanceID = PairedHeaders[index].bodyInstanceID,
|
||||
OtherInstanceID = PairedHeaders[index].otherBodyInstanceID,
|
||||
AverageNormal = averageNormal,
|
||||
HasCollisionStay = collisionStaycount != 0,
|
||||
AverageCollisionStayNormal = averageCollisionStay,
|
||||
ContactPoint = averagePoint
|
||||
};
|
||||
|
||||
ResultsArray[index] = result;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
11
Runtime/Components/RigidbodyContactEventManager.cs.meta
Normal file
11
Runtime/Components/RigidbodyContactEventManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 739e5cee846b6384988f9a47e4691836
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,8 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -30,20 +31,8 @@ namespace Unity.Netcode
|
||||
[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
|
||||
public GameObject PlayerPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// A list of prefabs that can be dynamically spawned.
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
[Tooltip("The prefabs that can be spawned across the network")]
|
||||
internal List<NetworkPrefab> NetworkPrefabs = new List<NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
|
||||
/// Generated at runtime and OnValidate
|
||||
/// </summary>
|
||||
internal Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
|
||||
|
||||
internal Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
|
||||
public NetworkPrefabs Prefabs = new NetworkPrefabs();
|
||||
|
||||
|
||||
/// <summary>
|
||||
@@ -140,10 +129,10 @@ namespace Unity.Netcode
|
||||
public int LoadSceneTimeOut = 120;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped.
|
||||
/// The amount of time a message will be held (deferred) if the destination NetworkObject needed to process the message doesn't exist yet. If the NetworkObject is not spawned within this time period, all deferred messages for that NetworkObject will be dropped.
|
||||
/// </summary>
|
||||
[Tooltip("The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped")]
|
||||
public float SpawnTimeout = 1f;
|
||||
[Tooltip("The amount of time a message will be held (deferred) if the destination NetworkObject needed to process the message doesn't exist yet. If the NetworkObject is not spawned within this time period, all deferred messages for that NetworkObject will be dropped.")]
|
||||
public float SpawnTimeout = 10f;
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not to enable network logs.
|
||||
@@ -160,6 +149,21 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
|
||||
|
||||
[Tooltip("Determines whether to use the client-server or distributed authority network topology.")]
|
||||
public NetworkTopologyTypes NetworkTopology;
|
||||
|
||||
[HideInInspector]
|
||||
public bool UseCMBService;
|
||||
|
||||
[Tooltip("When enabled (default), the player prefab will automatically be spawned (client-side) upon the client being approved and synchronized.")]
|
||||
public bool AutoSpawnPlayerPrefabClientSide = true;
|
||||
|
||||
#if MULTIPLAYER_TOOLS
|
||||
public bool NetworkMessageMetrics = true;
|
||||
#endif
|
||||
|
||||
public bool NetworkProfilingMetrics = true;
|
||||
|
||||
/// <summary>
|
||||
/// Returns a base64 encoded version of the configuration
|
||||
/// </summary>
|
||||
@@ -167,7 +171,7 @@ namespace Unity.Netcode
|
||||
public string ToBase64()
|
||||
{
|
||||
NetworkConfig config = this;
|
||||
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
|
||||
var writer = new FastBufferWriter(1024, Allocator.Temp);
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteValueSafe(config.ProtocolVersion);
|
||||
@@ -219,6 +223,14 @@ namespace Unity.Netcode
|
||||
|
||||
private ulong? m_ConfigHash = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clears out the configuration hash value generated for a specific network session
|
||||
/// </summary>
|
||||
internal void ClearConfigHash()
|
||||
{
|
||||
m_ConfigHash = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a SHA256 hash of parts of the NetworkConfig instance
|
||||
/// </summary>
|
||||
@@ -231,7 +243,7 @@ namespace Unity.Netcode
|
||||
return m_ConfigHash.Value;
|
||||
}
|
||||
|
||||
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
|
||||
var writer = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteValueSafe(ProtocolVersion);
|
||||
@@ -239,7 +251,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (ForceSamePrefabs)
|
||||
{
|
||||
var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
|
||||
var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
|
||||
foreach (var sortedEntry in sortedDictionary)
|
||||
|
||||
{
|
||||
@@ -273,6 +285,75 @@ namespace Unity.Netcode
|
||||
{
|
||||
return hash == GetConfig();
|
||||
}
|
||||
|
||||
internal void InitializePrefabs()
|
||||
{
|
||||
if (HasOldPrefabList())
|
||||
{
|
||||
MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
}
|
||||
|
||||
Prefabs.Initialize();
|
||||
}
|
||||
|
||||
[NonSerialized]
|
||||
private bool m_DidWarnOldPrefabList = false;
|
||||
|
||||
private void WarnOldPrefabList()
|
||||
{
|
||||
if (!m_DidWarnOldPrefabList)
|
||||
{
|
||||
Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating.");
|
||||
m_DidWarnOldPrefabList = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the old List<NetworkPrefab> serialized data is present.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Internal use only to help migrate projects. <seealso cref="MigrateOldNetworkPrefabsToNetworkPrefabsList"/></remarks>
|
||||
internal bool HasOldPrefabList()
|
||||
{
|
||||
return OldPrefabList?.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later.
|
||||
/// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API.
|
||||
/// </remarks>
|
||||
internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList()
|
||||
{
|
||||
if (OldPrefabList == null || OldPrefabList.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (Prefabs == null)
|
||||
{
|
||||
throw new Exception("Prefabs field is null.");
|
||||
}
|
||||
|
||||
Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance<NetworkPrefabsList>());
|
||||
|
||||
if (OldPrefabList?.Count > 0)
|
||||
{
|
||||
// Migrate legacy types/fields
|
||||
foreach (var networkPrefab in OldPrefabList)
|
||||
{
|
||||
Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
OldPrefabList = null;
|
||||
return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1];
|
||||
}
|
||||
|
||||
[FormerlySerializedAs("NetworkPrefabs")]
|
||||
[SerializeField]
|
||||
internal List<NetworkPrefab> OldPrefabList;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,10 +3,25 @@ using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal enum NetworkPrefabOverride
|
||||
/// <summary>
|
||||
/// The method of NetworkPrefab override used to identify the source prefab
|
||||
/// </summary>
|
||||
public enum NetworkPrefabOverride
|
||||
{
|
||||
/// <summary>
|
||||
/// No oeverride is present
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// Override the prefab when the given SourcePrefabToOverride is requested
|
||||
/// </summary>
|
||||
Prefab,
|
||||
|
||||
/// <summary>
|
||||
/// Override the prefab when the given SourceHashToOverride is requested
|
||||
/// Used in situations where the server assets do not exist in client builds
|
||||
/// </summary>
|
||||
Hash
|
||||
}
|
||||
|
||||
@@ -14,10 +29,10 @@ namespace Unity.Netcode
|
||||
/// Class that represents a NetworkPrefab
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal class NetworkPrefab
|
||||
public class NetworkPrefab
|
||||
{
|
||||
/// <summary>
|
||||
/// The override setttings for this NetworkPrefab
|
||||
/// The override settings for this NetworkPrefab
|
||||
/// </summary>
|
||||
public NetworkPrefabOverride Override;
|
||||
|
||||
@@ -41,5 +56,177 @@ namespace Unity.Netcode
|
||||
/// The prefab to replace (override) the source prefab with
|
||||
/// </summary>
|
||||
public GameObject OverridingTargetPrefab;
|
||||
|
||||
public bool Equals(NetworkPrefab other)
|
||||
{
|
||||
return Override == other.Override &&
|
||||
Prefab == other.Prefab &&
|
||||
SourcePrefabToOverride == other.SourcePrefabToOverride &&
|
||||
SourceHashToOverride == other.SourceHashToOverride &&
|
||||
OverridingTargetPrefab == other.OverridingTargetPrefab;
|
||||
}
|
||||
|
||||
public uint SourcePrefabGlobalObjectIdHash
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.None:
|
||||
{
|
||||
if (Prefab != null && Prefab.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Source Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
case NetworkPrefabOverride.Hash:
|
||||
return SourceHashToOverride;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public uint TargetPrefabGlobalObjectIdHash
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.None:
|
||||
return 0;
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Target Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Validate(int index = -1)
|
||||
{
|
||||
NetworkObject networkObject;
|
||||
if (Override == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (Prefab == null)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} cannot be null ({nameof(NetworkPrefab)} at index: {index})");
|
||||
return false;
|
||||
}
|
||||
|
||||
networkObject = Prefab.GetComponent<NetworkObject>();
|
||||
if (networkObject == null)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} is missing a {nameof(NetworkObject)} component (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Validate source prefab override values first
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
if (SourceHashToOverride == 0)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
if (SourcePrefabToOverride == null)
|
||||
{
|
||||
// This is a leftover side-effect from NetworkManager's OnValidate. It's a usability
|
||||
// adjustment to automatically set the "Prefab" field as the source prefab when a user
|
||||
// swaps from the default Inspector to the override one.
|
||||
if (Prefab != null)
|
||||
{
|
||||
SourcePrefabToOverride = Prefab;
|
||||
}
|
||||
else if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourcePrefabToOverride)} is null (entry will be ignored).");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!SourcePrefabToOverride.TryGetComponent(out networkObject))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) is missing a {nameof(NetworkObject)} component (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Validate target prefab override values next
|
||||
if (OverridingTargetPrefab == null)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(OverridingTargetPrefab)} is null!");
|
||||
}
|
||||
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {SourceHashToOverride} will be removed and ignored.");
|
||||
break;
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry ({SourcePrefabToOverride.name}) will be removed and ignored.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{{SourceHash: {SourceHashToOverride}, TargetHash: {TargetPrefabGlobalObjectIdHash}}}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
323
Runtime/Configuration/NetworkPrefabs.cs
Normal file
323
Runtime/Configuration/NetworkPrefabs.cs
Normal file
@@ -0,0 +1,323 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A class that represents the runtime aspect of network prefabs.
