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CHANGELOG.md
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CHANGELOG.md
@@ -6,60 +6,156 @@ 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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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [1.11.0] - 2024-08-20
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## [2.0.0-pre.2] - 2024-06-17
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### Added
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### Added
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||||||
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||||||
- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)
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- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
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- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
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- 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`). (#2957)
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- 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. (#2957)
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- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
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- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
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- Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957)
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- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
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- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
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- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)
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### Fixed
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### Fixed
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- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011)
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- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
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- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005)
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- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
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- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005)
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- Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)
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- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#2999)
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- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)
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### Changed
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### Changed
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- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
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- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
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- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005)
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- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
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- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
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- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
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- Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
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## [1.10.0] - 2024-07-22
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## [2.0.0-exp.5] - 2024-06-03
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### Added
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### Added
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- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906)
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- 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. (#2906)
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- 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. (#2906)
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### Fixed
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### Fixed
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- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
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- Fixed issue where SessionOwner message was being treated as a new entry for the new message indexing when it should have been ordinally sorted with the legacy message indices. (#2942)
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- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977)
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- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined. (#2953)
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### Changed
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- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
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- Changed `FastBufferReader` and `FastBufferWriter` so that they always ensure the length of items serialized is always serialized as an `uint` and added a check before casting for safe reading and writing.(#2946)
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- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
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- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
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- Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922)
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## [2.0.0-exp.4] - 2024-05-31
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- Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916)
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- 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. (#2906)
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### Added
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- 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. (#2895)
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- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
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- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
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- 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)
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- 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)
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### Fixed
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- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
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- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
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- 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)
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- 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)
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### Changed
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### Changed
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- Change all the access modifiers of test class from Public to Internal (#2930)
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- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
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- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
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- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
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- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
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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).
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- `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
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- `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
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- `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.
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- `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
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- 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)
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- Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
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- 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.
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- Added distributed authority mode support to `NetworkAnimator`. (#2863)
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- Added session mode selection to `NetworkManager` inspector view. (#2863)
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- Added distributed authority permissions feature. (#2863)
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- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
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- 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)
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- 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)
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- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
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- 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)
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- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
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- 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)
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- 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)
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- 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)
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- 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)
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- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
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- 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)
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- 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)
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- This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
|
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- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
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- 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)
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- 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)
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- This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
|
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- 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)
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- 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)
|
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- 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)
|
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### Fixed
|
||||||
|
|
||||||
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- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
|
||||||
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- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
|
||||||
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- 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)
|
||||||
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|
||||||
|
### Changed
|
||||||
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- Changed client side awareness of other clients is now the same as a server or host. (#2863)
|
||||||
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- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
|
||||||
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- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
|
||||||
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- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
|
||||||
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- 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)
|
||||||
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- 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)
|
||||||
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- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
|
||||||
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- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
|
||||||
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- 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)
|
||||||
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|
||||||
## [1.9.1] - 2024-04-18
|
## [1.9.1] - 2024-04-18
|
||||||
|
|
||||||
### Added
|
### Added
|
||||||
- Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
|
- 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 NetworkTransforms (#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)
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- 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)
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- 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.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 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)
|
- 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 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)
|
- `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)
|
- `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)
|
||||||
@@ -67,7 +163,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
|||||||
|
|
||||||
### Fixed
|
### Fixed
|
||||||
|
|
||||||
- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
|
- 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 `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 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 NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 97616b67982a4be48d957d421e422433
|
|
||||||
timeCreated: 1705597211
|
|
||||||
@@ -1,15 +0,0 @@
|
|||||||
using System.Runtime.CompilerServices;
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
|
||||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
|
||||||
#endif // UNITY_EDITOR
|
|
||||||
|
|
||||||
#if UNITY_INCLUDE_TESTS
|
|
||||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
|
||||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
|
||||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
|
||||||
#endif // UNITY_EDITOR
|
|
||||||
#endif // UNITY_INCLUDE_TESTS
|
|
||||||
@@ -1,116 +0,0 @@
|
|||||||
using Unity.Netcode.Components;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Unity.Netcode
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// NetworkTransform State Update Message
|
|
||||||
/// </summary>
|
|
||||||
internal struct NetworkTransformMessage : INetworkMessage
|
|
||||||
{
|
|
||||||
public int Version => 0;
|
|
||||||
public ulong NetworkObjectId;
|
|
||||||
public int NetworkBehaviourId;
|
|
||||||
public NetworkTransform.NetworkTransformState State;
|
|
||||||
|
|
||||||
private NetworkTransform m_ReceiverNetworkTransform;
|
|
||||||
private FastBufferReader m_CurrentReader;
|
|
||||||
|
|
||||||
private unsafe void CopyPayload(ref FastBufferWriter writer)
|
|
||||||
{
|
|
||||||
writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
|
||||||
{
|
|
||||||
if (m_CurrentReader.IsInitialized)
|
|
||||||
{
|
|
||||||
CopyPayload(ref writer);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
|
||||||
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourId);
|
|
||||||
writer.WriteNetworkSerializable(State);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
|
||||||
{
|
|
||||||
var networkManager = context.SystemOwner as NetworkManager;
|
|
||||||
if (networkManager == null)
|
|
||||||
{
|
|
||||||
Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
var currentPosition = reader.Position;
|
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
|
||||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
|
||||||
{
|
|
||||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
// Get the behaviour index
|
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourId);
|
|
||||||
|
|
||||||
// Deserialize the state
|
|
||||||
reader.ReadNetworkSerializable(out State);
|
|
||||||
|
|
||||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
|
||||||
|
|
||||||
// Get the target NetworkTransform
|
|
||||||
m_ReceiverNetworkTransform = networkObject.ChildNetworkBehaviours[NetworkBehaviourId] as NetworkTransform;
|
|
||||||
|
|
||||||
var isServerAuthoritative = m_ReceiverNetworkTransform.IsServerAuthoritative();
|
|
||||||
var ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
|
|
||||||
if (ownerAuthoritativeServerSide)
|
|
||||||
{
|
|
||||||
var ownerClientId = networkObject.OwnerClientId;
|
|
||||||
if (ownerClientId == NetworkManager.ServerClientId)
|
|
||||||
{
|
|
||||||
// Ownership must have changed, ignore any additional pending messages that might have
|
|
||||||
// come from a previous owner client.
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
|
|
||||||
|
|
||||||
// Forward the state update if there are any remote clients to foward it to
|
|
||||||
if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
|
|
||||||
{
|
|
||||||
// This is only to copy the existing and already serialized struct for forwarding purposes only.
|
|
||||||
// This will not include any changes made to this struct at this particular stage of processing the message.
|
|
||||||
var currentMessage = this;
|
|
||||||
// Create a new reader that replicates this message
|
|
||||||
currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
|
|
||||||
// Rewind the new reader to the beginning of the message's payload
|
|
||||||
currentMessage.m_CurrentReader.Seek(currentPosition);
|
|
||||||
// Forward the message to all connected clients that are observers of the associated NetworkObject
|
|
||||||
var clientCount = networkManager.ConnectionManager.ConnectedClientsList.Count;
|
|
||||||
for (int i = 0; i < clientCount; i++)
|
|
||||||
{
|
|
||||||
var clientId = networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
|
|
||||||
if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) || !networkObject.Observers.Contains(clientId))
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
|
|
||||||
}
|
|
||||||
// Dispose of the reader used for forwarding
|
|
||||||
currentMessage.m_CurrentReader.Dispose();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
|
||||||
{
|
|
||||||
if (m_ReceiverNetworkTransform == null)
|
|
||||||
{
|
|
||||||
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
m_ReceiverNetworkTransform.TransformStateUpdate(ref State);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,113 +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();
|
|
||||||
|
|
||||||
SetupRigidBody();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// If the current <see cref="NetworkTransform"/> has authority,
|
|
||||||
/// then use the <see cref="RigidBody"/> interpolation strategy,
|
|
||||||
/// if the <see cref="NetworkTransform"/> is handling interpolation,
|
|
||||||
/// set interpolation to none on the <see cref="RigidBody"/>
|
|
||||||
/// <br/>
|
|
||||||
/// Turn off physics for the rigid body until spawned, otherwise
|
|
||||||
/// clients can run fixed update before the first
|
|
||||||
/// full <see cref="NetworkTransform"/> update
|
|
||||||
/// </summary>
|
|
||||||
private void SetupRigidBody()
|
|
||||||
{
|
|
||||||
m_Rigidbody = GetComponent<Rigidbody>();
|
|
||||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
|
||||||
|
|
||||||
m_Rigidbody.interpolation = m_IsAuthority ? m_OriginalInterpolation : (m_NetworkTransform.Interpolate ? RigidbodyInterpolation.None : m_OriginalInterpolation);
|
|
||||||
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
|
|
||||||
@@ -1,113 +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
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Determines if we are server (true) or owner (false) authoritative
|
|
||||||
/// </summary>
|
|
||||||
private bool m_IsServerAuthoritative;
|
|
||||||
|
|
||||||
private Rigidbody2D m_Rigidbody;
|
|
||||||
private NetworkTransform m_NetworkTransform;
|
|
||||||
|
|
||||||
private RigidbodyInterpolation2D 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();
|
|
||||||
|
|
||||||
SetupRigidBody();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// If the current <see cref="NetworkTransform"/> has authority,
|
|
||||||
/// then use the <see cref="Rigidbody2D"/> interpolation strategy,
|
|
||||||
/// if the <see cref="NetworkTransform"/> is handling interpolation,
|
|
||||||
/// set interpolation to none on the <see cref="Rigidbody2D"/>
|
|
||||||
/// <br/>
|
|
||||||
/// Turn off physics for the rigid body until spawned, otherwise
|
|
||||||
/// clients can run fixed update before the first
|
|
||||||
/// full <see cref="NetworkTransform"/> update
|
|
||||||
/// </summary>
|
|
||||||
private void SetupRigidBody()
|
|
||||||
{
|
|
||||||
m_Rigidbody = GetComponent<Rigidbody2D>();
|
|
||||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
|
||||||
|
|
||||||
m_Rigidbody.interpolation = m_IsAuthority ? m_OriginalInterpolation : (m_NetworkTransform.Interpolate ? RigidbodyInterpolation2D.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 Rigidbody2D based on authority
|
|
||||||
// With authority: let local transform handle interpolation
|
|
||||||
// Without authority: let the NetworkTransform handle interpolation
|
|
||||||
m_Rigidbody.interpolation = m_IsAuthority ? m_OriginalInterpolation : RigidbodyInterpolation2D.None;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <inheritdoc />
|
|
||||||
public override void OnNetworkSpawn()
|
|
||||||
{
|
|
||||||
UpdateOwnershipAuthority();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <inheritdoc />
|
|
||||||
public override void OnNetworkDespawn()
|
|
||||||
{
|
|
||||||
UpdateOwnershipAuthority();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
|
||||||
@@ -1,27 +0,0 @@
|
|||||||
{
|
|
||||||
"name": "Unity.Netcode.Components",
|
|
||||||
"rootNamespace": "Unity.Netcode.Components",
|
|
||||||
"references": [
|
|
||||||
"Unity.Netcode.Runtime",
|
|
||||||
"Unity.Collections",
|
|
||||||
"Unity.Mathematics"
|
|
||||||
],
|
|
||||||
"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"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 3b8ed52f1b5c64994af4c4e0aa4b6c4b
|
|
||||||
AssemblyDefinitionImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
using Unity.Netcode.Components;
|
|
||||||
using UnityEditor;
|
|
||||||
|
|
||||||
namespace Unity.Netcode.Editor
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The <see cref="CustomEditor"/> for <see cref="AnticipatedNetworkTransform"/>
|
|
||||||
/// </summary>
|
|
||||||
[CustomEditor(typeof(AnticipatedNetworkTransform), true)]
|
|
||||||
public class AnticipatedNetworkTransformEditor : NetworkTransformEditor
|
|
||||||
{
|
|
||||||
public override bool HideInterpolateValue => true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 34bc168605014eeeadf97b12080e11fa
|
|
||||||
timeCreated: 1707514321
|
|
||||||
@@ -27,7 +27,8 @@ namespace Unity.Netcode.Editor.CodeGen
|
|||||||
|
|
||||||
public override ILPPInterface GetInstance() => this;
|
public override ILPPInterface GetInstance() => this;
|
||||||
|
|
||||||
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
|
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName ||
|
||||||
|
compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
|
||||||
|
|
||||||
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
|
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
|
||||||
|
|
||||||
@@ -721,7 +722,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (networkVariableSerializationTypesTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableSerializationTypes))
|
if (networkVariableSerializationTypesTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableSerializationTypedInitializers))
|
||||||
{
|
{
|
||||||
networkVariableSerializationTypesTypeDef = netcodeTypeDef;
|
networkVariableSerializationTypesTypeDef = netcodeTypeDef;
|
||||||
continue;
|
continue;
|
||||||
@@ -1007,103 +1008,103 @@ namespace Unity.Netcode.Editor.CodeGen
|
|||||||
|
|
||||||
switch (method.Name)
|
switch (method.Name)
|
||||||
{
|
{
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpy):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpy):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyArray):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpyArray):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyList):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpyList):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
#endif
|
#endif
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializable):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializable):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableArray):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializableArray):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableList):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializableList):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashSet):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_NativeHashSet):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashMap):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_NativeHashMap):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
#endif
|
#endif
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_List):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_List):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_HashSet):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_HashSet):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_Dictionary):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_Dictionary):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_ManagedINetworkSerializable):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_ManagedINetworkSerializable):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedString):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedString):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringArray):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedStringArray):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringList):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedStringList):
|
||||||
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedIEquatable):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_ManagedIEquatable):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatable):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatable):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableArray):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatableArray):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableList):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatableList):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashSet):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_NativeHashSet):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashMap):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_NativeHashMap):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
#endif
|
#endif
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_List):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_List):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_HashSet):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_HashSet):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_Dictionary):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_Dictionary):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEquals):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEquals):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsArray):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEqualsArray):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsList):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEqualsList):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
#endif
|
#endif
|
||||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedClassEquals):
|
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_ManagedClassEquals):
|
||||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef = method;
|
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef = method;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,7 +19,7 @@ namespace Unity.Netcode.Editor.Configuration
|
|||||||
{
|
{
|
||||||
// First parameter is the path in the Settings window.
|
// 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.
|
// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
|
||||||
var provider = new SettingsProvider("Project/NetcodeForGameObjects", SettingsScope.Project)
|
var provider = new SettingsProvider("Project/Multiplayer/NetcodeForGameObjects", SettingsScope.Project)
|
||||||
{
|
{
|
||||||
label = "Netcode for GameObjects",
|
label = "Netcode for GameObjects",
|
||||||
keywords = new[] { "netcode", "editor" },
|
keywords = new[] { "netcode", "editor" },
|
||||||
|
|||||||
@@ -1,6 +1,3 @@
|
|||||||
#if UNITY_2022_3_OR_NEWER && (RELAY_SDK_INSTALLED && !UNITY_WEBGL ) || (RELAY_SDK_INSTALLED && UNITY_WEBGL && UTP_TRANSPORT_2_0_ABOVE)
|
|
||||||
#define RELAY_INTEGRATION_AVAILABLE
|
|
||||||
#endif
|
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
@@ -33,7 +30,9 @@ namespace Unity.Netcode.Editor
|
|||||||
private SerializedProperty m_ProtocolVersionProperty;
|
private SerializedProperty m_ProtocolVersionProperty;
|
||||||
private SerializedProperty m_NetworkTransportProperty;
|
private SerializedProperty m_NetworkTransportProperty;
|
||||||
private SerializedProperty m_TickRateProperty;
|
private SerializedProperty m_TickRateProperty;
|
||||||
private SerializedProperty m_MaxObjectUpdatesPerTickProperty;
|
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||||
|
private SerializedProperty m_NetworkTopologyProperty;
|
||||||
|
#endif
|
||||||
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
|
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
|
||||||
private SerializedProperty m_ConnectionApprovalProperty;
|
private SerializedProperty m_ConnectionApprovalProperty;
|
||||||
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
|
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
|
||||||
@@ -41,37 +40,20 @@ namespace Unity.Netcode.Editor
|
|||||||
private SerializedProperty m_EnableSceneManagementProperty;
|
private SerializedProperty m_EnableSceneManagementProperty;
|
||||||
private SerializedProperty m_RecycleNetworkIdsProperty;
|
private SerializedProperty m_RecycleNetworkIdsProperty;
|
||||||
private SerializedProperty m_NetworkIdRecycleDelayProperty;
|
private SerializedProperty m_NetworkIdRecycleDelayProperty;
|
||||||
|
private SerializedProperty m_SpawnTimeOutProperty;
|
||||||
private SerializedProperty m_RpcHashSizeProperty;
|
private SerializedProperty m_RpcHashSizeProperty;
|
||||||
private SerializedProperty m_LoadSceneTimeOutProperty;
|
private SerializedProperty m_LoadSceneTimeOutProperty;
|
||||||
private SerializedProperty m_PrefabsList;
|
private SerializedProperty m_PrefabsList;
|
||||||
|
|
||||||
|
private SerializedProperty m_NetworkProfileMetrics;
|
||||||
|
private SerializedProperty m_NetworkMessageMetrics;
|
||||||
|
|
||||||
private NetworkManager m_NetworkManager;
|
private NetworkManager m_NetworkManager;
|
||||||
private bool m_Initialized;
|
private bool m_Initialized;
|
||||||
|
|
||||||
private readonly List<Type> m_TransportTypes = new List<Type>();
|
private readonly List<Type> m_TransportTypes = new List<Type>();
|
||||||
private string[] m_TransportNames = { "Select transport..." };
|
private string[] m_TransportNames = { "Select transport..." };
|
||||||
|
|
||||||
/// <inheritdoc/>
|
|
||||||
public override void OnInspectorGUI()
|
|
||||||
{
|
|
||||||
Initialize();
|
|
||||||
CheckNullProperties();
|
|
||||||
|
|
||||||
#if !MULTIPLAYER_TOOLS
|
|
||||||
DrawInstallMultiplayerToolsTip();
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (m_NetworkManager.IsServer || m_NetworkManager.IsClient)
|
|
||||||
{
|
|
||||||
DrawDisconnectButton();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
DrawAllPropertyFields();
|
|
||||||
ShowStartConnectionButtons();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ReloadTransports()
|
private void ReloadTransports()
|
||||||
{
|
{
|
||||||
m_TransportTypes.Clear();
|
m_TransportTypes.Clear();
|
||||||
@@ -120,15 +102,27 @@ namespace Unity.Netcode.Editor
|
|||||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||||
|
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||||
|
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||||
|
#endif
|
||||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
|
||||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
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_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
|
m_PrefabsList = m_NetworkConfigProperty
|
||||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||||
@@ -148,325 +142,239 @@ namespace Unity.Netcode.Editor
|
|||||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||||
|
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||||
|
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||||
|
#endif
|
||||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
|
||||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
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_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||||
|
|
||||||
|
m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfilingMetrics");
|
||||||
|
#if MULTIPLAYER_TOOLS
|
||||||
|
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
|
||||||
|
#endif
|
||||||
|
|
||||||
|
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||||
m_PrefabsList = m_NetworkConfigProperty
|
m_PrefabsList = m_NetworkConfigProperty
|
||||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DrawAllPropertyFields()
|
/// <inheritdoc/>
|
||||||
|
public override void OnInspectorGUI()
|
||||||
{
|
{
|
||||||
serializedObject.Update();
|
Initialize();
|
||||||
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
|
CheckNullProperties();
|
||||||
EditorGUILayout.PropertyField(m_LogLevelProperty);
|
|
||||||
EditorGUILayout.Space();
|
|
||||||
|
|
||||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
|
#if !MULTIPLAYER_TOOLS
|
||||||
EditorGUILayout.Space();
|
DrawInstallMultiplayerToolsTip();
|
||||||
|
|
||||||
DrawPrefabListField();
|
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
|
||||||
|
|
||||||
EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
|
|
||||||
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
|
|
||||||
|
|
||||||
DrawTransportField();
|
|
||||||
|
|
||||||
EditorGUILayout.PropertyField(m_TickRateProperty);
|
|
||||||
|
|
||||||
EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
|
|
||||||
|
|
||||||
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty);
|
|
||||||
|
|
||||||
EditorGUILayout.LabelField("Connection", EditorStyles.boldLabel);
|
|
||||||
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
|
|
||||||
|
|
||||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.ConnectionApproval))
|
|
||||||
{
|
|
||||||
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUILayout.LabelField("Spawning", EditorStyles.boldLabel);
|
|
||||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
|
||||||
|
|
||||||
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
|
|
||||||
|
|
||||||
using (new EditorGUI.DisabledScope(!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);
|
|
||||||
|
|
||||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.EnableSceneManagement))
|
|
||||||
{
|
|
||||||
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
|
|
||||||
}
|
|
||||||
|
|
||||||
serializedObject.ApplyModifiedProperties();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void DrawTransportField()
|
|
||||||
{
|
|
||||||
#if RELAY_INTEGRATION_AVAILABLE
|
|
||||||
var useRelay = EditorPrefs.GetBool(m_UseEasyRelayIntegrationKey, false);
|
|
||||||
#else
|
|
||||||
var useRelay = false;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (useRelay)
|
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
|
||||||
{
|
{
|
||||||
EditorGUILayout.HelpBox("Test connection with relay is enabled, so the default Unity Transport will be used", MessageType.Info);
|
serializedObject.Update();
|
||||||
GUI.enabled = false;
|
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
|
||||||
|
EditorGUILayout.PropertyField(m_LogLevelProperty);
|
||||||
|
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
|
||||||
|
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||||
|
EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
|
||||||
|
#endif
|
||||||
|
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
|
||||||
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
|
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
|
||||||
GUI.enabled = true;
|
if (m_NetworkTransportProperty.objectReferenceValue == null)
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
int selection = EditorGUILayout.Popup(0, m_TransportNames);
|
|
||||||
|
|
||||||
if (selection > 0)
|
|
||||||
{
|
{
|
||||||
ReloadTransports();
|
EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
|
||||||
|
|
||||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
int selection = EditorGUILayout.Popup(0, m_TransportNames);
|
||||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
|
||||||
|
|
||||||
Repaint();
|
if (selection > 0)
|
||||||
|
{
|
||||||
|
ReloadTransports();
|
||||||
|
|
||||||
|
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.PropertyField(m_SpawnTimeOutProperty);
|
||||||
|
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
|
||||||
|
if (m_NetworkManager.NetworkConfig.ConnectionApproval)
|
||||||
|
{
|
||||||
|
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty, new GUIContent("NetworkVariable Length Safety"));
|
||||||
|
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
|
||||||
|
if (m_NetworkManager.NetworkConfig.RecycleNetworkIds)
|
||||||
|
{
|
||||||
|
EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
|
||||||
|
|
||||||
#if RELAY_INTEGRATION_AVAILABLE
|
EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
|
||||||
private readonly string m_UseEasyRelayIntegrationKey = "NetworkManagerUI_UseRelay_" + Application.dataPath.GetHashCode();
|
#if MULTIPLAYER_TOOLS
|
||||||
private string m_JoinCode = "";
|
EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
|
||||||
private string m_StartConnectionError = null;
|
|
||||||
private string m_Region = "";
|
|
||||||
|
|
||||||
// wait for next frame so that ImGui finishes the current frame
|
|
||||||
private static void RunNextFrame(Action action) => EditorApplication.delayCall += () => action();
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
private void ShowStartConnectionButtons()
|
EditorGUILayout.Space();
|
||||||
{
|
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
|
||||||
EditorGUILayout.LabelField("Start Connection", EditorStyles.boldLabel);
|
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||||
|
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
|
||||||
|
|
||||||
#if RELAY_INTEGRATION_AVAILABLE
|
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||||
// use editor prefs to persist the setting when entering / leaving play mode / exiting Unity
|
|
||||||
var useRelay = EditorPrefs.GetBool(m_UseEasyRelayIntegrationKey, false);
|
|
||||||
GUILayout.BeginHorizontal();
|
|
||||||
useRelay = GUILayout.Toggle(useRelay, "Try Relay in the Editor");
|
|
||||||
|
|
||||||
var icon = EditorGUIUtility.IconContent("_Help");
|
|
||||||
icon.tooltip = "This will help you test relay in the Editor. Click here to know how to integrate Relay in your build";
|
|
||||||
if (GUILayout.Button(icon, GUIStyle.none, GUILayout.Width(20)))
|
|
||||||
{
|
|
||||||
Application.OpenURL("https://docs-multiplayer.unity3d.com/netcode/current/relay/");
|
|
||||||
}
|
|
||||||
GUILayout.EndHorizontal();
|
|
||||||
|
|
||||||
EditorPrefs.SetBool(m_UseEasyRelayIntegrationKey, useRelay);
|
|
||||||
if (useRelay && !Application.isPlaying && !CloudProjectSettings.projectBound)
|
|
||||||
{
|
|
||||||
EditorGUILayout.HelpBox("To use relay, you need to setup your project in the Project Settings in the Services section.", MessageType.Warning);
|
|
||||||
if (GUILayout.Button("Open Project settings"))
|
|
||||||
{
|
{
|
||||||
SettingsService.OpenProjectSettings("Project/Services");
|
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
|
#else
|
||||||
var useRelay = false;
|
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||||
#endif
|
#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);
|
||||||
|
}
|
||||||
|
|
||||||
string buttonDisabledReasonSuffix = "";
|
EditorGUILayout.Space();
|
||||||
|
EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
|
||||||
|
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
|
||||||
|
if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
|
||||||
|
{
|
||||||
|
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
|
||||||
|
}
|
||||||
|
|
||||||
if (!EditorApplication.isPlaying)
|
serializedObject.ApplyModifiedProperties();
|
||||||
{
|
|
||||||
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
|
||||||
GUI.enabled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (useRelay)
|
|
||||||
{
|
// Start buttons below
|
||||||
ShowStartConnectionButtons_Relay(buttonDisabledReasonSuffix);
|
{
|
||||||
|
string buttonDisabledReasonSuffix = "";
|
||||||
|
|
||||||
|
if (!EditorApplication.isPlaying)
|
||||||
|
{
|
||||||
|
buttonDisabledReasonSuffix = ". This can only be done in play mode";
|
||||||
|
GUI.enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||||
|
{
|
||||||
|
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||||
|
{
|
||||||
|
m_NetworkManager.StartHost();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||||
|
{
|
||||||
|
m_NetworkManager.StartServer();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||||
|
{
|
||||||
|
m_NetworkManager.StartClient();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
|
||||||
|
{
|
||||||
|
m_NetworkManager.StartClient();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (!EditorApplication.isPlaying)
|
||||||
|
{
|
||||||
|
GUI.enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ShowStartConnectionButtons_Standard(buttonDisabledReasonSuffix);
|
string instanceType = string.Empty;
|
||||||
}
|
|
||||||
|
|
||||||
if (!EditorApplication.isPlaying)
|
if (m_NetworkManager.IsHost)
|
||||||
{
|
|
||||||
GUI.enabled = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ShowStartConnectionButtons_Relay(string buttonDisabledReasonSuffix)
|
|
||||||
{
|
|
||||||
#if RELAY_INTEGRATION_AVAILABLE
|
|
||||||
|
|
||||||
void AddStartServerOrHostButton(bool isServer)
|
|
||||||
{
|
|
||||||
var type = isServer ? "Server" : "Host";
|
|
||||||
if (GUILayout.Button(new GUIContent($"Start {type}", $"Starts a {type} instance with Relay{buttonDisabledReasonSuffix}")))
|
|
||||||
{
|
{
|
||||||
m_StartConnectionError = null;
|
instanceType = "Host";
|
||||||
RunNextFrame(async () =>
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
var (joinCode, allocation) = isServer ? await m_NetworkManager.StartServerWithRelay() : await m_NetworkManager.StartHostWithRelay();
|
|
||||||
m_JoinCode = joinCode;
|
|
||||||
m_Region = allocation.Region;
|
|
||||||
Repaint();
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
m_StartConnectionError = e.Message;
|
|
||||||
throw;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
}
|
else if (m_NetworkManager.IsServer)
|
||||||
|
|
||||||
AddStartServerOrHostButton(isServer: true);
|
|
||||||
AddStartServerOrHostButton(isServer: false);
|
|
||||||
|
|
||||||
GUILayout.Space(8f);
|
|
||||||
m_JoinCode = EditorGUILayout.TextField("Relay Join Code", m_JoinCode);
|
|
||||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance with Relay" + buttonDisabledReasonSuffix)))
|
|
||||||
{
|
|
||||||
m_StartConnectionError = null;
|
|
||||||
RunNextFrame(async () =>
|
|
||||||
{
|
{
|
||||||
if (string.IsNullOrEmpty(m_JoinCode))
|
instanceType = "Server";
|
||||||
{
|
}
|
||||||
m_StartConnectionError = "Please provide a join code!";
|
else if (m_NetworkManager.IsClient)
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
var allocation = await m_NetworkManager.StartClientWithRelay(m_JoinCode);
|
|
||||||
m_Region = allocation.Region;
|
|
||||||
Repaint();
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
m_StartConnectionError = e.Message;
|
|
||||||
throw;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Application.isPlaying && !string.IsNullOrEmpty(m_StartConnectionError))
|
|
||||||
{
|
|
||||||
EditorGUILayout.HelpBox(m_StartConnectionError, MessageType.Error);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ShowStartConnectionButtons_Standard(string buttonDisabledReasonSuffix)
|
|
||||||
{
|
|
||||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
|
||||||
{
|
|
||||||
m_NetworkManager.StartHost();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
|
||||||
{
|
|
||||||
m_NetworkManager.StartServer();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
|
||||||
{
|
|
||||||
m_NetworkManager.StartClient();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void DrawDisconnectButton()
|
|
||||||
{
|
|
||||||
string instanceType = string.Empty;
|
|
||||||
|
|
||||||
if (m_NetworkManager.IsHost)
|
|
||||||
{
|
|
||||||
instanceType = "Host";
|
|
||||||
}
|
|
||||||
else if (m_NetworkManager.IsServer)
|
|
||||||
{
|
|
||||||
instanceType = "Server";
|
|
||||||
}
|
|
||||||
else if (m_NetworkManager.IsClient)
|
|
||||||
{
|
|
||||||
instanceType = "Client";
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUILayout.HelpBox($"You cannot edit the NetworkConfig when a {instanceType} is running.", MessageType.Info);
|
|
||||||
|
|
||||||
#if RELAY_INTEGRATION_AVAILABLE
|
|
||||||
if (!string.IsNullOrEmpty(m_JoinCode) && !string.IsNullOrEmpty(m_Region))
|
|
||||||
{
|
|
||||||
var style = new GUIStyle(EditorStyles.helpBox)
|
|
||||||
{
|
{
|
||||||
fontSize = 10,
|
instanceType = "Client";
|
||||||
alignment = TextAnchor.MiddleCenter,
|
|
||||||
};
|
|
||||||
|
|
||||||
GUILayout.BeginHorizontal(style, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
|
|
||||||
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
|
||||||
GUILayout.Space(25f);
|
|
||||||
GUILayout.BeginVertical();
|
|
||||||
GUILayout.Space(4f);
|
|
||||||
GUILayout.Label($"Connected via relay ({m_Region}).\nJoin code: {m_JoinCode}", EditorStyles.miniLabel, GUILayout.ExpandHeight(true));
|
|
||||||
|
|
||||||
if (GUILayout.Button("Copy code", GUILayout.ExpandHeight(true)))
|
|
||||||
{
|
|
||||||
GUIUtility.systemCopyBuffer = m_JoinCode;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GUILayout.Space(4f);
|
EditorGUILayout.HelpBox("You cannot edit the NetworkConfig when a " + instanceType + " is running.", MessageType.Info);
|
||||||
GUILayout.EndVertical();
|
|
||||||
GUILayout.Space(2f);
|
|
||||||
GUILayout.EndHorizontal();
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (GUILayout.Button(new GUIContent($"Stop {instanceType}", $"Stops the {instanceType} instance.")))
|
if (GUILayout.Button(new GUIContent("Stop " + instanceType, "Stops the " + instanceType + " instance.")))