|
||||
/// This class contains processed prefabs from the NetworkPrefabsList, as
|
||||
/// well as additional modifications (additions and removals) made at runtime.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class NetworkPrefabs
|
||||
{
|
||||
/// <summary>
|
||||
/// Edit-time scripted object containing a list of NetworkPrefabs.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This field can be null if no prefabs are pre-configured.
|
||||
/// Runtime usages of <see cref="NetworkPrefabs"/> should not depend on this edit-time field for execution.
|
||||
/// </remarks>
|
||||
[SerializeField]
|
||||
public List<NetworkPrefabsList> NetworkPrefabsLists = new List<NetworkPrefabsList>();
|
||||
|
||||
/// <summary>
|
||||
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
|
||||
/// Generated at runtime and OnValidate
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// This is used for the legacy way of spawning NetworkPrefabs with an override when manually instantiating and spawning.
|
||||
/// To handle multiple source NetworkPrefab overrides that all point to the same target NetworkPrefab use
|
||||
/// <see cref="NetworkSpawnManager.InstantiateAndSpawn(NetworkObject, ulong, bool, bool, bool, Vector3, Quaternion)"/>
|
||||
/// or <see cref="NetworkObject.InstantiateAndSpawn(NetworkManager, ulong, bool, bool, bool, Vector3, Quaternion)"/>
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
|
||||
|
||||
public IReadOnlyList<NetworkPrefab> Prefabs => m_Prefabs;
|
||||
|
||||
[NonSerialized]
|
||||
private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
|
||||
|
||||
[NonSerialized]
|
||||
private List<NetworkPrefab> m_RuntimeAddedPrefabs = new List<NetworkPrefab>();
|
||||
|
||||
private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
// Don't add this to m_RuntimeAddedPrefabs
|
||||
// This prefab is now in the PrefabList, so if we shutdown and initialize again, we'll pick it up from there.
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
private void RemoveTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
|
||||
{
|
||||
m_Prefabs.Remove(networkPrefab);
|
||||
}
|
||||
|
||||
~NetworkPrefabs()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deregister from add and remove events
|
||||
/// Clear the list
|
||||
/// </summary>
|
||||
internal void Shutdown()
|
||||
{
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
list.OnAdd -= AddTriggeredByNetworkPrefabList;
|
||||
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes the <see cref="NetworkPrefabsList"/> if one is present for use during runtime execution,
|
||||
/// else processes <see cref="Prefabs"/>.
|
||||
/// </summary>
|
||||
public void Initialize(bool warnInvalid = true)
|
||||
{
|
||||
m_Prefabs.Clear();
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
list.OnAdd += AddTriggeredByNetworkPrefabList;
|
||||
list.OnRemove += RemoveTriggeredByNetworkPrefabList;
|
||||
}
|
||||
|
||||
NetworkPrefabOverrideLinks.Clear();
|
||||
OverrideToNetworkPrefab.Clear();
|
||||
|
||||
var prefabs = new List<NetworkPrefab>();
|
||||
|
||||
if (NetworkPrefabsLists.Count != 0)
|
||||
{
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
foreach (var networkPrefab in list.PrefabList)
|
||||
{
|
||||
prefabs.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_Prefabs = new List<NetworkPrefab>();
|
||||
|
||||
List<NetworkPrefab> removeList = null;
|
||||
if (warnInvalid)
|
||||
{
|
||||
removeList = new List<NetworkPrefab>();
|
||||
}
|
||||
|
||||
foreach (var networkPrefab in prefabs)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
removeList?.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var networkPrefab in m_RuntimeAddedPrefabs)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
removeList?.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear out anything that is invalid or not used
|
||||
if (removeList?.Count > 0)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
var sb = new StringBuilder("Removing invalid prefabs from Network Prefab registration: ");
|
||||
sb.Append(string.Join(", ", removeList));
|
||||
NetworkLog.LogWarning(sb.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new NetworkPrefab instance to the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public bool Add(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
m_RuntimeAddedPrefabs.Add(networkPrefab);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a NetworkPrefab instance from the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public void Remove(NetworkPrefab prefab)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(prefab));
|
||||
}
|
||||
|
||||
m_Prefabs.Remove(prefab);
|
||||
m_RuntimeAddedPrefabs.Remove(prefab);
|
||||
OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
|
||||
NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a NetworkPrefab instance with matching <see cref="NetworkPrefab.Prefab"/> from the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public void Remove(GameObject prefab)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(prefab));
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Prefab == prefab)
|
||||
{
|
||||
Remove(m_Prefabs[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_RuntimeAddedPrefabs.Count; i++)
|
||||
{
|
||||
if (m_RuntimeAddedPrefabs[i].Prefab == prefab)
|
||||
{
|
||||
Remove(m_RuntimeAddedPrefabs[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given GameObject is present as a prefab within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(GameObject prefab)
|
||||
{
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
// Check both values as Prefab and be different than SourcePrefabToOverride
|
||||
if (m_Prefabs[i].Prefab == prefab || m_Prefabs[i].SourcePrefabToOverride == prefab)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given NetworkPrefab is present within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(NetworkPrefab prefab)
|
||||
{
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Equals(prefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configures <see cref="NetworkPrefabOverrideLinks"/> for the given <see cref="NetworkPrefab"/>
|
||||
/// </summary>
|
||||
private bool AddPrefabRegistration(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (networkPrefab == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Safeguard validation check since this method is called from outside of NetworkConfig and we can't control what's passed in.
|
||||
if (!networkPrefab.Validate())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
uint source = networkPrefab.SourcePrefabGlobalObjectIdHash;
|
||||
uint target = networkPrefab.TargetPrefabGlobalObjectIdHash;
|
||||
|
||||
// Make sure the prefab isn't already registered.
|
||||
if (NetworkPrefabOverrideLinks.ContainsKey(source))
|
||||
{
|
||||
var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
|
||||
|
||||
// This should never happen, but in the case it somehow does log an error and remove the duplicate entry
|
||||
Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {source}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// If we don't have an override configured, registration is simple!
|
||||
if (networkPrefab.Override == NetworkPrefabOverride.None)
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
return true;
|
||||
}
|
||||
|
||||
switch (networkPrefab.Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
if (!OverrideToNetworkPrefab.ContainsKey(target))
|
||||
{
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Configuration/NetworkPrefabs.cs.meta
Normal file
11
Runtime/Configuration/NetworkPrefabs.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 230fc75f5639e46dc91734aa67d56a3e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
95
Runtime/Configuration/NetworkPrefabsList.cs
Normal file
95
Runtime/Configuration/NetworkPrefabsList.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A ScriptableObject for holding a network prefabs list, which can be
|
||||
/// shared between multiple NetworkManagers.
|
||||
///
|
||||
/// When NetworkManagers hold references to this list, modifications to the
|
||||
/// list at runtime will be picked up by all NetworkManagers that reference it.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "NetworkPrefabsList", menuName = "Netcode/Network Prefabs List")]
|
||||
public class NetworkPrefabsList : ScriptableObject
|
||||
{
|
||||
internal delegate void OnAddDelegate(NetworkPrefab prefab);
|
||||
internal OnAddDelegate OnAdd;
|
||||
|
||||
internal delegate void OnRemoveDelegate(NetworkPrefab prefab);
|
||||
internal OnRemoveDelegate OnRemove;
|
||||
|
||||
[SerializeField]
|
||||
internal bool IsDefault;
|
||||
|
||||
[FormerlySerializedAs("Prefabs")]
|
||||
[SerializeField]
|
||||
internal List<NetworkPrefab> List = new List<NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// Read-only view into the prefabs list, enabling iterating and examining the list.
|
||||
/// Actually modifying the list should be done using <see cref="Add"/>
|
||||
/// and <see cref="Remove"/>.
|
||||
/// </summary>
|
||||
public IReadOnlyList<NetworkPrefab> PrefabList => List;
|
||||
|
||||
/// <summary>
|
||||
/// Adds a prefab to the prefab list. Performing this here will apply the operation to all
|
||||
/// <see cref="NetworkManager"/>s that reference this list.
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
public void Add(NetworkPrefab prefab)
|
||||
{
|
||||
List.Add(prefab);
|
||||
OnAdd?.Invoke(prefab);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a prefab from the prefab list. Performing this here will apply the operation to all
|
||||
/// <see cref="NetworkManager"/>s that reference this list.
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
public void Remove(NetworkPrefab prefab)
|
||||
{
|
||||
List.Remove(prefab);
|
||||
OnRemove?.Invoke(prefab);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given GameObject is present as a prefab within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(GameObject prefab)
|
||||
{
|
||||
for (int i = 0; i < List.Count; i++)
|
||||
{
|
||||
if (List[i].Prefab == prefab)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given NetworkPrefab is present within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(NetworkPrefab prefab)
|
||||
{
|
||||
for (int i = 0; i < List.Count; i++)
|
||||
{
|
||||
if (List[i].Equals(prefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Configuration/NetworkPrefabsList.cs.meta
Normal file
11
Runtime/Configuration/NetworkPrefabsList.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e651dbb3fbac04af2b8f5abf007ddc23
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,12 +1,55 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
|
||||
public enum NetworkTopologyTypes
|
||||
{
|
||||
ClientServer,
|
||||
DistributedAuthority
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A NetworkClient
|
||||
/// </summary>
|
||||
public class NetworkClient
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a server
|
||||
/// </summary>
|
||||
internal bool IsServer { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a client
|
||||
/// </summary>
|
||||
internal bool IsClient { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a host
|
||||
/// </summary>
|
||||
internal bool IsHost => IsClient && IsServer;
|
||||
|
||||
/// <summary>
|
||||
/// When true, the client is connected, approved, and synchronized with
|
||||
/// the server.
|
||||
/// </summary>
|
||||
internal bool IsConnected { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is true when the client has been approved.
|
||||
/// </summary>
|
||||
internal bool IsApproved { get; set; }
|
||||
|
||||
public NetworkTopologyTypes NetworkTopologyType { get; internal set; }
|
||||
|
||||
public bool DAHost { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is true when the client has been assigned session ownership in distributed authority mode
|
||||
/// </summary>
|
||||
public bool IsSessionOwner { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the NetworkClient
|
||||
/// </summary>
|
||||
@@ -18,19 +61,66 @@ namespace Unity.Netcode
|
||||
public NetworkObject PlayerObject;
|
||||
|
||||
/// <summary>
|
||||
/// The NetworkObject's owned by this Client
|
||||
/// The list of NetworkObject's owned by this client instance
|
||||
/// </summary>
|
||||
public List<NetworkObject> OwnedObjects
|
||||
{
|
||||
get
|
||||
{
|
||||
if (PlayerObject != null && PlayerObject.NetworkManager != null && PlayerObject.NetworkManager.IsListening)
|
||||
{
|
||||
return PlayerObject.NetworkManager.SpawnManager.GetClientOwnedObjects(ClientId);
|
||||
}
|
||||
public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>();
|
||||
|
||||
return new List<NetworkObject>();
|
||||
internal NetworkSpawnManager SpawnManager { get; private set; }
|
||||
|
||||
internal bool SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
|
||||
{
|
||||
ResetClient(isServer, isClient);
|
||||
|
||||
IsServer = isServer;
|
||||
IsClient = isClient;
|
||||
|
||||
if (networkManager != null)
|
||||
{
|
||||
SpawnManager = networkManager.SpawnManager;
|
||||
NetworkTopologyType = networkManager.NetworkConfig.NetworkTopology;
|
||||
|
||||
if (NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
|
||||
{
|
||||
DAHost = IsClient && IsServer;
|
||||
|
||||
// DANGO-TODO: We might allow a dedicated mock CMB server, but for now do not allow this
|
||||
if (!IsClient && IsServer)
|
||||
{
|
||||
Debug.LogError("You cannot start NetworkManager as a server when operating in distributed authority mode!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (DAHost && networkManager.CMBServiceConnection)
|
||||
{
|
||||
Debug.LogError("You cannot start a host when connecting to a distributed authority CMB Service!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only to be invoked when setting the role.
|
||||
/// This resets the current NetworkClient's properties.
|
||||
/// </summary>
|
||||
private void ResetClient(bool isServer, bool isClient)
|
||||
{
|
||||
// If we are niether client nor server, then reset properties (i.e. client has no role)
|
||||
if (!IsServer && !IsClient)
|
||||
{
|
||||
PlayerObject = null;
|
||||
ClientId = 0;
|
||||
IsConnected = false;
|
||||
IsApproved = false;
|
||||
SpawnManager = null;
|
||||
DAHost = false;
|
||||
}
|
||||
}
|
||||
|
||||
internal void AssignPlayerObject(ref NetworkObject networkObject)
|
||||
{
|
||||
PlayerObject = networkObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
1542
Runtime/Connection/NetworkConnectionManager.cs
Normal file
1542
Runtime/Connection/NetworkConnectionManager.cs
Normal file
File diff suppressed because it is too large
Load Diff
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d98eff74d73bc2a42bd5624c47ce8fe1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,10 +1,15 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-Side Only:
|
||||
/// A class representing a client that is currently in the process of connecting
|
||||
/// </summary>
|
||||
public class PendingClient
|
||||
{
|
||||
internal Coroutine ApprovalCoroutine = null;
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the client
|
||||
/// </summary>
|
||||
|
||||
@@ -51,7 +51,9 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public static void SetDefaults()
|
||||
{
|
||||
SetDefault<IDeferredMessageManager>(networkManager => new DeferredMessageManager(networkManager));
|
||||
SetDefault<IDeferredNetworkMessageManager>(networkManager => new DeferredMessageManager(networkManager));
|
||||
|
||||
SetDefault<IRealTimeProvider>(networkManager => new RealTimeProvider());
|
||||
}
|
||||
|
||||
private static void SetDefault<T>(CreateObjectDelegate creator)
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -8,6 +8,8 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public class NetworkBehaviourUpdater
|
||||
{
|
||||
private NetworkManager m_NetworkManager;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
@@ -19,7 +21,7 @@ namespace Unity.Netcode
|
||||
m_DirtyNetworkObjects.Add(networkObject);
|
||||
}
|
||||
|
||||
internal void NetworkBehaviourUpdate(NetworkManager networkManager)
|
||||
internal void NetworkBehaviourUpdate()
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
m_NetworkBehaviourUpdate.Begin();
|
||||
@@ -30,7 +32,7 @@ namespace Unity.Netcode
|
||||
// trying to process them, even if they were previously marked as dirty.
|
||||
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
|
||||
|
||||
if (networkManager.IsServer)
|
||||
if (m_ConnectionManager.LocalClient.IsServer)
|
||||
{
|
||||
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
||||
{
|
||||
@@ -39,16 +41,15 @@ namespace Unity.Netcode
|
||||
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
|
||||
}
|
||||
|
||||
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
|
||||
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
|
||||
{
|
||||
var client = networkManager.ConnectedClientsList[i];
|
||||
|
||||
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
||||
var client = m_ConnectionManager.ConnectedClientsList[i];
|
||||
if (m_NetworkManager.DistributedAuthorityMode || dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
||||
{
|
||||
// Sync just the variables for just the objects this client sees
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
dirtyObj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
|
||||
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -67,7 +68,24 @@ namespace Unity.Netcode
|
||||
}
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].VariableUpdate(NetworkManager.ServerClientId);
|
||||
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
||||
{
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
|
||||
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
if (behaviour.NetworkVariableFields[i].IsDirty() &&
|
||||
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
||||
{
|
||||
behaviour.NetworkVariableIndexesToResetSet.Add(i);
|
||||
behaviour.NetworkVariableIndexesToReset.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -76,6 +94,8 @@ namespace Unity.Netcode
|
||||
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
||||
{
|
||||
dirtyobj.PostNetworkVariableWrite();
|
||||
// Once done processing, we set the previous owner id to the current owner id
|
||||
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
|
||||
}
|
||||
m_DirtyNetworkObjects.Clear();
|
||||
}
|
||||
@@ -87,5 +107,26 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void Initialize(NetworkManager networkManager)
|
||||
{
|
||||
m_NetworkManager = networkManager;
|
||||
m_ConnectionManager = networkManager.ConnectionManager;
|
||||
m_NetworkManager.NetworkTickSystem.Tick += NetworkBehaviourUpdater_Tick;
|
||||
}
|
||||
|
||||
internal void Shutdown()
|
||||
{
|
||||
m_NetworkManager.NetworkTickSystem.Tick -= NetworkBehaviourUpdater_Tick;
|
||||
}
|
||||
|
||||
// Order of operations requires NetworkVariable updates first then showing NetworkObjects
|
||||
private void NetworkBehaviourUpdater_Tick()
|
||||
{
|
||||
// First update NetworkVariables
|
||||
NetworkBehaviourUpdate();
|
||||
|
||||
// Then show any NetworkObjects queued to be made visible/shown
|
||||
m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
118
Runtime/Core/NetworkObjectRefreshTool.cs
Normal file
118
Runtime/Core/NetworkObjectRefreshTool.cs
Normal file
@@ -0,0 +1,118 @@
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// This is a helper tool to update all in-scene placed instances of a prefab that
|
||||
/// originally did not have a NetworkObject component but one was added to the prefab
|
||||
/// later.