|
||||||
{
|
{
|
||||||
#if RELAY_INTEGRATION_AVAILABLE
|
m_NetworkManager.Shutdown();
|
||||||
m_JoinCode = "";
|
}
|
||||||
#endif
|
|
||||||
m_NetworkManager.Shutdown();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private const string k_InfoIconName = "console.infoicon";
|
|
||||||
private static void DrawInstallMultiplayerToolsTip()
|
private static void DrawInstallMultiplayerToolsTip()
|
||||||
{
|
{
|
||||||
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
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 openDocsButtonText = "Open Docs";
|
||||||
const string dismissButtonText = "Dismiss";
|
const string dismissButtonText = "Dismiss";
|
||||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
|
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
|
||||||
|
const string infoIconName = "console.infoicon";
|
||||||
|
|
||||||
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
||||||
{
|
{
|
||||||
@@ -497,7 +405,7 @@ namespace Unity.Netcode.Editor
|
|||||||
GUILayout.FlexibleSpace();
|
GUILayout.FlexibleSpace();
|
||||||
GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
|
GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
|
||||||
{
|
{
|
||||||
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(infoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
|
||||||
GUILayout.Space(4);
|
GUILayout.Space(4);
|
||||||
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
|
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
|
||||||
|
|
||||||
@@ -530,69 +438,5 @@ namespace Unity.Netcode.Editor
|
|||||||
|
|
||||||
GUILayout.Space(10);
|
GUILayout.Space(10);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DrawPrefabListField()
|
|
||||||
{
|
|
||||||
if (!m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
|
||||||
{
|
|
||||||
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);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Old format of prefab list
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||||
|
using System.Linq;
|
||||||
|
#endif
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -49,6 +52,10 @@ namespace Unity.Netcode.Editor
|
|||||||
{
|
{
|
||||||
var guiEnabled = GUI.enabled;
|
var guiEnabled = GUI.enabled;
|
||||||
GUI.enabled = false;
|
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.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
|
||||||
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
|
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
|
||||||
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
|
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
|
||||||
@@ -138,4 +145,52 @@ namespace Unity.Netcode.Editor
|
|||||||
NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true);
|
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_SERVICES_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
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ namespace Unity.Netcode.Editor
|
|||||||
private SerializedProperty m_UseQuaternionCompression;
|
private SerializedProperty m_UseQuaternionCompression;
|
||||||
private SerializedProperty m_UseHalfFloatPrecision;
|
private SerializedProperty m_UseHalfFloatPrecision;
|
||||||
private SerializedProperty m_SlerpPosition;
|
private SerializedProperty m_SlerpPosition;
|
||||||
|
private SerializedProperty m_AuthorityMode;
|
||||||
|
|
||||||
private static int s_ToggleOffset = 45;
|
private static int s_ToggleOffset = 45;
|
||||||
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
|
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
|
||||||
@@ -37,10 +38,8 @@ namespace Unity.Netcode.Editor
|
|||||||
private static GUIContent s_RotationLabel = EditorGUIUtility.TrTextContent("Rotation");
|
private static GUIContent s_RotationLabel = EditorGUIUtility.TrTextContent("Rotation");
|
||||||
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
|
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
|
||||||
|
|
||||||
public virtual bool HideInterpolateValue => false;
|
|
||||||
|
|
||||||
/// <inheritdoc/>
|
/// <inheritdoc/>
|
||||||
public void OnEnable()
|
public virtual void OnEnable()
|
||||||
{
|
{
|
||||||
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
|
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
|
||||||
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
|
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
|
||||||
@@ -61,12 +60,14 @@ namespace Unity.Netcode.Editor
|
|||||||
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
|
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
|
||||||
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
||||||
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
||||||
|
m_AuthorityMode = serializedObject.FindProperty(nameof(NetworkTransform.AuthorityMode));
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <inheritdoc/>
|
/// <inheritdoc/>
|
||||||
public override void OnInspectorGUI()
|
public override void OnInspectorGUI()
|
||||||
{
|
{
|
||||||
EditorGUILayout.LabelField("Syncing", EditorStyles.boldLabel);
|
var networkTransform = target as NetworkTransform;
|
||||||
|
EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
|
||||||
{
|
{
|
||||||
GUILayout.BeginHorizontal();
|
GUILayout.BeginHorizontal();
|
||||||
|
|
||||||
@@ -128,6 +129,11 @@ namespace Unity.Netcode.Editor
|
|||||||
GUILayout.EndHorizontal();
|
GUILayout.EndHorizontal();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
EditorGUILayout.LabelField("Authority", EditorStyles.boldLabel);
|
||||||
|
{
|
||||||
|
EditorGUILayout.PropertyField(m_AuthorityMode);
|
||||||
|
}
|
||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
EditorGUILayout.LabelField("Thresholds", EditorStyles.boldLabel);
|
EditorGUILayout.LabelField("Thresholds", EditorStyles.boldLabel);
|
||||||
EditorGUILayout.PropertyField(m_PositionThresholdProperty);
|
EditorGUILayout.PropertyField(m_PositionThresholdProperty);
|
||||||
@@ -139,11 +145,10 @@ namespace Unity.Netcode.Editor
|
|||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
||||||
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
||||||
if (!HideInterpolateValue)
|
if (!networkTransform.HideInterpolateValue)
|
||||||
{
|
{
|
||||||
EditorGUILayout.PropertyField(m_InterpolateProperty);
|
EditorGUILayout.PropertyField(m_InterpolateProperty);
|
||||||
}
|
}
|
||||||
|
|
||||||
EditorGUILayout.PropertyField(m_SlerpPosition);
|
EditorGUILayout.PropertyField(m_SlerpPosition);
|
||||||
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
|
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
|
||||||
if (m_UseQuaternionSynchronization.boolValue)
|
if (m_UseQuaternionSynchronization.boolValue)
|
||||||
@@ -156,10 +161,9 @@ namespace Unity.Netcode.Editor
|
|||||||
}
|
}
|
||||||
EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
|
EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
|
||||||
|
|
||||||
|
#if COM_UNITY_MODULES_PHYSICS
|
||||||
// if rigidbody is present but network rigidbody is not present
|
// if rigidbody is present but network rigidbody is not present
|
||||||
var go = ((NetworkTransform)target).gameObject;
|
var go = ((NetworkTransform)target).gameObject;
|
||||||
|
|
||||||
#if COM_UNITY_MODULES_PHYSICS
|
|
||||||
if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false)
|
if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false)
|
||||||
{
|
{
|
||||||
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody but no NetworkRigidbody.\n" +
|
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody but no NetworkRigidbody.\n" +
|
||||||
|
|||||||
@@ -53,6 +53,11 @@
|
|||||||
"name": "com.unity.transport",
|
"name": "com.unity.transport",
|
||||||
"expression": "2.0",
|
"expression": "2.0",
|
||||||
"define": "UTP_TRANSPORT_2_0_ABOVE"
|
"define": "UTP_TRANSPORT_2_0_ABOVE"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "com.unity.services.multiplayer",
|
||||||
|
"expression": "0.2.0",
|
||||||
|
"define": "MULTIPLAYER_SERVICES_SDK_INSTALLED"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"noEngineReferences": false
|
"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.
|
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 8b267eb841a574dc083ac248a95d4443
|
guid: 2e42215d00468b549bbc69ebf8a74a1e
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -43,9 +43,13 @@ namespace Unity.Netcode.Components
|
|||||||
#pragma warning restore IDE0001
|
#pragma warning restore IDE0001
|
||||||
[DisallowMultipleComponent]
|
[DisallowMultipleComponent]
|
||||||
[AddComponentMenu("Netcode/Anticipated Network Transform")]
|
[AddComponentMenu("Netcode/Anticipated Network Transform")]
|
||||||
[DefaultExecutionOrder(100000)] // this is needed to catch the update time after the transform was updated by user scripts
|
|
||||||
public class AnticipatedNetworkTransform : NetworkTransform
|
public class AnticipatedNetworkTransform : NetworkTransform
|
||||||
{
|
{
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
internal override bool HideInterpolateValue => true;
|
||||||
|
#endif
|
||||||
|
|
||||||
public struct TransformState
|
public struct TransformState
|
||||||
{
|
{
|
||||||
public Vector3 Position;
|
public Vector3 Position;
|
||||||
@@ -57,7 +61,6 @@ namespace Unity.Netcode.Components
|
|||||||
private TransformState m_AnticipatedTransform = new TransformState();
|
private TransformState m_AnticipatedTransform = new TransformState();
|
||||||
private TransformState m_PreviousAnticipatedTransform = new TransformState();
|
private TransformState m_PreviousAnticipatedTransform = new TransformState();
|
||||||
private ulong m_LastAnticipaionCounter;
|
private ulong m_LastAnticipaionCounter;
|
||||||
private double m_LastAnticipationTime;
|
|
||||||
private ulong m_LastAuthorityUpdateCounter;
|
private ulong m_LastAuthorityUpdateCounter;
|
||||||
|
|
||||||
private TransformState m_SmoothFrom;
|
private TransformState m_SmoothFrom;
|
||||||
@@ -152,7 +155,6 @@ namespace Unity.Netcode.Components
|
|||||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||||
|
|
||||||
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
||||||
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
|
|
||||||
|
|
||||||
m_SmoothDuration = 0;
|
m_SmoothDuration = 0;
|
||||||
m_CurrentSmoothTime = 0;
|
m_CurrentSmoothTime = 0;
|
||||||
@@ -179,7 +181,6 @@ namespace Unity.Netcode.Components
|
|||||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||||
|
|
||||||
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
||||||
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
|
|
||||||
|
|
||||||
m_SmoothDuration = 0;
|
m_SmoothDuration = 0;
|
||||||
m_CurrentSmoothTime = 0;
|
m_CurrentSmoothTime = 0;
|
||||||
@@ -206,7 +207,6 @@ namespace Unity.Netcode.Components
|
|||||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||||
|
|
||||||
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
||||||
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
|
|
||||||
|
|
||||||
m_SmoothDuration = 0;
|
m_SmoothDuration = 0;
|
||||||
m_CurrentSmoothTime = 0;
|
m_CurrentSmoothTime = 0;
|
||||||
@@ -235,14 +235,11 @@ namespace Unity.Netcode.Components
|
|||||||
|
|
||||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||||
|
|
||||||
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
|
||||||
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
|
|
||||||
|
|
||||||
m_SmoothDuration = 0;
|
m_SmoothDuration = 0;
|
||||||
m_CurrentSmoothTime = 0;
|
m_CurrentSmoothTime = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
public override void OnUpdate()
|
||||||
{
|
{
|
||||||
// If not spawned or this instance has authority, exit early
|
// If not spawned or this instance has authority, exit early
|
||||||
if (!IsSpawned)
|
if (!IsSpawned)
|
||||||
@@ -253,7 +250,7 @@ namespace Unity.Netcode.Components
|
|||||||
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
|
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
|
||||||
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
|
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
|
||||||
// and we will want all reanticipation done before anything else wants to reference the transform in
|
// and we will want all reanticipation done before anything else wants to reference the transform in
|
||||||
// Update()
|
// OnUpdate()
|
||||||
//base.Update();
|
//base.Update();
|
||||||
|
|
||||||
if (m_CurrentSmoothTime < m_SmoothDuration)
|
if (m_CurrentSmoothTime < m_SmoothDuration)
|
||||||
@@ -321,7 +318,7 @@ namespace Unity.Netcode.Components
|
|||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
{
|
{
|
||||||
// No need to do this, it's handled by NetworkBehaviour.Update
|
// No need to do this, it's handled by NetworkTransform.OnUpdate
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ResetAnticipation()
|
public void ResetAnticipation()
|
||||||
2
Runtime/Components/AnticipatedNetworkTransform.cs.meta
Normal file
2
Runtime/Components/AnticipatedNetworkTransform.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5abfce83aadd948498d4990c645a017b
|
||||||
@@ -195,7 +195,9 @@ namespace Unity.Netcode
|
|||||||
double range = m_EndTimeConsumed - m_StartTimeConsumed;
|
double range = m_EndTimeConsumed - m_StartTimeConsumed;
|
||||||
if (range > k_SmallValue)
|
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)
|
if (t < 0.0f)
|
||||||
{
|
{
|
||||||
@@ -25,26 +25,48 @@ namespace Unity.Netcode.Components
|
|||||||
{
|
{
|
||||||
foreach (var animationUpdate in m_SendAnimationUpdates)
|
foreach (var animationUpdate in m_SendAnimationUpdates)
|
||||||
{
|
{
|
||||||
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
|
|
||||||
|
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
m_NetworkAnimator.SendAnimStateRpc(animationUpdate.AnimationMessage);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
m_SendAnimationUpdates.Clear();
|
m_SendAnimationUpdates.Clear();
|
||||||
|
|
||||||
foreach (var sendEntry in m_SendParameterUpdates)
|
foreach (var sendEntry in m_SendParameterUpdates)
|
||||||
{
|
{
|
||||||
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
|
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
m_NetworkAnimator.SendParametersUpdateRpc(sendEntry.ParametersUpdateMessage);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
m_SendParameterUpdates.Clear();
|
m_SendParameterUpdates.Clear();
|
||||||
|
|
||||||
foreach (var sendEntry in m_SendTriggerUpdates)
|
foreach (var sendEntry in m_SendTriggerUpdates)
|
||||||
{
|
{
|
||||||
if (!sendEntry.SendToServer)
|
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
|
m_NetworkAnimator.SendAnimTriggerRpc(sendEntry.AnimationTriggerMessage);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
|
if (!sendEntry.SendToServer)
|
||||||
|
{
|
||||||
|
m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_SendTriggerUpdates.Clear();
|
m_SendTriggerUpdates.Clear();
|
||||||
@@ -651,17 +673,14 @@ namespace Unity.Netcode.Components
|
|||||||
NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
|
NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (IsServer)
|
m_ClientSendList = new List<ulong>(128);
|
||||||
|
m_ClientRpcParams = new ClientRpcParams
|
||||||
{
|
{
|
||||||
m_ClientSendList = new List<ulong>(128);
|
Send = new ClientRpcSendParams
|
||||||
m_ClientRpcParams = new ClientRpcParams
|
|
||||||
{
|
{
|
||||||
Send = new ClientRpcSendParams
|
TargetClientIds = m_ClientSendList
|
||||||
{
|
}
|
||||||
TargetClientIds = m_ClientSendList
|
};
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create a handler for state changes
|
// Create a handler for state changes
|
||||||
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
|
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
|
||||||
@@ -832,12 +851,7 @@ namespace Unity.Netcode.Components
|
|||||||
stateChangeDetected = true;
|
stateChangeDetected = true;
|
||||||
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||||
}
|
}
|
||||||
// If we are not transitioned into the "any state" and the animator transition isn't a full path hash (layer to layer) and our pre-built destination state to transition does not contain the
|
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
|
||||||
// current layer (i.e. transitioning into a state from another layer) =or= we do contain the layer and the layer contains state to transition to is contained within our pre-built destination
|
|
||||||
// state then we can handle this transition as a non-cross fade state transition between layers.
|
|
||||||
// Otherwise, if we don't enter into this then this is a "trigger transition to some state that is now being transitioned back to the Idle state via trigger" or "Dual Triggers" IDLE<-->State.
|
|
||||||
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer] && (!m_DestinationStateToTransitioninfo.ContainsKey(layer) ||
|
|
||||||
(m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))))
|
|
||||||
{
|
{
|
||||||
// first time in this transition for this layer
|
// first time in this transition for this layer
|
||||||
m_TransitionHash[layer] = tt.fullPathHash;
|
m_TransitionHash[layer] = tt.fullPathHash;
|
||||||
@@ -846,10 +860,6 @@ namespace Unity.Netcode.Components
|
|||||||
animState.CrossFade = false;
|
animState.CrossFade = false;
|
||||||
animState.Transition = true;
|
animState.Transition = true;
|
||||||
animState.NormalizedTime = tt.normalizedTime;
|
animState.NormalizedTime = tt.normalizedTime;
|
||||||
if (m_DestinationStateToTransitioninfo.ContainsKey(layer) && m_DestinationStateToTransitioninfo[layer].ContainsKey(nt.fullPathHash))
|
|
||||||
{
|
|
||||||
animState.DestinationStateHash = nt.fullPathHash;
|
|
||||||
}
|
|
||||||
stateChangeDetected = true;
|
stateChangeDetected = true;
|
||||||
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||||
}
|
}
|
||||||
@@ -916,6 +926,11 @@ namespace Unity.Netcode.Components
|
|||||||
// Send an AnimationMessage only if there are dirty AnimationStates to send
|
// Send an AnimationMessage only if there are dirty AnimationStates to send
|
||||||
if (m_AnimationMessage.IsDirtyCount > 0)
|
if (m_AnimationMessage.IsDirtyCount > 0)
|
||||||
{
|
{
|
||||||
|
if (NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
SendAnimStateRpc(m_AnimationMessage);
|
||||||
|
}
|
||||||
|
else
|
||||||
if (!IsServer && IsOwner)
|
if (!IsServer && IsOwner)
|
||||||
{
|
{
|
||||||
SendAnimStateServerRpc(m_AnimationMessage);
|
SendAnimStateServerRpc(m_AnimationMessage);
|
||||||
@@ -940,20 +955,33 @@ namespace Unity.Netcode.Components
|
|||||||
{
|
{
|
||||||
Parameters = m_ParameterWriter.ToArray()
|
Parameters = m_ParameterWriter.ToArray()
|
||||||
};
|
};
|
||||||
|
if (NetworkManager.DistributedAuthorityMode)
|
||||||
if (!IsServer)
|
|
||||||
{
|
{
|
||||||
SendParametersUpdateServerRpc(parametersMessage);
|
if (IsOwner)
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (sendDirect)
|
|
||||||
{
|
{
|
||||||
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
SendParametersUpdateRpc(parametersMessage);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
Debug.LogError($"[{name}][Client-{NetworkManager.LocalClientId}] Attempting to send parameter updates but not the owner!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (!IsServer)
|
||||||
|
{
|
||||||
|
SendParametersUpdateServerRpc(parametersMessage);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (sendDirect)
|
||||||
|
{
|
||||||
|
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1233,10 +1261,19 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Updates the client's animator's parameters
|
/// Distributed Authority: Updates the client's animator's parameters
|
||||||
|
/// </summary>
|
||||||
|
[Rpc(SendTo.NotAuthority)]
|
||||||
|
internal void SendParametersUpdateRpc(ParametersUpdateMessage parametersUpdate)
|
||||||
|
{
|
||||||
|
m_NetworkAnimatorStateChangeHandler.ProcessParameterUpdate(parametersUpdate);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Client-Server: Updates the client's animator's parameters
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[ClientRpc]
|
[ClientRpc]
|
||||||
internal unsafe void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
internal void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
||||||
{
|
{
|
||||||
var isServerAuthoritative = IsServerAuthoritative();
|
var isServerAuthoritative = IsServerAuthoritative();
|
||||||
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
||||||
@@ -1250,7 +1287,7 @@ namespace Unity.Netcode.Components
|
|||||||
/// The server sets its local state and then forwards the message to the remaining clients
|
/// The server sets its local state and then forwards the message to the remaining clients
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[ServerRpc]
|
[ServerRpc]
|
||||||
private unsafe void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
private void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
||||||
{
|
{
|
||||||
if (IsServerAuthoritative())
|
if (IsServerAuthoritative())
|
||||||
{
|
{
|
||||||
@@ -1281,26 +1318,44 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Internally-called RPC client receiving function to update some animation state on a client
|
/// Client-Server: Internally-called RPC client-side receiving function to update animation states
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[ClientRpc]
|
[ClientRpc]
|
||||||
internal unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
internal void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
||||||
{
|
{
|
||||||
// This should never happen
|
ProcessAnimStates(animationMessage);
|
||||||
if (IsHost)
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Distributed Authority: Internally-called RPC non-authority receiving function to update animation states
|
||||||
|
/// </summary>
|
||||||
|
[Rpc(SendTo.NotAuthority)]
|
||||||
|
internal void SendAnimStateRpc(AnimationMessage animationMessage)
|
||||||
|
{
|
||||||
|
ProcessAnimStates(animationMessage);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessAnimStates(AnimationMessage animationMessage)
|
||||||
|
{
|
||||||
|
if (HasAuthority)
|
||||||
{
|
{
|
||||||
if (NetworkManager.LogLevel == LogLevel.Developer)
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
||||||
{
|
{
|
||||||
NetworkLog.LogWarning("Detected the Host is sending itself animation updates! Please report this issue.");
|
var hostOrOwner = NetworkManager.DistributedAuthorityMode ? "Owner" : "Host";
|
||||||
|
var clientServerOrDAMode = NetworkManager.DistributedAuthorityMode ? "distributed authority" : "client-server";
|
||||||
|
NetworkLog.LogWarning($"Detected the {hostOrOwner} is sending itself animation updates in {clientServerOrDAMode} mode! Please report this issue.");
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var animationState in animationMessage.AnimationStates)
|
foreach (var animationState in animationMessage.AnimationStates)
|
||||||
{
|
{
|
||||||
UpdateAnimationState(animationState);
|
UpdateAnimationState(animationState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Server-side trigger state update request
|
/// Server-side trigger state update request
|
||||||
/// The server sets its local state and then forwards the message to the remaining clients
|
/// The server sets its local state and then forwards the message to the remaining clients
|
||||||
@@ -1345,7 +1400,18 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
/// Distributed Authority: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||||
|
/// a trigger for a client to play / reset
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||||
|
[Rpc(SendTo.NotAuthority)]
|
||||||
|
internal void SendAnimTriggerRpc(AnimationTriggerMessage animationTriggerMessage)
|
||||||
|
{
|
||||||
|
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Client Server: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||||
/// a trigger for a client to play / reset
|
/// a trigger for a client to play / reset
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||||
@@ -1370,15 +1436,26 @@ namespace Unity.Netcode.Components
|
|||||||
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
|
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
|
||||||
public void SetTrigger(int hash, bool setTrigger = true)
|
public void SetTrigger(int hash, bool setTrigger = true)
|
||||||
{
|
{
|
||||||
|
if (!IsSpawned)
|
||||||
|
{
|
||||||
|
NetworkLog.LogError($"[{gameObject.name}] Cannot set a synchronized trigger when the {nameof(NetworkObject)} is not spawned!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// MTT-3564:
|
// MTT-3564:
|
||||||
// After fixing the issue with trigger controlled Transitions being synchronized twice,
|
// After fixing the issue with trigger controlled Transitions being synchronized twice,
|
||||||
// it exposed additional issues with this logic. Now, either the owner or the server can
|
// it exposed additional issues with this logic. Now, either the owner or the server can
|
||||||
// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
|
// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
|
||||||
// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
|
// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
|
||||||
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
|
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
|
||||||
if (IsOwner || IsServer)
|
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
|
||||||
|
if (NetworkManager.DistributedAuthorityMode && HasAuthority)
|
||||||
|
{
|
||||||
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
|
||||||
|
InternalSetTrigger(hash, setTrigger);
|
||||||
|
}
|
||||||
|
else if (!NetworkManager.DistributedAuthorityMode && (IsOwner || IsServer))
|
||||||
{
|
{
|
||||||
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
|
|
||||||
if (IsServer)
|
if (IsServer)
|
||||||
{
|
{
|
||||||
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
||||||
864
Runtime/Components/NetworkRigidBodyBase.cs
Normal file
864
Runtime/Components/NetworkRigidBodyBase.cs
Normal file
@@ -0,0 +1,864 @@
|
|||||||
|
#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 float m_TickFrequency;
|
||||||
|
private float m_TickRate;
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal Vector3 GetAdjustedPositionThreshold()
|
||||||
|
{
|
||||||
|
// Since the threshold is a measurement of unity world space units per tick, we will allow for the maximum threshold
|
||||||
|
// to be no greater than the threshold measured in unity world space units per second
|
||||||
|
var thresholdMax = NetworkTransform.PositionThreshold * m_TickRate;
|
||||||
|
// Get the velocity in unity world space units per tick
|
||||||
|
var perTickVelocity = GetLinearVelocity() * m_TickFrequency;
|
||||||
|
// Since a rigid body can have "micro-motion" when allowed to come to rest (based on friction etc), we will allow for
|
||||||
|
// no less than 1/10th the threshold value.
|
||||||
|
var minThreshold = NetworkTransform.PositionThreshold * 0.1f;
|
||||||
|
|
||||||
|
// Finally, we adjust the threshold based on the body's current velocity
|
||||||
|
perTickVelocity.x = Mathf.Clamp(Mathf.Abs(perTickVelocity.x), minThreshold, thresholdMax);
|
||||||
|
perTickVelocity.y = Mathf.Clamp(Mathf.Abs(perTickVelocity.y), minThreshold, thresholdMax);
|
||||||
|
// 2D Rigidbody only moves on x & y axis
|
||||||
|
if (!m_IsRigidbody2D)
|
||||||
|
{
|
||||||
|
perTickVelocity.z = Mathf.Clamp(Mathf.Abs(perTickVelocity.z), minThreshold, thresholdMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
return perTickVelocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
internal Vector3 GetAdjustedRotationThreshold()
|
||||||
|
{
|
||||||
|
// Since the rotation threshold is a measurement pf degrees per tick, we get the maximum threshold
|
||||||
|
// by calculating the threshold in degrees per second.
|
||||||
|
var thresholdMax = NetworkTransform.RotAngleThreshold * m_TickRate;
|
||||||
|
// Angular velocity is expressed in radians per second where as the rotation being checked is in degrees.
|
||||||
|
// Convert the angular velocity to degrees per second and then convert that to degrees per tick.
|
||||||
|
var rotationPerTick = (GetAngularVelocity() * Mathf.Rad2Deg) * m_TickFrequency;
|
||||||
|
var minThreshold = NetworkTransform.RotAngleThreshold * m_TickFrequency;
|
||||||
|
|
||||||
|
// 2D Rigidbody only rotates around Z axis
|
||||||
|
if (!m_IsRigidbody2D)
|
||||||
|
{
|
||||||
|
rotationPerTick.x = Mathf.Clamp(Mathf.Abs(rotationPerTick.x), minThreshold, thresholdMax);
|
||||||
|
rotationPerTick.y = Mathf.Clamp(Mathf.Abs(rotationPerTick.y), minThreshold, thresholdMax);
|
||||||
|
}
|
||||||
|
rotationPerTick.z = Mathf.Clamp(Mathf.Abs(rotationPerTick.z), minThreshold, thresholdMax);
|
||||||
|
|
||||||
|
return rotationPerTick;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the linear velocity of the Rigidbody.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// For <see cref="Rigidbody2D"/>, only the x and y components of the <see cref="Vector3"/> are applied.
|
||||||
|
/// </remarks>
|
||||||
|
public void SetLinearVelocity(Vector3 linearVelocity)
|
||||||
|
{
|
||||||
|
if (m_IsRigidbody2D)
|
||||||
|
{
|
||||||
|
m_Rigidbody2D.velocity = linearVelocity;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_Rigidbody.linearVelocity = linearVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the linear velocity of the Rigidbody.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// For <see cref="Rigidbody2D"/>, the <see cref="Vector3"/> velocity returned is only applied to the x and y components.
|
||||||
|
/// </remarks>
|
||||||
|
/// <returns><see cref="Vector3"/> as the linear velocity</returns>
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public Vector3 GetLinearVelocity()
|
||||||
|
{
|
||||||
|
if (m_IsRigidbody2D)
|
||||||
|
{
|
||||||
|
return m_Rigidbody2D.velocity;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return m_Rigidbody.linearVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the angular velocity for the Rigidbody.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// For <see cref="Rigidbody2D"/>, the z component of <param name="angularVelocity"/> is only used to set the angular velocity.
|
||||||
|
/// A quick way to pass in a 2D angular velocity component is: <see cref="Vector3.forward"/> * angularVelocity (where angularVelocity is a float)
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="angularVelocity">the angular velocity to apply to the body</param>
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public void SetAngularVelocity(Vector3 angularVelocity)
|
||||||
|
{
|
||||||
|
if (m_IsRigidbody2D)
|
||||||
|
{
|
||||||
|
m_Rigidbody2D.angularVelocity = angularVelocity.z;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_Rigidbody.angularVelocity = angularVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the angular velocity for the Rigidbody.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// For <see cref="Rigidbody2D"/>, the z component of the <see cref="Vector3"/> returned is the angular velocity of the object.
|
||||||
|
/// </remarks>
|
||||||
|
/// <returns>angular velocity as a <see cref="Vector3"/></returns>
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public Vector3 GetAngularVelocity()
|
||||||
|
{
|
||||||
|
if (m_IsRigidbody2D)
|
||||||
|
{
|
||||||
|
return Vector3.forward * m_Rigidbody2D.velocity;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return m_Rigidbody.angularVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Used for Rigidbody only (see info on normalized below)
|
||||||
|
private Vector4 m_QuaternionCheck = Vector4.zero;
|
||||||
|
|
||||||
|
/// <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
|
||||||
|
{
|
||||||
|
// Evidently we need to check to make sure the quaternion is a perfect
|
||||||
|
// magnitude of 1.0f when applying the rotation to a rigid body.
|
||||||
|
m_QuaternionCheck.x = rotation.x;
|
||||||
|
m_QuaternionCheck.y = rotation.y;
|
||||||
|
m_QuaternionCheck.z = rotation.z;
|
||||||
|
m_QuaternionCheck.w = rotation.w;
|
||||||
|
// If the magnitude is greater than 1.0f (even by a very small fractional value), then normalize the quaternion
|
||||||
|
if (m_QuaternionCheck.magnitude != 1.0f)
|
||||||
|
{
|
||||||
|
rotation.Normalize();
|
||||||
|
}
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
m_TickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
|
||||||
|
m_TickRate = NetworkManager.NetworkConfig.TickRate;
|
||||||
|
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
|
||||||
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 939ac41f36685f84e94a4b66ebbb6d8c
|
guid: 8c4434f0563fb7f42b3b2993c97ae81a
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
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
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -14,7 +14,7 @@ namespace Unity.Netcode
|
|||||||
/// M = 1.0f (which M * M would still yield 1.0f)
|
/// 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*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))
|
/// w = Math.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||||
/// Using the largest the number avoids potential loss of precision in the smallest three values.
|
/// Using the largest number avoids potential loss of precision in the smallest three values.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
public static class QuaternionCompressor
|
public static class QuaternionCompressor
|
||||||
{
|
{
|
||||||
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
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 5b8086dc75d86473f9e3c928dd773733
|
guid: 739e5cee846b6384988f9a47e4691836
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@@ -129,9 +129,9 @@ namespace Unity.Netcode
|
|||||||
public int LoadSceneTimeOut = 120;
|
public int LoadSceneTimeOut = 120;
|
||||||
|
|
||||||
/// <summary>
|
/// <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>
|
/// </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")]
|
[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;
|
public float SpawnTimeout = 10f;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -149,6 +149,21 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
|
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>
|
/// <summary>
|
||||||
/// Returns a base64 encoded version of the configuration
|
/// Returns a base64 encoded version of the configuration
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -1,7 +1,8 @@
|
|||||||
using System.Collections.Generic;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// A NetworkClient
|
/// A NetworkClient
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -33,6 +34,15 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
internal bool IsApproved { get; set; }
|
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>
|
/// <summary>
|
||||||
/// The ClientId of the NetworkClient
|
/// The ClientId of the NetworkClient
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -44,27 +54,60 @@ namespace Unity.Netcode
|
|||||||
public NetworkObject PlayerObject;
|
public NetworkObject PlayerObject;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The list of NetworkObject's owned by this client instance
|
/// The NetworkObject's owned by this client instance
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>();
|
public NetworkObject[] OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new NetworkObject[] { };
|
||||||
|
|
||||||
internal NetworkSpawnManager SpawnManager { get; private set; }
|
internal NetworkSpawnManager SpawnManager { get; private set; }
|
||||||
|
|
||||||
internal void SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
|
internal bool SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
|
||||||
{
|
{
|
||||||
|
ResetClient(isServer, isClient);
|
||||||
|
|
||||||
IsServer = isServer;
|
IsServer = isServer;
|
||||||
IsClient = isClient;
|
IsClient = isClient;
|
||||||
if (!IsServer && !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;
|
PlayerObject = null;
|
||||||
ClientId = 0;
|
ClientId = 0;
|
||||||
IsConnected = false;
|
IsConnected = false;
|
||||||
IsApproved = false;
|
IsApproved = false;
|
||||||
}
|
SpawnManager = null;
|
||||||
|
DAHost = false;
|
||||||
if (networkManager != null)
|
|
||||||
{
|
|
||||||
SpawnManager = networkManager.SpawnManager;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,12 +1,12 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using System.Runtime.CompilerServices;
|
using System.Runtime.CompilerServices;
|
||||||
using Unity.Collections;
|
using Unity.Collections;
|
||||||
using Unity.Collections.LowLevel.Unsafe;
|
using Unity.Collections.LowLevel.Unsafe;
|
||||||
using Unity.Profiling;
|
using Unity.Profiling;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Object = UnityEngine.Object;
|
|
||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
@@ -104,11 +104,9 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
if (peerClientIds.Length > idx)
|
|
||||||
{
|
peerClientIds[idx] = peerId;
|
||||||
peerClientIds[idx] = peerId;
|
++idx;
|
||||||
++idx;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
try
|
try
|
||||||
@@ -368,6 +366,10 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime);
|
networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime);
|
||||||
HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime);
|
HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime);
|
||||||
|
if (networkEvent == NetworkEvent.Disconnect || networkEvent == NetworkEvent.TransportFailure)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
// Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum)
|
// Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum)
|
||||||
} while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing);
|
} while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing);
|
||||||
|
|
||||||
@@ -432,16 +434,17 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||||
{
|
{
|
||||||
NetworkLog.LogInfo("Client Connected");
|
var hostServer = NetworkManager.IsHost ? "Host" : "Server";
|
||||||
|
NetworkLog.LogInfo($"[{hostServer}-Side] Transport connection established with pending Client-{clientId}.");
|
||||||
}
|
}
|
||||||
|
|
||||||
AddPendingClient(clientId);
|
AddPendingClient(clientId);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||||
{
|
{
|
||||||
NetworkLog.LogInfo("Connected");
|
var serverOrService = NetworkManager.DistributedAuthorityMode ? NetworkManager.CMBServiceConnection ? "service" : "DAHost" : "server";
|
||||||
|
NetworkLog.LogInfo($"[Approval Pending][Client] Transport connection with {serverOrService} established! Awaiting connection approval...");
|
||||||
}
|
}
|
||||||
|
|
||||||
SendConnectionRequest();
|
SendConnectionRequest();
|
||||||
@@ -493,41 +496,24 @@ namespace Unity.Netcode
|
|||||||
// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
|
// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
|
||||||
MessageManager.ProcessIncomingMessageQueue();
|
MessageManager.ProcessIncomingMessageQueue();
|
||||||
|
|
||||||
|
InvokeOnClientDisconnectCallback(clientId);
|
||||||
|
|
||||||
|
if (LocalClient.IsHost)
|
||||||
|
{
|
||||||
|
InvokeOnPeerDisconnectedCallback(clientId);
|
||||||
|
}
|
||||||
|
|
||||||
if (LocalClient.IsServer)
|
if (LocalClient.IsServer)
|
||||||
{
|
{
|
||||||
// We need to process the disconnection before notifying
|
|
||||||
OnClientDisconnectFromServer(clientId);
|
OnClientDisconnectFromServer(clientId);
|
||||||
|
|
||||||
// Now notify the client has disconnected
|
|
||||||
InvokeOnClientDisconnectCallback(clientId);
|
|
||||||
|
|
||||||
if (LocalClient.IsHost)
|
|
||||||
{
|
|
||||||
InvokeOnPeerDisconnectedCallback(clientId);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else // As long as we are not in the middle of a shutdown
|
||||||
|
if (!NetworkManager.ShutdownInProgress)
|
||||||
{
|
{
|
||||||
// Notify local client of disconnection
|
// We must pass true here and not process any sends messages as we are no longer connected.
|
||||||
InvokeOnClientDisconnectCallback(clientId);
|
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
|
||||||
|
// as the client ID is no longer valid.
|
||||||
// As long as we are not in the middle of a shutdown
|
NetworkManager.Shutdown(true);
|
||||||
if (!NetworkManager.ShutdownInProgress)
|
|
||||||
{
|
|
||||||
// We must pass true here and not process any sends messages as we are no longer connected.
|
|
||||||
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
|
|
||||||
// as the client ID is no longer valid.