|
||||
/// </summary>
|
||||
internal class NetworkObjectRefreshTool
|
||||
{
|
||||
private static List<string> s_ScenesToUpdate = new List<string>();
|
||||
private static bool s_ProcessScenes;
|
||||
private static bool s_CloseScenes;
|
||||
|
||||
internal static Action AllScenesProcessed;
|
||||
|
||||
internal static void ProcessScene(string scenePath, bool processScenes = true)
|
||||
{
|
||||
if (!s_ScenesToUpdate.Contains(scenePath))
|
||||
{
|
||||
if (s_ScenesToUpdate.Count == 0)
|
||||
{
|
||||
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
|
||||
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
|
||||
}
|
||||
s_ScenesToUpdate.Add(scenePath);
|
||||
}
|
||||
s_ProcessScenes = processScenes;
|
||||
}
|
||||
|
||||
internal static void ProcessActiveScene()
|
||||
{
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
|
||||
{
|
||||
SceneOpened(activeScene);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void ProcessScenes()
|
||||
{
|
||||
if (s_ScenesToUpdate.Count != 0)
|
||||
{
|
||||
s_CloseScenes = true;
|
||||
var scenePath = s_ScenesToUpdate.First();
|
||||
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
|
||||
}
|
||||
else
|
||||
{
|
||||
s_CloseScenes = false;
|
||||
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
|
||||
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
|
||||
AllScenesProcessed?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
private static void FinishedProcessingScene(Scene scene, bool refreshed = false)
|
||||
{
|
||||
if (s_ScenesToUpdate.Contains(scene.path))
|
||||
{
|
||||
// Provide a log of all scenes that were modified to the user
|
||||
if (refreshed)
|
||||
{
|
||||
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
|
||||
}
|
||||
s_ProcessScenes = false;
|
||||
s_ScenesToUpdate.Remove(scene.path);
|
||||
|
||||
if (scene != SceneManager.GetActiveScene())
|
||||
{
|
||||
EditorSceneManager.CloseScene(scene, s_CloseScenes);
|
||||
}
|
||||
ProcessScenes();
|
||||
}
|
||||
}
|
||||
|
||||
private static void EditorSceneManager_sceneSaved(Scene scene)
|
||||
{
|
||||
FinishedProcessingScene(scene, true);
|
||||
}
|
||||
|
||||
private static void SceneOpened(Scene scene)
|
||||
{
|
||||
if (s_ScenesToUpdate.Contains(scene.path))
|
||||
{
|
||||
if (s_ProcessScenes)
|
||||
{
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
{
|
||||
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void EditorSceneManager_sceneOpened(Scene scene, OpenSceneMode mode)
|
||||
{
|
||||
SceneOpened(scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
11
Runtime/Core/NetworkObjectRefreshTool.cs.meta
Normal file
11
Runtime/Core/NetworkObjectRefreshTool.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d24d5e8371c3cca4890e2713bdeda288
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -167,7 +167,7 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public static NetworkUpdateStage UpdateStage;
|
||||
|
||||
private static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
|
||||
internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
|
||||
{
|
||||
UpdateStage = updateStage;
|
||||
|
||||
|
||||
248
Runtime/Hashing/XXHash.cs
Normal file
248
Runtime/Hashing/XXHash.cs
Normal file
@@ -0,0 +1,248 @@
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal static class XXHash
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe uint Hash32(byte* input, int length, uint seed = 0)
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
const uint prime1 = 2654435761u;
|
||||
const uint prime2 = 2246822519u;
|
||||
const uint prime3 = 3266489917u;
|
||||
const uint prime4 = 0668265263u;
|
||||
const uint prime5 = 0374761393u;
|
||||
|
||||
uint hash = seed + prime5;
|
||||
|
||||
if (length >= 16)
|
||||
{
|
||||
uint val0 = seed + prime1 + prime2;
|
||||
uint val1 = seed + prime2;
|
||||
uint val2 = seed + 0;
|
||||
uint val3 = seed - prime1;
|
||||
|
||||
int count = length >> 4;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var pos0 = *(uint*)(input + 0);
|
||||
var pos1 = *(uint*)(input + 4);
|
||||
var pos2 = *(uint*)(input + 8);
|
||||
var pos3 = *(uint*)(input + 12);
|
||||
|
||||
val0 += pos0 * prime2;
|
||||
val0 = (val0 << 13) | (val0 >> (32 - 13));
|
||||
val0 *= prime1;
|
||||
|
||||
val1 += pos1 * prime2;
|
||||
val1 = (val1 << 13) | (val1 >> (32 - 13));
|
||||
val1 *= prime1;
|
||||
|
||||
val2 += pos2 * prime2;
|
||||
val2 = (val2 << 13) | (val2 >> (32 - 13));
|
||||
val2 *= prime1;
|
||||
|
||||
val3 += pos3 * prime2;
|
||||
val3 = (val3 << 13) | (val3 >> (32 - 13));
|
||||
val3 *= prime1;
|
||||
|
||||
input += 16;
|
||||
}
|
||||
|
||||
hash = ((val0 << 01) | (val0 >> (32 - 01))) +
|
||||
((val1 << 07) | (val1 >> (32 - 07))) +
|
||||
((val2 << 12) | (val2 >> (32 - 12))) +
|
||||
((val3 << 18) | (val3 >> (32 - 18)));
|
||||
}
|
||||
|
||||
hash += (uint)length;
|
||||
|
||||
length &= 15;
|
||||
while (length >= 4)
|
||||
{
|
||||
hash += *(uint*)input * prime3;
|
||||
hash = ((hash << 17) | (hash >> (32 - 17))) * prime4;
|
||||
input += 4;
|
||||
length -= 4;
|
||||
}
|
||||
while (length > 0)
|
||||
{
|
||||
hash += *input * prime5;
|
||||
hash = ((hash << 11) | (hash >> (32 - 11))) * prime1;
|
||||
++input;
|
||||
--length;
|
||||
}
|
||||
|
||||
hash ^= hash >> 15;
|
||||
hash *= prime2;
|
||||
hash ^= hash >> 13;
|
||||
hash *= prime3;
|
||||
hash ^= hash >> 16;
|
||||
|
||||
return hash;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe ulong Hash64(byte* input, int length, uint seed = 0)
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
const ulong prime1 = 11400714785074694791ul;
|
||||
const ulong prime2 = 14029467366897019727ul;
|
||||
const ulong prime3 = 01609587929392839161ul;
|
||||
const ulong prime4 = 09650029242287828579ul;
|
||||
const ulong prime5 = 02870177450012600261ul;
|
||||
|
||||
ulong hash = seed + prime5;
|
||||
|
||||
if (length >= 32)
|
||||
{
|
||||
ulong val0 = seed + prime1 + prime2;
|
||||
ulong val1 = seed + prime2;
|
||||
ulong val2 = seed + 0;
|
||||
ulong val3 = seed - prime1;
|
||||
|
||||
int count = length >> 5;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var pos0 = *(ulong*)(input + 0);
|
||||
var pos1 = *(ulong*)(input + 8);
|
||||
var pos2 = *(ulong*)(input + 16);
|
||||
var pos3 = *(ulong*)(input + 24);
|
||||
|
||||
val0 += pos0 * prime2;
|
||||
val0 = (val0 << 31) | (val0 >> (64 - 31));
|
||||
val0 *= prime1;
|
||||
|
||||
val1 += pos1 * prime2;
|
||||
val1 = (val1 << 31) | (val1 >> (64 - 31));
|
||||
val1 *= prime1;
|
||||
|
||||
val2 += pos2 * prime2;
|
||||
val2 = (val2 << 31) | (val2 >> (64 - 31));
|
||||
val2 *= prime1;
|
||||
|
||||
val3 += pos3 * prime2;
|
||||
val3 = (val3 << 31) | (val3 >> (64 - 31));
|
||||
val3 *= prime1;
|
||||
|
||||
input += 32;
|
||||
}
|
||||
|
||||
hash = ((val0 << 01) | (val0 >> (64 - 01))) +
|
||||
((val1 << 07) | (val1 >> (64 - 07))) +
|
||||
((val2 << 12) | (val2 >> (64 - 12))) +
|
||||
((val3 << 18) | (val3 >> (64 - 18)));
|
||||
|
||||
val0 *= prime2;
|
||||
val0 = (val0 << 31) | (val0 >> (64 - 31));
|
||||
val0 *= prime1;
|
||||
hash ^= val0;
|
||||
hash = hash * prime1 + prime4;
|
||||
|
||||
val1 *= prime2;
|
||||
val1 = (val1 << 31) | (val1 >> (64 - 31));
|
||||
val1 *= prime1;
|
||||
hash ^= val1;
|
||||
hash = hash * prime1 + prime4;
|
||||
|
||||
val2 *= prime2;
|
||||
val2 = (val2 << 31) | (val2 >> (64 - 31));
|
||||
val2 *= prime1;
|
||||
hash ^= val2;
|
||||
hash = hash * prime1 + prime4;
|
||||
|
||||
val3 *= prime2;
|
||||
val3 = (val3 << 31) | (val3 >> (64 - 31));
|
||||
val3 *= prime1;
|
||||
hash ^= val3;
|
||||
hash = hash * prime1 + prime4;
|
||||
}
|
||||
|
||||
hash += (ulong)length;
|
||||
|
||||
length &= 31;
|
||||
while (length >= 8)
|
||||
{
|
||||
ulong lane = *(ulong*)input * prime2;
|
||||
lane = ((lane << 31) | (lane >> (64 - 31))) * prime1;
|
||||
hash ^= lane;
|
||||
hash = ((hash << 27) | (hash >> (64 - 27))) * prime1 + prime4;
|
||||
input += 8;
|
||||
length -= 8;
|
||||
}
|
||||
if (length >= 4)
|
||||
{
|
||||
hash ^= *(uint*)input * prime1;
|
||||
hash = ((hash << 23) | (hash >> (64 - 23))) * prime2 + prime3;
|
||||
input += 4;
|
||||
length -= 4;
|
||||
}
|
||||
while (length > 0)
|
||||
{
|
||||
hash ^= *input * prime5;
|
||||
hash = ((hash << 11) | (hash >> (64 - 11))) * prime1;
|
||||
++input;
|
||||
--length;
|
||||
}
|
||||
|
||||
hash ^= hash >> 33;
|
||||
hash *= prime2;
|
||||
hash ^= hash >> 29;
|
||||
hash *= prime3;
|
||||
hash ^= hash >> 32;
|
||||
|
||||
return hash;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32(this byte[] buffer)
|
||||
{
|
||||
int length = buffer.Length;
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* pointer = buffer)
|
||||
{
|
||||
return Hash32(pointer, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32(this string text) => Hash32(Encoding.UTF8.GetBytes(text));
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32(this Type type) => Hash32(type.FullName);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint Hash32<T>() => Hash32(typeof(T));
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64(this byte[] buffer)
|
||||
{
|
||||
int length = buffer.Length;
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* pointer = buffer)
|
||||
{
|
||||
return Hash64(pointer, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64(this string text) => Hash64(Encoding.UTF8.GetBytes(text));
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64(this Type type) => Hash64(type.FullName);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ulong Hash64<T>() => Hash64(typeof(T));
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5aa7a49e9e694f148d810d34577546b
|
||||
guid: c3077af091aa443acbdea9d3e97727b0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -1,21 +0,0 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015, 2016 Sedat Kapanoglu
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -1,318 +0,0 @@
|
||||
// <copyright file="XXHash.cs" company="Sedat Kapanoglu">
|
||||
// Copyright (c) 2015-2019 Sedat Kapanoglu
|
||||
// MIT License (see LICENSE file for details)
|
||||
// </copyright>
|
||||
|
||||
// @mfatihmar (Unity): Modified for Unity support
|
||||
|
||||
using System.Text;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// XXHash implementation.