|
|
||||||
NetworkManager.Shutdown(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (NetworkManager.IsServer)
|
|
||||||
{
|
|
||||||
MessageManager.ClientDisconnected(clientId);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
MessageManager.ClientDisconnected(NetworkManager.ServerClientId);
|
|
||||||
}
|
}
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
s_TransportDisconnect.End();
|
s_TransportDisconnect.End();
|
||||||
@@ -565,6 +551,10 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
var message = new ConnectionRequestMessage
|
var message = new ConnectionRequestMessage
|
||||||
{
|
{
|
||||||
|
CMBServiceConnection = NetworkManager.CMBServiceConnection,
|
||||||
|
TickRate = NetworkManager.NetworkConfig.TickRate,
|
||||||
|
EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
|
||||||
|
|
||||||
// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
|
// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
|
||||||
ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
|
ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
|
||||||
ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
|
ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
|
||||||
@@ -720,6 +710,12 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adding this because message hooks cannot happen fast enough under certain scenarios
|
||||||
|
/// where the message is sent and responded to before the hook is in place.
|
||||||
|
/// </summary>
|
||||||
|
internal bool MockSkippingApproval;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Server Side: Handles the approval of a client
|
/// Server Side: Handles the approval of a client
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -731,12 +727,15 @@ namespace Unity.Netcode
|
|||||||
LocalClient.IsApproved = response.Approved;
|
LocalClient.IsApproved = response.Approved;
|
||||||
if (response.Approved)
|
if (response.Approved)
|
||||||
{
|
{
|
||||||
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||||
|
{
|
||||||
|
NetworkLog.LogInfo($"[Server-Side] Pending Client-{ownerClientId} connection approved!");
|
||||||
|
}
|
||||||
// The client was approved, stop the server-side approval time out coroutine
|
// The client was approved, stop the server-side approval time out coroutine
|
||||||
RemovePendingClient(ownerClientId);
|
RemovePendingClient(ownerClientId);
|
||||||
|
|
||||||
var client = AddClient(ownerClientId);
|
var client = AddClient(ownerClientId);
|
||||||
|
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
|
||||||
if (response.CreatePlayerObject)
|
|
||||||
{
|
{
|
||||||
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
|
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
|
||||||
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
|
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
|
||||||
@@ -751,6 +750,7 @@ namespace Unity.Netcode
|
|||||||
HasTransform = prefabNetworkObject.SynchronizeTransform,
|
HasTransform = prefabNetworkObject.SynchronizeTransform,
|
||||||
Hash = playerPrefabHash,
|
Hash = playerPrefabHash,
|
||||||
TargetClientId = ownerClientId,
|
TargetClientId = ownerClientId,
|
||||||
|
DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
|
||||||
Transform = new NetworkObject.SceneObject.TransformData
|
Transform = new NetworkObject.SceneObject.TransformData
|
||||||
{
|
{
|
||||||
Position = response.Position.GetValueOrDefault(),
|
Position = response.Position.GetValueOrDefault(),
|
||||||
@@ -780,6 +780,7 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
OwnerClientId = ownerClientId,
|
OwnerClientId = ownerClientId,
|
||||||
NetworkTick = NetworkManager.LocalTime.Tick,
|
NetworkTick = NetworkManager.LocalTime.Tick,
|
||||||
|
IsDistributedAuthority = NetworkManager.DistributedAuthorityMode,
|
||||||
ConnectedClientIds = new NativeArray<ulong>(ConnectedClientIds.Count, Allocator.Temp)
|
ConnectedClientIds = new NativeArray<ulong>(ConnectedClientIds.Count, Allocator.Temp)
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -813,10 +814,20 @@ namespace Unity.Netcode
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (!MockSkippingApproval)
|
||||||
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
|
{
|
||||||
|
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NetworkLog.LogInfo("Mocking server not responding with connection approved...");
|
||||||
|
}
|
||||||
message.MessageVersions.Dispose();
|
message.MessageVersions.Dispose();
|
||||||
message.ConnectedClientIds.Dispose();
|
message.ConnectedClientIds.Dispose();
|
||||||
|
if (MockSkippingApproval)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// If scene management is disabled, then we are done and notify the local host-server the client is connected
|
// If scene management is disabled, then we are done and notify the local host-server the client is connected
|
||||||
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
|
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
|
||||||
@@ -827,10 +838,19 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
InvokeOnPeerConnectedCallback(ownerClientId);
|
InvokeOnPeerConnectedCallback(ownerClientId);
|
||||||
}
|
}
|
||||||
|
NetworkManager.SpawnManager.DistributeNetworkObjects(ownerClientId);
|
||||||
|
|
||||||
}
|
}
|
||||||
else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization
|
else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization
|
||||||
{
|
{
|
||||||
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
|
if (NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner)
|
||||||
|
{
|
||||||
|
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
|
||||||
|
}
|
||||||
|
else if (!NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // Server just adds itself as an observer to all spawned NetworkObjects
|
else // Server just adds itself as an observer to all spawned NetworkObjects
|
||||||
@@ -838,6 +858,17 @@ namespace Unity.Netcode
|
|||||||
LocalClient = client;
|
LocalClient = client;
|
||||||
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
|
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
|
||||||
LocalClient.IsConnected = true;
|
LocalClient.IsConnected = true;
|
||||||
|
// If running mock service, then set the instance as the default session owner
|
||||||
|
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
|
||||||
|
{
|
||||||
|
NetworkManager.SetSessionOwner(NetworkManager.LocalClientId);
|
||||||
|
NetworkManager.SceneManager.InitializeScenesLoaded();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
|
||||||
|
{
|
||||||
|
CreateAndSpawnPlayer(ownerClientId);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
|
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
|
||||||
@@ -845,6 +876,11 @@ namespace Unity.Netcode
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Players are always spawned by their respective client, exit early. (DAHost mode anyway, CMB Service will never spawn player prefab)
|
||||||
|
if (NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
// Separating this into a contained function call for potential further future separation of when this notification is sent.
|
// Separating this into a contained function call for potential further future separation of when this notification is sent.
|
||||||
ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
|
ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
|
||||||
}
|
}
|
||||||
@@ -859,11 +895,28 @@ namespace Unity.Netcode
|
|||||||
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId);
|
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId);
|
||||||
MessageManager.ProcessSendQueues();
|
MessageManager.ProcessSendQueues();
|
||||||
}
|
}
|
||||||
|
|
||||||
DisconnectRemoteClient(ownerClientId);
|
DisconnectRemoteClient(ownerClientId);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
|
||||||
|
/// </summary>
|
||||||
|
internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
|
||||||
|
{
|
||||||
|
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
|
||||||
|
{
|
||||||
|
var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn();
|
||||||
|
if (playerPrefab != null)
|
||||||
|
{
|
||||||
|
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
|
||||||
|
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
|
||||||
|
networkObject.IsSceneObject = false;
|
||||||
|
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Spawns the newly approved player
|
/// Spawns the newly approved player
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -883,8 +936,10 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
var message = new CreateObjectMessage
|
var message = new CreateObjectMessage
|
||||||
{
|
{
|
||||||
ObjectInfo = ConnectedClients[clientId].PlayerObject.GetMessageSceneObject(clientPair.Key)
|
ObjectInfo = ConnectedClients[clientId].PlayerObject.GetMessageSceneObject(clientPair.Key),
|
||||||
|
IncludesSerializedObject = true,
|
||||||
};
|
};
|
||||||
|
|
||||||
message.ObjectInfo.Hash = playerPrefabHash;
|
message.ObjectInfo.Hash = playerPrefabHash;
|
||||||
message.ObjectInfo.IsSceneObject = false;
|
message.ObjectInfo.IsSceneObject = false;
|
||||||
message.ObjectInfo.HasParent = false;
|
message.ObjectInfo.HasParent = false;
|
||||||
@@ -902,25 +957,92 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
internal NetworkClient AddClient(ulong clientId)
|
internal NetworkClient AddClient(ulong clientId)
|
||||||
{
|
{
|
||||||
|
if (ConnectedClients.ContainsKey(clientId) && ConnectedClientIds.Contains(clientId) && ConnectedClientsList.Contains(ConnectedClients[clientId]))
|
||||||
|
{
|
||||||
|
return ConnectedClients[clientId];
|
||||||
|
}
|
||||||
|
|
||||||
var networkClient = LocalClient;
|
var networkClient = LocalClient;
|
||||||
|
|
||||||
networkClient = new NetworkClient();
|
// If this is not the local client then create a new one
|
||||||
|
if (clientId != NetworkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
networkClient = new NetworkClient();
|
||||||
|
}
|
||||||
networkClient.SetRole(clientId == NetworkManager.ServerClientId, isClient: true, NetworkManager);
|
networkClient.SetRole(clientId == NetworkManager.ServerClientId, isClient: true, NetworkManager);
|
||||||
networkClient.ClientId = clientId;
|
networkClient.ClientId = clientId;
|
||||||
|
if (!ConnectedClients.ContainsKey(clientId))
|
||||||
ConnectedClients.Add(clientId, networkClient);
|
|
||||||
ConnectedClientsList.Add(networkClient);
|
|
||||||
ConnectedClientIds.Add(clientId);
|
|
||||||
// Host should not send this message to itself
|
|
||||||
if (clientId != NetworkManager.ServerClientId)
|
|
||||||
{
|
{
|
||||||
var message = new ClientConnectedMessage { ClientId = clientId };
|
ConnectedClients.Add(clientId, networkClient);
|
||||||
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
}
|
||||||
|
if (!ConnectedClientsList.Contains(networkClient))
|
||||||
|
{
|
||||||
|
ConnectedClientsList.Add(networkClient);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (NetworkManager.LocalClientId != clientId)
|
||||||
|
{
|
||||||
|
if ((!NetworkManager.DistributedAuthorityMode && NetworkManager.IsServer) ||
|
||||||
|
(NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && NetworkManager.LocalClient.IsSessionOwner))
|
||||||
|
{
|
||||||
|
var message = new ClientConnectedMessage { ClientId = clientId };
|
||||||
|
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, ConnectedClientIds.Where((c) => c != NetworkManager.LocalClientId).ToArray());
|
||||||
|
}
|
||||||
|
else if (NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && !NetworkManager.LocalClient.IsSessionOwner)
|
||||||
|
{
|
||||||
|
var message = new ClientConnectedMessage
|
||||||
|
{
|
||||||
|
ShouldSynchronize = true,
|
||||||
|
ClientId = clientId
|
||||||
|
};
|
||||||
|
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.CurrentSessionOwner);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!ConnectedClientIds.Contains(clientId))
|
||||||
|
{
|
||||||
|
ConnectedClientIds.Add(clientId);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
if (networkObject.SpawnWithObservers)
|
||||||
|
{
|
||||||
|
networkObject.Observers.Add(clientId);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return networkClient;
|
return networkClient;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Invoked on clients when another client disconnects
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="clientId">the client identifier to remove</param>
|
||||||
|
internal void RemoveClient(ulong clientId)
|
||||||
|
{
|
||||||
|
if (ConnectedClientIds.Contains(clientId))
|
||||||
|
{
|
||||||
|
ConnectedClientIds.Remove(clientId);
|
||||||
|
}
|
||||||
|
if (ConnectedClients.ContainsKey(clientId))
|
||||||
|
{
|
||||||
|
ConnectedClientsList.Remove(ConnectedClients[clientId]);
|
||||||
|
}
|
||||||
|
|
||||||
|
ConnectedClients.Remove(clientId);
|
||||||
|
|
||||||
|
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
networkObject.Observers.Remove(clientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// DANGO-TODO: Until we have the CMB Server end-to-end with all features verified working via integration tests,
|
||||||
|
/// I am keeping this debug toggle available. (NSS)
|
||||||
|
/// </summary>
|
||||||
|
internal bool EnableDistributeLogging;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Server-Side:
|
/// Server-Side:
|
||||||
/// Invoked when a client is disconnected from a server-host
|
/// Invoked when a client is disconnected from a server-host
|
||||||
@@ -947,25 +1069,55 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
if (!playerObject.DontDestroyWithOwner)
|
if (!playerObject.DontDestroyWithOwner)
|
||||||
{
|
{
|
||||||
if (NetworkManager.PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash))
|
// DANGO-TODO: This is something that would be best for CMB Service to handle as it is part of the disconnection process
|
||||||
|
// If a player NetworkObject is being despawned, make sure to remove all children if they are marked to not be destroyed
|
||||||
|
// with the owner.
|
||||||
|
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
|
||||||
{
|
{
|
||||||
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject);
|
// Remove any children from the player object if they are not going to be destroyed with the owner
|
||||||
|
var childNetworkObjects = playerObject.GetComponentsInChildren<NetworkObject>();
|
||||||
|
foreach (var child in childNetworkObjects)
|
||||||
|
{
|
||||||
|
// TODO: We have always just removed all children, but we might think about changing this to preserve the nested child
|
||||||
|
// hierarchy.
|
||||||
|
if (child.DontDestroyWithOwner && child.transform.transform.parent != null)
|
||||||
|
{
|
||||||
|
// If we are here, then we are running in DAHost mode and have the authority to remove the child from its parent
|
||||||
|
child.AuthorityAppliedParenting = true;
|
||||||
|
child.TryRemoveParentCachedWorldPositionStays();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (NetworkManager.PrefabHandler.ContainsHandler(playerObject.GlobalObjectIdHash))
|
||||||
|
{
|
||||||
|
if (NetworkManager.DAHost && NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
NetworkManager.SpawnManager.DespawnObject(playerObject, true, NetworkManager.DistributedAuthorityMode);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(playerObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if (playerObject.IsSpawned)
|
else if (playerObject.IsSpawned)
|
||||||
{
|
{
|
||||||
// Call despawn to assure NetworkBehaviour.OnNetworkDespawn is invoked on the server-side (when the client side disconnected).
|
// Call despawn to assure NetworkBehaviour.OnNetworkDespawn is invoked on the server-side (when the client side disconnected).
|
||||||
// This prevents the issue (when just destroying the GameObject) where any NetworkBehaviour component(s) destroyed before the NetworkObject would not have OnNetworkDespawn invoked.
|
// This prevents the issue (when just destroying the GameObject) where any NetworkBehaviour component(s) destroyed before the NetworkObject would not have OnNetworkDespawn invoked.
|
||||||
NetworkManager.SpawnManager.DespawnObject(playerObject, true);
|
NetworkManager.SpawnManager.DespawnObject(playerObject, true, NetworkManager.DistributedAuthorityMode);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (!NetworkManager.ShutdownInProgress)
|
else if (!NetworkManager.ShutdownInProgress)
|
||||||
{
|
{
|
||||||
playerObject.RemoveOwnership();
|
if (!NetworkManager.ShutdownInProgress)
|
||||||
|
{
|
||||||
|
playerObject.RemoveOwnership();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get the NetworkObjects owned by the disconnected client
|
// Get the NetworkObjects owned by the disconnected client
|
||||||
var clientOwnedObjects = NetworkManager.SpawnManager.GetClientOwnedObjects(clientId);
|
var clientOwnedObjects = NetworkManager.SpawnManager.SpawnedObjectsList.Where((c) => c.OwnerClientId == clientId).ToList();
|
||||||
if (clientOwnedObjects == null)
|
if (clientOwnedObjects == null)
|
||||||
{
|
{
|
||||||
// This could happen if a client is never assigned a player object and is disconnected
|
// This could happen if a client is never assigned a player object and is disconnected
|
||||||
@@ -978,6 +1130,9 @@ namespace Unity.Netcode
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Handle changing ownership and prefab handlers
|
// Handle changing ownership and prefab handlers
|
||||||
|
var clientCounter = 0;
|
||||||
|
var predictedClientCount = ConnectedClientsList.Count - 1;
|
||||||
|
var remainingClients = NetworkManager.DistributedAuthorityMode ? ConnectedClientsList.Where((c) => c.ClientId != clientId).ToList() : null;
|
||||||
for (int i = clientOwnedObjects.Count - 1; i >= 0; i--)
|
for (int i = clientOwnedObjects.Count - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
var ownedObject = clientOwnedObjects[i];
|
var ownedObject = clientOwnedObjects[i];
|
||||||
@@ -987,16 +1142,72 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
if (NetworkManager.PrefabHandler.ContainsHandler(clientOwnedObjects[i].GlobalObjectIdHash))
|
if (NetworkManager.PrefabHandler.ContainsHandler(clientOwnedObjects[i].GlobalObjectIdHash))
|
||||||
{
|
{
|
||||||
|
NetworkManager.SpawnManager.DespawnObject(ownedObject, true, true);
|
||||||
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(clientOwnedObjects[i]);
|
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(clientOwnedObjects[i]);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Object.Destroy(ownedObject.gameObject);
|
NetworkManager.SpawnManager.DespawnObject(ownedObject, true, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (!NetworkManager.ShutdownInProgress)
|
else if (!NetworkManager.ShutdownInProgress)
|
||||||
{
|
{
|
||||||
ownedObject.RemoveOwnership();
|
// NOTE: All of the below code only handles ownership transfer.
|
||||||
|
// For client-server, we just remove the ownership.
|
||||||
|
// For distributed authority, we need to change ownership based on parenting
|
||||||
|
if (NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
// Only NetworkObjects that have the OwnershipStatus.Distributable flag set and no parent
|
||||||
|
// (ownership is transferred to all children) will have their ownership redistributed.
|
||||||
|
if (ownedObject.IsOwnershipDistributable && ownedObject.GetCachedParent() == null)
|
||||||
|
{
|
||||||
|
if (ownedObject.IsOwnershipLocked)
|
||||||
|
{
|
||||||
|
ownedObject.SetOwnershipLock(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// DANGO-TODO: We will want to match how the CMB service handles this. For now, we just try to evenly distribute
|
||||||
|
// ownership.
|
||||||
|
var targetOwner = NetworkManager.ServerClientId;
|
||||||
|
if (predictedClientCount > 1)
|
||||||
|
{
|
||||||
|
clientCounter++;
|
||||||
|
clientCounter = clientCounter % predictedClientCount;
|
||||||
|
targetOwner = remainingClients[clientCounter].ClientId;
|
||||||
|
}
|
||||||
|
if (EnableDistributeLogging)
|
||||||
|
{
|
||||||
|
Debug.Log($"[Disconnected][Client-{clientId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
|
||||||
|
}
|
||||||
|
NetworkManager.SpawnManager.ChangeOwnership(ownedObject, targetOwner, true);
|
||||||
|
// DANGO-TODO: Should we try handling inactive NetworkObjects?
|
||||||
|
// Ownership gets passed down to all children
|
||||||
|
var childNetworkObjects = ownedObject.GetComponentsInChildren<NetworkObject>();
|
||||||
|
foreach (var childObject in childNetworkObjects)
|
||||||
|
{
|
||||||
|
// We already changed ownership for this
|
||||||
|
if (childObject == ownedObject)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// If the client owner disconnected, it is ok to unlock this at this point in time.
|
||||||
|
if (childObject.IsOwnershipLocked)
|
||||||
|
{
|
||||||
|
childObject.SetOwnershipLock(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
NetworkManager.SpawnManager.ChangeOwnership(childObject, targetOwner, true);
|
||||||
|
if (EnableDistributeLogging)
|
||||||
|
{
|
||||||
|
Debug.Log($"[Disconnected][Client-{clientId}][Child of {ownedObject.NetworkObjectId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ownedObject.RemoveOwnership();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1017,6 +1228,40 @@ namespace Unity.Netcode
|
|||||||
ConnectedClientIds.Remove(clientId);
|
ConnectedClientIds.Remove(clientId);
|
||||||
var message = new ClientDisconnectedMessage { ClientId = clientId };
|
var message = new ClientDisconnectedMessage { ClientId = clientId };
|
||||||
MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
||||||
|
|
||||||
|
// Used for testing/validation purposes only
|
||||||
|
#if ENABLE_DAHOST_AUTOPROMOTE_SESSION_OWNER
|
||||||
|
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.ShutdownInProgress && NetworkManager.IsListening)
|
||||||
|
{
|
||||||
|
var newSessionOwner = NetworkManager.LocalClientId;
|
||||||
|
if (ConnectedClientIds.Count > 1)
|
||||||
|
{
|
||||||
|
var lowestRTT = ulong.MaxValue;
|
||||||
|
var unityTransport = NetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
|
||||||
|
|
||||||
|
foreach (var identifier in ConnectedClientIds)
|
||||||
|
{
|
||||||
|
if (identifier == NetworkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
var rtt = unityTransport.GetCurrentRtt(identifier);
|
||||||
|
if (rtt < lowestRTT)
|
||||||
|
{
|
||||||
|
newSessionOwner = identifier;
|
||||||
|
lowestRTT = rtt;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var sessionOwnerMessage = new SessionOwnerMessage()
|
||||||
|
{
|
||||||
|
SessionOwner = newSessionOwner,
|
||||||
|
};
|
||||||
|
MessageManager?.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
||||||
|
NetworkManager.SetSessionOwner(newSessionOwner);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
// If the client ID transport map exists
|
// If the client ID transport map exists
|
||||||
@@ -1283,8 +1528,8 @@ namespace Unity.Netcode
|
|||||||
internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
|
internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
|
||||||
where T : INetworkMessage
|
where T : INetworkMessage
|
||||||
{
|
{
|
||||||
// Prevent server sending to itself
|
// Prevent server sending to itself or if there is no MessageManager yet then exit early
|
||||||
if (LocalClient.IsServer && clientId == NetworkManager.ServerClientId)
|
if ((LocalClient.IsServer && clientId == NetworkManager.ServerClientId) || MessageManager == null)
|
||||||
{
|
{
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ namespace Unity.Netcode
|
|||||||
// RuntimeAccessModifiersILPP will make this `public`
|
// RuntimeAccessModifiersILPP will make this `public`
|
||||||
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
|
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
|
||||||
|
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
// RuntimeAccessModifiersILPP will make this `public`
|
// RuntimeAccessModifiersILPP will make this `public`
|
||||||
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
|
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
|
||||||
#endif
|
#endif
|
||||||
@@ -69,6 +69,7 @@ namespace Unity.Netcode
|
|||||||
internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
|
internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
|
||||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||||
{
|
{
|
||||||
|
var networkManager = NetworkManager;
|
||||||
var serverRpcMessage = new ServerRpcMessage
|
var serverRpcMessage = new ServerRpcMessage
|
||||||
{
|
{
|
||||||
Metadata = new RpcMetadata
|
Metadata = new RpcMetadata
|
||||||
@@ -88,7 +89,7 @@ namespace Unity.Netcode
|
|||||||
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
||||||
break;
|
break;
|
||||||
case RpcDelivery.Unreliable:
|
case RpcDelivery.Unreliable:
|
||||||
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
|
if (bufferWriter.Length > networkManager.MessageManager.NonFragmentedMessageMaxSize)
|
||||||
{
|
{
|
||||||
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
||||||
}
|
}
|
||||||
@@ -97,16 +98,16 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
var rpcWriteSize = 0;
|
var rpcWriteSize = 0;
|
||||||
|
// Authority just no ops and sends to itself
|
||||||
// If we are a server/host then we just no op and send to ourself
|
// Client-Server: Only the server-host sends to self
|
||||||
if (IsHost || IsServer)
|
if (IsServer)
|
||||||
{
|
{
|
||||||
using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
|
using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
|
||||||
var context = new NetworkContext
|
var context = new NetworkContext
|
||||||
{
|
{
|
||||||
SenderId = NetworkManager.ServerClientId,
|
SenderId = NetworkManager.ServerClientId,
|
||||||
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
|
Timestamp = networkManager.RealTimeProvider.RealTimeSinceStartup,
|
||||||
SystemOwner = NetworkManager,
|
SystemOwner = networkManager,
|
||||||
// header information isn't valid since it's not a real message.
|
// header information isn't valid since it's not a real message.
|
||||||
// RpcMessage doesn't access this stuff so it's just left empty.
|
// RpcMessage doesn't access this stuff so it's just left empty.
|
||||||
Header = new NetworkMessageHeader(),
|
Header = new NetworkMessageHeader(),
|
||||||
@@ -123,7 +124,7 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
bufferWriter.Dispose();
|
bufferWriter.Dispose();
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
|
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
|
||||||
{
|
{
|
||||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
NetworkManager.NetworkMetrics.TrackRpcSent(
|
||||||
@@ -149,6 +150,7 @@ namespace Unity.Netcode
|
|||||||
internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
|
internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
|
||||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||||
{
|
{
|
||||||
|
var networkManager = NetworkManager;
|
||||||
var clientRpcMessage = new ClientRpcMessage
|
var clientRpcMessage = new ClientRpcMessage
|
||||||
{
|
{
|
||||||
Metadata = new RpcMetadata
|
Metadata = new RpcMetadata
|
||||||
@@ -168,7 +170,7 @@ namespace Unity.Netcode
|
|||||||
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
||||||
break;
|
break;
|
||||||
case RpcDelivery.Unreliable:
|
case RpcDelivery.Unreliable:
|
||||||
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
|
if (bufferWriter.Length > networkManager.MessageManager.NonFragmentedMessageMaxSize)
|
||||||
{
|
{
|
||||||
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
||||||
}
|
}
|
||||||
@@ -180,24 +182,22 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
// We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC
|
// We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC
|
||||||
// to ourself. Sadly we have to figure that out from the list of clientIds :(
|
// to ourself. Sadly we have to figure that out from the list of clientIds :(
|
||||||
bool shouldSendToHost = false;
|
bool shouldInvokeLocally = false;
|
||||||
if (clientRpcParams.Send.TargetClientIds != null)
|
if (clientRpcParams.Send.TargetClientIds != null)
|
||||||
{
|
{
|
||||||
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
|
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
|
||||||
{
|
{
|
||||||
if (targetClientId == NetworkManager.ServerClientId)
|
if (targetClientId == NetworkManager.ServerClientId)
|
||||||
{
|
{
|
||||||
shouldSendToHost = true;
|
shouldInvokeLocally = true;
|
||||||
break;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check to make sure we are sending to only observers, if not log an error.
|
// Check to make sure we are sending to only observers, if not log an error.
|
||||||
if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
|
if (networkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
|
||||||
{
|
{
|
||||||
NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
|
NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
|
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
|
||||||
}
|
}
|
||||||
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
|
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
|
||||||
@@ -206,17 +206,15 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
if (targetClientId == NetworkManager.ServerClientId)
|
if (targetClientId == NetworkManager.ServerClientId)
|
||||||
{
|
{
|
||||||
shouldSendToHost = true;
|
shouldInvokeLocally = true;
|
||||||
break;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check to make sure we are sending to only observers, if not log an error.
|
// Check to make sure we are sending to only observers, if not log an error.
|
||||||
if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
|
if (networkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
|
||||||
{
|
{
|
||||||
NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
|
NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
|
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -227,7 +225,7 @@ namespace Unity.Netcode
|
|||||||
// Skip over the host
|
// Skip over the host
|
||||||
if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId)
|
if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId)
|
||||||
{
|
{
|
||||||
shouldSendToHost = true;
|
shouldInvokeLocally = true;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
|
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
|
||||||
@@ -235,14 +233,14 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
// If we are a server/host then we just no op and send to ourself
|
// If we are a server/host then we just no op and send to ourself
|
||||||
if (shouldSendToHost)
|
if (shouldInvokeLocally)
|
||||||
{
|
{
|
||||||
using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
|
using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
|
||||||
var context = new NetworkContext
|
var context = new NetworkContext
|
||||||
{
|
{
|
||||||
SenderId = NetworkManager.ServerClientId,
|
SenderId = NetworkManager.ServerClientId,
|
||||||
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
|
Timestamp = networkManager.RealTimeProvider.RealTimeSinceStartup,
|
||||||
SystemOwner = NetworkManager,
|
SystemOwner = networkManager,
|
||||||
// header information isn't valid since it's not a real message.
|
// header information isn't valid since it's not a real message.
|
||||||
// RpcMessage doesn't access this stuff so it's just left empty.
|
// RpcMessage doesn't access this stuff so it's just left empty.
|
||||||
Header = new NetworkMessageHeader(),
|
Header = new NetworkMessageHeader(),
|
||||||
@@ -254,14 +252,14 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
bufferWriter.Dispose();
|
bufferWriter.Dispose();
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
|
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
|
||||||
{
|
{
|
||||||
if (clientRpcParams.Send.TargetClientIds != null)
|
if (clientRpcParams.Send.TargetClientIds != null)
|
||||||
{
|
{
|
||||||
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
|
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
|
||||||
{
|
{
|
||||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
networkManager.NetworkMetrics.TrackRpcSent(
|
||||||
targetClientId,
|
targetClientId,
|
||||||
NetworkObject,
|
NetworkObject,
|
||||||
rpcMethodName,
|
rpcMethodName,
|
||||||
@@ -273,7 +271,7 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
|
foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
|
||||||
{
|
{
|
||||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
networkManager.NetworkMetrics.TrackRpcSent(
|
||||||
targetClientId,
|
targetClientId,
|
||||||
NetworkObject,
|
NetworkObject,
|
||||||
rpcMethodName,
|
rpcMethodName,
|
||||||
@@ -286,7 +284,7 @@ namespace Unity.Netcode
|
|||||||
var observerEnumerator = NetworkObject.Observers.GetEnumerator();
|
var observerEnumerator = NetworkObject.Observers.GetEnumerator();
|
||||||
while (observerEnumerator.MoveNext())
|
while (observerEnumerator.MoveNext())
|
||||||
{
|
{
|
||||||
NetworkManager.NetworkMetrics.TrackRpcSent(
|
networkManager.NetworkMetrics.TrackRpcSent(
|
||||||
observerEnumerator.Current,
|
observerEnumerator.Current,
|
||||||
NetworkObject,
|
NetworkObject,
|
||||||
rpcMethodName,
|
rpcMethodName,
|
||||||
@@ -372,6 +370,12 @@ namespace Unity.Netcode
|
|||||||
case SendTo.ClientsAndHost:
|
case SendTo.ClientsAndHost:
|
||||||
rpcParams.Send.Target = RpcTarget.ClientsAndHost;
|
rpcParams.Send.Target = RpcTarget.ClientsAndHost;
|
||||||
break;
|
break;
|
||||||
|
case SendTo.Authority:
|
||||||
|
rpcParams.Send.Target = RpcTarget.Authority;
|
||||||
|
break;
|
||||||
|
case SendTo.NotAuthority:
|
||||||
|
rpcParams.Send.Target = RpcTarget.NotAuthority;
|
||||||
|
break;
|
||||||
case SendTo.SpecifiedInParams:
|
case SendTo.SpecifiedInParams:
|
||||||
throw new RpcException("This method requires a runtime-specified send target.");
|
throw new RpcException("This method requires a runtime-specified send target.");
|
||||||
}
|
}
|
||||||
@@ -456,6 +460,31 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public bool IsServer { get; private set; }
|
public bool IsServer { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Determines if the local client has authority over the associated NetworkObject
|
||||||
|
/// Client-Server: This will return true if IsServer or IsHost
|
||||||
|
/// Distributed Authority: This will return true if IsOwner
|
||||||
|
/// </summary>
|
||||||
|
public bool HasAuthority { get; internal set; }
|
||||||
|
|
||||||
|
internal NetworkClient LocalClient { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets if the client is the distributed authority mode session owner
|
||||||
|
/// </summary>
|
||||||
|
public bool IsSessionOwner
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (LocalClient == null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return LocalClient.IsSessionOwner;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets if the server (local or remote) is a host - i.e., also a client
|
/// Gets if the server (local or remote) is a host - i.e., also a client
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -581,30 +610,34 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
internal void UpdateNetworkProperties()
|
internal void UpdateNetworkProperties()
|
||||||
{
|
{
|
||||||
|
var networkObject = NetworkObject;
|
||||||
// Set NetworkObject dependent properties
|
// Set NetworkObject dependent properties
|
||||||
if (NetworkObject != null)
|
if (networkObject != null)
|
||||||
{
|
{
|
||||||
|
var networkManager = NetworkManager;
|
||||||
// Set identification related properties
|
// Set identification related properties
|
||||||
NetworkObjectId = NetworkObject.NetworkObjectId;
|
NetworkObjectId = networkObject.NetworkObjectId;
|
||||||
IsLocalPlayer = NetworkObject.IsLocalPlayer;
|
IsLocalPlayer = networkObject.IsLocalPlayer;
|
||||||
|
|
||||||
// This is "OK" because GetNetworkBehaviourOrderIndex uses the order of
|
// This is "OK" because GetNetworkBehaviourOrderIndex uses the order of
|
||||||
// NetworkObject.ChildNetworkBehaviours which is set once when first
|
// NetworkObject.ChildNetworkBehaviours which is set once when first
|
||||||
// accessed.
|
// accessed.
|
||||||
NetworkBehaviourId = NetworkObject.GetNetworkBehaviourOrderIndex(this);
|
NetworkBehaviourId = networkObject.GetNetworkBehaviourOrderIndex(this);
|
||||||
|
|
||||||
// Set ownership related properties
|
// Set ownership related properties
|
||||||
IsOwnedByServer = NetworkObject.IsOwnedByServer;
|
IsOwnedByServer = networkObject.IsOwnedByServer;
|
||||||
IsOwner = NetworkObject.IsOwner;
|
IsOwner = networkObject.IsOwner;
|
||||||
OwnerClientId = NetworkObject.OwnerClientId;
|
OwnerClientId = networkObject.OwnerClientId;
|
||||||
|
|
||||||
// Set NetworkManager dependent properties
|
// Set NetworkManager dependent properties
|
||||||
if (NetworkManager != null)
|
if (networkManager != null)
|
||||||
{
|
{
|
||||||
IsHost = NetworkManager.IsListening && NetworkManager.IsHost;
|
IsHost = networkManager.IsListening && networkManager.IsHost;
|
||||||
IsClient = NetworkManager.IsListening && NetworkManager.IsClient;
|
IsClient = networkManager.IsListening && networkManager.IsClient;
|
||||||
IsServer = NetworkManager.IsListening && NetworkManager.IsServer;
|
IsServer = networkManager.IsListening && networkManager.IsServer;
|
||||||
ServerIsHost = NetworkManager.IsListening && NetworkManager.ServerIsHost;
|
LocalClient = networkManager.LocalClient;
|
||||||
|
HasAuthority = networkObject.HasAuthority;
|
||||||
|
ServerIsHost = networkManager.IsListening && networkManager.ServerIsHost;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // Shouldn't happen, but if so then set the properties to their default value;
|
else // Shouldn't happen, but if so then set the properties to their default value;
|
||||||
@@ -612,10 +645,21 @@ namespace Unity.Netcode
|
|||||||
OwnerClientId = NetworkObjectId = default;
|
OwnerClientId = NetworkObjectId = default;
|
||||||
IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = ServerIsHost = default;
|
IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = ServerIsHost = default;
|
||||||
NetworkBehaviourId = default;
|
NetworkBehaviourId = default;
|
||||||
|
LocalClient = default;
|
||||||
|
HasAuthority = default;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Distributed Authority Mode Only
|
||||||
|
/// Invoked only on the authority instance when a <see cref="NetworkObject"/> is deferring its despawn on non-authoritative instances.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// See also: <see cref="NetworkObject.DeferDespawn(int, bool)"/>
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="despawnTick">the future network tick that the <see cref="NetworkObject"/> will be despawned on non-authoritative instances</param>
|
||||||
|
public virtual void OnDeferringDespawn(int despawnTick) { }
|
||||||
|
|
||||||
/// Gets called after the <see cref="NetworkObject"/> is spawned. No NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked yet.
|
/// Gets called after the <see cref="NetworkObject"/> is spawned. No NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked yet.
|
||||||
/// A reference to <see cref="NetworkManager"/> is passed in as a parameter to determine the context of execution (IsServer/IsClient)
|
/// A reference to <see cref="NetworkManager"/> is passed in as a parameter to determine the context of execution (IsServer/IsClient)
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -698,7 +742,8 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
InitializeVariables();
|
InitializeVariables();
|
||||||
if (IsServer)
|
|
||||||
|
if (NetworkObject.HasAuthority)
|
||||||
{
|
{
|
||||||
// Since we just spawned the object and since user code might have modified their NetworkVariable, esp.
|
// Since we just spawned the object and since user code might have modified their NetworkVariable, esp.
|
||||||
// NetworkList, we need to mark the object as free of updates.
|
// NetworkList, we need to mark the object as free of updates.
|
||||||
@@ -758,7 +803,7 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Invoked on both the server and the local client of the owner when <see cref="Netcode.NetworkObject"/> ownership is assigned.
|
/// Gets called when the local client gains ownership of this object
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual void OnGainedOwnership() { }
|
public virtual void OnGainedOwnership() { }
|
||||||
|
|
||||||
@@ -786,8 +831,7 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>.
|
/// Gets called when we loose ownership of this object
|
||||||
/// This method is also invoked on the server when any client loses ownership.