|
||||
/// </summary>
|
||||
internal static class XXHash
|
||||
{
|
||||
private const ulong k_Prime64v1 = 11400714785074694791ul;
|
||||
private const ulong k_Prime64v2 = 14029467366897019727ul;
|
||||
private const ulong k_Prime64v3 = 1609587929392839161ul;
|
||||
private const ulong k_Prime64v4 = 9650029242287828579ul;
|
||||
private const ulong k_Prime64v5 = 2870177450012600261ul;
|
||||
|
||||
private const uint k_Prime32v1 = 2654435761u;
|
||||
private const uint k_Prime32v2 = 2246822519u;
|
||||
private const uint k_Prime32v3 = 3266489917u;
|
||||
private const uint k_Prime32v4 = 668265263u;
|
||||
private const uint k_Prime32v5 = 374761393u;
|
||||
|
||||
public static uint Hash32(string text) => Hash32(text, Encoding.UTF8);
|
||||
public static uint Hash32(string text, Encoding encoding) => Hash32(encoding.GetBytes(text));
|
||||
public static uint Hash32(byte[] buffer)
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* ptr = buffer)
|
||||
{
|
||||
return Hash32(ptr, buffer.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a 32-bit xxHash value.
|
||||
/// </summary>
|
||||
/// <param name="buffer">Input buffer.</param>
|
||||
/// <param name="bufferLength">Input buffer length.</param>
|
||||
/// <param name="seed">Optional seed.</param>
|
||||
/// <returns>32-bit hash value.</returns>
|
||||
public static unsafe uint Hash32(byte* buffer, int bufferLength, uint seed = 0)
|
||||
{
|
||||
const int stripeLength = 16;
|
||||
|
||||
int len = bufferLength;
|
||||
int remainingLen = len;
|
||||
uint acc;
|
||||
|
||||
byte* pInput = buffer;
|
||||
if (len >= stripeLength)
|
||||
{
|
||||
uint acc1 = seed + k_Prime32v1 + k_Prime32v2;
|
||||
uint acc2 = seed + k_Prime32v2;
|
||||
uint acc3 = seed;
|
||||
uint acc4 = seed - k_Prime32v1;
|
||||
|
||||
do
|
||||
{
|
||||
acc = processStripe32(ref pInput, ref acc1, ref acc2, ref acc3, ref acc4);
|
||||
remainingLen -= stripeLength;
|
||||
} while (remainingLen >= stripeLength);
|
||||
}
|
||||
else
|
||||
{
|
||||
acc = seed + k_Prime32v5;
|
||||
}
|
||||
|
||||
acc += (uint)len;
|
||||
acc = processRemaining32(pInput, acc, remainingLen);
|
||||
|
||||
return avalanche32(acc);
|
||||
}
|
||||
|
||||
public static ulong Hash64(string text) => Hash64(text, Encoding.UTF8);
|
||||
public static ulong Hash64(string text, Encoding encoding) => Hash64(encoding.GetBytes(text));
|
||||
public static ulong Hash64(byte[] buffer)
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* ptr = buffer)
|
||||
{
|
||||
return Hash64(ptr, buffer.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a 64-bit xxHash value.
|
||||
/// </summary>
|
||||
/// <param name="buffer">Input buffer.</param>
|
||||
/// <param name="bufferLength">Input buffer length.</param>
|
||||
/// <param name="seed">Optional seed.</param>
|
||||
/// <returns>Computed 64-bit hash value.</returns>
|
||||
public static unsafe ulong Hash64(byte* buffer, int bufferLength, ulong seed = 0)
|
||||
{
|
||||
const int stripeLength = 32;
|
||||
|
||||
int len = bufferLength;
|
||||
int remainingLen = len;
|
||||
ulong acc;
|
||||
|
||||
byte* pInput = buffer;
|
||||
if (len >= stripeLength)
|
||||
{
|
||||
ulong acc1 = seed + k_Prime64v1 + k_Prime64v2;
|
||||
ulong acc2 = seed + k_Prime64v2;
|
||||
ulong acc3 = seed;
|
||||
ulong acc4 = seed - k_Prime64v1;
|
||||
|
||||
do
|
||||
{
|
||||
acc = processStripe64(ref pInput, ref acc1, ref acc2, ref acc3, ref acc4);
|
||||
remainingLen -= stripeLength;
|
||||
} while (remainingLen >= stripeLength);
|
||||
}
|
||||
else
|
||||
{
|
||||
acc = seed + k_Prime64v5;
|
||||
}
|
||||
|
||||
acc += (ulong)len;
|
||||
acc = processRemaining64(pInput, acc, remainingLen);
|
||||
|
||||
|
||||
return avalanche64(acc);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe ulong processStripe64(
|
||||
ref byte* pInput,
|
||||
ref ulong acc1,
|
||||
ref ulong acc2,
|
||||
ref ulong acc3,
|
||||
ref ulong acc4)
|
||||
{
|
||||
processLane64(ref acc1, ref pInput);
|
||||
processLane64(ref acc2, ref pInput);
|
||||
processLane64(ref acc3, ref pInput);
|
||||
processLane64(ref acc4, ref pInput);
|
||||
|
||||
ulong acc = Bits.RotateLeft(acc1, 1)
|
||||
+ Bits.RotateLeft(acc2, 7)
|
||||
+ Bits.RotateLeft(acc3, 12)
|
||||
+ Bits.RotateLeft(acc4, 18);
|
||||
|
||||
mergeAccumulator64(ref acc, acc1);
|
||||
mergeAccumulator64(ref acc, acc2);
|
||||
mergeAccumulator64(ref acc, acc3);
|
||||
mergeAccumulator64(ref acc, acc4);
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe void processLane64(ref ulong accn, ref byte* pInput)
|
||||
{
|
||||
ulong lane = *(ulong*)pInput;
|
||||
accn = round64(accn, lane);
|
||||
pInput += 8;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe ulong processRemaining64(
|
||||
byte* pInput,
|
||||
ulong acc,
|
||||
int remainingLen)
|
||||
{
|
||||
for (ulong lane; remainingLen >= 8; remainingLen -= 8, pInput += 8)
|
||||
{
|
||||
lane = *(ulong*)pInput;
|
||||
|
||||
acc ^= round64(0, lane);
|
||||
acc = Bits.RotateLeft(acc, 27) * k_Prime64v1;
|
||||
acc += k_Prime64v4;
|
||||
}
|
||||
|
||||
for (uint lane32; remainingLen >= 4; remainingLen -= 4, pInput += 4)
|
||||
{
|
||||
lane32 = *(uint*)pInput;
|
||||
|
||||
acc ^= lane32 * k_Prime64v1;
|
||||
acc = Bits.RotateLeft(acc, 23) * k_Prime64v2;
|
||||
acc += k_Prime64v3;
|
||||
}
|
||||
|
||||
for (byte lane8; remainingLen >= 1; remainingLen--, pInput++)
|
||||
{
|
||||
lane8 = *pInput;
|
||||
acc ^= lane8 * k_Prime64v5;
|
||||
acc = Bits.RotateLeft(acc, 11) * k_Prime64v1;
|
||||
}
|
||||
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static ulong avalanche64(ulong acc)
|
||||
{
|
||||
acc ^= acc >> 33;
|
||||
acc *= k_Prime64v2;
|
||||
acc ^= acc >> 29;
|
||||
acc *= k_Prime64v3;
|
||||
acc ^= acc >> 32;
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static ulong round64(ulong accn, ulong lane)
|
||||
{
|
||||
accn += lane * k_Prime64v2;
|
||||
return Bits.RotateLeft(accn, 31) * k_Prime64v1;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static void mergeAccumulator64(ref ulong acc, ulong accn)
|
||||
{
|
||||
acc ^= round64(0, accn);
|
||||
acc *= k_Prime64v1;
|
||||
acc += k_Prime64v4;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe uint processStripe32(
|
||||
ref byte* pInput,
|
||||
ref uint acc1,
|
||||
ref uint acc2,
|
||||
ref uint acc3,
|
||||
ref uint acc4)
|
||||
{
|
||||
processLane32(ref pInput, ref acc1);
|
||||
processLane32(ref pInput, ref acc2);
|
||||
processLane32(ref pInput, ref acc3);
|
||||
processLane32(ref pInput, ref acc4);
|
||||
|
||||
return Bits.RotateLeft(acc1, 1)
|
||||
+ Bits.RotateLeft(acc2, 7)
|
||||
+ Bits.RotateLeft(acc3, 12)
|
||||
+ Bits.RotateLeft(acc4, 18);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe void processLane32(ref byte* pInput, ref uint accn)
|
||||
{
|
||||
uint lane = *(uint*)pInput;
|
||||
accn = round32(accn, lane);
|
||||
pInput += 4;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static unsafe uint processRemaining32(
|
||||
byte* pInput,
|
||||
uint acc,
|
||||
int remainingLen)
|
||||
{
|
||||
for (uint lane; remainingLen >= 4; remainingLen -= 4, pInput += 4)
|
||||
{
|
||||
lane = *(uint*)pInput;
|
||||
acc += lane * k_Prime32v3;
|
||||
acc = Bits.RotateLeft(acc, 17) * k_Prime32v4;
|
||||
}
|
||||
|
||||
for (byte lane; remainingLen >= 1; remainingLen--, pInput++)
|
||||
{
|
||||
lane = *pInput;
|
||||
acc += lane * k_Prime32v5;
|
||||
acc = Bits.RotateLeft(acc, 11) * k_Prime32v1;
|
||||
}
|
||||
|
||||
return acc;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static uint round32(uint accn, uint lane)
|
||||
{
|
||||
accn += lane * k_Prime32v2;
|
||||
accn = Bits.RotateLeft(accn, 13);
|
||||
accn *= k_Prime32v1;
|
||||
return accn;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static uint avalanche32(uint acc)
|
||||
{
|
||||
acc ^= acc >> 15;
|
||||
acc *= k_Prime32v2;
|
||||
acc ^= acc >> 13;
|
||||
acc *= k_Prime32v3;
|
||||
acc ^= acc >> 16;
|
||||
return acc;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bit operations.