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual void OnLostOwnership() { }
|
public virtual void OnLostOwnership() { }
|
||||||
|
|
||||||
@@ -833,7 +877,7 @@ namespace Unity.Netcode
|
|||||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||||
{
|
{
|
||||||
__rpc_func_table[GetType()][hash] = handler;
|
__rpc_func_table[GetType()][hash] = handler;
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
__rpc_name_table[GetType()][hash] = rpcMethodName;
|
__rpc_name_table[GetType()][hash] = rpcMethodName;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@@ -859,7 +903,7 @@ namespace Unity.Netcode
|
|||||||
if (!__rpc_func_table.ContainsKey(GetType()))
|
if (!__rpc_func_table.ContainsKey(GetType()))
|
||||||
{
|
{
|
||||||
__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
|
__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
|
||||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||||
__rpc_name_table[GetType()] = new Dictionary<uint, string>();
|
__rpc_name_table[GetType()] = new Dictionary<uint, string>();
|
||||||
#endif
|
#endif
|
||||||
__initializeRpcs();
|
__initializeRpcs();
|
||||||
@@ -935,6 +979,8 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
MarkVariablesDirty(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
internal void PreVariableUpdate()
|
internal void PreVariableUpdate()
|
||||||
@@ -943,30 +989,34 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
InitializeVariables();
|
InitializeVariables();
|
||||||
}
|
}
|
||||||
PreNetworkVariableWrite();
|
|
||||||
}
|
|
||||||
|
|
||||||
internal void VariableUpdate(ulong targetClientId)
|
PreNetworkVariableWrite();
|
||||||
{
|
|
||||||
NetworkVariableUpdate(targetClientId, NetworkBehaviourId);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
|
internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
|
||||||
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
|
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
|
||||||
|
|
||||||
private void NetworkVariableUpdate(ulong targetClientId, int behaviourIndex)
|
internal void NetworkVariableUpdate(ulong targetClientId)
|
||||||
{
|
{
|
||||||
if (!CouldHaveDirtyNetworkVariables())
|
if (!CouldHaveDirtyNetworkVariables())
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Getting these ahead of time actually improves performance
|
||||||
|
var networkManager = NetworkManager;
|
||||||
|
var networkObject = NetworkObject;
|
||||||
|
var behaviourIndex = networkObject.GetNetworkBehaviourOrderIndex(this);
|
||||||
|
var messageManager = networkManager.MessageManager;
|
||||||
|
var connectionManager = networkManager.ConnectionManager;
|
||||||
|
|
||||||
for (int j = 0; j < m_DeliveryMappedNetworkVariableIndices.Count; j++)
|
for (int j = 0; j < m_DeliveryMappedNetworkVariableIndices.Count; j++)
|
||||||
{
|
{
|
||||||
|
var networkVariable = (NetworkVariableBase)null;
|
||||||
var shouldSend = false;
|
var shouldSend = false;
|
||||||
for (int k = 0; k < NetworkVariableFields.Count; k++)
|
for (int k = 0; k < NetworkVariableFields.Count; k++)
|
||||||
{
|
{
|
||||||
var networkVariable = NetworkVariableFields[k];
|
networkVariable = NetworkVariableFields[k];
|
||||||
if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
|
if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
|
||||||
{
|
{
|
||||||
if (networkVariable.CanSend())
|
if (networkVariable.CanSend())
|
||||||
@@ -976,38 +1026,53 @@ namespace Unity.Netcode
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// All of this is just to prevent the DA Host from re-sending a NetworkVariable update it received from the client owner
|
||||||
if (shouldSend)
|
// If this NetworkManager is running as a DAHost:
|
||||||
|
// - Only when the write permissions is owner (to pass existing integration tests running as DAHost)
|
||||||
|
// - If the target client ID is the owner and the owner is not the local NetworkManager instance
|
||||||
|
// - **Special** As long as ownership did not just change and we are sending the new owner any dirty/updated NetworkVariables
|
||||||
|
// Under these conditions we should not send to the client
|
||||||
|
if (shouldSend && networkManager.DAHost && networkVariable.WritePerm == NetworkVariableWritePermission.Owner &&
|
||||||
|
networkObject.OwnerClientId == targetClientId && networkObject.OwnerClientId != networkManager.LocalClientId &&
|
||||||
|
networkObject.PreviousOwnerId == networkObject.OwnerClientId)
|
||||||
{
|
{
|
||||||
var message = new NetworkVariableDeltaMessage
|
shouldSend = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!shouldSend)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
var message = new NetworkVariableDeltaMessage
|
||||||
|
{
|
||||||
|
NetworkObjectId = NetworkObjectId,
|
||||||
|
NetworkBehaviourIndex = behaviourIndex,
|
||||||
|
NetworkBehaviour = this,
|
||||||
|
TargetClientId = targetClientId,
|
||||||
|
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
|
||||||
|
};
|
||||||
|
// TODO: Serialization is where the IsDirty flag gets changed.
|
||||||
|
// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
|
||||||
|
// we still have to actually serialize the message even though we're not sending it, otherwise
|
||||||
|
// the dirty flag doesn't change properly. These two pieces should be decoupled at some point
|
||||||
|
// so we don't have to do this serialization work if we're not going to use the result.
|
||||||
|
if (IsServer && targetClientId == NetworkManager.ServerClientId)
|
||||||
|
{
|
||||||
|
var tmpWriter = new FastBufferWriter(messageManager.NonFragmentedMessageMaxSize, Allocator.Temp, messageManager.FragmentedMessageMaxSize);
|
||||||
|
using (tmpWriter)
|
||||||
{
|
{
|
||||||
NetworkObjectId = NetworkObjectId,
|
message.Serialize(tmpWriter, message.Version);
|
||||||
NetworkBehaviourIndex = NetworkObject.GetNetworkBehaviourOrderIndex(this),
|
|
||||||
NetworkBehaviour = this,
|
|
||||||
TargetClientId = targetClientId,
|
|
||||||
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
|
|
||||||
};
|
|
||||||
// TODO: Serialization is where the IsDirty flag gets changed.
|
|
||||||
// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
|
|
||||||
// we still have to actually serialize the message even though we're not sending it, otherwise
|
|
||||||
// the dirty flag doesn't change properly. These two pieces should be decoupled at some point
|
|
||||||
// so we don't have to do this serialization work if we're not going to use the result.
|
|
||||||
if (IsServer && targetClientId == NetworkManager.ServerClientId)
|
|
||||||
{
|
|
||||||
var tmpWriter = new FastBufferWriter(NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkManager.MessageManager.FragmentedMessageMaxSize);
|
|
||||||
using (tmpWriter)
|
|
||||||
{
|
|
||||||
message.Serialize(tmpWriter, message.Version);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
NetworkManager.ConnectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
connectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal static bool LogSentVariableUpdateMessage;
|
||||||
|
|
||||||
private bool CouldHaveDirtyNetworkVariables()
|
private bool CouldHaveDirtyNetworkVariables()
|
||||||
{
|
{
|
||||||
// TODO: There should be a better way by reading one dirty variable vs. 'n'
|
// TODO: There should be a better way by reading one dirty variable vs. 'n'
|
||||||
@@ -1047,17 +1112,30 @@ namespace Unity.Netcode
|
|||||||
/// </remarks>
|
/// </remarks>
|
||||||
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
|
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
|
||||||
{
|
{
|
||||||
|
var networkManager = NetworkManager;
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe((ushort)NetworkVariableFields.Count);
|
||||||
|
}
|
||||||
|
|
||||||
if (NetworkVariableFields.Count == 0)
|
if (NetworkVariableFields.Count == 0)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||||
|
// Worth either merging or more cleanly separating these codepaths.
|
||||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||||
{
|
{
|
||||||
|
// Note: In distributed authority mode, all clients can read
|
||||||
if (NetworkVariableFields[j].CanClientRead(targetClientId))
|
if (NetworkVariableFields[j].CanClientRead(targetClientId))
|
||||||
{
|
{
|
||||||
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(NetworkVariableFields[j].Type);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (networkManager.DistributedAuthorityMode || networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||||
{
|
{
|
||||||
var writePos = writer.Position;
|
var writePos = writer.Position;
|
||||||
// Note: This value can't be packed because we don't know how large it will be in advance
|
// Note: This value can't be packed because we don't know how large it will be in advance
|
||||||
@@ -1078,10 +1156,13 @@ namespace Unity.Netcode
|
|||||||
NetworkVariableFields[j].WriteField(writer);
|
NetworkVariableFields[j].WriteField(writer);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // Only if EnsureNetworkVariableLengthSafety, otherwise just skip
|
else
|
||||||
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
|
||||||
{
|
{
|
||||||
writer.WriteValueSafe((ushort)0);
|
// Only if EnsureNetworkVariableLengthSafety, otherwise just skip
|
||||||
|
if (networkManager.DistributedAuthorityMode || networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe((ushort)0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1096,16 +1177,29 @@ namespace Unity.Netcode
|
|||||||
/// </remarks>
|
/// </remarks>
|
||||||
internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId)
|
internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId)
|
||||||
{
|
{
|
||||||
|
var networkManager = NetworkManager;
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out ushort variableCount);
|
||||||
|
if (variableCount != NetworkVariableFields.Count)
|
||||||
|
{
|
||||||
|
Debug.LogError("NetworkVariable count mismatch.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (NetworkVariableFields.Count == 0)
|
if (NetworkVariableFields.Count == 0)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||||
|
// Worth either merging or more cleanly separating these codepaths.
|
||||||
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
for (int j = 0; j < NetworkVariableFields.Count; j++)
|
||||||
{
|
{
|
||||||
var varSize = (ushort)0;
|
var varSize = (ushort)0;
|
||||||
var readStartPos = 0;
|
var readStartPos = 0;
|
||||||
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||||
{
|
{
|
||||||
reader.ReadValueSafe(out varSize);
|
reader.ReadValueSafe(out varSize);
|
||||||
if (varSize == 0)
|
if (varSize == 0)
|
||||||
@@ -1117,12 +1211,35 @@ namespace Unity.Netcode
|
|||||||
else // If the client cannot read this field, then skip it
|
else // If the client cannot read this field, then skip it
|
||||||
if (!NetworkVariableFields[j].CanClientRead(clientId))
|
if (!NetworkVariableFields[j].CanClientRead(clientId))
|
||||||
{
|
{
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out ushort size);
|
||||||
|
if (size != 0)
|
||||||
|
{
|
||||||
|
Debug.LogError("Expected zero size");
|
||||||
|
}
|
||||||
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
NetworkVariableFields[j].ReadField(reader);
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
// Explicit setting of the NetworkVariableType is only needed for CMB Runtime
|
||||||
|
reader.ReadValueSafe(out NetworkVariableType _);
|
||||||
|
reader.ReadValueSafe(out ushort size);
|
||||||
|
var start_marker = reader.Position;
|
||||||
|
NetworkVariableFields[j].ReadField(reader);
|
||||||
|
if (reader.Position - start_marker != size)
|
||||||
|
{
|
||||||
|
Debug.LogError("Mismatched network variable size");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NetworkVariableFields[j].ReadField(reader);
|
||||||
|
}
|
||||||
|
|
||||||
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||||
{
|
{
|
||||||
if (reader.Position > (readStartPos + varSize))
|
if (reader.Position > (readStartPos + varSize))
|
||||||
{
|
{
|
||||||
@@ -1293,7 +1410,7 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
if (NetworkManager.LogLevel <= LogLevel.Normal)
|
if (NetworkManager.LogLevel <= LogLevel.Normal)
|
||||||
{
|
{
|
||||||
NetworkLog.LogWarning($"{name} read {totalBytesRead} bytes but was expected to read {expectedBytesToRead} bytes during synchronization deserialization! This {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!");
|
NetworkLog.LogWarning($"{name} read {totalBytesRead} bytes but was expected to read {expectedBytesToRead} bytes during synchronization deserialization! This {nameof(NetworkBehaviour)}({GetType().Name})is being skipped and will not be synchronized!");
|
||||||
}
|
}
|
||||||
synchronizationError = true;
|
synchronizationError = true;
|
||||||
}
|
}
|
||||||
@@ -1314,9 +1431,9 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to is destroyed.
|
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
|
||||||
/// NOTE: If you override this, you should invoke this base class version of this
|
/// NOTE: If you override this, you will want to always invoke this base class version of this
|
||||||
/// <see cref="OnDestroy"/> method.
|
/// <see cref="OnDestroy"/> method!!
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual void OnDestroy()
|
public virtual void OnDestroy()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -48,13 +48,12 @@ namespace Unity.Netcode
|
|||||||
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
|
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
|
||||||
{
|
{
|
||||||
var client = m_ConnectionManager.ConnectedClientsList[i];
|
var client = m_ConnectionManager.ConnectedClientsList[i];
|
||||||
|
if (m_NetworkManager.DistributedAuthorityMode || dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
||||||
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
|
||||||
{
|
{
|
||||||
// Sync just the variables for just the objects this client sees
|
// Sync just the variables for just the objects this client sees
|
||||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||||
{
|
{
|
||||||
dirtyObj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
|
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -73,7 +72,7 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||||
{
|
{
|
||||||
sobj.ChildNetworkBehaviours[k].VariableUpdate(NetworkManager.ServerClientId);
|
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -99,6 +98,8 @@ namespace Unity.Netcode
|
|||||||
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
||||||
{
|
{
|
||||||
dirtyobj.PostNetworkVariableWrite();
|
dirtyobj.PostNetworkVariableWrite();
|
||||||
|
// Once done processing, we set the previous owner id to the current owner id
|
||||||
|
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
|
||||||
}
|
}
|
||||||
m_DirtyNetworkObjects.Clear();
|
m_DirtyNetworkObjects.Clear();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,12 +1,14 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Unity.Collections;
|
using Unity.Collections;
|
||||||
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
#endif
|
#endif
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using Debug = UnityEngine.Debug;
|
using Debug = UnityEngine.Debug;
|
||||||
|
using Unity.Netcode.Components;
|
||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
@@ -27,19 +29,225 @@ namespace Unity.Netcode
|
|||||||
// RuntimeAccessModifiersILPP will make this `public`
|
// RuntimeAccessModifiersILPP will make this `public`
|
||||||
internal static readonly Dictionary<uint, RpcReceiveHandler> __rpc_func_table = new Dictionary<uint, RpcReceiveHandler>();
|
internal static readonly Dictionary<uint, RpcReceiveHandler> __rpc_func_table = new Dictionary<uint, RpcReceiveHandler>();
|
||||||
|
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
// RuntimeAccessModifiersILPP will make this `public`
|
// RuntimeAccessModifiersILPP will make this `public`
|
||||||
internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>();
|
internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>();
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||||
|
|
||||||
|
internal static bool IsDistributedAuthority;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Distributed Authority Mode
|
||||||
|
/// Returns true if the current session is running in distributed authority mode.
|
||||||
|
/// </summary>
|
||||||
|
public bool DistributedAuthorityMode { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Distributed Authority Mode
|
||||||
|
/// Gets whether the NetworkManager is connected to a distributed authority state service.
|
||||||
|
/// <see cref="NetworkClient.DAHost"/> to determine if the instance is mocking the state service.
|
||||||
|
/// </summary>
|
||||||
|
public bool CMBServiceConnection
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return NetworkConfig.UseCMBService;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Distributed Authority Mode
|
||||||
|
/// When enabled, the player prefab will be automatically spawned on the newly connected client-side.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Refer to <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> to enable/disable automatic spawning of the player prefab.
|
||||||
|
/// Alternately, override the <see cref="FetchLocalPlayerPrefabToSpawn"/> to control what prefab the player should spawn.
|
||||||
|
/// </remarks>
|
||||||
|
public bool AutoSpawnPlayerPrefabClientSide
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return NetworkConfig.AutoSpawnPlayerPrefabClientSide;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Distributed Authority Mode
|
||||||
|
/// Delegate definition for <see cref="FetchLocalPlayerPrefabToSpawn"/>
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>Player Prefab <see cref="GameObject"/></returns>
|
||||||
|
public delegate GameObject OnFetchLocalPlayerPrefabToSpawnDelegateHandler();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Distributed Authority Mode
|
||||||
|
/// When a callback is assigned, this provides control over what player prefab a client will be using.
|
||||||
|
/// This is invoked only when <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> is enabled.
|
||||||
|
/// </summary>
|
||||||
|
public OnFetchLocalPlayerPrefabToSpawnDelegateHandler OnFetchLocalPlayerPrefabToSpawn;
|
||||||
|
|
||||||
|
internal GameObject FetchLocalPlayerPrefabToSpawn()
|
||||||
|
{
|
||||||
|
if (!AutoSpawnPlayerPrefabClientSide)
|
||||||
|
{
|
||||||
|
Debug.LogError($"[{nameof(FetchLocalPlayerPrefabToSpawn)}] Invoked when {nameof(NetworkConfig.AutoSpawnPlayerPrefabClientSide)} was not set! Check call paths!");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
if (OnFetchLocalPlayerPrefabToSpawn == null && NetworkConfig.PlayerPrefab == null)
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (OnFetchLocalPlayerPrefabToSpawn != null)
|
||||||
|
{
|
||||||
|
return OnFetchLocalPlayerPrefabToSpawn();
|
||||||
|
}
|
||||||
|
return NetworkConfig.PlayerPrefab;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Distributed Authority Mode
|
||||||
|
/// Gets whether the current NetworkManager is running as a mock distributed authority state service (DAHost)
|
||||||
|
/// </summary>
|
||||||
|
public bool DAHost
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return LocalClient.DAHost;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// DANGO-TODO-MVP: Remove these properties once the service handles object distribution
|
||||||
|
internal ulong ClientToRedistribute;
|
||||||
|
internal bool RedistributeToClient;
|
||||||
|
internal int TickToRedistribute;
|
||||||
|
|
||||||
|
internal List<NetworkObject> DeferredDespawnObjects = new List<NetworkObject>();
|
||||||
|
|
||||||
|
public ulong CurrentSessionOwner { get; internal set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Delegate declaration for <see cref="OnSessionOwnerPromoted"/>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sessionOwnerPromoted">the new session owner client identifier</param>
|
||||||
|
public delegate void OnSessionOwnerPromotedDelegateHandler(ulong sessionOwnerPromoted);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Network Topology: Distributed Authority
|
||||||
|
/// When a new session owner is promoted, this event is triggered on all connected clients
|
||||||
|
/// </summary>
|
||||||
|
public event OnSessionOwnerPromotedDelegateHandler OnSessionOwnerPromoted;
|
||||||
|
|
||||||
|
internal void SetSessionOwner(ulong sessionOwner)
|
||||||
|
{
|
||||||
|
var previousSessionOwner = CurrentSessionOwner;
|
||||||
|
CurrentSessionOwner = sessionOwner;
|
||||||
|
LocalClient.IsSessionOwner = LocalClientId == sessionOwner;
|
||||||
|
if (LocalClient.IsSessionOwner)
|
||||||
|
{
|
||||||
|
foreach (var networkObjectEntry in SpawnManager.SpawnedObjects)
|
||||||
|
{
|
||||||
|
var networkObject = networkObjectEntry.Value;
|
||||||
|
if (networkObject.IsSceneObject == null || !networkObject.IsSceneObject.Value)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (networkObject.OwnerClientId != LocalClientId)
|
||||||
|
{
|
||||||
|
SpawnManager.ChangeOwnership(networkObject, LocalClientId, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
OnSessionOwnerPromoted?.Invoke(sessionOwner);
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Make this internal after testing
|
||||||
|
internal void PromoteSessionOwner(ulong clientId)
|
||||||
|
{
|
||||||
|
if (!DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
NetworkLog.LogErrorServer($"[SceneManagement][NotDA] Invoking promote session owner while not in distributed authority mode!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!DAHost)
|
||||||
|
{
|
||||||
|
NetworkLog.LogErrorServer($"[SceneManagement][NotDAHost] Client is attempting to promote another client as the session owner!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
SetSessionOwner(clientId);
|
||||||
|
var sessionOwnerMessage = new SessionOwnerMessage()
|
||||||
|
{
|
||||||
|
SessionOwner = clientId,
|
||||||
|
};
|
||||||
|
var clients = ConnectionManager.ConnectedClientIds.Where(c => c != LocalClientId).ToArray();
|
||||||
|
foreach (var targetClient in clients)
|
||||||
|
{
|
||||||
|
ConnectionManager.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableSequenced, targetClient);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal Dictionary<ulong, NetworkTransform> NetworkTransformUpdate = new Dictionary<ulong, NetworkTransform>();
|
||||||
|
#if COM_UNITY_MODULES_PHYSICS
|
||||||
|
internal Dictionary<ulong, NetworkTransform> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkTransform>();
|
||||||
|
#endif
|
||||||
|
|
||||||
|
internal void NetworkTransformRegistration(NetworkTransform networkTransform, bool forUpdate = true, bool register = true)
|
||||||
|
{
|
||||||
|
if (forUpdate)
|
||||||
|
{
|
||||||
|
if (register)
|
||||||
|
{
|
||||||
|
if (!NetworkTransformUpdate.ContainsKey(networkTransform.NetworkObjectId))
|
||||||
|
{
|
||||||
|
NetworkTransformUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NetworkTransformUpdate.Remove(networkTransform.NetworkObjectId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#if COM_UNITY_MODULES_PHYSICS
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (register)
|
||||||
|
{
|
||||||
|
if (!NetworkTransformFixedUpdate.ContainsKey(networkTransform.NetworkObjectId))
|
||||||
|
{
|
||||||
|
NetworkTransformFixedUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NetworkTransformFixedUpdate.Remove(networkTransform.NetworkObjectId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateTopology()
|
||||||
|
{
|
||||||
|
var transportTopology = IsListening ? NetworkConfig.NetworkTransport.CurrentTopology() : NetworkConfig.NetworkTopology;
|
||||||
|
if (transportTopology != NetworkConfig.NetworkTopology)
|
||||||
|
{
|
||||||
|
NetworkLog.LogErrorServer($"[Topology Mismatch] Transport detected an issue with the topology ({transportTopology} | {NetworkConfig.NetworkTopology}) usage or setting! Disconnecting from session.");
|
||||||
|
Shutdown();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
IsDistributedAuthority = DistributedAuthorityMode = transportTopology == NetworkTopologyTypes.DistributedAuthority;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void NetworkUpdate(NetworkUpdateStage updateStage)
|
public void NetworkUpdate(NetworkUpdateStage updateStage)
|
||||||
{
|
{
|
||||||
switch (updateStage)
|
switch (updateStage)
|
||||||
{
|
{
|
||||||
case NetworkUpdateStage.EarlyUpdate:
|
case NetworkUpdateStage.EarlyUpdate:
|
||||||
{
|
{
|
||||||
|
UpdateTopology();
|
||||||
ConnectionManager.ProcessPendingApprovals();
|
ConnectionManager.ProcessPendingApprovals();
|
||||||
ConnectionManager.PollAndHandleNetworkEvents();
|
ConnectionManager.PollAndHandleNetworkEvents();
|
||||||
|
|
||||||
@@ -48,24 +256,57 @@ namespace Unity.Netcode
|
|||||||
AnticipationSystem.SetupForUpdate();
|
AnticipationSystem.SetupForUpdate();
|
||||||
MessageManager.ProcessIncomingMessageQueue();
|
MessageManager.ProcessIncomingMessageQueue();
|
||||||
MessageManager.CleanupDisconnectedClients();
|
MessageManager.CleanupDisconnectedClients();
|
||||||
|
|
||||||
AnticipationSystem.ProcessReanticipation();
|
AnticipationSystem.ProcessReanticipation();
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
#if COM_UNITY_MODULES_PHYSICS
|
||||||
|
case NetworkUpdateStage.FixedUpdate:
|
||||||
|
{
|
||||||
|
foreach (var networkTransformEntry in NetworkTransformFixedUpdate)
|
||||||
|
{
|
||||||
|
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
|
||||||
|
{
|
||||||
|
networkTransformEntry.Value.OnFixedUpdate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
case NetworkUpdateStage.PreUpdate:
|
case NetworkUpdateStage.PreUpdate:
|
||||||
{
|
{
|
||||||
NetworkTimeSystem.UpdateTime();
|
NetworkTimeSystem.UpdateTime();
|
||||||
AnticipationSystem.Update();
|
AnticipationSystem.Update();
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case NetworkUpdateStage.PostScriptLateUpdate:
|
case NetworkUpdateStage.PreLateUpdate:
|
||||||
|
{
|
||||||
AnticipationSystem.Sync();
|
// Non-physics based non-authority NetworkTransforms update their states after all other components
|
||||||
AnticipationSystem.SetupForRender();
|
foreach (var networkTransformEntry in NetworkTransformUpdate)
|
||||||
|
{
|
||||||
|
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
|
||||||
|
{
|
||||||
|
networkTransformEntry.Value.OnUpdate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case NetworkUpdateStage.PostScriptLateUpdate:
|
||||||
|
{
|
||||||
|
AnticipationSystem.Sync();
|
||||||
|
AnticipationSystem.SetupForRender();
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case NetworkUpdateStage.PostLateUpdate:
|
case NetworkUpdateStage.PostLateUpdate:
|
||||||
{
|
{
|
||||||
|
// Handle deferred despawning
|
||||||
|
if (DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
SpawnManager.DeferredDespawnUpdate(ServerTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update any NetworkObject's registered to notify of scene migration changes.
|
||||||
|
NetworkObject.UpdateNetworkObjectSceneChanges();
|
||||||
|
|
||||||
// This should be invoked just prior to the MessageManager processes its outbound queue.
|
// This should be invoked just prior to the MessageManager processes its outbound queue.
|
||||||
SceneManager.CheckForAndSendNetworkObjectSceneChanged();
|
SceneManager.CheckForAndSendNetworkObjectSceneChanged();
|
||||||
|
|
||||||
@@ -81,6 +322,16 @@ namespace Unity.Netcode
|
|||||||
// This is "ok" to invoke when not processing messages since it is just cleaning up messages that never got handled within their timeout period.
|
// This is "ok" to invoke when not processing messages since it is just cleaning up messages that never got handled within their timeout period.
|
||||||
DeferredMessageManager.CleanupStaleTriggers();
|
DeferredMessageManager.CleanupStaleTriggers();
|
||||||
|
|
||||||
|
// DANGO-TODO-MVP: Remove this once the service handles object distribution
|
||||||
|
// NOTE: This needs to be the last thing done and should happen exactly at this point
|
||||||
|
// in the update
|
||||||
|
if (RedistributeToClient && ServerTime.Tick <= TickToRedistribute)
|
||||||
|
{
|
||||||
|
RedistributeToClient = false;
|
||||||
|
SpawnManager.DistributeNetworkObjects(ClientToRedistribute);
|
||||||
|
ClientToRedistribute = 0;
|
||||||
|
}
|
||||||
|
|
||||||
if (m_ShuttingDown)
|
if (m_ShuttingDown)
|
||||||
{
|
{
|
||||||
// Host-server will disconnect any connected clients prior to finalizing its shutdown
|
// Host-server will disconnect any connected clients prior to finalizing its shutdown
|
||||||
@@ -181,17 +432,17 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets a dictionary of connected clients and their clientId keys. This is only accessible on the server.
|
/// Gets a dictionary of connected clients and their clientId keys.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients => IsServer ? ConnectionManager.ConnectedClients : throw new NotServerException($"{nameof(ConnectionManager.ConnectedClients)} should only be accessed on server.");
|
public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients => ConnectionManager.ConnectedClients;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets a list of connected clients. This is only accessible on the server.
|
/// Gets a list of connected clients.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public IReadOnlyList<NetworkClient> ConnectedClientsList => IsServer ? ConnectionManager.ConnectedClientsList : throw new NotServerException($"{nameof(ConnectionManager.ConnectedClientsList)} should only be accessed on server.");
|
public IReadOnlyList<NetworkClient> ConnectedClientsList => ConnectionManager.ConnectedClientsList;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets a list of just the IDs of all connected clients. This is only accessible on the server.
|
/// Gets a list of just the IDs of all connected clients.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public IReadOnlyList<ulong> ConnectedClientsIds => ConnectionManager.ConnectedClientIds;
|
public IReadOnlyList<ulong> ConnectedClientsIds => ConnectionManager.ConnectedClientIds;
|
||||||
|
|
||||||
@@ -463,21 +714,20 @@ namespace Unity.Netcode
|
|||||||
public event Action OnServerStarted = null;
|
public event Action OnServerStarted = null;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The callback to invoke once the local client is ready.
|
/// The callback to invoke once the local client is ready
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public event Action OnClientStarted = null;
|
public event Action OnClientStarted = null;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// This callback is invoked once the local server is stopped.
|
/// This callback is invoked once the local server is stopped.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>The bool parameter will be set to true when stopping a host instance and false when stopping a server instance.</remarks>
|
|
||||||
/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping a host instance and <see cref="false"/> when stopping a server instance.</param>
|
/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping a host instance and <see cref="false"/> when stopping a server instance.</param>
|
||||||
public event Action<bool> OnServerStopped = null;
|
public event Action<bool> OnServerStopped = null;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The callback to invoke once the local client stops.
|
/// The callback to invoke once the local client stops
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>The bool parameter will be set to true when stopping a host client and false when stopping a standard client instance.</remarks>
|
/// <remarks>The parameter states whether the client was running in host mode</remarks>
|
||||||
/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping the host client and <see cref="false"/> when stopping a standard client instance.</param>
|
/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping the host client and <see cref="false"/> when stopping a standard client instance.</param>
|
||||||
public event Action<bool> OnClientStopped = null;
|
public event Action<bool> OnClientStopped = null;
|
||||||
|
|
||||||
@@ -812,6 +1062,16 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
internal void Initialize(bool server)
|
internal void Initialize(bool server)
|
||||||
{
|
{
|
||||||
|
#if COM_UNITY_MODULES_PHYSICS
|
||||||
|
NetworkTransformFixedUpdate.Clear();
|
||||||
|
#endif
|
||||||
|
NetworkTransformUpdate.Clear();
|
||||||
|
|
||||||
|
UpdateTopology();
|
||||||
|
|
||||||
|
//DANGOEXP TODO: Remove this before finalizing the experimental release
|
||||||
|
NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
|
||||||
|
|
||||||
// Make sure the ServerShutdownState is reset when initializing
|
// Make sure the ServerShutdownState is reset when initializing
|
||||||
if (server)
|
if (server)
|
||||||
{
|
{
|
||||||
@@ -844,8 +1104,12 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
|
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
|
||||||
|
#if COM_UNITY_MODULES_PHYSICS
|
||||||
|
this.RegisterNetworkUpdate(NetworkUpdateStage.FixedUpdate);
|
||||||
|
#endif
|
||||||
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
|
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
|
||||||
this.RegisterNetworkUpdate(NetworkUpdateStage.PostScriptLateUpdate);
|
this.RegisterNetworkUpdate(NetworkUpdateStage.PostScriptLateUpdate);
|
||||||
|
this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
|
||||||
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
|
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
|
||||||
|
|
||||||
// ComponentFactory needs to set its defaults next
|
// ComponentFactory needs to set its defaults next
|
||||||
@@ -861,11 +1125,17 @@ namespace Unity.Netcode
|
|||||||
MessageManager.Hook(new NetworkManagerHooks(this));
|
MessageManager.Hook(new NetworkManagerHooks(this));
|
||||||
|
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
MessageManager.Hook(new ProfilingHooks());
|
if (NetworkConfig.NetworkProfilingMetrics)
|
||||||
|
{
|
||||||
|
MessageManager.Hook(new ProfilingHooks());
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if MULTIPLAYER_TOOLS
|
#if MULTIPLAYER_TOOLS
|
||||||
MessageManager.Hook(new MetricHooks(this));
|
if (NetworkConfig.NetworkMessageMetrics)
|
||||||
|
{
|
||||||
|
MessageManager.Hook(new MetricHooks(this));
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Assures there is a server message queue available
|
// Assures there is a server message queue available
|
||||||
@@ -964,7 +1234,10 @@ namespace Unity.Netcode
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
ConnectionManager.LocalClient.SetRole(true, false, this);
|
if (!ConnectionManager.LocalClient.SetRole(true, false, this))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
ConnectionManager.LocalClient.ClientId = ServerClientId;
|
ConnectionManager.LocalClient.ClientId = ServerClientId;
|
||||||
|
|
||||||
Initialize(true);
|
Initialize(true);
|
||||||
@@ -977,6 +1250,17 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||||
|
|
||||||
|
// Notify the server that all in-scnee placed NetworkObjects are spawned at this time.