|
||||
/// </summary>
|
||||
private static class Bits
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal static ulong RotateLeft(ulong value, int bits)
|
||||
{
|
||||
return (value << bits) | (value >> (64 - bits));
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal static uint RotateLeft(uint value, int bits)
|
||||
{
|
||||
return (value << bits) | (value >> (32 - bits));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -39,6 +39,12 @@ namespace Unity.Netcode
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogInfoServer(string message) => LogServer(message, LogType.Info);
|
||||
|
||||
/// <summary>
|
||||
/// Logs an info log locally and on the session owner if possible.
|
||||
/// </summary>
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogInfoSessionOwner(string message) => LogServer(message, LogType.Info);
|
||||
|
||||
/// <summary>
|
||||
/// Logs a warning log locally and on the server if possible.
|
||||
/// </summary>
|
||||
@@ -51,41 +57,76 @@ namespace Unity.Netcode
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogErrorServer(string message) => LogServer(message, LogType.Error);
|
||||
|
||||
internal static NetworkManager NetworkManagerOverride;
|
||||
|
||||
private static void LogServer(string message, LogType logType)
|
||||
{
|
||||
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
||||
// Get the sender of the local log
|
||||
ulong localId = NetworkManager.Singleton != null ? NetworkManager.Singleton.LocalClientId : 0;
|
||||
|
||||
ulong localId = networkManager?.LocalClientId ?? 0;
|
||||
bool isServer = networkManager && networkManager.DistributedAuthorityMode ? networkManager.LocalClient.IsSessionOwner :
|
||||
networkManager && !networkManager.DistributedAuthorityMode ? networkManager.IsServer : true;
|
||||
switch (logType)
|
||||
{
|
||||
case LogType.Info:
|
||||
LogInfoServerLocal(message, localId);
|
||||
if (isServer)
|
||||
{
|
||||
LogInfoServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogInfo(message);
|
||||
}
|
||||
break;
|
||||
case LogType.Warning:
|
||||
LogWarningServerLocal(message, localId);
|
||||
if (isServer)
|
||||
{
|
||||
LogWarningServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogWarning(message);
|
||||
}
|
||||
break;
|
||||
case LogType.Error:
|
||||
LogErrorServerLocal(message, localId);
|
||||
if (isServer)
|
||||
{
|
||||
LogErrorServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogError(message);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer && NetworkManager.Singleton.NetworkConfig.EnableNetworkLogs)
|
||||
if (!isServer && networkManager.NetworkConfig.EnableNetworkLogs)
|
||||
{
|
||||
|
||||
var networkMessage = new ServerLogMessage
|
||||
{
|
||||
LogType = logType,
|
||||
Message = message
|
||||
Message = message,
|
||||
SenderId = localId
|
||||
};
|
||||
var size = NetworkManager.Singleton.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
||||
var size = networkManager.ConnectionManager.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
||||
|
||||
NetworkManager.Singleton.NetworkMetrics.TrackServerLogSent(NetworkManager.ServerClientId, (uint)logType, size);
|
||||
networkManager.NetworkMetrics.TrackServerLogSent(NetworkManager.ServerClientId, (uint)logType, size);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[Netcode-Server Sender={sender}] {message}");
|
||||
internal static void LogWarningServerLocal(string message, ulong sender) => Debug.LogWarning($"[Netcode-Server Sender={sender}] {message}");
|
||||
internal static void LogErrorServerLocal(string message, ulong sender) => Debug.LogError($"[Netcode-Server Sender={sender}] {message}");
|
||||
private static string Header()
|
||||
{
|
||||
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
return "Session-Owner";
|
||||
}
|
||||
return "Netcode-Server";
|
||||
}
|
||||
|
||||
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[{Header()} Sender={sender}] {message}");
|
||||
internal static void LogWarningServerLocal(string message, ulong sender) => Debug.LogWarning($"[{Header()} Sender={sender}] {message}");
|
||||
internal static void LogErrorServerLocal(string message, ulong sender) => Debug.LogError($"[{Header()} Sender={sender}] {message}");
|
||||
|
||||
internal enum LogType : byte
|
||||
{
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Header placed at the start of each message batch
|
||||
/// </summary>
|
||||
internal struct BatchHeader : INetworkSerializeByMemcpy
|
||||
{
|
||||
/// <summary>
|
||||
/// Total number of messages in the batch.
|
||||
/// </summary>
|
||||
public ushort BatchSize;
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -61,21 +63,58 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
if (!m_NetworkManager.IsServer)
|
||||
{
|
||||
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
|
||||
}
|
||||
|
||||
if (clientIds == null)
|
||||
{
|
||||
throw new ArgumentNullException("You must pass in a valid clientId List");
|
||||
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List!");
|
||||
}
|
||||
|
||||
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
|
||||
{
|
||||
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
|
||||
{
|
||||
Debug.LogError("Clients cannot send unnamed messages to other clients!");
|
||||
return;
|
||||
}
|
||||
else if (clientIds.Count == 1)
|
||||
{
|
||||
SendUnnamedMessage(clientIds[0], messageBuffer, networkDelivery);
|
||||
}
|
||||
}
|
||||
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
|
||||
{
|
||||
if (clientIds.Count > 1)
|
||||
{
|
||||
Debug.LogError("Sending an unnamed message to multiple clients is not yet supported in distributed authority.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (clientIds.Count == 0)
|
||||
{
|
||||
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send to.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
for (var i = 0; i < clientIds.Count; ++i)
|
||||
{
|
||||
if (clientIds[i] == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeUnnamedMessage(
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageBuffer, Allocator.None),
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
var message = new UnnamedMessage
|
||||
{
|
||||
SendData = messageBuffer
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
@@ -92,11 +131,23 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
if (clientId == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeUnnamedMessage(
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageBuffer, Allocator.None),
|
||||
0
|
||||
);
|
||||
return;
|
||||
}
|
||||
}
|
||||
var message = new UnnamedMessage
|
||||
{
|
||||
SendData = messageBuffer
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
{
|
||||
@@ -164,9 +215,25 @@ namespace Unity.Netcode
|
||||
/// <param name="callback">The callback to run when a named message is received.</param>
|
||||
public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
if (m_NetworkManager.LogLevel <= LogLevel.Error)
|
||||
{
|
||||
Debug.LogError($"[{nameof(RegisterNamedMessageHandler)}] Cannot register a named message of type null or empty!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
var hash32 = XXHash.Hash32(name);
|
||||
var hash64 = XXHash.Hash64(name);
|
||||
|
||||
if (m_NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
if (m_MessageHandlerNameLookup32.ContainsKey(hash32) || m_MessageHandlerNameLookup64.ContainsKey(hash64))
|
||||
{
|
||||
Debug.LogWarning($"Registering {name} named message over existing registration! Your previous registration's callback is being overwritten!");
|
||||
}
|
||||
}
|
||||
|
||||
m_NamedMessageHandlers32[hash32] = callback;
|
||||
m_NamedMessageHandlers64[hash64] = callback;
|
||||
|
||||
@@ -180,6 +247,15 @@ namespace Unity.Netcode
|
||||
/// <param name="name">The name of the message.</param>
|
||||
public void UnregisterNamedMessageHandler(string name)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
if (m_NetworkManager.LogLevel <= LogLevel.Error)
|
||||
{
|
||||
Debug.LogError($"[{nameof(UnregisterNamedMessageHandler)}] Cannot unregister a named message of type null or empty!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
var hash32 = XXHash.Hash32(name);
|
||||
var hash64 = XXHash.Hash64(name);
|
||||
|
||||
@@ -220,13 +296,27 @@ namespace Unity.Netcode
|
||||
hash = XXHash.Hash64(messageName);
|
||||
break;
|
||||
}
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
if (clientId == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeNamedMessage(
|
||||
hash,
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageStream, Allocator.None),
|
||||
0
|
||||
);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var message = new NamedMessage
|
||||
{
|
||||
Hash = hash,
|
||||
SendData = messageStream,
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
@@ -244,14 +334,37 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
if (!m_NetworkManager.IsServer)
|
||||
{
|
||||
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
|
||||
}
|
||||
|
||||
if (clientIds == null)
|
||||
{
|
||||
throw new ArgumentNullException("You must pass in a valid clientId List");
|
||||
throw new ArgumentNullException(nameof(clientIds), "Client list is null! You must pass in a valid clientId list to send a named message.");
|
||||
}
|
||||
|
||||
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
|
||||
{
|
||||
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
|
||||
{
|
||||
Debug.LogError("Clients cannot send named messages to other clients!");
|
||||
return;
|
||||
}
|
||||
else if (clientIds.Count == 1)
|
||||
{
|
||||
SendNamedMessage(messageName, clientIds[0], messageStream, networkDelivery);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
|
||||
{
|
||||
if (clientIds.Count > 1)
|
||||
{
|
||||
Debug.LogError("Sending a named message to multiple clients is not yet supported in distributed authority.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (clientIds.Count == 0)
|
||||
{
|
||||
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send the named message {messageName} to!");
|
||||
return;
|
||||
}
|
||||
|
||||
ulong hash = 0;
|
||||
@@ -264,12 +377,27 @@ namespace Unity.Netcode
|
||||
hash = XXHash.Hash64(messageName);
|
||||
break;
|
||||
}
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
for (var i = 0; i < clientIds.Count; ++i)
|
||||
{
|
||||
if (clientIds[i] == m_NetworkManager.LocalClientId)
|
||||
{
|
||||
InvokeNamedMessage(
|
||||
hash,
|
||||
m_NetworkManager.LocalClientId,
|
||||
new FastBufferReader(messageStream, Allocator.None),
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