|
||||||
|
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
networkObject.InternalInSceneNetworkObjectsSpawned();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify the server that everything should be synchronized/spawned at this time.
|
||||||
|
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
networkObject.InternalNetworkSessionSynchronized();
|
||||||
|
}
|
||||||
OnServerStarted?.Invoke();
|
OnServerStarted?.Invoke();
|
||||||
ConnectionManager.LocalClient.IsApproved = true;
|
ConnectionManager.LocalClient.IsApproved = true;
|
||||||
return true;
|
return true;
|
||||||
@@ -1010,7 +1294,10 @@ namespace Unity.Netcode
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
ConnectionManager.LocalClient.SetRole(false, true, this);
|
if (!ConnectionManager.LocalClient.SetRole(false, true, this))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
Initialize(false);
|
Initialize(false);
|
||||||
|
|
||||||
@@ -1053,7 +1340,11 @@ namespace Unity.Netcode
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
ConnectionManager.LocalClient.SetRole(true, true, this);
|
if (!ConnectionManager.LocalClient.SetRole(true, true, this))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
Initialize(true);
|
Initialize(true);
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
@@ -1109,12 +1400,24 @@ namespace Unity.Netcode
|
|||||||
var response = new ConnectionApprovalResponse
|
var response = new ConnectionApprovalResponse
|
||||||
{
|
{
|
||||||
Approved = true,
|
Approved = true,
|
||||||
CreatePlayerObject = NetworkConfig.PlayerPrefab != null
|
// Distributed authority always returns true since the client side handles spawning (whether automatically or manually)
|
||||||
|
CreatePlayerObject = DistributedAuthorityMode || NetworkConfig.PlayerPrefab != null,
|
||||||
};
|
};
|
||||||
ConnectionManager.HandleConnectionApproval(ServerClientId, response);
|
ConnectionManager.HandleConnectionApproval(ServerClientId, response);
|
||||||
}
|
}
|
||||||
|
|
||||||
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||||
|
// Notify the host that all in-scnee placed NetworkObjects are spawned at this time.
|
||||||
|
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
networkObject.InternalInSceneNetworkObjectsSpawned();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify the host that everything should be synchronized/spawned at this time.
|
||||||
|
foreach (var networkObject in SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
networkObject.InternalNetworkSessionSynchronized();
|
||||||
|
}
|
||||||
|
|
||||||
OnServerStarted?.Invoke();
|
OnServerStarted?.Invoke();
|
||||||
OnClientStarted?.Invoke();
|
OnClientStarted?.Invoke();
|
||||||
@@ -1188,6 +1491,7 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
// Everything is shutdown in the order of their dependencies
|
// Everything is shutdown in the order of their dependencies
|
||||||
DeferredMessageManager?.CleanupAllTriggers();
|
DeferredMessageManager?.CleanupAllTriggers();
|
||||||
|
CustomMessagingManager = null;
|
||||||
|
|
||||||
RpcTarget?.Dispose();
|
RpcTarget?.Dispose();
|
||||||
RpcTarget = null;
|
RpcTarget = null;
|
||||||
@@ -1198,8 +1502,6 @@ namespace Unity.Netcode
|
|||||||
// Shutdown connection manager last which shuts down transport
|
// Shutdown connection manager last which shuts down transport
|
||||||
ConnectionManager.Shutdown();
|
ConnectionManager.Shutdown();
|
||||||
|
|
||||||
CustomMessagingManager = null;
|
|
||||||
|
|
||||||
if (MessageManager != null)
|
if (MessageManager != null)
|
||||||
{
|
{
|
||||||
MessageManager.Dispose();
|
MessageManager.Dispose();
|
||||||
@@ -1259,6 +1561,7 @@ namespace Unity.Netcode
|
|||||||
NetworkTickSystem = null;
|
NetworkTickSystem = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when quitting the application.
|
// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when quitting the application.
|
||||||
private void OnApplicationQuit()
|
private void OnApplicationQuit()
|
||||||
{
|
{
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -61,7 +61,6 @@ namespace Unity.Netcode
|
|||||||
PostScriptLateUpdate = 8,
|
PostScriptLateUpdate = 8,
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
|
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
|
||||||
/// and all rendering is complete
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
PostLateUpdate = 7
|
PostLateUpdate = 7
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -39,6 +39,12 @@ namespace Unity.Netcode
|
|||||||
/// <param name="message">The message to log</param>
|
/// <param name="message">The message to log</param>
|
||||||
public static void LogInfoServer(string message) => LogServer(message, LogType.Info);
|
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>
|
/// <summary>
|
||||||
/// Logs a warning log locally and on the server if possible.
|
/// Logs a warning log locally and on the server if possible.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -58,7 +64,8 @@ namespace Unity.Netcode
|
|||||||
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
||||||
// Get the sender of the local log
|
// Get the sender of the local log
|
||||||
ulong localId = networkManager?.LocalClientId ?? 0;
|
ulong localId = networkManager?.LocalClientId ?? 0;
|
||||||
bool isServer = networkManager?.IsServer ?? true;
|
bool isServer = networkManager && networkManager.DistributedAuthorityMode ? networkManager.LocalClient.IsSessionOwner :
|
||||||
|
networkManager && !networkManager.DistributedAuthorityMode ? networkManager.IsServer : true;
|
||||||
switch (logType)
|
switch (logType)
|
||||||
{
|
{
|
||||||
case LogType.Info:
|
case LogType.Info:
|
||||||
@@ -98,7 +105,8 @@ namespace Unity.Netcode
|
|||||||
var networkMessage = new ServerLogMessage
|
var networkMessage = new ServerLogMessage
|
||||||
{
|
{
|
||||||
LogType = logType,
|
LogType = logType,
|
||||||
Message = message
|
Message = message,
|
||||||
|
SenderId = localId
|
||||||
};
|
};
|
||||||
var size = networkManager.ConnectionManager.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
var size = networkManager.ConnectionManager.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
||||||
|
|
||||||
@@ -106,9 +114,19 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[Netcode-Server Sender={sender}] {message}");
|
private static string Header()
|
||||||
internal static void LogWarningServerLocal(string message, ulong sender) => Debug.LogWarning($"[Netcode-Server Sender={sender}] {message}");
|
{
|
||||||
internal static void LogErrorServerLocal(string message, ulong sender) => Debug.LogError($"[Netcode-Server Sender={sender}] {message}");
|
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
return "Session-Owner";
|
||||||
|
}
|
||||||
|
return "Netcode-Server";
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[{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
|
internal enum LogType : byte
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -63,16 +63,39 @@ namespace Unity.Netcode
|
|||||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||||
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
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)
|
if (clientIds == null)
|
||||||
{
|
{
|
||||||
throw new ArgumentNullException(nameof(clientIds), "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)
|
if (m_NetworkManager.IsHost)
|
||||||
{
|
{
|
||||||
for (var i = 0; i < clientIds.Count; ++i)
|
for (var i = 0; i < clientIds.Count; ++i)
|
||||||
@@ -152,18 +175,14 @@ namespace Unity.Netcode
|
|||||||
// We dont know what size to use. Try every (more collision prone)
|
// We dont know what size to use. Try every (more collision prone)
|
||||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||||
{
|
{
|
||||||
// handler can remove itself, cache the name for metrics
|
|
||||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
|
||||||
messageHandler32(sender, reader);
|
messageHandler32(sender, reader);
|
||||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||||
{
|
{
|
||||||
// handler can remove itself, cache the name for metrics
|
|
||||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
|
||||||
messageHandler64(sender, reader);
|
messageHandler64(sender, reader);
|
||||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -174,19 +193,15 @@ namespace Unity.Netcode
|
|||||||
case HashSize.VarIntFourBytes:
|
case HashSize.VarIntFourBytes:
|
||||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||||
{
|
{
|
||||||
// handler can remove itself, cache the name for metrics
|
|
||||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
|
||||||
messageHandler32(sender, reader);
|
messageHandler32(sender, reader);
|
||||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case HashSize.VarIntEightBytes:
|
case HashSize.VarIntEightBytes:
|
||||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||||
{
|
{
|
||||||
// handler can remove itself, cache the name for metrics
|
|
||||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
|
||||||
messageHandler64(sender, reader);
|
messageHandler64(sender, reader);
|
||||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -211,6 +226,14 @@ namespace Unity.Netcode
|
|||||||
var hash32 = XXHash.Hash32(name);
|
var hash32 = XXHash.Hash32(name);
|
||||||
var hash64 = XXHash.Hash64(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_NamedMessageHandlers32[hash32] = callback;
|
||||||
m_NamedMessageHandlers64[hash64] = callback;
|
m_NamedMessageHandlers64[hash64] = callback;
|
||||||
|
|
||||||
@@ -311,14 +334,37 @@ namespace Unity.Netcode
|
|||||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
/// <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)
|
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)
|
if (clientIds == null)
|
||||||
{
|
{
|
||||||
throw new ArgumentNullException(nameof(clientIds), "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;
|
ulong hash = 0;
|
||||||
|
|||||||
@@ -15,6 +15,7 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
protected struct TriggerInfo
|
protected struct TriggerInfo
|
||||||
{
|
{
|
||||||
|
public string MessageType;
|
||||||
public float Expiry;
|
public float Expiry;
|
||||||
public NativeList<TriggerData> TriggerData;
|
public NativeList<TriggerData> TriggerData;
|
||||||
}
|
}
|
||||||
@@ -36,7 +37,7 @@ namespace Unity.Netcode
|
|||||||
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
|
/// 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.
|
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual unsafe void DeferMessage(IDeferredNetworkMessageManager.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))
|
if (!m_Triggers.TryGetValue(trigger, out var triggers))
|
||||||
{
|
{
|
||||||
@@ -48,6 +49,7 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
triggerInfo = new TriggerInfo
|
triggerInfo = new TriggerInfo
|
||||||
{
|
{
|
||||||
|
MessageType = messageType,
|
||||||
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||||
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
|
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
|
||||||
};
|
};
|
||||||
@@ -90,11 +92,29 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Used for testing purposes
|
||||||
|
/// </summary>
|
||||||
|
internal static bool IncludeMessageType = true;
|
||||||
|
|
||||||
|
private string GetWarningMessage(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo, float spawnTimeout)
|
||||||
|
{
|
||||||
|
if (IncludeMessageType)
|
||||||
|
{
|
||||||
|
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 $"Deferred messages were received for a trigger of type {triggerType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||||
{
|
{
|
||||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
var logLevel = m_NetworkManager.DistributedAuthorityMode ? LogLevel.Developer : LogLevel.Normal;
|
||||||
|
if (NetworkLog.CurrentLogLevel <= logLevel)
|
||||||
{
|
{
|
||||||
NetworkLog.LogWarning($"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).");
|
NetworkLog.LogWarning(GetWarningMessage(triggerType, key, triggerInfo, m_NetworkManager.NetworkConfig.SpawnTimeout));
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var data in triggerInfo.TriggerData)
|
foreach (var data in triggerInfo.TriggerData)
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
internal interface IDeferredNetworkMessageManager
|
internal interface IDeferredNetworkMessageManager
|
||||||
@@ -17,7 +18,7 @@ namespace Unity.Netcode
|
|||||||
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
|
/// 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.
|
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
|
||||||
/// </summary>
|
/// </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>
|
/// <summary>
|
||||||
/// Cleans up any trigger that's existed for more than a second.
|
/// Cleans up any trigger that's existed for more than a second.
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
@@ -12,9 +13,121 @@ namespace Unity.Netcode
|
|||||||
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
|
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
|
||||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||||
|
|
||||||
|
/// <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
|
||||||
|
{
|
||||||
|
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,
|
||||||
|
SessionOwner = 20,
|
||||||
|
TimeSync = 21,
|
||||||
|
Unnamed = 22,
|
||||||
|
AnticipationCounterSyncPingMessage = 23,
|
||||||
|
AnticipationCounterSyncPongMessage = 24,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Enable this for integration tests that need no message types defined
|
||||||
|
internal static bool IntegrationTestNoMessages;
|
||||||
|
|
||||||
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
||||||
{
|
{
|
||||||
return __network_message_types;
|
// 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 },
|
||||||
|
{ typeof(AnticipationCounterSyncPingMessage), NetworkMessageTypes.AnticipationCounterSyncPingMessage},
|
||||||
|
{ typeof(AnticipationCounterSyncPongMessage), NetworkMessageTypes.AnticipationCounterSyncPongMessage},
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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
|
#if UNITY_EDITOR
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: db5034828a9741ce9bc8ec9a64d5a5b6
|
|
||||||
timeCreated: 1706042908
|
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b7d5c92979ad7e646a078aaf058b53a9
|
||||||
@@ -1,16 +1,154 @@
|
|||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
internal struct ChangeOwnershipMessage : INetworkMessage, INetworkSerializeByMemcpy
|
internal struct ChangeOwnershipMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||||
{
|
{
|
||||||
public int Version => 0;
|
public int Version => 0;
|
||||||
|
|
||||||
|
private const string k_Name = "ChangeOwnershipMessage";
|
||||||
|
|
||||||
public ulong NetworkObjectId;
|
public ulong NetworkObjectId;
|
||||||
public ulong OwnerClientId;
|
public ulong OwnerClientId;
|
||||||
|
// DANGOEXP TODO: Remove these notes or change their format
|
||||||
|
// SERVICE NOTES:
|
||||||
|
// When forwarding the message to clients on the CMB Service side,
|
||||||
|
// you can set the ClientIdCount to 0 and skip writing the ClientIds.
|
||||||
|
// See the NetworkObjet.OwnershipRequest for more potential service side additions
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// When requesting, RequestClientId is the requestor.
|
||||||
|
/// When approving, RequestClientId is the owner that approved.
|
||||||
|
/// When responding (only for denied), RequestClientId is the requestor
|
||||||
|
/// </summary>
|
||||||
|
internal ulong RequestClientId;
|
||||||
|
internal int ClientIdCount;
|
||||||
|
internal ulong[] ClientIds;
|
||||||
|
internal bool DistributedAuthorityMode;
|
||||||
|
internal ushort OwnershipFlags;
|
||||||
|
internal byte OwnershipRequestResponseStatus;
|
||||||
|
private byte m_OwnershipMessageTypeFlags;
|
||||||
|
|
||||||
|
private const byte k_OwnershipChanging = 0x01;
|
||||||
|
private const byte k_OwnershipFlagsUpdate = 0x02;
|
||||||
|
private const byte k_RequestOwnership = 0x04;
|
||||||
|
private const byte k_RequestApproved = 0x08;
|
||||||
|
private const byte k_RequestDenied = 0x10;
|
||||||
|
|
||||||
|
// If no flags are set, then ownership is changing
|
||||||
|
internal bool OwnershipIsChanging
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_OwnershipChanging);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_OwnershipChanging);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal bool OwnershipFlagsUpdate
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_OwnershipFlagsUpdate);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_OwnershipFlagsUpdate);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal bool RequestOwnership
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_RequestOwnership);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_RequestOwnership);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal bool RequestApproved
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_RequestApproved);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_RequestApproved);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal bool RequestDenied
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_RequestDenied);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_RequestDenied);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool GetFlag(int flag)
|
||||||
|
{
|
||||||
|
return (m_OwnershipMessageTypeFlags & flag) != 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetFlag(bool set, byte flag)
|
||||||
|
{
|
||||||
|
if (set) { m_OwnershipMessageTypeFlags = (byte)(m_OwnershipMessageTypeFlags | flag); }
|
||||||
|
else { m_OwnershipMessageTypeFlags = (byte)(m_OwnershipMessageTypeFlags & ~flag); }
|
||||||
|
}
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||||
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
||||||
|
if (DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValueBitPacked(writer, ClientIdCount);
|
||||||
|
if (ClientIdCount > 0)
|
||||||
|
{
|
||||||
|
if (ClientIdCount != ClientIds.Length)
|
||||||
|
{
|
||||||
|
throw new System.Exception($"[{nameof(ChangeOwnershipMessage)}] ClientIdCount is {ClientIdCount} but the ClientIds length is {ClientIds.Length}!");
|
||||||
|
}
|
||||||
|
foreach (var clientId in ClientIds)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValueBitPacked(writer, clientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
writer.WriteValueSafe(m_OwnershipMessageTypeFlags);
|
||||||
|
if (OwnershipFlagsUpdate || OwnershipIsChanging)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(OwnershipFlags);
|
||||||
|
}
|
||||||
|
|
||||||
|
// When requesting, it is the requestor
|
||||||
|
// When approving, it is the owner that approved
|
||||||
|
// When denied, it is the requestor
|
||||||
|
if (RequestOwnership || RequestApproved || RequestDenied)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(RequestClientId);
|
||||||
|
|
||||||
|
if (RequestDenied)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(OwnershipRequestResponseStatus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
@@ -22,46 +160,241 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
ByteUnpacker.ReadValueBitPacked(reader, out ClientIdCount);
|
||||||
return false;
|
if (ClientIdCount > 0)
|
||||||
|
{
|
||||||
|
ClientIds = new ulong[ClientIdCount];
|
||||||
|
var clientId = (ulong)0;
|
||||||
|
for (int i = 0; i < ClientIdCount; i++)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out clientId);
|
||||||
|
ClientIds[i] = clientId;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
reader.ReadValueSafe(out m_OwnershipMessageTypeFlags);
|
||||||
|
if (OwnershipFlagsUpdate || OwnershipIsChanging)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out OwnershipFlags);
|
||||||
|
}
|
||||||
|
|
||||||
|
// When requesting, it is the requestor
|
||||||
|
// When approving, it is the owner that approved
|
||||||
|
// When denied, it is the requestor
|
||||||
|
if (RequestOwnership || RequestApproved || RequestDenied)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out RequestClientId);
|
||||||
|
|
||||||
|
if (RequestDenied)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out OwnershipRequestResponseStatus);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// If we are not a DAHost instance and the NetworkObject does not exist then defer it as it very likely is not spawned yet.
|
||||||
|
// Otherwise if we are the DAHost and it does not exist then we want to forward this message because when the NetworkObject
|
||||||
|
// is made visible again, the ownership flags and owner information will be synchronized with the DAHost by the current
|
||||||
|
// authority of the NetworkObject in question.
|
||||||
|
if (!networkManager.DAHost && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||||
|
{
|
||||||
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
|
||||||
var originalOwner = networkObject.OwnerClientId;
|
|
||||||
|
|
||||||
|
// If we are the DAHost then forward this message
|
||||||
|
if (networkManager.DAHost)
|
||||||
|
{
|
||||||
|
var clientList = ClientIdCount > 0 ? ClientIds : networkManager.ConnectedClientsIds;
|
||||||
|
|
||||||
|
var message = new ChangeOwnershipMessage()
|
||||||
|
{
|
||||||
|
NetworkObjectId = NetworkObjectId,
|
||||||
|
OwnerClientId = OwnerClientId,
|
||||||
|
DistributedAuthorityMode = true,
|
||||||
|
OwnershipFlags = OwnershipFlags,
|
||||||
|
RequestClientId = RequestClientId,
|
||||||
|
ClientIdCount = 0,
|
||||||
|
m_OwnershipMessageTypeFlags = m_OwnershipMessageTypeFlags,
|
||||||
|
};
|
||||||
|
|
||||||
|
if (RequestDenied)
|
||||||
|
{
|
||||||
|
// If the local DAHost's client is not the target, then forward to the target
|
||||||
|
if (RequestClientId != networkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
message.OwnershipRequestResponseStatus = OwnershipRequestResponseStatus;
|
||||||
|
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, RequestClientId);
|
||||||
|
// We don't want the local DAHost's client to process this message, so exit early
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (RequestOwnership)
|
||||||
|
{
|
||||||
|
// If the DAHost client is not authority, just forward the message to the authority
|
||||||
|
if (OwnerClientId != networkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, OwnerClientId);
|
||||||
|
// We don't want the local DAHost's client to process this message, so exit early
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// Otherwise, fall through and process the request.
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
foreach (var clientId in clientList)
|
||||||
|
{
|
||||||
|
if (clientId == networkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If ownership is changing and this is not an ownership request approval then ignore the OnwerClientId
|
||||||
|
// If it is just updating flags then ignore sending to the owner
|
||||||
|
// If it is a request or approving request, then ignore the RequestClientId
|
||||||
|
if ((OwnershipIsChanging && !RequestApproved && OwnerClientId == clientId) || (OwnershipFlagsUpdate && clientId == OwnerClientId)
|
||||||
|
|| ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// If the NetworkObject is not visible to the DAHost client, then exit early
|
||||||
|
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If ownership is changing, then run through the ownershipd changed sequence
|
||||||
|
// Note: There is some extended ownership script at the bottom of HandleOwnershipChange
|
||||||
|
// If not in distributed authority mode, then always go straight to HandleOwnershipChange
|
||||||
|
if (OwnershipIsChanging || !networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
HandleOwnershipChange(ref context);
|
||||||
|
}
|
||||||
|
else if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
// Otherwise, we handle and extended ownership update
|
||||||
|
HandleExtendedOwnershipUpdate(ref context);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle the
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="context"></param>
|
||||||
|
private void HandleExtendedOwnershipUpdate(ref NetworkContext context)
|
||||||
|
{
|
||||||
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
|
||||||
|
// Handle the extended ownership message types
|
||||||
|
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||||
|
|
||||||
|
if (OwnershipFlagsUpdate)
|
||||||
|
{
|
||||||
|
// Just update the ownership flags
|
||||||
|
networkObject.Ownership = (NetworkObject.OwnershipStatus)OwnershipFlags;
|
||||||
|
}
|
||||||
|
else if (RequestOwnership)
|
||||||
|
{
|
||||||
|
// Requesting ownership, if allowed it will automatically send the ownership change message
|
||||||
|
networkObject.OwnershipRequest(RequestClientId);
|
||||||
|
}
|
||||||
|
else if (RequestDenied)
|
||||||
|
{
|
||||||
|
networkObject.OwnershipRequestResponse((NetworkObject.OwnershipRequestResponseStatus)OwnershipRequestResponseStatus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle the traditional change in ownership message type logic
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="context"></param>
|
||||||
|
private void HandleOwnershipChange(ref NetworkContext context)
|
||||||
|
{
|
||||||
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||||
|
|
||||||
|
// DANGO-TODO: This probably shouldn't be allowed to happen.
|
||||||
|
if (networkObject.OwnerClientId == OwnerClientId)
|
||||||
|
{
|
||||||
|
UnityEngine.Debug.LogWarning($"Unnecessary ownership changed message for {NetworkObjectId}");
|
||||||
|
}
|
||||||
|
|
||||||
|
var originalOwner = networkObject.OwnerClientId;
|
||||||
networkObject.OwnerClientId = OwnerClientId;
|
networkObject.OwnerClientId = OwnerClientId;
|
||||||
|
|
||||||
// We are current owner.
|
if (networkManager.DistributedAuthorityMode)
|
||||||
if (originalOwner == networkManager.LocalClientId)
|
{
|
||||||
|
networkObject.Ownership = (NetworkObject.OwnershipStatus)OwnershipFlags;
|
||||||
|
}
|
||||||
|
|
||||||
|
// We are current owner (client-server) or running in distributed authority mode
|
||||||
|
if (originalOwner == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
networkObject.InvokeBehaviourOnLostOwnership();
|
networkObject.InvokeBehaviourOnLostOwnership();
|
||||||
}
|
}
|
||||||
|
|
||||||
// We are new owner.
|
// We are new owner or (client-server) or running in distributed authority mode
|
||||||
if (OwnerClientId == networkManager.LocalClientId)
|
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||||
}
|
}
|
||||||
|
|
||||||
// For all other clients that are neither the former or current owner, update the behaviours' properties
|
// If in distributed authority mode
|
||||||
if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId)
|
if (networkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
|
// Always update the network properties in distributed authority mode
|
||||||
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
||||||
{
|
{
|
||||||
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
|
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else // Otherwise update properties like we would in client-server
|
||||||
|
{
|
||||||
|
// For all other clients that are neither the former or current owner, update the behaviours' properties
|
||||||
|
if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
||||||
|
{
|
||||||
|
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Always invoke ownership change notifications
|
||||||
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
|
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
|
||||||
|
|
||||||
|
// If this change was requested, then notify that the request was approved (doing this last so all ownership
|
||||||
|
// changes have already been applied if the callback is invoked)
|
||||||
|
if (networkManager.DistributedAuthorityMode && networkManager.LocalClientId == OwnerClientId)
|
||||||
|
{
|
||||||
|
if (RequestApproved)
|
||||||
|
{
|
||||||
|
networkObject.OwnershipRequestResponse(NetworkObject.OwnershipRequestResponseStatus.Approved);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the NetworkObject changed ownership and the Requested flag was set (i.e. it was an ownership request),
|
||||||
|
// then the new owner granted ownership removes the Requested flag and sends out an ownership status update.
|
||||||
|
if (networkObject.HasExtendedOwnershipStatus(NetworkObject.OwnershipStatusExtended.Requested))
|
||||||
|
{
|
||||||
|
networkObject.RemoveOwnershipExtended(NetworkObject.OwnershipStatusExtended.Requested);
|
||||||
|
networkObject.SendOwnershipStatusUpdate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
|
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,9 +6,13 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public ulong ClientId;
|
public ulong ClientId;
|
||||||
|
|
||||||
|
public bool ShouldSynchronize;
|
||||||
|
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
BytePacker.WriteValueBitPacked(writer, ClientId);
|
BytePacker.WriteValueBitPacked(writer, ClientId);
|
||||||
|
writer.WriteValueSafe(ShouldSynchronize);
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
@@ -19,17 +23,44 @@ namespace Unity.Netcode
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out ClientId);
|
ByteUnpacker.ReadValueBitPacked(reader, out ClientId);
|
||||||
|
reader.ReadValueSafe(out ShouldSynchronize);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
networkManager.ConnectionManager.ConnectedClientIds.Add(ClientId);
|
if ((ShouldSynchronize || networkManager.CMBServiceConnection) && networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
|
||||||
|
{
|
||||||
|
networkManager.SceneManager.SynchronizeNetworkObjects(ClientId);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// All modes support adding NetworkClients
|
||||||
|
networkManager.ConnectionManager.AddClient(ClientId);
|
||||||
|
}
|
||||||
|
if (!networkManager.ConnectionManager.ConnectedClientIds.Contains(ClientId))
|
||||||
|
{
|
||||||
|
networkManager.ConnectionManager.ConnectedClientIds.Add(ClientId);
|
||||||
|
}
|
||||||
if (networkManager.IsConnectedClient)
|
if (networkManager.IsConnectedClient)
|
||||||
{
|
{
|
||||||
networkManager.ConnectionManager.InvokeOnPeerConnectedCallback(ClientId);
|
networkManager.ConnectionManager.InvokeOnPeerConnectedCallback(ClientId);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// DANGO-TODO: Remove the session owner object distribution check once the service handles object distribution
|
||||||
|
if (networkManager.DistributedAuthorityMode && networkManager.CMBServiceConnection && !networkManager.NetworkConfig.EnableSceneManagement)
|
||||||
|
{
|
||||||
|
// Don't redistribute for the local instance
|
||||||
|
if (ClientId != networkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
|
||||||
|
networkManager.RedistributeToClient = true;
|
||||||
|
networkManager.ClientToRedistribute = ClientId;
|
||||||
|
networkManager.TickToRedistribute = networkManager.ServerTime.Tick + 20;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -25,6 +25,8 @@ namespace Unity.Netcode
|
|||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
// All modes support removing NetworkClients
|
||||||
|
networkManager.ConnectionManager.RemoveClient(ClientId);
|
||||||
networkManager.ConnectionManager.ConnectedClientIds.Remove(ClientId);
|
networkManager.ConnectionManager.ConnectedClientIds.Remove(ClientId);
|
||||||
if (networkManager.IsConnectedClient)
|
if (networkManager.IsConnectedClient)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -10,6 +10,11 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public ulong OwnerClientId;
|
public ulong OwnerClientId;
|
||||||
public int NetworkTick;
|
public int NetworkTick;
|
||||||
|
// The cloud state service should set this if we are restoring a session
|
||||||
|
public bool IsRestoredSession;
|
||||||
|
public ulong CurrentSessionOwner;
|
||||||
|
// Not serialized
|
||||||
|
public bool IsDistributedAuthority;
|
||||||
|
|
||||||
// Not serialized, held as references to serialize NetworkVariable data
|
// Not serialized, held as references to serialize NetworkVariable data
|
||||||
public HashSet<NetworkObject> SpawnedObjectsList;
|
public HashSet<NetworkObject> SpawnedObjectsList;
|
||||||
@@ -38,6 +43,11 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
||||||
BytePacker.WriteValueBitPacked(writer, NetworkTick);
|
BytePacker.WriteValueBitPacked(writer, NetworkTick);
|
||||||
|
if (IsDistributedAuthority)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(IsRestoredSession);
|
||||||
|
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
|
||||||
|
}
|
||||||
|
|
||||||
if (targetVersion >= k_VersionAddClientIds)
|
if (targetVersion >= k_VersionAddClientIds)
|
||||||
{
|
{
|
||||||
@@ -59,7 +69,8 @@ namespace Unity.Netcode
|
|||||||
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
|
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
|
||||||
{
|
{
|
||||||
sobj.Observers.Add(OwnerClientId);
|
sobj.Observers.Add(OwnerClientId);
|
||||||
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);
|
// In distributed authority mode, we send the currently known observers of each NetworkObject to the client being synchronized.
|
||||||
|
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId, IsDistributedAuthority);
|
||||||
sceneObject.Serialize(writer);
|
sceneObject.Serialize(writer);
|
||||||
++sceneObjectCount;
|
++sceneObjectCount;
|
||||||
}
|
}
|
||||||
@@ -114,6 +125,11 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
|
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out IsRestoredSession);
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
|
||||||
|
}
|
||||||
|
|
||||||
if (receivedMessageVersion >= k_VersionAddClientIds)
|
if (receivedMessageVersion >= k_VersionAddClientIds)
|
||||||
{
|
{
|
||||||
@@ -131,10 +147,23 @@ namespace Unity.Netcode
|
|||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||||
|
{
|
||||||
|
NetworkLog.LogInfo($"[Client-{OwnerClientId}] Connection approved! Synchronizing...");
|
||||||
|
}
|
||||||
networkManager.LocalClientId = OwnerClientId;
|
networkManager.LocalClientId = OwnerClientId;
|
||||||
networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId);
|
networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId);
|
||||||
networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
|
networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
|
||||||
|
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
networkManager.SetSessionOwner(CurrentSessionOwner);
|
||||||
|
if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
|
||||||
|
{
|
||||||
|
networkManager.SceneManager.InitializeScenesLoaded();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
|
var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
|
||||||
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
|
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
|
||||||
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
|
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
|
||||||
@@ -148,13 +177,26 @@ namespace Unity.Netcode
|
|||||||
networkManager.ConnectionManager.ConnectedClientIds.Clear();
|
networkManager.ConnectionManager.ConnectedClientIds.Clear();
|
||||||
foreach (var clientId in ConnectedClientIds)
|
foreach (var clientId in ConnectedClientIds)
|
||||||
{
|
{
|
||||||
networkManager.ConnectionManager.ConnectedClientIds.Add(clientId);
|
if (!networkManager.ConnectionManager.ConnectedClientIds.Contains(clientId))
|
||||||
|
{
|
||||||
|
networkManager.ConnectionManager.AddClient(clientId);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
|
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
|
||||||
if (!networkManager.NetworkConfig.EnableSceneManagement)
|
if (!networkManager.NetworkConfig.EnableSceneManagement)
|
||||||
{
|
{
|
||||||
networkManager.SpawnManager.DestroySceneObjects();
|
// DANGO-TODO: This is a temporary fix for no DA CMB scene event handling.
|
||||||
|
// We will either use this same concept or provide some way for the CMB state plugin to handle it.
|
||||||
|
if (networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
|
||||||
|
{
|
||||||
|
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
networkManager.SpawnManager.DestroySceneObjects();
|
||||||
|
}
|
||||||
|
|
||||||
m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
|
m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
|
||||||
|
|
||||||
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
|
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
|
||||||
@@ -168,6 +210,16 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
// Mark the client being connected
|
// Mark the client being connected
|
||||||
networkManager.IsConnectedClient = true;
|
networkManager.IsConnectedClient = true;
|
||||||
|
|
||||||
|
if (networkManager.AutoSpawnPlayerPrefabClientSide)
|
||||||
|
{
|
||||||
|
networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||||
|
{
|
||||||
|
NetworkLog.LogInfo($"[Client-{OwnerClientId}][Scene Management Disabled] Synchronization complete!");
|
||||||
|
}
|
||||||
// When scene management is disabled we notify after everything is synchronized
|
// When scene management is disabled we notify after everything is synchronized
|
||||||
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
|
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||||
|
|
||||||
@@ -177,7 +229,49 @@ namespace Unity.Netcode
|
|||||||
networkObject.InternalNetworkSessionSynchronized();
|
networkObject.InternalNetworkSessionSynchronized();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (networkManager.DistributedAuthorityMode && networkManager.CMBServiceConnection && networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
|
||||||
|
{
|
||||||
|
// Mark the client being connected
|
||||||
|
networkManager.IsConnectedClient = true;
|
||||||
|
|
||||||
|
networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
|
||||||
|
|
||||||
|
if (!IsRestoredSession)
|
||||||
|
{
|
||||||
|
// Spawn any in-scene placed NetworkObjects
|
||||||
|
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||||
|
|
||||||
|
// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
|
||||||
|
// we need to notify the session owner that all in-scnee placed NetworkObjects are spawned at this time.
|
||||||
|
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
networkObject.InternalInSceneNetworkObjectsSpawned();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spawn the local player of the session owner
|
||||||
|
if (networkManager.AutoSpawnPlayerPrefabClientSide)
|
||||||
|
{
|
||||||
|
networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
|
||||||
|
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
|
||||||
|
|
||||||
|
// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
|
||||||
|
// we need to notify the session owner that everything should be synchronized/spawned at this time.
|
||||||
|
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
|
||||||
|
{
|
||||||
|
networkObject.InternalNetworkSessionSynchronized();
|
||||||
|
}
|
||||||
|
|
||||||
|
// When scene management is enabled and since the session owner is synchronizing the service (i.e. acting like host),
|
||||||
|
// we need to locallyh invoke the OnClientConnected callback at this point in time.
|
||||||
|
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(OwnerClientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
ConnectedClientIds.Dispose();
|
ConnectedClientIds.Dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,6 +8,10 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public ulong ConfigHash;
|
public ulong ConfigHash;
|
||||||
|
|
||||||
|
public bool CMBServiceConnection;
|
||||||
|
public uint TickRate;
|
||||||
|
public bool EnableSceneManagement;
|
||||||
|
|
||||||
public byte[] ConnectionData;
|
public byte[] ConnectionData;
|
||||||
|
|
||||||
public bool ShouldSendConnectionData;
|
public bool ShouldSendConnectionData;
|
||||||
@@ -30,6 +34,12 @@ namespace Unity.Netcode
|
|||||||
// END FORBIDDEN SEGMENT
|
// END FORBIDDEN SEGMENT
|
||||||
// ============================================================
|
// ============================================================
|
||||||
|
|
||||||
|
if (CMBServiceConnection)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(TickRate);
|
||||||
|
writer.WriteValueSafe(EnableSceneManagement);
|
||||||
|
}
|
||||||
|
|
||||||
if (ShouldSendConnectionData)
|
if (ShouldSendConnectionData)
|
||||||
{
|
{
|
||||||
writer.WriteValueSafe(ConfigHash);
|
writer.WriteValueSafe(ConfigHash);
|
||||||
@@ -151,7 +161,7 @@ namespace Unity.Netcode
|
|||||||
var response = new NetworkManager.ConnectionApprovalResponse
|
var response = new NetworkManager.ConnectionApprovalResponse
|
||||||
{
|
{
|
||||||
Approved = true,
|
Approved = true,
|
||||||
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
|
CreatePlayerObject = networkManager.DistributedAuthorityMode && networkManager.AutoSpawnPlayerPrefabClientSide ? false : networkManager.NetworkConfig.PlayerPrefab != null
|
||||||
};
|
};
|
||||||
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
|
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,16 +1,120 @@
|
|||||||
|
using System.Linq;
|
||||||
using System.Runtime.CompilerServices;
|
using System.Runtime.CompilerServices;
|
||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
internal struct CreateObjectMessage : INetworkMessage
|
internal struct CreateObjectMessage : INetworkMessage
|
||||||
{
|
{
|
||||||
public int Version => 0;
|
public int Version => 0;
|
||||||
|
|
||||||
|
private const string k_Name = "CreateObjectMessage";
|
||||||
|
|
||||||
public NetworkObject.SceneObject ObjectInfo;
|
public NetworkObject.SceneObject ObjectInfo;
|
||||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||||
|
|
||||||
|
// DA - NGO CMB SERVICE NOTES:
|
||||||
|
// The ObserverIds and ExistingObserverIds will only be populated if k_UpdateObservers is set
|
||||||
|
// ObserverIds is the full list of observers (see below)
|
||||||
|
internal ulong[] ObserverIds;
|
||||||
|
|
||||||
|
// While this does consume a bit more bandwidth, this is only sent by the authority/owner
|
||||||
|
// and can be used to determine which clients should receive the ObjectInfo serialized data.
|
||||||
|
// All other already existing observers just need to receive the NewObserverIds and the
|
||||||
|
// NetworkObjectId
|
||||||
|
internal ulong[] NewObserverIds;
|
||||||
|
|
||||||
|
// If !IncludesSerializedObject then the NetworkObjectId will be serialized.
|
||||||
|
// This happens when we are just sending an update to the observers list
|
||||||
|
// to clients that already have the NetworkObject spawned
|
||||||
|
internal ulong NetworkObjectId;
|
||||||
|
|
||||||
|
private const byte k_IncludesSerializedObject = 0x01;
|
||||||
|
private const byte k_UpdateObservers = 0x02;
|
||||||
|
private const byte k_UpdateNewObservers = 0x04;
|
||||||
|
|
||||||
|
|
||||||
|
private byte m_CreateObjectMessageTypeFlags;
|
||||||
|
|
||||||
|
internal bool IncludesSerializedObject
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_IncludesSerializedObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_IncludesSerializedObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal bool UpdateObservers
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_UpdateObservers);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_UpdateObservers);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal bool UpdateNewObservers
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(k_UpdateNewObservers);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, k_UpdateNewObservers);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool GetFlag(int flag)
|
||||||
|
{
|
||||||
|
return (m_CreateObjectMessageTypeFlags & flag) != 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetFlag(bool set, byte flag)
|
||||||
|
{
|
||||||
|
if (set) { m_CreateObjectMessageTypeFlags = (byte)(m_CreateObjectMessageTypeFlags | flag); }
|
||||||
|
else { m_CreateObjectMessageTypeFlags = (byte)(m_CreateObjectMessageTypeFlags & ~flag); }
|
||||||
|
}
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
ObjectInfo.Serialize(writer);
|
writer.WriteValueSafe(m_CreateObjectMessageTypeFlags);
|
||||||
|
|
||||||
|
if (UpdateObservers)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValuePacked(writer, ObserverIds.Length);
|
||||||
|
foreach (var clientId in ObserverIds)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValuePacked(writer, clientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (UpdateNewObservers)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValuePacked(writer, NewObserverIds.Length);
|
||||||
|
foreach (var clientId in NewObserverIds)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValuePacked(writer, clientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IncludesSerializedObject)
|
||||||
|
{
|
||||||
|
ObjectInfo.Serialize(writer);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BytePacker.WriteValuePacked(writer, NetworkObjectId);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
@@ -21,10 +125,45 @@ namespace Unity.Netcode
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
ObjectInfo.Deserialize(reader);
|
reader.ReadValueSafe(out m_CreateObjectMessageTypeFlags);
|
||||||
|
if (UpdateObservers)
|
||||||
|
{
|
||||||
|
var length = 0;
|
||||||
|
ByteUnpacker.ReadValuePacked(reader, out length);
|
||||||
|
ObserverIds = new ulong[length];
|
||||||
|
var clientId = (ulong)0;
|
||||||
|
for (int i = 0; i < length; i++)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValuePacked(reader, out clientId);
|
||||||
|
ObserverIds[i] = clientId;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (UpdateNewObservers)
|
||||||
|
{
|
||||||
|
var length = 0;
|
||||||
|
ByteUnpacker.ReadValuePacked(reader, out length);
|
||||||
|
NewObserverIds = new ulong[length];
|
||||||
|
var clientId = (ulong)0;
|
||||||
|
for (int i = 0; i < length; i++)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValuePacked(reader, out clientId);
|
||||||
|
NewObserverIds[i] = clientId;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IncludesSerializedObject)
|
||||||
|
{
|
||||||
|
ObjectInfo.Deserialize(reader);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValuePacked(reader, out NetworkObjectId);
|
||||||
|
}
|
||||||
|
|
||||||
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
|
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
|
||||||
{
|
{
|
||||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, k_Name);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
m_ReceivedNetworkVariableData = reader;
|
m_ReceivedNetworkVariableData = reader;
|
||||||
@@ -38,21 +177,130 @@ namespace Unity.Netcode
|
|||||||
// If a client receives a create object message and it is still synchronizing, then defer the object creation until it has finished synchronizing
|
// If a client receives a create object message and it is still synchronizing, then defer the object creation until it has finished synchronizing
|
||||||
if (networkManager.SceneManager.ShouldDeferCreateObject())
|
if (networkManager.SceneManager.ShouldDeferCreateObject())
|
||||||
{
|
{
|
||||||
networkManager.SceneManager.DeferCreateObject(context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData);
|
networkManager.SceneManager.DeferCreateObject(context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
CreateObject(ref networkManager, context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData);
|
if (networkManager.DistributedAuthorityMode && !IncludesSerializedObject && UpdateObservers)
|
||||||
|
{
|
||||||
|
ObjectInfo = new NetworkObject.SceneObject()
|
||||||
|
{
|
||||||
|
NetworkObjectId = NetworkObjectId,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
CreateObject(ref networkManager, context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
internal static void CreateObject(ref NetworkManager networkManager, ulong senderId, uint messageSize, NetworkObject.SceneObject sceneObject, FastBufferReader networkVariableData)
|
internal static void CreateObject(ref NetworkManager networkManager, ref NetworkSceneManager.DeferredObjectCreation deferredObjectCreation)
|
||||||
{
|
{
|
||||||
|
var senderId = deferredObjectCreation.SenderId;
|
||||||
|
var observerIds = deferredObjectCreation.ObserverIds;
|
||||||
|
var newObserverIds = deferredObjectCreation.NewObserverIds;
|
||||||
|
var messageSize = deferredObjectCreation.MessageSize;
|
||||||
|
var sceneObject = deferredObjectCreation.SceneObject;
|
||||||
|
var networkVariableData = deferredObjectCreation.FastBufferReader;
|
||||||
|
CreateObject(ref networkManager, senderId, messageSize, sceneObject, networkVariableData, observerIds, newObserverIds);
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
internal static void CreateObject(ref NetworkManager networkManager, ulong senderId, uint messageSize, NetworkObject.SceneObject sceneObject, FastBufferReader networkVariableData, ulong[] observerIds, ulong[] newObserverIds)
|
||||||
|
{
|
||||||
|
var networkObject = (NetworkObject)null;
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
var networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager);
|
if (!networkManager.DistributedAuthorityMode)
|
||||||
networkManager.NetworkMetrics.TrackObjectSpawnReceived(senderId, networkObject, messageSize);
|
{
|
||||||
|
networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var hasObserverIdList = observerIds != null && observerIds.Length > 0;
|
||||||
|
var hasNewObserverIdList = newObserverIds != null && newObserverIds.Length > 0;
|
||||||
|
// Depending upon visibility of the NetworkObject and the client in question, it could be that
|
||||||
|
// this client already has visibility of this NetworkObject
|
||||||
|
if (networkManager.SpawnManager.SpawnedObjects.ContainsKey(sceneObject.NetworkObjectId))
|
||||||
|
{
|
||||||
|
// If so, then just get the local instance
|
||||||
|
networkObject = networkManager.SpawnManager.SpawnedObjects[sceneObject.NetworkObjectId];
|
||||||
|
|
||||||
|
// This should not happen, logging error just in case
|
||||||
|
if (hasNewObserverIdList && newObserverIds.Contains(networkManager.LocalClientId))
|
||||||
|
{
|
||||||
|
NetworkLog.LogErrorServer($"[{nameof(CreateObjectMessage)}][Duplicate-Broadcast] Detected duplicated object creation for {sceneObject.NetworkObjectId}!");
|
||||||
|
}
|
||||||
|
else // Trap to make sure the owner is not receiving any messages it sent
|
||||||
|
if (networkManager.CMBServiceConnection && networkManager.LocalClientId == networkObject.OwnerClientId)
|
||||||
|
{
|
||||||
|
NetworkLog.LogWarning($"[{nameof(CreateObjectMessage)}][Client-{networkManager.LocalClientId}][Duplicate-CreateObjectMessage][Client Is Owner] Detected duplicated object creation for {networkObject.name}-{sceneObject.NetworkObjectId}!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// DA - NGO CMB SERVICE NOTES:
|
||||||
|
// It is possible for two clients to connect at the exact same time which, due to client-side spawning, can cause each client
|
||||||
|
// to miss their spawns. For now, all player NetworkObject spawns will always be visible to all known connected clients
|
||||||
|
var clientList = hasObserverIdList && !networkObject.IsPlayerObject ? observerIds : networkManager.ConnectedClientsIds;
|
||||||
|
|
||||||
|
// Update the observers for this instance
|
||||||
|
foreach (var clientId in clientList)
|
||||||
|
{
|
||||||
|
networkObject.Observers.Add(clientId);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mock CMB Service and forward to all clients
|
||||||
|
if (networkManager.DAHost)
|
||||||
|
{
|
||||||
|
// DA - NGO CMB SERVICE NOTES:
|
||||||
|
// (*** See above notes fist ***)
|
||||||
|
// If it is a player object freshly spawning and one or more clients all connect at the exact same time (i.e. received on effectively
|
||||||
|
// the same frame), then we need to check the observers list to make sure all players are visible upon first spawning. At a later date,
|
||||||
|
// for area of interest we will need to have some form of follow up "observer update" message to cull out players not within each
|
||||||
|
// player's AOI.
|
||||||
|
if (networkObject.IsPlayerObject && hasNewObserverIdList && clientList.Count != observerIds.Length)
|
||||||
|
{
|
||||||
|
// For same-frame newly spawned players that might not be aware of all other players, update the player's observer
|
||||||
|
// list.
|
||||||
|
observerIds = clientList.ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
var createObjectMessage = new CreateObjectMessage()
|
||||||
|
{
|
||||||
|
ObjectInfo = sceneObject,
|
||||||
|
m_ReceivedNetworkVariableData = networkVariableData,
|
||||||
|
ObserverIds = hasObserverIdList ? observerIds : null,
|
||||||
|
NetworkObjectId = networkObject.NetworkObjectId,
|
||||||
|
IncludesSerializedObject = true,
|
||||||
|
};
|
||||||
|
foreach (var clientId in clientList)
|
||||||
|
{
|
||||||
|
// DA - NGO CMB SERVICE NOTES:
|
||||||
|
// If the authority did not specify the list of clients and the client is not an observer or we are the owner/originator
|
||||||
|
// or we are the DAHost, then we skip sending the message.
|
||||||
|
if ((!hasObserverIdList && (!networkObject.Observers.Contains(clientId)) ||
|
||||||
|
clientId == networkObject.OwnerClientId || clientId == NetworkManager.ServerClientId))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// DA - NGO CMB SERVICE NOTES:
|
||||||
|
// If this included a list of new observers and the targeted clientId is one of the observers, then send the serialized data.
|
||||||
|
// Otherwise, the targeted clientId has already has visibility (i.e. it is already spawned) and so just send the updated
|
||||||
|
// observers list to that client's instance.
|
||||||
|
createObjectMessage.IncludesSerializedObject = hasNewObserverIdList && newObserverIds.Contains(clientId);
|
||||||
|
|
||||||
|
networkManager.SpawnManager.SendSpawnCallForObject(clientId, networkObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (networkObject != null)
|
||||||
|
{
|
||||||
|
networkManager.NetworkMetrics.TrackObjectSpawnReceived(senderId, networkObject, messageSize);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
catch (System.Exception ex)
|
catch (System.Exception ex)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,15 +1,62 @@
|
|||||||
|
using System.Linq;
|
||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
internal struct DestroyObjectMessage : INetworkMessage, INetworkSerializeByMemcpy
|
internal struct DestroyObjectMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||||
{
|
{
|
||||||
public int Version => 0;
|
public int Version => 0;
|
||||||
|
|
||||||
|
private const string k_Name = "DestroyObjectMessage";
|
||||||
|
|
||||||
public ulong NetworkObjectId;
|
public ulong NetworkObjectId;
|
||||||
public bool DestroyGameObject;
|
public bool DestroyGameObject;
|
||||||
|
private byte m_DestroyFlags;
|
||||||
|
|
||||||
|
internal int DeferredDespawnTick;
|
||||||
|
// Temporary until we make this a list
|
||||||
|
internal ulong TargetClientId;
|
||||||
|
|
||||||
|
internal bool IsDistributedAuthority;
|
||||||
|
|
||||||
|
internal const byte ClientTargetedDestroy = 0x01;
|
||||||
|
|
||||||
|
internal bool IsTargetedDestroy
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return GetFlag(ClientTargetedDestroy);
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
SetFlag(value, ClientTargetedDestroy);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool GetFlag(int flag)
|
||||||
|
{
|
||||||
|
return (m_DestroyFlags & flag) != 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetFlag(bool set, byte flag)
|
||||||
|
{
|
||||||
|
if (set) { m_DestroyFlags = (byte)(m_DestroyFlags | flag); }
|
||||||
|
else { m_DestroyFlags = (byte)(m_DestroyFlags & ~flag); }
|
||||||
|
}
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||||
|
if (IsDistributedAuthority)
|
||||||
|
{
|
||||||
|
writer.WriteByteSafe(m_DestroyFlags);
|
||||||
|
|
||||||
|
if (IsTargetedDestroy)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValueBitPacked(writer, TargetClientId);
|
||||||
|
}
|
||||||
|
BytePacker.WriteValueBitPacked(writer, DeferredDespawnTick);
|
||||||
|
}
|
||||||
writer.WriteValueSafe(DestroyGameObject);
|
writer.WriteValueSafe(DestroyGameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -22,12 +69,25 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
reader.ReadByteSafe(out m_DestroyFlags);
|
||||||
|
if (IsTargetedDestroy)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out TargetClientId);
|
||||||
|
}
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out DeferredDespawnTick);
|
||||||
|
}
|
||||||
|
|
||||||
reader.ReadValueSafe(out DestroyGameObject);
|
reader.ReadValueSafe(out DestroyGameObject);
|
||||||
|
|
||||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
||||||
{
|
{
|
||||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
// Client-Server mode we always defer where in distributed authority mode we only defer if it is not a targeted destroy
|
||||||
return false;
|
if (!networkManager.DistributedAuthorityMode || (networkManager.DistributedAuthorityMode && !IsTargetedDestroy))
|
||||||
|
{
|
||||||
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -35,14 +95,80 @@ namespace Unity.Netcode
|
|||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
|
||||||
|
var networkObject = (NetworkObject)null;
|
||||||
|
if (!networkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
// This is the same check and log message that happens inside OnDespawnObject, but we have to do it here
|
// If this NetworkObject does not exist on this instance then exit early
|
||||||
return;
|
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out networkObject))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out networkObject);
|
||||||
|
if (!networkManager.DAHost && networkObject == null)
|
||||||
|
{
|
||||||
|
// If this NetworkObject does not exist on this instance then exit early
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// DANGO-TODO: This is just a quick way to foward despawn messages to the remaining clients
|
||||||
|
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||||
|
{
|
||||||
|
var message = new DestroyObjectMessage
|
||||||
|
{
|
||||||
|
NetworkObjectId = NetworkObjectId,
|
||||||
|
DestroyGameObject = DestroyGameObject,
|
||||||
|
IsDistributedAuthority = true,
|
||||||
|
IsTargetedDestroy = IsTargetedDestroy,
|
||||||
|
TargetClientId = TargetClientId, // Just always populate this value whether we write it or not
|
||||||
|
DeferredDespawnTick = DeferredDespawnTick,
|
||||||
|
};
|
||||||
|
var ownerClientId = networkObject == null ? context.SenderId : networkObject.OwnerClientId;
|
||||||
|
var clientIds = networkObject == null ? networkManager.ConnectedClientsIds.ToList() : networkObject.Observers.ToList();
|
||||||
|
|
||||||
|
foreach (var clientId in clientIds)
|
||||||
|
{
|
||||||
|
if (clientId == networkManager.LocalClientId || clientId == ownerClientId)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize);
|
// If we are deferring the despawn, then add it to the deferred despawn queue
|
||||||
networkManager.SpawnManager.OnDespawnObject(networkObject, DestroyGameObject);
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
if (DeferredDespawnTick > 0)
|
||||||
|
{
|
||||||
|
// Clients always add it to the queue while DAHost will only add it to the queue if it is not a targeted destroy or it is and the target is the
|
||||||
|
// DAHost client.
|
||||||
|
if (!networkManager.DAHost || (networkManager.DAHost && (!IsTargetedDestroy || (IsTargetedDestroy && TargetClientId == 0))))
|
||||||
|
{
|
||||||
|
networkObject.DeferredDespawnTick = DeferredDespawnTick;
|
||||||
|
var hasCallback = networkObject.OnDeferredDespawnComplete != null;
|
||||||
|
networkManager.SpawnManager.DeferDespawnNetworkObject(NetworkObjectId, DeferredDespawnTick, hasCallback);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If this is targeted and we are not the target, then just update our local observers for this object
|
||||||
|
if (IsTargetedDestroy && TargetClientId != networkManager.LocalClientId && networkObject != null)
|
||||||
|
{
|
||||||
|
networkObject.Observers.Remove(TargetClientId);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (networkObject != null)
|
||||||
|
{
|
||||||
|
// Otherwise just despawn the NetworkObject right now
|
||||||
|
networkManager.SpawnManager.OnDespawnObject(networkObject, DestroyGameObject);
|
||||||
|
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
193
Runtime/Messaging/Messages/NetworkTransformMessage.cs
Normal file
193
Runtime/Messaging/Messages/NetworkTransformMessage.cs
Normal file
@@ -0,0 +1,193 @@
|
|||||||
|
using Unity.Netcode.Components;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Unity.Netcode
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// NetworkTransform State Update Message
|
||||||
|
/// </summary>
|
||||||
|
internal struct NetworkTransformMessage : INetworkMessage
|
||||||
|
{
|
||||||
|
public int Version => 0;
|
||||||
|
private const string k_Name = "NetworkTransformMessage";
|
||||||
|
|
||||||
|
internal NetworkTransform NetworkTransform;
|
||||||
|
|
||||||
|
// Only used for DAHost
|
||||||
|
internal NetworkTransform.NetworkTransformState State;
|
||||||
|
private FastBufferReader m_CurrentReader;
|
||||||
|
|
||||||
|
internal int BytesWritten;
|
||||||
|
|
||||||
|
private unsafe void CopyPayload(ref FastBufferWriter writer)
|
||||||
|
{
|
||||||
|
writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
|
{
|
||||||
|
if (m_CurrentReader.IsInitialized)
|
||||||
|
{
|
||||||
|
CopyPayload(ref writer);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BytesWritten = NetworkTransform.SerializeMessage(writer, targetVersion);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
|
{
|
||||||
|
var networkManager = context.SystemOwner as NetworkManager;
|
||||||
|
if (networkManager == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
var currentPosition = reader.Position;
|
||||||
|
var networkObjectId = (ulong)0;
|
||||||
|
var networkBehaviourId = 0;
|
||||||
|
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out networkObjectId);
|
||||||
|
var isSpawnedLocally = networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId);
|
||||||
|
|
||||||
|
// Only defer if the NetworkObject is not spawned yet and the local NetworkManager is not running as a DAHost.
|
||||||
|
if (!isSpawnedLocally && !networkManager.DAHost)
|
||||||
|
{
|
||||||
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, networkObjectId, reader, ref context, k_Name);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// While the below check and assignment might seem out of place, this is specific to running in DAHost mode when a NetworkObject is
|
||||||
|
// hidden from the DAHost but is visible to other clients. Since the DAHost needs to forward updates to the clients, we ignore processing
|
||||||
|
// this message locally
|
||||||
|
var networkObject = (NetworkObject)null;
|
||||||
|
var isServerAuthoritative = false;
|
||||||
|
var ownerAuthoritativeServerSide = false;
|
||||||
|
|
||||||
|
// Get the behaviour index
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out networkBehaviourId);
|
||||||
|
|
||||||
|
if (isSpawnedLocally)
|
||||||
|
{
|
||||||
|
networkObject = networkManager.SpawnManager.SpawnedObjects[networkObjectId];
|
||||||
|
// Get the target NetworkTransform
|
||||||
|
NetworkTransform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform;
|
||||||
|
isServerAuthoritative = NetworkTransform.IsServerAuthoritative();
|
||||||
|
ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
|
||||||
|
|
||||||
|
reader.ReadNetworkSerializableInPlace(ref NetworkTransform.InboundState);
|
||||||
|
NetworkTransform.InboundState.LastSerializedSize = reader.Position - currentPosition;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Deserialize the state
|
||||||
|
reader.ReadNetworkSerializableInPlace(ref State);
|
||||||
|
}
|
||||||
|
|
||||||
|
unsafe
|
||||||
|
{
|
||||||
|
if (ownerAuthoritativeServerSide)
|
||||||
|
{
|
||||||
|
var targetCount = 1;
|
||||||
|
|
||||||
|
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
|
||||||
|
}
|
||||||
|
|
||||||
|
var targetIds = stackalloc ulong[targetCount];
|
||||||
|
|
||||||
|
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||||
|
{
|
||||||
|
var targetId = (ulong)0;
|
||||||
|
for (int i = 0; i < targetCount; i++)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out targetId);
|
||||||
|
targetIds[i] = targetId;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!isSpawnedLocally)
|
||||||
|
{
|
||||||
|
// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
|
||||||
|
ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var ownerClientId = (ulong)0;
|
||||||
|
|
||||||
|
if (networkObject != null)
|
||||||
|
{
|
||||||
|
ownerClientId = networkObject.OwnerClientId;
|
||||||
|
if (ownerClientId == NetworkManager.ServerClientId)
|
||||||
|
{
|
||||||
|
// Ownership must have changed, ignore any additional pending messages that might have
|
||||||
|
// come from a previous owner client.
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (networkManager.DAHost)
|
||||||
|
{
|
||||||
|
// Specific to distributed authority mode, the only sender of state updates will be the owner
|
||||||
|
ownerClientId = context.SenderId;
|
||||||
|
}
|
||||||
|
|
||||||
|
var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
|
||||||
|
|
||||||
|
// Forward the state update if there are any remote clients to foward it to
|
||||||
|
if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
|
||||||
|
{
|
||||||
|
var clientCount = networkManager.DistributedAuthorityMode ? targetCount : networkManager.ConnectionManager.ConnectedClientsList.Count;
|
||||||
|
if (clientCount == 0)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// This is only to copy the existing and already serialized struct for forwarding purposes only.
|
||||||
|
// This will not include any changes made to this struct at this particular stage of processing the message.
|
||||||
|
var currentMessage = this;
|
||||||
|
// Create a new reader that replicates this message
|
||||||
|
currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
|
||||||
|
// Rewind the new reader to the beginning of the message's payload
|
||||||
|
currentMessage.m_CurrentReader.Seek(currentPosition);
|
||||||
|
// Forward the message to all connected clients that are observers of the associated NetworkObject
|
||||||
|
|
||||||
|
for (int i = 0; i < clientCount; i++)
|
||||||
|
{
|
||||||
|
var clientId = networkManager.DistributedAuthorityMode ? targetIds[i] : networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
|
||||||
|
if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) ||
|
||||||
|
(!networkManager.DistributedAuthorityMode && !networkObject.Observers.Contains(clientId)))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
|
||||||
|
}
|
||||||
|
// Dispose of the reader used for forwarding
|
||||||
|
currentMessage.m_CurrentReader.Dispose();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Handle(ref NetworkContext context)
|
||||||
|
{
|
||||||
|
var networkManager = context.SystemOwner as NetworkManager;
|
||||||
|
// Only if the local NetworkManager instance is running as the DAHost we just exit if there is no local
|
||||||
|
// NetworkTransform component to apply the state update to (i.e. it is hidden from the DAHost and it
|
||||||
|
// just forwarded the state update to any other connected client)
|
||||||
|
if (networkManager.DAHost && NetworkTransform == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (NetworkTransform == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
NetworkTransform.TransformStateUpdate(context.SenderId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -23,6 +23,10 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||||
|
|
||||||
|
private const string k_Name = "NetworkVariableDeltaMessage";
|
||||||
|
|
||||||
|
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||||
|
// Worth either merging or more cleanly separating these codepaths.
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
||||||
@@ -35,13 +39,21 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||||
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
|
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
|
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
|
||||||
{
|
{
|
||||||
if (!DeliveryMappedNetworkVariableIndex.Contains(i))
|
if (!DeliveryMappedNetworkVariableIndex.Contains(i))
|
||||||
{
|
{
|
||||||
// This var does not belong to the currently iterating delivery group.
|
// This var does not belong to the currently iterating delivery group.
|
||||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe<ushort>(0);
|
||||||
|
}
|
||||||
|
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||||
{
|
{
|
||||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||||
}
|
}
|
||||||
@@ -55,7 +67,6 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
var startingSize = writer.Length;
|
var startingSize = writer.Length;
|
||||||
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
|
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
|
||||||
|
|
||||||
var shouldWrite = networkVariable.IsDirty() &&
|
var shouldWrite = networkVariable.IsDirty() &&
|
||||||
networkVariable.CanClientRead(TargetClientId) &&
|
networkVariable.CanClientRead(TargetClientId) &&
|
||||||
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId)) &&
|
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId)) &&
|
||||||
@@ -79,7 +90,14 @@ namespace Unity.Netcode
|
|||||||
shouldWrite = false;
|
shouldWrite = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
if (!shouldWrite)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe<ushort>(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||||
{
|
{
|
||||||
if (!shouldWrite)
|
if (!shouldWrite)
|
||||||
{
|
{
|
||||||
@@ -108,7 +126,26 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
networkVariable.WriteDelta(writer);
|
// DANGO-TODO:
|
||||||
|
// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
|
||||||
|
// Non-complex types always provide a full state update per delta
|
||||||
|
// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
var size_marker = writer.Position;
|
||||||
|
writer.WriteValueSafe<ushort>(0);
|
||||||
|
var start_marker = writer.Position;
|
||||||
|
networkVariable.WriteDelta(writer);
|
||||||
|
var end_marker = writer.Position;
|
||||||
|
writer.Seek(size_marker);
|
||||||
|
var size = end_marker - start_marker;
|
||||||
|
writer.WriteValueSafe((ushort)size);
|
||||||
|
writer.Seek(end_marker);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
networkVariable.WriteDelta(writer);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
||||||
TargetClientId,
|
TargetClientId,
|
||||||
@@ -130,6 +167,8 @@ namespace Unity.Netcode
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||||
|
// Worth either merging or more cleanly separating these codepaths.