var message = new NamedMessage
|
||||
{
|
||||
Hash = hash,
|
||||
SendData = messageStream
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
|
||||
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Default NetworkTransport Message Sender
|
||||
/// <see cref="NetworkMessageManager"/>
|
||||
/// </summary>
|
||||
internal class DefaultMessageSender : INetworkMessageSender
|
||||
{
|
||||
private NetworkTransport m_NetworkTransport;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
|
||||
public DefaultMessageSender(NetworkManager manager)
|
||||
{
|
||||
m_NetworkTransport = manager.NetworkConfig.NetworkTransport;
|
||||
m_ConnectionManager = manager.ConnectionManager;
|
||||
}
|
||||
|
||||
public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
|
||||
{
|
||||
var sendBuffer = batchData.ToTempByteArray();
|
||||
|
||||
m_NetworkTransport.Send(m_ConnectionManager.ClientIdToTransportId(clientId), sendBuffer, delivery);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ea6bdd38832d9947bb21c4b35bf61d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,26 +1,26 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using Time = UnityEngine.Time;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal class DeferredMessageManager : IDeferredMessageManager
|
||||
internal class DeferredMessageManager : IDeferredNetworkMessageManager
|
||||
{
|
||||
protected struct TriggerData
|
||||
{
|
||||
public FastBufferReader Reader;
|
||||
public MessageHeader Header;
|
||||
public NetworkMessageHeader Header;
|
||||
public ulong SenderId;
|
||||
public float Timestamp;
|
||||
public int SerializedHeaderSize;
|
||||
}
|
||||
protected struct TriggerInfo
|
||||
{
|
||||
public string MessageType;
|
||||
public float Expiry;
|
||||
public NativeList<TriggerData> TriggerData;
|
||||
}
|
||||
|
||||
protected readonly Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
|
||||
protected readonly Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
|
||||
|
||||
private readonly NetworkManager m_NetworkManager;
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace Unity.Netcode
|
||||
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
|
||||
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
|
||||
/// </summary>
|
||||
public virtual unsafe void DeferMessage(IDeferredMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
|
||||
public virtual unsafe void DeferMessage(IDeferredNetworkMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context, string messageType)
|
||||
{
|
||||
if (!m_Triggers.TryGetValue(trigger, out var triggers))
|
||||
{
|
||||
@@ -49,7 +49,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
triggerInfo = new TriggerInfo
|
||||
{
|
||||
Expiry = Time.realtimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||
MessageType = messageType,
|
||||
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
|
||||
};
|
||||
triggers[key] = triggerInfo;
|
||||
@@ -77,7 +78,7 @@ namespace Unity.Netcode
|
||||
int index = 0;
|
||||
foreach (var kvp2 in kvp.Value)
|
||||
{
|
||||
if (kvp2.Value.Expiry < Time.realtimeSinceStartup)
|
||||
if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
|
||||
{
|
||||
staleKeys[index++] = kvp2.Key;
|
||||
PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value);
|
||||
@@ -91,11 +92,29 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PurgeTrigger(IDeferredMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
/// <summary>
|
||||
/// Used for testing purposes
|
||||
/// </summary>
|
||||
internal static bool IncludeMessageType = true;
|
||||
|
||||
private string GetWarningMessage(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo, float spawnTimeout)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
if (IncludeMessageType)
|
||||
{
|
||||
NetworkLog.LogWarning($"Deferred messages were received for a trigger of type {triggerType} with key {key}, but that trigger was not received within within {m_NetworkManager.NetworkConfig.SpawnTimeout} second(s).");
|
||||
return $"[Deferred {triggerType}] Messages were received for a trigger of type {triggerInfo.MessageType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
|
||||
}
|
||||
else
|
||||
{
|
||||
return $"Deferred messages were received for a trigger of type {triggerType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
{
|
||||
var logLevel = m_NetworkManager.DistributedAuthorityMode ? LogLevel.Developer : LogLevel.Normal;
|
||||
if (NetworkLog.CurrentLogLevel <= logLevel)
|
||||
{
|
||||
NetworkLog.LogWarning(GetWarningMessage(triggerType, key, triggerInfo, m_NetworkManager.NetworkConfig.SpawnTimeout));
|
||||
}
|
||||
|
||||
foreach (var data in triggerInfo.TriggerData)
|
||||
@@ -106,7 +125,7 @@ namespace Unity.Netcode
|
||||
triggerInfo.TriggerData.Dispose();
|
||||
}
|
||||
|
||||
public virtual void ProcessTriggers(IDeferredMessageManager.TriggerType trigger, ulong key)
|
||||
public virtual void ProcessTriggers(IDeferredNetworkMessageManager.TriggerType trigger, ulong key)
|
||||
{
|
||||
if (m_Triggers.TryGetValue(trigger, out var triggers))
|
||||
{
|
||||
@@ -114,14 +133,14 @@ namespace Unity.Netcode
|
||||
// processed before the object is fully spawned. This must be the last thing done in the spawn process.
|
||||
if (triggers.TryGetValue(key, out var triggerInfo))
|
||||
{
|
||||
triggers.Remove(key);
|
||||
foreach (var deferredMessage in triggerInfo.TriggerData)
|
||||
{
|
||||
// Reader will be disposed within HandleMessage
|
||||
m_NetworkManager.MessagingSystem.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
|
||||
m_NetworkManager.ConnectionManager.MessageManager.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
|
||||
}
|
||||
|
||||
triggerInfo.TriggerData.Dispose();
|
||||
triggers.Remove(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
43
Runtime/Messaging/DisconnectReasonMessage.cs
Normal file
43
Runtime/Messaging/DisconnectReasonMessage.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct DisconnectReasonMessage : INetworkMessage
|
||||
{
|
||||
public string Reason;
|
||||
|
||||
public int Version => 0;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
string reasonSent = Reason ?? string.Empty;
|
||||
|
||||
// Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message itself.
|
||||
// However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion on this side of things.
|
||||
// We just have to make sure the receiving side knows what version we sent it, since whoever has the higher version number is responsible for versioning and they may be the one with the higher version number.
|
||||
BytePacker.WriteValueBitPacked(writer, Version);
|
||||
|
||||
if (writer.TryBeginWrite(FastBufferWriter.GetWriteSize(reasonSent)))
|
||||
{
|
||||
writer.WriteValue(reasonSent);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(string.Empty);
|
||||
NetworkLog.LogWarning("Disconnect reason didn't fit. Disconnected without sending a reason. Consider shortening the reason string.");
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
// Since we don't get a ConnectionApprovedMessage, the version for this message is encded with the message itself.
|
||||
// This will override what we got from MessageManager... which will always be 0 here.
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out receivedMessageVersion);
|
||||
reader.ReadValueSafe(out Reason);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
((NetworkManager)context.SystemOwner).ConnectionManager.DisconnectReason = Reason;
|
||||
}
|
||||
};
|
||||
}
|
||||
11
Runtime/Messaging/DisconnectReasonMessage.cs.meta
Normal file
11
Runtime/Messaging/DisconnectReasonMessage.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d7742516058394f96999464f3ea32c71
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,82 @@
|
||||
using System;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Marks a generic parameter in this class as a type that should be serialized through
|
||||
/// <see cref="NetworkVariableSerialization{T}"/>. This enables the use of the following methods to support
|
||||
/// serialization within a Network Variable type:
|
||||
/// <br/>
|
||||
/// <br/>
|
||||
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Read"/>
|
||||
/// <br/>
|
||||
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Write"/>
|
||||
/// <br/>
|
||||
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.AreEqual"/>
|
||||
/// <br/>
|
||||
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Duplicate"/>
|
||||
/// <br/>
|
||||
/// <br/>
|
||||
/// The parameter is indicated by index (and is 0-indexed); for example:
|
||||
/// <br/>
|
||||
/// <code>
|
||||
/// [SerializesGenericParameter(1)]
|
||||
/// public class MyClass<TTypeOne, TTypeTwo>
|
||||
/// {
|
||||
/// }
|
||||
/// </code>
|
||||
/// <br/>
|
||||
/// This tells the code generation for <see cref="NetworkVariableSerialization{T}"/> to generate
|
||||
/// serialized code for <b>TTypeTwo</b> (generic parameter 1).
|
||||
/// <br/>
|
||||
/// <br/>
|
||||
/// Note that this is primarily intended to support subtypes of <see cref="NetworkVariableBase"/>,
|
||||
/// and as such, the type resolution is done by examining fields of <see cref="NetworkBehaviour"/>
|
||||
/// subclasses. If your type is not used in a <see cref="NetworkBehaviour"/>, the codegen will
|
||||
/// not find the types, even with this attribute.
|
||||
/// <br/>
|
||||
/// <br/>
|
||||
/// This attribute is properly inherited by subclasses. For example:
|
||||
/// <br/>
|
||||
/// <code>
|
||||
/// [SerializesGenericParameter(0)]
|
||||
/// public class MyClass<T>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// public class MySubclass1 : MyClass<Foo>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// public class MySubclass2<T> : MyClass<T>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// [SerializesGenericParameter(1)]
|
||||
/// public class MySubclass3<TTypeOne, TTypeTwo> : MyClass<TTypeOne>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// public class MyBehaviour : NetworkBehaviour
|
||||
/// {
|
||||
/// public MySubclass1 TheValue;
|
||||
/// public MySubclass2<Bar> TheValue;
|
||||
/// public MySubclass3<Baz, Qux> TheValue;
|
||||
/// }
|
||||
/// </code>
|
||||
/// <br/>
|
||||
/// The above code will trigger generation of serialization code for <b>Foo</b> (passed directly to the
|
||||
/// base class), <b>Bar</b> (passed indirectly to the base class), <b>Baz</b> (passed indirectly to the base class),
|
||||
/// and <b>Qux</b> (marked as serializable in the subclass).