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
@@ -147,10 +186,29 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
|
||||||
|
if (variableCount != networkBehaviour.NetworkVariableFields.Count)
|
||||||
|
{
|
||||||
|
UnityEngine.Debug.LogError("Variable count mismatch");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
|
for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
|
||||||
{
|
{
|
||||||
int varSize = 0;
|
int varSize = 0;
|
||||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
|
||||||
|
varSize = variableSize;
|
||||||
|
|
||||||
|
if (varSize == 0)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||||
{
|
{
|
||||||
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
|
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
|
||||||
|
|
||||||
@@ -202,6 +260,7 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
int readStartPos = m_ReceivedNetworkVariableData.Position;
|
int readStartPos = m_ReceivedNetworkVariableData.Position;
|
||||||
|
|
||||||
|
// Read Delta so we also notify any subscribers to a change in the NetworkVariable
|
||||||
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
|
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
|
||||||
|
|
||||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
|
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
|
||||||
@@ -211,7 +270,7 @@ namespace Unity.Netcode
|
|||||||
networkBehaviour.__getTypeName(),
|
networkBehaviour.__getTypeName(),
|
||||||
context.MessageSize);
|
context.MessageSize);
|
||||||
|
|
||||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
|
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
|
||||||
{
|
{
|
||||||
@@ -237,7 +296,10 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
|
// DANGO-TODO: Fix me!
|
||||||
|
// When a client-spawned NetworkObject is despawned by the owner client, the owner client will still get messages for deltas and cause this to
|
||||||
|
// log a warning. The issue is primarily how NetworkVariables handle updating and will require some additional re-factoring.
|
||||||
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context, k_Name);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,6 +6,8 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
public int Version => 0;
|
public int Version => 0;
|
||||||
|
|
||||||
|
private const string k_Name = "DestroyObjectMessage";
|
||||||
|
|
||||||
public ulong NetworkObjectId;
|
public ulong NetworkObjectId;
|
||||||
|
|
||||||
private byte m_BitField;
|
private byte m_BitField;
|
||||||
@@ -33,6 +35,12 @@ namespace Unity.Netcode
|
|||||||
set => ByteUtility.SetBit(ref m_BitField, 2, value);
|
set => ByteUtility.SetBit(ref m_BitField, 2, value);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool AuthorityApplied
|
||||||
|
{
|
||||||
|
get => ByteUtility.GetBit(m_BitField, 3);
|
||||||
|
set => ByteUtility.SetBit(ref m_BitField, 3, value);
|
||||||
|
}
|
||||||
|
|
||||||
// These additional properties are used to synchronize clients with the current position,
|
// These additional properties are used to synchronize clients with the current position,
|
||||||
// rotation, and scale after parenting/de-parenting (world/local space relative). This
|
// rotation, and scale after parenting/de-parenting (world/local space relative). This
|
||||||
// allows users to control the final child's transform values without having to have a
|
// allows users to control the final child's transform values without having to have a
|
||||||
@@ -83,9 +91,10 @@ namespace Unity.Netcode
|
|||||||
reader.ReadValueSafe(out Rotation);
|
reader.ReadValueSafe(out Rotation);
|
||||||
reader.ReadValueSafe(out Scale);
|
reader.ReadValueSafe(out Scale);
|
||||||
|
|
||||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
// If the target NetworkObject does not exist =or= the target latest parent does not exist then defer the message
|
||||||
|
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId) || (LatestParent.HasValue && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(LatestParent.Value)))
|
||||||
{
|
{
|
||||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
@@ -95,6 +104,16 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||||
|
|
||||||
|
// For either DA or Client-Server modes, parenting is only valid if the parent was owned by a different authority (i.e. AuthorityApplied) or the sender is from the owner (DA mode)
|
||||||
|
// or the server (client-server mode).
|
||||||
|
networkObject.AuthorityAppliedParenting = AuthorityApplied || context.SenderId == networkObject.OwnerClientId || context.SenderId == NetworkManager.ServerClientId;
|
||||||
|
if (!networkObject.AuthorityAppliedParenting && networkManager.LogLevel <= LogLevel.Normal)
|
||||||
|
{
|
||||||
|
NetworkLog.LogWarningServer($"Client-{context.SenderId} sent a ParentSyncMessage but is not the authority of {networkObject.gameObject.name}'s {nameof(NetworkObject)} component!");
|
||||||
|
// DANGO-TODO: Still determining if we should not apply this change (I am leaning towards not allowing it).
|
||||||
|
}
|
||||||
|
|
||||||
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
|
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
|
||||||
networkObject.ApplyNetworkParenting(RemoveParent);
|
networkObject.ApplyNetworkParenting(RemoveParent);
|
||||||
|
|
||||||
@@ -111,6 +130,30 @@ namespace Unity.Netcode
|
|||||||
networkObject.transform.rotation = Rotation;
|
networkObject.transform.rotation = Rotation;
|
||||||
}
|
}
|
||||||
networkObject.transform.localScale = Scale;
|
networkObject.transform.localScale = Scale;
|
||||||
|
|
||||||
|
// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
|
||||||
|
if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
|
||||||
|
{
|
||||||
|
var size = 0;
|
||||||
|
var message = this;
|
||||||
|
|
||||||
|
foreach (var client in networkManager.ConnectedClients)
|
||||||
|
{
|
||||||
|
if (client.Value.ClientId == networkObject.OwnerClientId || client.Value.ClientId == networkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
|
||||||
|
{
|
||||||
|
size = networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
|
||||||
|
networkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log($"[DAHost][ParentingProxy] Client-{client.Value.ClientId} has no visibility to {networkObject.name}!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -31,11 +31,24 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public unsafe void Handle(ref NetworkContext context)
|
public unsafe void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
|
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
|
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
|
||||||
{
|
{
|
||||||
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
// With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
|
||||||
|
// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
|
||||||
|
// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
if (networkManager.LogLevel == LogLevel.Developer)
|
||||||
|
{
|
||||||
|
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
var observers = networkObject.Observers;
|
var observers = networkObject.Observers;
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ namespace Unity.Netcode
|
|||||||
writer.WriteBytesSafe(payload.GetUnsafePtr(), payload.Length);
|
writer.WriteBytesSafe(payload.GetUnsafePtr(), payload.Length);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload)
|
public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload, string messageType)
|
||||||
{
|
{
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId);
|
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId);
|
||||||
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId);
|
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId);
|
||||||
@@ -23,7 +23,7 @@ namespace Unity.Netcode
|
|||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
|
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
|
||||||
{
|
{
|
||||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context, messageType);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -41,7 +41,7 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
|
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
|
||||||
|
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
|
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
|
||||||
{
|
{
|
||||||
networkManager.NetworkMetrics.TrackRpcReceived(
|
networkManager.NetworkMetrics.TrackRpcReceived(
|
||||||
@@ -52,7 +52,6 @@ namespace Unity.Netcode
|
|||||||
reader.Length);
|
reader.Length);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -100,6 +99,8 @@ namespace Unity.Netcode
|
|||||||
public FastBufferWriter WriteBuffer;
|
public FastBufferWriter WriteBuffer;
|
||||||
public FastBufferReader ReadBuffer;
|
public FastBufferReader ReadBuffer;
|
||||||
|
|
||||||
|
private const string k_Name = "ServerRpcMessage";
|
||||||
|
|
||||||
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
||||||
@@ -107,7 +108,7 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
{
|
{
|
||||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
|
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
@@ -135,6 +136,8 @@ namespace Unity.Netcode
|
|||||||
public FastBufferWriter WriteBuffer;
|
public FastBufferWriter WriteBuffer;
|
||||||
public FastBufferReader ReadBuffer;
|
public FastBufferReader ReadBuffer;
|
||||||
|
|
||||||
|
private const string k_Name = "ClientRpcMessage";
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
|
||||||
@@ -142,7 +145,7 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
{
|
{
|
||||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
|
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
@@ -170,6 +173,8 @@ namespace Unity.Netcode
|
|||||||
public FastBufferWriter WriteBuffer;
|
public FastBufferWriter WriteBuffer;
|
||||||
public FastBufferReader ReadBuffer;
|
public FastBufferReader ReadBuffer;
|
||||||
|
|
||||||
|
private const string k_Name = "RpcMessage";
|
||||||
|
|
||||||
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
BytePacker.WriteValuePacked(writer, SenderClientId);
|
BytePacker.WriteValuePacked(writer, SenderClientId);
|
||||||
@@ -179,7 +184,8 @@ namespace Unity.Netcode
|
|||||||
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
{
|
{
|
||||||
ByteUnpacker.ReadValuePacked(reader, out SenderClientId);
|
ByteUnpacker.ReadValuePacked(reader, out SenderClientId);
|
||||||
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
|
|
||||||
|
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
@@ -197,4 +203,138 @@ namespace Unity.Netcode
|
|||||||
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
|
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// DANGO-EXP TODO: REMOVE THIS
|
||||||
|
internal struct ForwardServerRpcMessage : INetworkMessage
|
||||||
|
{
|
||||||
|
public int Version => 0;
|
||||||
|
public ulong OwnerId;
|
||||||
|
public NetworkDelivery NetworkDelivery;
|
||||||
|
public ServerRpcMessage ServerRpcMessage;
|
||||||
|
|
||||||
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(OwnerId);
|
||||||
|
writer.WriteValueSafe(NetworkDelivery);
|
||||||
|
ServerRpcMessage.Serialize(writer, targetVersion);
|
||||||
|
}
|
||||||
|
|
||||||
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out OwnerId);
|
||||||
|
reader.ReadValueSafe(out NetworkDelivery);
|
||||||
|
ServerRpcMessage.ReadBuffer = new FastBufferReader(reader, Allocator.Persistent, reader.Length - reader.Position, sizeof(RpcMetadata));
|
||||||
|
|
||||||
|
// If deserializing failed or this message was deferred.
|
||||||
|
if (!ServerRpcMessage.Deserialize(reader, ref context, receivedMessageVersion))
|
||||||
|
{
|
||||||
|
// release this reader as the handler will either be invoked later (deferred) or will not be invoked at all.
|
||||||
|
ServerRpcMessage.ReadBuffer.Dispose();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Handle(ref NetworkContext context)
|
||||||
|
{
|
||||||
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
if (networkManager.DAHost)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
// Since this is temporary, we will not be collection metrics for this.
|
||||||
|
// DAHost just forwards the message to the owner
|
||||||
|
ServerRpcMessage.WriteBuffer = new FastBufferWriter(ServerRpcMessage.ReadBuffer.Length, Allocator.TempJob);
|
||||||
|
ServerRpcMessage.WriteBuffer.WriteBytesSafe(ServerRpcMessage.ReadBuffer.ToArray());
|
||||||
|
networkManager.ConnectionManager.SendMessage(ref ServerRpcMessage, NetworkDelivery, OwnerId);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogException(ex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NetworkLog.LogErrorServer($"Received {nameof(ForwardServerRpcMessage)} on client-{networkManager.LocalClientId}! Only DAHost may forward RPC messages!");
|
||||||
|
}
|
||||||
|
ServerRpcMessage.ReadBuffer.Dispose();
|
||||||
|
ServerRpcMessage.WriteBuffer.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// DANGO-EXP TODO: REMOVE THIS
|
||||||
|
internal struct ForwardClientRpcMessage : INetworkMessage
|
||||||
|
{
|
||||||
|
public int Version => 0;
|
||||||
|
public bool BroadCast;
|
||||||
|
public ulong[] TargetClientIds;
|
||||||
|
public NetworkDelivery NetworkDelivery;
|
||||||
|
public ClientRpcMessage ClientRpcMessage;
|
||||||
|
|
||||||
|
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
|
{
|
||||||
|
if (TargetClientIds == null)
|
||||||
|
{
|
||||||
|
BroadCast = true;
|
||||||
|
writer.WriteValueSafe(BroadCast);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BroadCast = false;
|
||||||
|
writer.WriteValueSafe(BroadCast);
|
||||||
|
writer.WriteValueSafe(TargetClientIds);
|
||||||
|
}
|
||||||
|
writer.WriteValueSafe(NetworkDelivery);
|
||||||
|
ClientRpcMessage.Serialize(writer, targetVersion);
|
||||||
|
}
|
||||||
|
|
||||||
|
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out BroadCast);
|
||||||
|
|
||||||
|
if (!BroadCast)
|
||||||
|
{
|
||||||
|
reader.ReadValueSafe(out TargetClientIds);
|
||||||
|
}
|
||||||
|
|
||||||
|
reader.ReadValueSafe(out NetworkDelivery);
|
||||||
|
|
||||||
|
ClientRpcMessage.ReadBuffer = new FastBufferReader(reader, Allocator.Persistent, reader.Length - reader.Position, sizeof(RpcMetadata));
|
||||||
|
// If deserializing failed or this message was deferred.
|
||||||
|
if (!ClientRpcMessage.Deserialize(reader, ref context, receivedMessageVersion))
|
||||||
|
{
|
||||||
|
// release this reader as the handler will either be invoked later (deferred) or will not be invoked at all.
|
||||||
|
ClientRpcMessage.ReadBuffer.Dispose();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Handle(ref NetworkContext context)
|
||||||
|
{
|
||||||
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
if (networkManager.DAHost)
|
||||||
|
{
|
||||||
|
ClientRpcMessage.WriteBuffer = new FastBufferWriter(ClientRpcMessage.ReadBuffer.Length, Allocator.TempJob);
|
||||||
|
ClientRpcMessage.WriteBuffer.WriteBytesSafe(ClientRpcMessage.ReadBuffer.ToArray());
|
||||||
|
// Since this is temporary, we will not be collection metrics for this.
|
||||||
|
// DAHost just forwards the message to the clients
|
||||||
|
if (BroadCast)
|
||||||
|
{
|
||||||
|
networkManager.ConnectionManager.SendMessage(ref ClientRpcMessage, NetworkDelivery, networkManager.ConnectedClientsIds);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
networkManager.ConnectionManager.SendMessage(ref ClientRpcMessage, NetworkDelivery, TargetClientIds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NetworkLog.LogErrorServer($"Received {nameof(ForwardClientRpcMessage)} on client-{networkManager.LocalClientId}! Only DAHost may forward RPC messages!");
|
||||||
|
}
|
||||||
|
ClientRpcMessage.WriteBuffer.Dispose();
|
||||||
|
ClientRpcMessage.ReadBuffer.Dispose();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
|
||||||
namespace Unity.Netcode
|
namespace Unity.Netcode
|
||||||
{
|
{
|
||||||
// Todo: Would be lovely to get this one nicely formatted with all the data it sends in the struct
|
// Todo: Would be lovely to get this one nicely formatted with all the data it sends in the struct
|
||||||
@@ -8,6 +9,7 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public SceneEventData EventData;
|
public SceneEventData EventData;
|
||||||
|
|
||||||
|
|
||||||
private FastBufferReader m_ReceivedData;
|
private FastBufferReader m_ReceivedData;
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
@@ -23,7 +25,8 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
((NetworkManager)context.SystemOwner).SceneManager.HandleSceneEvent(context.SenderId, m_ReceivedData);
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
networkManager.SceneManager.HandleSceneEvent(context.SenderId, m_ReceivedData);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,8 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
public int Version => 0;
|
public int Version => 0;
|
||||||
|
|
||||||
|
public ulong SenderId;
|
||||||
|
|
||||||
public NetworkLog.LogType LogType;
|
public NetworkLog.LogType LogType;
|
||||||
// It'd be lovely to be able to replace this with FixedString or NativeArray...
|
// It'd be lovely to be able to replace this with FixedString or NativeArray...
|
||||||
// But it's not really practical. On the sending side, the user is likely to want
|
// But it's not really practical. On the sending side, the user is likely to want
|
||||||
@@ -12,30 +14,39 @@ namespace Unity.Netcode
|
|||||||
// So an allocation is unavoidable here on both sides.
|
// So an allocation is unavoidable here on both sides.
|
||||||
public string Message;
|
public string Message;
|
||||||
|
|
||||||
|
|
||||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
{
|
{
|
||||||
writer.WriteValueSafe(LogType);
|
writer.WriteValueSafe(LogType);
|
||||||
BytePacker.WriteValuePacked(writer, Message);
|
BytePacker.WriteValuePacked(writer, Message);
|
||||||
|
BytePacker.WriteValueBitPacked(writer, SenderId);
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
if (networkManager.IsServer && networkManager.NetworkConfig.EnableNetworkLogs)
|
|
||||||
|
if ((networkManager.IsServer || networkManager.LocalClient.IsSessionOwner) && networkManager.NetworkConfig.EnableNetworkLogs)
|
||||||
{
|
{
|
||||||
reader.ReadValueSafe(out LogType);
|
reader.ReadValueSafe(out LogType);
|
||||||
ByteUnpacker.ReadValuePacked(reader, out Message);
|
ByteUnpacker.ReadValuePacked(reader, out Message);
|
||||||
|
ByteUnpacker.ReadValuePacked(reader, out SenderId);
|
||||||
|
// If in distributed authority mode and the DAHost is not the session owner, then the DAHost will just forward the message.
|
||||||
|
if (networkManager.DAHost && networkManager.CurrentSessionOwner != networkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
var message = this;
|
||||||
|
var size = networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, networkManager.CurrentSessionOwner);
|
||||||
|
networkManager.NetworkMetrics.TrackServerLogSent(networkManager.CurrentSessionOwner, (uint)LogType, size);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Handle(ref NetworkContext context)
|
public void Handle(ref NetworkContext context)
|
||||||
{
|
{
|
||||||
var networkManager = (NetworkManager)context.SystemOwner;
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
var senderId = context.SenderId;
|
var senderId = networkManager.DistributedAuthorityMode ? SenderId : context.SenderId;
|
||||||
|
|
||||||
networkManager.NetworkMetrics.TrackServerLogReceived(senderId, (uint)LogType, context.MessageSize);
|
networkManager.NetworkMetrics.TrackServerLogReceived(senderId, (uint)LogType, context.MessageSize);
|
||||||
|
|
||||||
|
|||||||
26
Runtime/Messaging/Messages/SessionOwnerMessage.cs
Normal file
26
Runtime/Messaging/Messages/SessionOwnerMessage.cs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
namespace Unity.Netcode
|
||||||
|
{
|
||||||
|
internal struct SessionOwnerMessage : INetworkMessage
|
||||||
|
{
|
||||||
|
public int Version => 0;
|
||||||
|
|
||||||
|
public ulong SessionOwner;
|
||||||
|
|
||||||
|
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||||
|
{
|
||||||
|
BytePacker.WriteValuePacked(writer, SessionOwner);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValuePacked(reader, out SessionOwner);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public unsafe void Handle(ref NetworkContext context)
|
||||||
|
{
|
||||||
|
var networkManager = (NetworkManager)context.SystemOwner;
|
||||||
|
networkManager.SetSessionOwner(SessionOwner);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Runtime/Messaging/Messages/SessionOwnerMessage.cs.meta
Normal file
11
Runtime/Messaging/Messages/SessionOwnerMessage.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e02985965397ab44809c99406914311
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -34,6 +34,9 @@ namespace Unity.Netcode
|
|||||||
internal class NetworkMessageManager : IDisposable
|
internal class NetworkMessageManager : IDisposable
|
||||||
{
|
{
|
||||||
public bool StopProcessing = false;
|
public bool StopProcessing = false;
|
||||||
|
private static Type s_ConnectionApprovedType = typeof(ConnectionApprovedMessage);
|
||||||
|
private static Type s_ConnectionRequestType = typeof(ConnectionRequestMessage);
|
||||||
|
private static Type s_DisconnectReasonType = typeof(DisconnectReasonMessage);
|
||||||
|
|
||||||
private struct ReceiveQueueItem
|
private struct ReceiveQueueItem
|
||||||
{
|
{
|
||||||
@@ -120,53 +123,46 @@ namespace Unity.Netcode
|
|||||||
public VersionGetter GetVersion;
|
public VersionGetter GetVersion;
|
||||||
}
|
}
|
||||||
|
|
||||||
internal List<MessageWithHandler> PrioritizeMessageOrder(List<MessageWithHandler> allowedTypes)
|
|
||||||
{
|
|
||||||
var prioritizedTypes = new List<MessageWithHandler>();
|
|
||||||
|
|
||||||
// First pass puts the priority message in the first indices
|
|
||||||
// Those are the messages that must be delivered in order to allow re-ordering the others later
|
|
||||||
foreach (var t in allowedTypes)
|
|
||||||
{
|
|
||||||
if (t.MessageType.FullName == typeof(ConnectionRequestMessage).FullName ||
|
|
||||||
t.MessageType.FullName == typeof(ConnectionApprovedMessage).FullName)
|
|
||||||
{
|
|
||||||
prioritizedTypes.Add(t);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var t in allowedTypes)
|
|
||||||
{
|
|
||||||
if (t.MessageType.FullName != typeof(ConnectionRequestMessage).FullName &&
|
|
||||||
t.MessageType.FullName != typeof(ConnectionApprovedMessage).FullName)
|
|
||||||
{
|
|
||||||
prioritizedTypes.Add(t);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return prioritizedTypes;
|
|
||||||
}
|
|
||||||
|
|
||||||
public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
|
public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
m_Sender = sender;
|
m_Sender = sender;
|
||||||
m_Owner = owner;
|
m_Owner = owner;
|
||||||
|
|
||||||
if (provider == null)
|
if (provider == null)
|
||||||
{
|
{
|
||||||
provider = new ILPPMessageProvider();
|
provider = new ILPPMessageProvider();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Get the presorted message types returned by the provider
|
||||||
var allowedTypes = provider.GetMessages();
|
var allowedTypes = provider.GetMessages();
|
||||||
|
|
||||||
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
|
|
||||||
allowedTypes = PrioritizeMessageOrder(allowedTypes);
|
|
||||||
foreach (var type in allowedTypes)
|
foreach (var type in allowedTypes)
|
||||||
{
|
{
|
||||||
RegisterMessageType(type);
|
RegisterMessageType(type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (EnableMessageOrderConsoleLog)
|
||||||
|
{
|
||||||
|
// DANGO-TODO: Remove this when we have some form of message type indices stability in place
|
||||||
|
// For now, just log the messages and their assigned types for reference purposes.
|
||||||
|
var networkManager = m_Owner as NetworkManager;
|
||||||
|
if (networkManager != null)
|
||||||
|
{
|
||||||
|
if (networkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
var messageListing = new StringBuilder();
|
||||||
|
messageListing.AppendLine("NGO Message Index to Type Listing:");
|
||||||
|
foreach (var message in m_MessageTypes)
|
||||||
|
{
|
||||||
|
messageListing.AppendLine($"[{message.Value}][{message.Key.Name}]");
|
||||||
|
}
|
||||||
|
Debug.Log(messageListing);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
catch (Exception)
|
catch (Exception)
|
||||||
{
|
{
|
||||||
@@ -175,6 +171,8 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal static bool EnableMessageOrderConsoleLog = false;
|
||||||
|
|
||||||
public void Dispose()
|
public void Dispose()
|
||||||
{
|
{
|
||||||
if (m_Disposed)
|
if (m_Disposed)
|
||||||
@@ -529,6 +527,7 @@ namespace Unity.Netcode
|
|||||||
return new T().Version;
|
return new T().Version;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
internal int GetMessageVersion(Type type, ulong clientId, bool forReceive = false)
|
internal int GetMessageVersion(Type type, ulong clientId, bool forReceive = false)
|
||||||
{
|
{
|
||||||
if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap))
|
if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap))
|
||||||
@@ -556,16 +555,20 @@ namespace Unity.Netcode
|
|||||||
return messageVersion;
|
return messageVersion;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager) where T : INetworkMessage, new()
|
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager) where T : INetworkMessage, new()
|
||||||
{
|
{
|
||||||
|
var messageType = typeof(T);
|
||||||
var message = new T();
|
var message = new T();
|
||||||
var messageVersion = 0;
|
var messageVersion = 0;
|
||||||
|
|
||||||
// Special cases because these are the messages that carry the version info - thus the version info isn't
|
// Special cases because these are the messages that carry the version info - thus the version info isn't
|
||||||
// populated yet when we get these. The first part of these messages always has to be the version data
|
// populated yet when we get these. The first part of these messages always has to be the version data
|
||||||
// and can't change.
|
// and can't change.
|
||||||
if (typeof(T) != typeof(ConnectionRequestMessage) && typeof(T) != typeof(ConnectionApprovedMessage) && typeof(T) != typeof(DisconnectReasonMessage) && context.SenderId != manager.m_LocalClientId)
|
if (messageType != s_ConnectionRequestType && messageType != s_ConnectionApprovedType && messageType != s_DisconnectReasonType && context.SenderId != manager.m_LocalClientId)
|
||||||
{
|
{
|
||||||
messageVersion = manager.GetMessageVersion(typeof(T), context.SenderId, true);
|
messageVersion = manager.GetMessageVersion(messageType, context.SenderId, true);
|
||||||
if (messageVersion < 0)
|
if (messageVersion < 0)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
@@ -617,7 +620,7 @@ namespace Unity.Netcode
|
|||||||
var messageVersion = 0;
|
var messageVersion = 0;
|
||||||
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
|
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
|
||||||
// The first part of this message always has to be the version data and can't change.
|
// The first part of this message always has to be the version data and can't change.
|
||||||
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
|
if (typeof(TMessageType) != s_ConnectionRequestType)
|
||||||
{
|
{
|
||||||
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
|
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
|
||||||
if (messageVersion < 0)
|
if (messageVersion < 0)
|
||||||
@@ -671,7 +674,7 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
|
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
|
||||||
// The first part of this message always has to be the version data and can't change.
|
// The first part of this message always has to be the version data and can't change.
|
||||||
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
|
if (typeof(TMessageType) != s_ConnectionRequestType)
|
||||||
{
|
{
|
||||||
var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
|
var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
|
||||||
if (messageVersion < 0)
|
if (messageVersion < 0)
|
||||||
@@ -751,7 +754,7 @@ namespace Unity.Netcode
|
|||||||
// Special case because this is the message that carries the version info - thus the version info isn't
|
// Special case because this is the message that carries the version info - thus the version info isn't
|
||||||
// populated yet when we get this. The first part of this message always has to be the version data
|
// populated yet when we get this. The first part of this message always has to be the version data
|
||||||
// and can't change.
|
// and can't change.
|
||||||
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
|
if (typeof(TMessageType) != s_ConnectionRequestType)
|
||||||
{
|
{
|
||||||
messageVersion = GetMessageVersion(typeof(TMessageType), clientId);
|
messageVersion = GetMessageVersion(typeof(TMessageType), clientId);
|
||||||
if (messageVersion < 0)
|
if (messageVersion < 0)
|
||||||
@@ -823,7 +826,11 @@ namespace Unity.Netcode
|
|||||||
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeList<ulong> clientIds)
|
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeList<ulong> clientIds)
|
||||||
where T : INetworkMessage
|
where T : INetworkMessage
|
||||||
{
|
{
|
||||||
|
#if UTP_TRANSPORT_2_0_ABOVE
|
||||||
|
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>(clientIds.GetUnsafePtr(), clientIds.Length));
|
||||||
|
#else
|
||||||
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length));
|
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length));
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
internal unsafe void ProcessSendQueues()
|
internal unsafe void ProcessSendQueues()
|
||||||
|
|||||||
75
Runtime/Messaging/RpcTargets/AuthorityRpcTarget.cs
Normal file
75
Runtime/Messaging/RpcTargets/AuthorityRpcTarget.cs
Normal file
@@ -0,0 +1,75 @@
|
|||||||
|
namespace Unity.Netcode
|
||||||
|
{
|
||||||
|
internal class AuthorityRpcTarget : ServerRpcTarget
|
||||||
|
{
|
||||||
|
private ProxyRpcTarget m_AuthorityTarget;
|
||||||
|
private DirectSendRpcTarget m_DirectSendTarget;
|
||||||
|
|
||||||
|
public override void Dispose()
|
||||||
|
{
|
||||||
|
if (m_AuthorityTarget != null)
|
||||||
|
{
|
||||||
|
m_AuthorityTarget.Dispose();
|
||||||
|
m_AuthorityTarget = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_DirectSendTarget != null)
|
||||||
|
{
|
||||||
|
m_DirectSendTarget.Dispose();
|
||||||
|
m_DirectSendTarget = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
base.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
||||||
|
{
|
||||||
|
if (behaviour.NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
// If invoked locally, then send locally
|
||||||
|
if (behaviour.HasAuthority)
|
||||||
|
{
|
||||||
|
if (m_UnderlyingTarget == null)
|
||||||
|
{
|
||||||
|
m_UnderlyingTarget = new LocalSendRpcTarget(m_NetworkManager);
|
||||||
|
}
|
||||||
|
m_UnderlyingTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
|
else if (behaviour.NetworkManager.DAHost)
|
||||||
|
{
|
||||||
|
if (m_DirectSendTarget == null)
|
||||||
|
{
|
||||||
|
m_DirectSendTarget = new DirectSendRpcTarget(behaviour.OwnerClientId, m_NetworkManager);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_DirectSendTarget.ClientId = behaviour.OwnerClientId;
|
||||||
|
}
|
||||||
|
m_DirectSendTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
|
else // Otherwise (for now), we always proxy the RPC messages to the owner
|
||||||
|
{
|
||||||
|
if (m_AuthorityTarget == null)
|
||||||
|
{
|
||||||
|
m_AuthorityTarget = new ProxyRpcTarget(behaviour.OwnerClientId, m_NetworkManager);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Since the owner can change, for now we will just clear and set the owner each time
|
||||||
|
m_AuthorityTarget.SetClientId(behaviour.OwnerClientId);
|
||||||
|
}
|
||||||
|
m_AuthorityTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// If we are not in distributed authority mode, then we invoke the normal ServerRpc code.
|
||||||
|
base.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal AuthorityRpcTarget(NetworkManager manager) : base(manager)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Runtime/Messaging/RpcTargets/AuthorityRpcTarget.cs.meta
Normal file
11
Runtime/Messaging/RpcTargets/AuthorityRpcTarget.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6b8f28b7a617fd34faee91e5f88e89ac
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -36,12 +36,12 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
private protected void SendMessageToClient(NetworkBehaviour behaviour, ulong clientId, ref RpcMessage message, NetworkDelivery delivery)
|
private protected void SendMessageToClient(NetworkBehaviour behaviour, ulong clientId, ref RpcMessage message, NetworkDelivery delivery)
|
||||||
{
|
{
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
var size =
|
var size =
|
||||||
#endif
|
#endif
|
||||||
behaviour.NetworkManager.MessageManager.SendMessage(ref message, delivery, clientId);
|
behaviour.NetworkManager.MessageManager.SendMessage(ref message, delivery, clientId);
|
||||||
|
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
|
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
|
||||||
{
|
{
|
||||||
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent(
|
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent(
|
||||||
|
|||||||
@@ -4,23 +4,37 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
private NotServerRpcTarget m_NotServerRpcTarget;
|
private NotServerRpcTarget m_NotServerRpcTarget;
|
||||||
private ServerRpcTarget m_ServerRpcTarget;
|
private ServerRpcTarget m_ServerRpcTarget;
|
||||||
|
private NotAuthorityRpcTarget m_NotAuthorityRpcTarget;
|
||||||
|
private AuthorityRpcTarget m_AuthorityRpcTarget;
|
||||||
|
|
||||||
public override void Dispose()
|
public override void Dispose()
|
||||||
{
|
{
|
||||||
m_NotServerRpcTarget.Dispose();
|
m_NotServerRpcTarget.Dispose();
|
||||||
m_ServerRpcTarget.Dispose();
|
m_ServerRpcTarget.Dispose();
|
||||||
|
m_NotAuthorityRpcTarget.Dispose();
|
||||||
|
m_AuthorityRpcTarget.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
||||||
{
|
{
|
||||||
m_NotServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
if (NetworkManager.IsDistributedAuthority)
|
||||||
m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
{
|
||||||
|
m_NotAuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
m_AuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_NotServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
internal EveryoneRpcTarget(NetworkManager manager) : base(manager)
|
internal EveryoneRpcTarget(NetworkManager manager) : base(manager)
|
||||||
{
|
{
|
||||||
m_NotServerRpcTarget = new NotServerRpcTarget(manager);
|
m_NotServerRpcTarget = new NotServerRpcTarget(manager);
|
||||||
m_ServerRpcTarget = new ServerRpcTarget(manager);
|
m_ServerRpcTarget = new ServerRpcTarget(manager);
|
||||||
|
m_NotAuthorityRpcTarget = new NotAuthorityRpcTarget(manager);
|
||||||
|
m_AuthorityRpcTarget = new AuthorityRpcTarget(manager);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -36,7 +36,7 @@ namespace Unity.Netcode
|
|||||||
MessageType = m_NetworkManager.MessageManager.GetMessageType(typeof(RpcMessage))
|
MessageType = m_NetworkManager.MessageManager.GetMessageType(typeof(RpcMessage))
|
||||||
};
|
};
|
||||||
|
|
||||||
behaviour.NetworkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0, reader, ref context);
|
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0, reader, ref context);
|
||||||
length = reader.Length;
|
length = reader.Length;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -46,11 +46,11 @@ namespace Unity.Netcode
|
|||||||
message.Handle(ref context);
|
message.Handle(ref context);
|
||||||
length = tempBuffer.Length;
|
length = tempBuffer.Length;
|
||||||
}
|
}
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
|
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
|
||||||
{
|
{
|
||||||
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent(
|
networkManager.NetworkMetrics.TrackRpcSent(
|
||||||
behaviour.NetworkManager.LocalClientId,
|
networkManager.LocalClientId,
|
||||||
behaviour.NetworkObject,
|
behaviour.NetworkObject,
|
||||||
rpcMethodName,
|
rpcMethodName,
|
||||||
behaviour.__getTypeName(),
|
behaviour.__getTypeName(),
|
||||||
|
|||||||
65
Runtime/Messaging/RpcTargets/NotAuthorityRpcTarget.cs
Normal file
65
Runtime/Messaging/RpcTargets/NotAuthorityRpcTarget.cs
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
namespace Unity.Netcode
|
||||||
|
{
|
||||||
|
internal class NotAuthorityRpcTarget : NotServerRpcTarget
|
||||||
|
{
|
||||||
|
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
||||||
|
{
|
||||||
|
var networkObject = behaviour.NetworkObject;
|
||||||
|
if (m_NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
if (m_GroupSendTarget == null)
|
||||||
|
{
|
||||||
|
// When mocking the CMB service, we are running a server so create a non-proxy target group
|
||||||
|
if (m_NetworkManager.DAHost)
|
||||||
|
{
|
||||||
|
m_GroupSendTarget = new RpcTargetGroup(m_NetworkManager);
|
||||||
|
}
|
||||||
|
else // Otherwise (for now), we always proxy the RPC messages
|
||||||
|
{
|
||||||
|
m_GroupSendTarget = new ProxyRpcTargetGroup(m_NetworkManager);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
m_GroupSendTarget.Clear();
|
||||||
|
|
||||||
|
if (behaviour.HasAuthority)
|
||||||
|
{
|
||||||
|
foreach (var clientId in networkObject.Observers)
|
||||||
|
{
|
||||||
|
if (clientId == behaviour.OwnerClientId)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
m_GroupSendTarget.Add(clientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
|
||||||
|
{
|
||||||
|
if (clientId == behaviour.OwnerClientId || !networkObject.Observers.Contains(clientId))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (clientId == m_NetworkManager.LocalClientId)
|
||||||
|
{
|
||||||
|
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
m_GroupSendTarget.Add(clientId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
m_GroupSendTarget.Target.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
base.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal NotAuthorityRpcTarget(NetworkManager manager) : base(manager)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Runtime/Messaging/RpcTargets/NotAuthorityRpcTarget.cs.meta
Normal file
11
Runtime/Messaging/RpcTargets/NotAuthorityRpcTarget.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4968ce7e70c277d4a892c1ed209ce4d6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -49,7 +49,8 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
if (clientId == NetworkManager.ServerClientId)
|
// In distributed authority mode, we send to target id 0 (which would be a DAHost) via the group
|
||||||
|
if (clientId == NetworkManager.ServerClientId && !m_NetworkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -57,7 +58,9 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_GroupSendTarget.Target.Send(behaviour, ref message, delivery, rpcParams);
|
m_GroupSendTarget.Target.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
if (!behaviour.IsServer)
|
|
||||||
|
// In distributed authority mode, we don't use ServerRpc
|
||||||
|
if (!behaviour.IsServer && !m_NetworkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,8 +2,8 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
internal class NotServerRpcTarget : BaseRpcTarget
|
internal class NotServerRpcTarget : BaseRpcTarget
|
||||||
{
|
{
|
||||||
private IGroupRpcTarget m_GroupSendTarget;
|
protected IGroupRpcTarget m_GroupSendTarget;
|
||||||
private LocalSendRpcTarget m_LocalSendRpcTarget;
|
protected LocalSendRpcTarget m_LocalSendRpcTarget;
|
||||||
|
|
||||||
public override void Dispose()
|
public override void Dispose()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -18,12 +18,12 @@ namespace Unity.Netcode
|
|||||||
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
||||||
{
|
{
|
||||||
var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
|
var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
var size =
|
var size =
|
||||||
#endif
|
#endif
|
||||||
behaviour.NetworkManager.MessageManager.SendMessage(ref proxyMessage, delivery, NetworkManager.ServerClientId);
|
behaviour.NetworkManager.MessageManager.SendMessage(ref proxyMessage, delivery, NetworkManager.ServerClientId);
|
||||||
|
|
||||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||||
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
|
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
|
||||||
{
|
{
|
||||||
foreach (var clientId in TargetClientIds)
|
foreach (var clientId in TargetClientIds)
|
||||||
|
|||||||
@@ -62,6 +62,18 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
ClientsAndHost,
|
ClientsAndHost,
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Send this RPC to the authority.
|
||||||
|
/// In distributed authority mode, this will be the owner of the NetworkObject.
|
||||||
|
/// In normal client-server mode, this is basically the exact same thing as a server rpc.
|
||||||
|
/// </summary>
|
||||||
|
Authority,
|
||||||
|
/// <summary>
|
||||||
|
/// Send this RPC to all non-authority instances.
|
||||||
|
/// In distributed authority mode, this will be the non-owners of the NetworkObject.
|
||||||
|
/// In normal client-server mode, this is basically the exact same thing as a client rpc.
|
||||||
|
/// </summary>
|
||||||
|
NotAuthority,
|
||||||
|
/// <summary>
|
||||||
/// This RPC cannot be sent without passing in a target in RpcSendParams.