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
|
||||
public class GenerateSerializationForGenericParameterAttribute : Attribute
|
||||
{
|
||||
internal int ParameterIndex;
|
||||
|
||||
public GenerateSerializationForGenericParameterAttribute(int parameterIndex)
|
||||
{
|
||||
ParameterIndex = parameterIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 18cdaa9c2f6446279b0c5948fcd34eec
|
||||
timeCreated: 1694029524
|
||||
26
Runtime/Messaging/GenerateSerializationForTypeAttribute.cs
Normal file
26
Runtime/Messaging/GenerateSerializationForTypeAttribute.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Specifies a specific type that needs serialization to be generated by codegen.
|
||||
/// This is only needed in special circumstances where manual serialization is being done.
|
||||
/// If you are making a generic network variable-style class, use <see cref="GenerateSerializationForGenericParameterAttribute"/>.
|
||||
/// <br />
|
||||
/// <br />
|
||||
/// This attribute can be attached to any class or method anywhere in the codebase and
|
||||
/// will trigger codegen to generate serialization code for the provided type. It only needs
|
||||
/// to be included once type per codebase, but including it multiple times for the same type
|
||||
/// is safe.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method, AllowMultiple = true)]
|
||||
public class GenerateSerializationForTypeAttribute : Attribute
|
||||
{
|
||||
internal Type Type;
|
||||
|
||||
public GenerateSerializationForTypeAttribute(Type type)
|
||||
{
|
||||
Type = type;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1bd80306706f4054b9ba514a72076df5
|
||||
timeCreated: 1694103021
|
||||
@@ -1,11 +1,13 @@
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IDeferredMessageManager
|
||||
internal interface IDeferredNetworkMessageManager
|
||||
{
|
||||
internal enum TriggerType
|
||||
{
|
||||
OnSpawn,
|
||||
OnAddPrefab,
|
||||
OnNextFrame,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -16,7 +18,7 @@ namespace Unity.Netcode
|
||||
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
|
||||
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
|
||||
/// </summary>
|
||||
void DeferMessage(TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context);
|
||||
void DeferMessage(TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context, string messageType = null);
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up any trigger that's existed for more than a second.
|
||||
@@ -1,17 +1,148 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ILPPMessageProvider : IMessageProvider
|
||||
internal struct ILPPMessageProvider : INetworkMessageProvider
|
||||
{
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// This is NOT modified by RuntimeAccessModifiersILPP right now, but is populated by ILPP.
|
||||
internal static readonly List<MessagingSystem.MessageWithHandler> __network_message_types = new List<MessagingSystem.MessageWithHandler>();
|
||||
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
|
||||
public List<MessagingSystem.MessageWithHandler> GetMessages()
|
||||
/// <summary>
|
||||
/// Enum representing the different types of messages that can be sent over the network.
|
||||
/// The values cannot be changed, as they are used to serialize and deserialize messages.
|
||||
/// Adding new messages should be done by adding new values to the end of the enum
|
||||
/// using the next free value.
|
||||
/// </summary>
|
||||
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
/// Add any new Message types to this table at the END with incremented index value
|
||||
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
internal enum NetworkMessageTypes : uint
|
||||
{
|
||||
return __network_message_types;
|
||||
ConnectionApproved = 0,
|
||||
ConnectionRequest = 1,
|
||||
ChangeOwnership = 2,
|
||||
ClientConnected = 3,
|
||||
ClientDisconnected = 4,
|
||||
ClientRpc = 5,
|
||||
CreateObject = 6,
|
||||
DestroyObject = 7,
|
||||
DisconnectReason = 8,
|
||||
ForwardClientRpc = 9,
|
||||
ForwardServerRpc = 10,
|
||||
NamedMessage = 11,
|
||||
NetworkTransformMessage = 12,
|
||||
NetworkVariableDelta = 13,
|
||||
ParentSync = 14,
|
||||
Proxy = 15,
|
||||
Rpc = 16,
|
||||
SceneEvent = 17,
|
||||
ServerLog = 18,
|
||||
ServerRpc = 19,
|
||||
TimeSync = 20,
|
||||
Unnamed = 21,
|
||||
SessionOwner = 22
|
||||
}
|
||||
|
||||
|
||||
// Enable this for integration tests that need no message types defined
|
||||
internal static bool IntegrationTestNoMessages;
|
||||
|
||||
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
||||
{
|
||||
// return no message types when defined for integration tests
|
||||
if (IntegrationTestNoMessages)
|
||||
{
|
||||
return new List<NetworkMessageManager.MessageWithHandler>();
|
||||
}
|
||||
var messageTypeCount = Enum.GetValues(typeof(NetworkMessageTypes)).Length;
|
||||
// Assure the allowed types count is the same as our NetworkMessageType enum count
|
||||
if (__network_message_types.Count != messageTypeCount)
|
||||
{
|
||||
throw new Exception($"Allowed types is not equal to the number of message type indices! Allowed Count: {__network_message_types.Count} | Index Count: {messageTypeCount}");
|
||||
}
|
||||
|
||||
// Populate with blanks to be replaced later
|
||||
var adjustedMessageTypes = new List<NetworkMessageManager.MessageWithHandler>();
|
||||
var blank = new NetworkMessageManager.MessageWithHandler();
|
||||
for (int i = 0; i < messageTypeCount; i++)
|
||||
{
|
||||
adjustedMessageTypes.Add(blank);
|
||||
}
|
||||
|
||||
// Create a type to enum index lookup table
|
||||
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
// Add new Message types to this table paired with its new NetworkMessageTypes enum
|
||||
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
var messageTypes = new Dictionary<Type, NetworkMessageTypes>
|
||||
{
|
||||
{ typeof(ConnectionApprovedMessage), NetworkMessageTypes.ConnectionApproved }, // This MUST be first
|
||||
{ typeof(ConnectionRequestMessage), NetworkMessageTypes.ConnectionRequest }, // This MUST be second
|
||||
{ typeof(ChangeOwnershipMessage), NetworkMessageTypes.ChangeOwnership },
|
||||
{ typeof(ClientConnectedMessage), NetworkMessageTypes.ClientConnected },
|
||||
{ typeof(ClientDisconnectedMessage), NetworkMessageTypes.ClientDisconnected },
|
||||
{ typeof(ClientRpcMessage), NetworkMessageTypes.ClientRpc },
|
||||
{ typeof(CreateObjectMessage), NetworkMessageTypes.CreateObject },
|
||||
{ typeof(DestroyObjectMessage), NetworkMessageTypes.DestroyObject },
|
||||
{ typeof(DisconnectReasonMessage), NetworkMessageTypes.DisconnectReason },
|
||||
{ typeof(ForwardClientRpcMessage), NetworkMessageTypes.ForwardClientRpc },
|
||||
{ typeof(ForwardServerRpcMessage), NetworkMessageTypes.ForwardServerRpc },
|
||||
{ typeof(NamedMessage), NetworkMessageTypes.NamedMessage },
|
||||
{ typeof(NetworkTransformMessage), NetworkMessageTypes.NetworkTransformMessage },
|
||||
{ typeof(NetworkVariableDeltaMessage), NetworkMessageTypes.NetworkVariableDelta },
|
||||
{ typeof(ParentSyncMessage), NetworkMessageTypes.ParentSync },
|
||||
{ typeof(ProxyMessage), NetworkMessageTypes.Proxy },
|
||||
{ typeof(RpcMessage), NetworkMessageTypes.Rpc },
|
||||
{ typeof(SceneEventMessage), NetworkMessageTypes.SceneEvent },
|
||||
{ typeof(ServerLogMessage), NetworkMessageTypes.ServerLog },
|
||||
{ typeof(ServerRpcMessage), NetworkMessageTypes.ServerRpc },
|
||||
{ typeof(TimeSyncMessage), NetworkMessageTypes.TimeSync },
|
||||
{ typeof(UnnamedMessage), NetworkMessageTypes.Unnamed },
|
||||
{ typeof(SessionOwnerMessage), NetworkMessageTypes.SessionOwner }
|
||||
};
|
||||
|
||||
// Assure the type to lookup table count and NetworkMessageType enum count matches (i.e. to catch human error when adding new messages)
|
||||
if (messageTypes.Count != messageTypeCount)
|
||||
{
|
||||
throw new Exception($"Message type to Message type index count mistmatch! Table Count: {messageTypes.Count} | Index Count: {messageTypeCount}");
|
||||
}
|
||||
|
||||
// Now order the allowed types list based on the order of the NetworkMessageType enum
|
||||
foreach (var messageHandler in __network_message_types)
|
||||
{
|
||||
if (!messageTypes.ContainsKey(messageHandler.MessageType))
|
||||
{
|
||||
throw new Exception($"Missing message type from lookup table: {messageHandler.MessageType}");
|
||||
}
|
||||
adjustedMessageTypes[(int)messageTypes[messageHandler.MessageType]] = messageHandler;
|
||||
}
|
||||
|
||||
// return the NetworkMessageType enum ordered list
|
||||
return adjustedMessageTypes;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[InitializeOnLoadMethod]
|
||||
public static void NotifyOnPlayStateChange()
|
||||
{
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
public static void OnPlayModeStateChanged(PlayModeStateChange change)
|
||||
{
|
||||
if (change == PlayModeStateChange.ExitingPlayMode)
|
||||
{
|
||||
// Clear out the network message types, because ILPP-generated RuntimeInitializeOnLoad code will
|
||||
// run again and add more messages to it.
|
||||
__network_message_types.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IMessageProvider
|
||||
{
|
||||
List<MessagingSystem.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,3 @@
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -40,8 +39,9 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal interface INetworkMessage
|
||||
{
|
||||
void Serialize(FastBufferWriter writer);
|
||||
bool Deserialize(FastBufferReader reader, ref NetworkContext context);
|
||||
void Serialize(FastBufferWriter writer, int targetVersion);
|
||||
bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion);
|
||||
void Handle(ref NetworkContext context);
|
||||
int Version { get; }
|
||||
}
|
||||
}
|
||||
|
||||
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface INetworkMessageProvider
|
||||
{
|
||||
List<NetworkMessageManager.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user