|
/// This RPC cannot be sent without passing in a target in RpcSendParams.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
SpecifiedInParams
|
SpecifiedInParams
|
||||||
@@ -100,7 +112,8 @@ namespace Unity.Netcode
|
|||||||
NotMe = new NotMeRpcTarget(manager);
|
NotMe = new NotMeRpcTarget(manager);
|
||||||
Me = new LocalSendRpcTarget(manager);
|
Me = new LocalSendRpcTarget(manager);
|
||||||
ClientsAndHost = new ClientsAndHostRpcTarget(manager);
|
ClientsAndHost = new ClientsAndHostRpcTarget(manager);
|
||||||
|
Authority = new AuthorityRpcTarget(manager);
|
||||||
|
NotAuthority = new NotAuthorityRpcTarget(manager);
|
||||||
m_CachedProxyRpcTargetGroup = new ProxyRpcTargetGroup(manager);
|
m_CachedProxyRpcTargetGroup = new ProxyRpcTargetGroup(manager);
|
||||||
m_CachedTargetGroup = new RpcTargetGroup(manager);
|
m_CachedTargetGroup = new RpcTargetGroup(manager);
|
||||||
m_CachedDirectSendTarget = new DirectSendRpcTarget(manager);
|
m_CachedDirectSendTarget = new DirectSendRpcTarget(manager);
|
||||||
@@ -122,7 +135,8 @@ namespace Unity.Netcode
|
|||||||
NotMe.Dispose();
|
NotMe.Dispose();
|
||||||
Me.Dispose();
|
Me.Dispose();
|
||||||
ClientsAndHost.Dispose();
|
ClientsAndHost.Dispose();
|
||||||
|
Authority.Dispose();
|
||||||
|
NotAuthority.Dispose();
|
||||||
m_CachedProxyRpcTargetGroup.Unlock();
|
m_CachedProxyRpcTargetGroup.Unlock();
|
||||||
m_CachedTargetGroup.Unlock();
|
m_CachedTargetGroup.Unlock();
|
||||||
m_CachedDirectSendTarget.Unlock();
|
m_CachedDirectSendTarget.Unlock();
|
||||||
@@ -134,7 +148,6 @@ namespace Unity.Netcode
|
|||||||
m_CachedProxyRpcTarget.Dispose();
|
m_CachedProxyRpcTarget.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Send to the NetworkObject's current owner.
|
/// Send to the NetworkObject's current owner.
|
||||||
/// Will execute locally if the local process is the owner.
|
/// Will execute locally if the local process is the owner.
|
||||||
@@ -196,6 +209,20 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public BaseRpcTarget ClientsAndHost;
|
public BaseRpcTarget ClientsAndHost;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Send this RPC to the authority.
|
||||||
|
/// In distributed authority mode, this will be the owner of the NetworkObject.
|
||||||
|
/// In normal client-server mode, this is basically the exact same thing as a server rpc.
|
||||||
|
/// </summary>
|
||||||
|
public BaseRpcTarget Authority;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Send this RPC to all non-authority instances.
|
||||||
|
/// In distributed authority mode, this will be the non-owners of the NetworkObject.
|
||||||
|
/// In normal client-server mode, this is basically the exact same thing as a client rpc.
|
||||||
|
/// </summary>
|
||||||
|
public BaseRpcTarget NotAuthority;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Send to a specific single client ID.
|
/// Send to a specific single client ID.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
internal class ServerRpcTarget : BaseRpcTarget
|
internal class ServerRpcTarget : BaseRpcTarget
|
||||||
{
|
{
|
||||||
private BaseRpcTarget m_UnderlyingTarget;
|
protected BaseRpcTarget m_UnderlyingTarget;
|
||||||
|
|
||||||
public override void Dispose()
|
public override void Dispose()
|
||||||
{
|
{
|
||||||
@@ -15,6 +15,12 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
|
||||||
{
|
{
|
||||||
|
if (behaviour.NetworkManager.DistributedAuthorityMode && behaviour.NetworkManager.CMBServiceConnection)
|
||||||
|
{
|
||||||
|
UnityEngine.Debug.LogWarning("[Invalid Target] There is no server to send to when in Distributed Authority mode!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (m_UnderlyingTarget == null)
|
if (m_UnderlyingTarget == null)
|
||||||
{
|
{
|
||||||
if (behaviour.NetworkManager.IsServer)
|
if (behaviour.NetworkManager.IsServer)
|
||||||
|
|||||||
@@ -1,3 +1,2 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 10f5188736b742d1993a2aad46a03e78
|
guid: fc9fd5701bee8534a971eb9f49178e21
|
||||||
timeCreated: 1705595868
|
|
||||||
@@ -24,6 +24,7 @@ namespace Unity.Netcode
|
|||||||
/// The callback to be invoked when the list gets changed
|
/// The callback to be invoked when the list gets changed
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public event OnListChangedDelegate OnListChanged;
|
public event OnListChangedDelegate OnListChanged;
|
||||||
|
internal override NetworkVariableType Type => NetworkVariableType.NetworkList;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Constructor method for <see cref="NetworkList"/>
|
/// Constructor method for <see cref="NetworkList"/>
|
||||||
@@ -98,7 +99,7 @@ namespace Unity.Netcode
|
|||||||
break;
|
break;
|
||||||
case NetworkListEvent<T>.EventType.Insert:
|
case NetworkListEvent<T>.EventType.Insert:
|
||||||
{
|
{
|
||||||
writer.WriteValueSafe(element.Index);
|
BytePacker.WriteValueBitPacked(writer, element.Index);
|
||||||
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
|
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -109,12 +110,12 @@ namespace Unity.Netcode
|
|||||||
break;
|
break;
|
||||||
case NetworkListEvent<T>.EventType.RemoveAt:
|
case NetworkListEvent<T>.EventType.RemoveAt:
|
||||||
{
|
{
|
||||||
writer.WriteValueSafe(element.Index);
|
BytePacker.WriteValueBitPacked(writer, element.Index);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case NetworkListEvent<T>.EventType.Value:
|
case NetworkListEvent<T>.EventType.Value:
|
||||||
{
|
{
|
||||||
writer.WriteValueSafe(element.Index);
|
BytePacker.WriteValueBitPacked(writer, element.Index);
|
||||||
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
|
NetworkVariableSerialization<T>.Write(writer, ref element.Value);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -130,6 +131,20 @@ namespace Unity.Netcode
|
|||||||
/// <inheritdoc />
|
/// <inheritdoc />
|
||||||
public override void WriteField(FastBufferWriter writer)
|
public override void WriteField(FastBufferWriter writer)
|
||||||
{
|
{
|
||||||
|
if (m_NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
writer.WriteValueSafe(NetworkVariableSerialization<T>.Type);
|
||||||
|
if (NetworkVariableSerialization<T>.Type == CollectionItemType.Unmanaged)
|
||||||
|
{
|
||||||
|
// Write the size of the unmanaged serialized type as it has a fixed size. This allows the CMB runtime to correctly read the unmanged type.
|
||||||
|
var placeholder = new T();
|
||||||
|
var startPos = writer.Position;
|
||||||
|
NetworkVariableSerialization<T>.Write(writer, ref placeholder);
|
||||||
|
var size = writer.Position - startPos;
|
||||||
|
writer.Seek(startPos);
|
||||||
|
BytePacker.WriteValueBitPacked(writer, size);
|
||||||
|
}
|
||||||
|
}
|
||||||
writer.WriteValueSafe((ushort)m_List.Length);
|
writer.WriteValueSafe((ushort)m_List.Length);
|
||||||
for (int i = 0; i < m_List.Length; i++)
|
for (int i = 0; i < m_List.Length; i++)
|
||||||
{
|
{
|
||||||
@@ -141,6 +156,15 @@ namespace Unity.Netcode
|
|||||||
public override void ReadField(FastBufferReader reader)
|
public override void ReadField(FastBufferReader reader)
|
||||||
{
|
{
|
||||||
m_List.Clear();
|
m_List.Clear();
|
||||||
|
if (m_NetworkManager.DistributedAuthorityMode)
|
||||||
|
{
|
||||||
|
// Collection item type is used by the CMB rust service, drop value here.
|
||||||
|
reader.ReadValueSafe(out CollectionItemType type);
|
||||||
|
if (type == CollectionItemType.Unmanaged)
|
||||||
|
{
|
||||||
|
ByteUnpacker.ReadValueBitPacked(reader, out int _);
|
||||||
|
}
|
||||||
|
}
|
||||||
reader.ReadValueSafe(out ushort count);
|
reader.ReadValueSafe(out ushort count);
|
||||||
for (int i = 0; i < count; i++)
|
for (int i = 0; i < count; i++)
|
||||||
{
|
{
|
||||||
@@ -189,7 +213,7 @@ namespace Unity.Netcode
|
|||||||
break;
|
break;
|
||||||
case NetworkListEvent<T>.EventType.Insert:
|
case NetworkListEvent<T>.EventType.Insert:
|
||||||
{
|
{
|
||||||
reader.ReadValueSafe(out int index);
|
ByteUnpacker.ReadValueBitPacked(reader, out int index);
|
||||||
var value = new T();
|
var value = new T();
|
||||||
NetworkVariableSerialization<T>.Read(reader, ref value);
|
NetworkVariableSerialization<T>.Read(reader, ref value);
|
||||||
|
|
||||||
@@ -261,7 +285,7 @@ namespace Unity.Netcode
|
|||||||
break;
|
break;
|
||||||
case NetworkListEvent<T>.EventType.RemoveAt:
|
case NetworkListEvent<T>.EventType.RemoveAt:
|
||||||
{
|
{
|
||||||
reader.ReadValueSafe(out int index);
|
ByteUnpacker.ReadValueBitPacked(reader, out int index);
|
||||||
T value = m_List[index];
|
T value = m_List[index];
|
||||||
m_List.RemoveAt(index);
|
m_List.RemoveAt(index);
|
||||||
|
|
||||||
@@ -289,7 +313,7 @@ namespace Unity.Netcode
|
|||||||
break;
|
break;
|
||||||
case NetworkListEvent<T>.EventType.Value:
|
case NetworkListEvent<T>.EventType.Value:
|
||||||
{
|
{
|
||||||
reader.ReadValueSafe(out int index);
|
ByteUnpacker.ReadValueBitPacked(reader, out int index);
|
||||||
var value = new T();
|
var value = new T();
|
||||||
NetworkVariableSerialization<T>.Read(reader, ref value);
|
NetworkVariableSerialization<T>.Read(reader, ref value);
|
||||||
if (index >= m_List.Length)
|
if (index >= m_List.Length)
|
||||||
@@ -367,10 +391,9 @@ namespace Unity.Netcode
|
|||||||
public void Add(T item)
|
public void Add(T item)
|
||||||
{
|
{
|
||||||
// check write permissions
|
// check write permissions
|
||||||
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
|
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||||
{
|
{
|
||||||
LogWritePermissionError();
|
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
m_List.Add(item);
|
m_List.Add(item);
|
||||||
@@ -389,10 +412,9 @@ namespace Unity.Netcode
|
|||||||
public void Clear()
|
public void Clear()
|
||||||
{
|
{
|
||||||
// check write permissions
|
// check write permissions
|
||||||
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
|
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||||
{
|
{
|
||||||
LogWritePermissionError();
|
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
m_List.Clear();
|
m_List.Clear();
|
||||||
@@ -416,10 +438,9 @@ namespace Unity.Netcode
|
|||||||
public bool Remove(T item)
|
public bool Remove(T item)
|
||||||
{
|
{
|
||||||
// check write permissions
|
// check write permissions
|
||||||
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
|
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||||
{
|
{
|
||||||
LogWritePermissionError();
|
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int index = m_List.IndexOf(item);
|
int index = m_List.IndexOf(item);
|
||||||
@@ -452,10 +473,9 @@ namespace Unity.Netcode
|
|||||||
public void Insert(int index, T item)
|
public void Insert(int index, T item)
|
||||||
{
|
{
|
||||||
// check write permissions
|
// check write permissions
|
||||||
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
|
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||||
{
|
{
|
||||||
LogWritePermissionError();
|
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (index < m_List.Length)
|
if (index < m_List.Length)
|
||||||
@@ -482,10 +502,9 @@ namespace Unity.Netcode
|
|||||||
public void RemoveAt(int index)
|
public void RemoveAt(int index)
|
||||||
{
|
{
|
||||||
// check write permissions
|
// check write permissions
|
||||||
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
|
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||||
{
|
{
|
||||||
LogWritePermissionError();
|
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var value = m_List[index];
|
var value = m_List[index];
|
||||||
@@ -508,10 +527,9 @@ namespace Unity.Netcode
|
|||||||
set
|
set
|
||||||
{
|
{
|
||||||
// check write permissions
|
// check write permissions
|
||||||
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
|
if (!CanClientWrite(m_NetworkManager.LocalClientId))
|
||||||
{
|
{
|
||||||
LogWritePermissionError();
|
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var previousValue = m_List[index];
|
var previousValue = m_List[index];
|
||||||
@@ -557,6 +575,7 @@ namespace Unity.Netcode
|
|||||||
{
|
{
|
||||||
m_List.Dispose();
|
m_List.Dispose();
|
||||||
m_DirtyEvents.Dispose();
|
m_DirtyEvents.Dispose();
|
||||||
|
base.Dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -44,6 +44,8 @@ namespace Unity.Netcode
|
|||||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal override NetworkVariableType Type => NetworkVariableType.Value;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Constructor for <see cref="NetworkVariable{T}"/>
|
/// Constructor for <see cref="NetworkVariable{T}"/>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -65,6 +67,19 @@ namespace Unity.Netcode
|
|||||||
m_PreviousValue = default;
|
m_PreviousValue = default;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resets the NetworkVariable when the associated NetworkObject is not spawned
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="value">the value to reset the NetworkVariable to (if none specified it resets to the default)</param>
|
||||||
|
public void Reset(T value = default)
|
||||||
|
{
|
||||||
|
if (m_NetworkBehaviour == null || m_NetworkBehaviour != null && !m_NetworkBehaviour.NetworkObject.IsSpawned)
|
||||||
|
{
|
||||||
|
m_InternalValue = value;
|
||||||
|
m_PreviousValue = default;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The internal value of the NetworkVariable
|
/// The internal value of the NetworkVariable
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -79,57 +94,25 @@ namespace Unity.Netcode
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The value of the NetworkVariable container
|
/// The value of the NetworkVariable container
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
|
||||||
/// When assigning collections to <see cref="Value"/>, unless it is a completely new collection this will not
|
|
||||||
/// detect any deltas with most managed collection classes since assignment of one collection value to another
|
|
||||||
/// is actually just a reference to the collection itself. <br />
|
|
||||||
/// To detect deltas in a collection, you should invoke <see cref="CheckDirtyState"/> after making modifications to the collection.
|
|
||||||
/// </remarks>
|
|
||||||
public virtual T Value
|
public virtual T Value
|
||||||
{
|
{
|
||||||
get => m_InternalValue;
|
get => m_InternalValue;
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
|
// Compare bitwise
|
||||||
|
if (NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
|
||||||
{
|
{
|
||||||
LogWritePermissionError();
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Compare the Value being applied to the current value
|
if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
|
||||||
if (!NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref value))
|
|
||||||
{
|
{
|
||||||
T previousValue = m_InternalValue;
|
throw new InvalidOperationException($"[Client-{m_NetworkManager.LocalClientId}][{m_NetworkBehaviour.name}][{Name}] Write permissions ({WritePerm}) for this client instance is not allowed!");
|
||||||
m_InternalValue = value;
|
|
||||||
SetDirty(true);
|
|
||||||
m_IsDisposed = false;
|
|
||||||
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
Set(value);
|
||||||
/// Invoke this method to check if a collection's items are dirty.
|
|
||||||
/// The default behavior is to exit early if the <see cref="NetworkVariable{T}"/> is already dirty.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="forceCheck"> when true, this check will force a full item collection check even if the NetworkVariable is already dirty</param>
|
|
||||||
/// <remarks>
|
|
||||||
/// This is to be used as a way to check if a <see cref="NetworkVariable{T}"/> containing a managed collection has any changees to the collection items.<br />
|
|
||||||
/// If you invoked this when a collection is dirty, it will not trigger the <see cref="OnValueChanged"/> unless you set <param name="forceCheck"/> to true. <br />
|
|
||||||
/// </remarks>
|
|
||||||
public bool CheckDirtyState(bool forceCheck = false)
|
|
||||||
{
|
|
||||||
var isDirty = base.IsDirty();
|
|
||||||
|
|
||||||
// Compare the previous with the current if not dirty or forcing a check.
|
|
||||||
if ((!isDirty || forceCheck) && !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue))
|
|
||||||
{
|
|
||||||
SetDirty(true);
|
|
||||||
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
|
|
||||||
m_IsDisposed = false;
|
m_IsDisposed = false;
|
||||||
isDirty = true;
|
|
||||||
}
|
}
|
||||||
return isDirty;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
internal ref T RefValue()
|
internal ref T RefValue()
|
||||||
@@ -158,6 +141,8 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
|
|
||||||
m_PreviousValue = default;
|
m_PreviousValue = default;
|
||||||
|
|
||||||
|
base.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
~NetworkVariable()
|
~NetworkVariable()
|
||||||
@@ -216,8 +201,9 @@ namespace Unity.Netcode
|
|||||||
private protected void Set(T value)
|
private protected void Set(T value)
|
||||||
{
|
{
|
||||||
SetDirty(true);
|
SetDirty(true);
|
||||||
|
T previousValue = m_InternalValue;
|
||||||
m_InternalValue = value;
|
m_InternalValue = value;
|
||||||
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
|
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -236,22 +222,20 @@ namespace Unity.Netcode
|
|||||||
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
|
/// <param name="keepDirtyDelta">Whether or not the container should keep the dirty delta, or mark the delta as consumed</param>
|
||||||
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
|
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
|
||||||
{
|
{
|
||||||
// In order to get managed collections to properly have a previous and current value, we have to
|
|
||||||
// duplicate the collection at this point before making any modifications to the current.
|
|
||||||
m_HasPreviousValue = true;
|
|
||||||
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
|
|
||||||
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
|
|
||||||
|
|
||||||
// todo:
|
// todo:
|
||||||
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
|
// keepDirtyDelta marks a variable received as dirty and causes the server to send the value to clients
|
||||||
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
|
// In a prefect world, whether a variable was A) modified locally or B) received and needs retransmit
|
||||||
// would be stored in different fields
|
// would be stored in different fields
|
||||||
|
|
||||||
|
T previousValue = m_InternalValue;
|
||||||
|
NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
|
||||||
|
|
||||||
if (keepDirtyDelta)
|
if (keepDirtyDelta)
|
||||||
{
|
{
|
||||||
SetDirty(true);
|
SetDirty(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
OnValueChanged?.Invoke(m_PreviousValue, m_InternalValue);
|
OnValueChanged?.Invoke(previousValue, m_InternalValue);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <inheritdoc />
|
/// <inheritdoc />
|
||||||
|
|||||||
@@ -32,22 +32,10 @@ namespace Unity.Netcode
|
|||||||
/// Maintains a link to the associated NetworkBehaviour
|
/// Maintains a link to the associated NetworkBehaviour
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private protected NetworkBehaviour m_NetworkBehaviour;
|
private protected NetworkBehaviour m_NetworkBehaviour;
|
||||||
|
|
||||||
private NetworkManager m_InternalNetworkManager;
|
private NetworkManager m_InternalNetworkManager;
|
||||||
|
|
||||||
public NetworkBehaviour GetBehaviour()
|
internal virtual NetworkVariableType Type => NetworkVariableType.Custom;
|
||||||
{
|
|
||||||
return m_NetworkBehaviour;
|
|
||||||
}
|
|
||||||
|
|
||||||
internal string GetWritePermissionError()
|
|
||||||
{
|
|
||||||
return $"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
|
|
||||||
}
|
|
||||||
|
|
||||||
internal void LogWritePermissionError()
|
|
||||||
{
|
|
||||||
Debug.LogError(GetWritePermissionError());
|
|
||||||
}
|
|
||||||
|
|
||||||
private protected NetworkManager m_NetworkManager
|
private protected NetworkManager m_NetworkManager
|
||||||
{
|
{
|
||||||
@@ -61,6 +49,11 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public NetworkBehaviour GetBehaviour()
|
||||||
|
{
|
||||||
|
return m_NetworkBehaviour;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initializes the NetworkVariable
|
/// Initializes the NetworkVariable
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -72,6 +65,8 @@ namespace Unity.Netcode
|
|||||||
if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
|
if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
|
||||||
{
|
{
|
||||||
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
|
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
|
||||||
|
// When in distributed authority mode, there is no such thing as server write permissions
|
||||||
|
InternalWritePerm = m_InternalNetworkManager.DistributedAuthorityMode ? NetworkVariableWritePermission.Owner : InternalWritePerm;
|
||||||
|
|
||||||
if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
|
if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
|
||||||
{
|
{
|
||||||
@@ -131,7 +126,7 @@ namespace Unity.Netcode
|
|||||||
NetworkVariableWritePermission writePerm = DefaultWritePerm)
|
NetworkVariableWritePermission writePerm = DefaultWritePerm)
|
||||||
{
|
{
|
||||||
ReadPerm = readPerm;
|
ReadPerm = readPerm;
|
||||||
WritePerm = writePerm;
|
InternalWritePerm = writePerm;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -154,7 +149,17 @@ namespace Unity.Netcode
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The write permission for this var
|
/// The write permission for this var
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public readonly NetworkVariableWritePermission WritePerm;
|
public NetworkVariableWritePermission WritePerm
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return InternalWritePerm;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// We had to change the Write Permission in distributed authority.
|
||||||
|
// (It is too bad we initially declared it as readonly)
|
||||||
|
internal NetworkVariableWritePermission InternalWritePerm;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets whether or not the variable needs to be delta synced
|
/// Sets whether or not the variable needs to be delta synced
|
||||||
@@ -189,12 +194,17 @@ namespace Unity.Netcode
|
|||||||
LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
|
LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal static bool IgnoreInitializeWarning;
|
||||||
|
|
||||||
protected void MarkNetworkBehaviourDirty()
|
protected void MarkNetworkBehaviourDirty()
|
||||||
{
|
{
|
||||||
if (m_NetworkBehaviour == null)
|
if (m_NetworkBehaviour == null)
|
||||||
{
|
{
|
||||||
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
|
if (!IgnoreInitializeWarning)
|
||||||
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
|
{
|
||||||
|
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
|
||||||
|
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
|
||||||
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress)
|
if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress)
|
||||||
@@ -216,7 +226,8 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
|
|
||||||
|
m_NetworkBehaviour.NetworkManager.BehaviourUpdater?.AddForUpdate(m_NetworkBehaviour.NetworkObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -243,11 +254,11 @@ namespace Unity.Netcode
|
|||||||
/// <returns>Whether or not the client has permission to read</returns>
|
/// <returns>Whether or not the client has permission to read</returns>
|
||||||
public bool CanClientRead(ulong clientId)
|
public bool CanClientRead(ulong clientId)
|
||||||
{
|
{
|
||||||
if (!m_NetworkBehaviour)
|
// When in distributed authority mode, everyone can read (but only the owner can write)
|
||||||
|
if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
|
||||||
{
|
{
|
||||||
return false;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
switch (ReadPerm)
|
switch (ReadPerm)
|
||||||
{
|
{
|
||||||
default:
|
default:
|
||||||
@@ -265,11 +276,6 @@ namespace Unity.Netcode
|
|||||||
/// <returns>Whether or not the client has permission to write</returns>
|
/// <returns>Whether or not the client has permission to write</returns>
|
||||||
public bool CanClientWrite(ulong clientId)
|
public bool CanClientWrite(ulong clientId)
|
||||||
{
|
{
|
||||||
if (!m_NetworkBehaviour)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (WritePerm)
|
switch (WritePerm)
|
||||||
{
|
{
|
||||||
default:
|
default:
|
||||||
@@ -318,6 +324,50 @@ namespace Unity.Netcode
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual void Dispose()
|
public virtual void Dispose()
|
||||||
{
|
{
|
||||||
|
m_InternalNetworkManager = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Enum representing the different types of Network Variables.
|
||||||
|
/// </summary>
|
||||||
|
public enum NetworkVariableType : byte
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Value
|
||||||
|
/// Used for all of the basic NetworkVariables that contain a single value
|
||||||
|
/// </summary>
|
||||||
|
Value = 0,
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Custom
|
||||||
|
/// For any custom implemented extension of the NetworkVariableBase
|
||||||
|
/// </summary>
|
||||||
|
Custom = 1,
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// NetworkList
|
||||||
|
/// </summary>
|
||||||
|
NetworkList = 2
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum CollectionItemType : byte
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// For any type that is not valid inside a NetworkVariable collection
|
||||||
|
/// </summary>
|
||||||
|
Unknown = 0,
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The following types are valid types inside of NetworkVariable collections
|
||||||
|
/// </summary>
|
||||||
|
Short = 1,
|
||||||
|
UShort = 2,
|
||||||
|
Int = 3,
|
||||||
|
UInt = 4,
|
||||||
|
Long = 5,
|
||||||
|
ULong = 6,
|
||||||
|
Unmanaged = 7,
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2c6ef5fdf2e94ec3b4ce8086d52700b3
|
|
||||||
timeCreated: 1650985453
|
|
||||||
3
Runtime/NetworkVariable/Serialization.meta
Normal file
3
Runtime/NetworkVariable/Serialization.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d960ae6c5b8241aa9e2906b709095ea1
|
||||||
|
timeCreated: 1718215841
|
||||||
@@ -505,8 +505,13 @@ namespace Unity.Netcode
|
|||||||
writer.WriteValueSafe(changes);
|
writer.WriteValueSafe(changes);
|
||||||
unsafe
|
unsafe
|
||||||
{
|
{
|
||||||
|
#if UTP_TRANSPORT_2_0_ABOVE
|
||||||
|
var ptr = value.GetUnsafePtr();
|
||||||
|
var prevPtr = previousValue.GetUnsafePtr();
|
||||||
|
#else
|
||||||
var ptr = (T*)value.GetUnsafePtr();
|
var ptr = (T*)value.GetUnsafePtr();
|
||||||
var prevPtr = (T*)previousValue.GetUnsafePtr();
|
var prevPtr = (T*)previousValue.GetUnsafePtr();
|
||||||
|
#endif
|
||||||
for (int i = 0; i < value.Length; ++i)
|
for (int i = 0; i < value.Length; ++i)
|
||||||
{
|
{
|
||||||
if (changes.IsSet(i))
|
if (changes.IsSet(i))
|
||||||
@@ -549,7 +554,11 @@ namespace Unity.Netcode
|
|||||||
|
|
||||||
unsafe
|
unsafe
|
||||||
{
|
{
|
||||||
|
#if UTP_TRANSPORT_2_0_ABOVE
|
||||||
|
var ptr = value.GetUnsafePtr();
|
||||||
|
#else
|
||||||
var ptr = (T*)value.GetUnsafePtr();
|
var ptr = (T*)value.GetUnsafePtr();
|
||||||
|
#endif
|
||||||
for (var i = 0; i < value.Length; ++i)
|
for (var i = 0; i < value.Length; ++i)
|
||||||
{
|
{
|
||||||
if (changes.IsSet(i))
|
if (changes.IsSet(i))
|
||||||
@@ -571,8 +580,8 @@ namespace Unity.Netcode
|
|||||||
public static unsafe void WriteNativeHashSetDelta<T>(FastBufferWriter writer, ref NativeHashSet<T> value, ref NativeHashSet<T> previousValue) where T : unmanaged, IEquatable<T>
|
public static unsafe void WriteNativeHashSetDelta<T>(FastBufferWriter writer, ref NativeHashSet<T> value, ref NativeHashSet<T> previousValue) where T : unmanaged, IEquatable<T>
|
||||||
{
|
{
|
||||||
// See WriteHashSet; this is the same algorithm, adjusted for the NativeHashSet API
|
// See WriteHashSet; this is the same algorithm, adjusted for the NativeHashSet API
|
||||||
var added = stackalloc T[value.Count()];
|
var added = stackalloc T[value.Count];
|
||||||
var removed = stackalloc T[previousValue.Count()];
|
var removed = stackalloc T[previousValue.Count];
|
||||||
var addedCount = 0;
|
var addedCount = 0;
|
||||||
var removedCount = 0;
|
var removedCount = 0;
|
||||||
foreach (var item in value)
|
foreach (var item in value)
|
||||||
@@ -592,8 +601,11 @@ namespace Unity.Netcode
|
|||||||
++removedCount;
|
++removedCount;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#if UTP_TRANSPORT_2_0_ABOVE
|
||||||
|
if (addedCount + removedCount >= value.Count)
|
||||||
|
#else
|
||||||
if (addedCount + removedCount >= value.Count())
|
if (addedCount + removedCount >= value.Count())
|
||||||
|
#endif
|
||||||
{
|
{
|
||||||
writer.WriteByteSafe(1);
|
writer.WriteByteSafe(1);
|
||||||
writer.WriteValueSafe(value);
|
writer.WriteValueSafe(value);
|
||||||
@@ -643,14 +655,21 @@ namespace Unity.Netcode
|
|||||||
where TVal : unmanaged
|
where TVal : unmanaged
|
||||||
{
|
{
|
||||||
// See WriteDictionary; this is the same algorithm, adjusted for the NativeHashMap API
|
// See WriteDictionary; this is the same algorithm, adjusted for the NativeHashMap API
|
||||||
|
#if UTP_TRANSPORT_2_0_ABOVE
|
||||||
|
var added = stackalloc KVPair<TKey, TVal>[value.Count];
|
||||||
|
var changed = stackalloc KVPair<TKey, TVal>[value.Count];
|
||||||
|
var removed = stackalloc KVPair<TKey, TVal>[previousValue.Count];
|
||||||
|
#else
|
||||||
var added = stackalloc KeyValue<TKey, TVal>[value.Count()];
|
var added = stackalloc KeyValue<TKey, TVal>[value.Count()];
|
||||||
var changed = stackalloc KeyValue<TKey, TVal>[value.Count()];
|
var changed = stackalloc KeyValue<TKey, TVal>[value.Count()];
|
||||||
var removed = stackalloc KeyValue<TKey, TVal>[previousValue.Count()];
|
var removed = stackalloc KeyValue<TKey, TVal>[previousValue.Count()];
|
||||||
|
#endif
|
||||||
var addedCount = 0;
|
var addedCount = 0;
|
||||||
var changedCount = 0;
|
var changedCount = 0;
|
||||||
var removedCount = 0;
|
var removedCount = 0;
|
||||||
foreach (var item in value)
|
foreach (var item in value)
|
||||||
{
|
{
|
||||||
|
|
||||||
var hasPrevVal = previousValue.TryGetValue(item.Key, out var prevVal);
|
var hasPrevVal = previousValue.TryGetValue(item.Key, out var prevVal);
|
||||||
if (!hasPrevVal)
|
if (!hasPrevVal)
|
||||||
{
|
{
|
||||||
@@ -673,7 +692,11 @@ namespace Unity.Netcode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if UTP_TRANSPORT_2_0_ABOVE
|
||||||
|
if (addedCount + removedCount + changedCount >= value.Count)
|
||||||
|
#else
|
||||||
if (addedCount + removedCount + changedCount >= value.Count())
|
if (addedCount + removedCount + changedCount >= value.Count())
|
||||||
|
#endif
|
||||||
{
|
{
|
||||||
writer.WriteByteSafe(1);
|
writer.WriteByteSafe(1);
|
||||||
writer.WriteValueSafe(value);
|
writer.WriteValueSafe(value);
|
||||||
99
Runtime/NetworkVariable/Serialization/FallbackSerializer.cs
Normal file
99
Runtime/NetworkVariable/Serialization/FallbackSerializer.cs
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
using System;
|
||||||
|
using Unity.Collections;
|
||||||
|
|
||||||
|
namespace Unity.Netcode
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// This class is instantiated for types that we can't determine ahead of time are serializable - types
|
||||||
|
/// that don't meet any of the constraints for methods that are available on FastBufferReader and
|
||||||
|
/// FastBufferWriter. These types may or may not be serializable through extension methods. To ensure
|
||||||
|
/// the user has time to pass in the delegates to UserNetworkVariableSerialization, the existence
|
||||||
|
/// of user serialization isn't checked until it's used, so if no serialization is provided, this
|
||||||
|
/// will throw an exception when an object containing the relevant NetworkVariable is spawned.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T"></typeparam>
|
||||||
|
internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
|
||||||
|
{
|
||||||
|
private void ThrowArgumentError()
|
||||||
|
{
|
||||||
|
throw new ArgumentException($"Serialization has not been generated for type {typeof(T).FullName}. This can be addressed by adding a [{nameof(GenerateSerializationForGenericParameterAttribute)}] to your generic class that serializes this value (if you are using one), adding [{nameof(GenerateSerializationForTypeAttribute)}(typeof({typeof(T).FullName})] to the class or method that is attempting to serialize it, or creating a field on a {nameof(NetworkBehaviour)} of type {nameof(NetworkVariable<T>)}. If this error continues to appear after doing one of those things and this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list to enable automatic serialization generation. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Write(FastBufferWriter writer, ref T value)
|
||||||
|
{
|
||||||
|
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||||
|
{
|
||||||
|
ThrowArgumentError();
|
||||||
|
}
|
||||||
|
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
|
||||||
|
}
|
||||||
|
public void Read(FastBufferReader reader, ref T value)
|
||||||
|
{
|
||||||
|
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||||
|
{
|
||||||
|
ThrowArgumentError();
|
||||||
|
}
|
||||||
|
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
|
||||||
|
{
|
||||||
|
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||||
|
{
|
||||||
|
ThrowArgumentError();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (UserNetworkVariableSerialization<T>.WriteDelta == null || UserNetworkVariableSerialization<T>.ReadDelta == null)
|
||||||
|
{
|
||||||
|
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
UserNetworkVariableSerialization<T>.WriteDelta(writer, value, previousValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReadDelta(FastBufferReader reader, ref T value)
|
||||||
|
{
|
||||||
|
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||||
|
{
|
||||||
|
ThrowArgumentError();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (UserNetworkVariableSerialization<T>.WriteDelta == null || UserNetworkVariableSerialization<T>.ReadDelta == null)
|
||||||
|
{
|
||||||
|
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
UserNetworkVariableSerialization<T>.ReadDelta(reader, ref value);
|
||||||
|
}
|
||||||
|
|
||||||
|
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Duplicate(in T value, ref T duplicatedValue)
|
||||||
|
{
|
||||||
|
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||||
|
{
|
||||||
|
ThrowArgumentError();
|
||||||
|
}
|
||||||
|
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// RuntimeAccessModifiersILPP will make this `public`
|
||||||
|
// This is just pass-through to NetworkVariableSerialization<T> but is here because I could not get ILPP
|
||||||
|
// to generate code that would successfully call Type<T>.Method(T), but it has no problem calling Type.Method<T>(T)
|
||||||
|
internal class RpcFallbackSerialization
|
||||||
|
{
|
||||||
|
public static void Write<T>(FastBufferWriter writer, ref T value)
|
||||||
|
{
|
||||||
|
NetworkVariableSerialization<T>.Write(writer, ref value);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Read<T>(FastBufferReader reader, ref T value)
|
||||||
|
{
|
||||||
|
NetworkVariableSerialization<T>.Read(reader, ref value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 288dbe7d1ff74860ae3552c034485538
|
||||||
|
timeCreated: 1718219109
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user