15 Commits

Author SHA1 Message Date
fe746bf2a3 2.2.0 2025-01-10 15:22:38 +01:00
Unity Technologies
8fe07bbad2 com.unity.netcode.gameobjects@2.2.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
2024-12-12 00:00:00 +00:00
2e3ccb45b7 Make ServerRpc and ClientRpc obsolete. 2024-12-06 18:26:41 +01:00
76d8157fc7 Add connection event documentation. 2024-11-04 06:53:06 +01:00
11e10acc00 Do not write old positions back prevent flickering from old to new positions. 2024-10-22 19:45:43 +02:00
887ec37b67 Remove 2D physics support. 2024-10-22 05:05:54 +02:00
Unity Technologies
016788c21e com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00
Unity Technologies
48c6a6121c com.unity.netcode.gameobjects@2.0.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0] - 2024-09-12

### Added

- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)

### Fixed

- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)

### Changed

- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed  when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
2024-09-12 00:00:00 +00:00
Unity Technologies
eab996f3ac com.unity.netcode.gameobjects@2.0.0-pre.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.4] - 2024-08-21

### Added

- 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. (#3004)

### Fixed

- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
- 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. (#3009)
- 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. (#3008)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)

### Changed

- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
2024-08-21 00:00:00 +00:00
Unity Technologies
a813ba0dd6 com.unity.netcode.gameobjects@2.0.0-pre.3
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.3] - 2024-07-23

### Added
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)

### Fixed

- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
- 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. (#2979)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
- 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.(#2962)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved.  (#2962)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception.  (#2962)

### Changed

- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
2024-07-23 00:00:00 +00:00
Unity Technologies
c813386c5c com.unity.netcode.gameobjects@2.0.0-pre.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.2] - 2024-06-17

### Added

- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
- 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)
- 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)
- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
- 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)
- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- 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)

### Changed

- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- 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)
2024-06-17 00:00:00 +00:00
Unity Technologies
ed38a4dcc2 com.unity.netcode.gameobjects@2.0.0-pre.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.1] - 2024-06-17

### Added

- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- 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)

### Changed

- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- 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)
2024-06-17 00:00:00 +00:00
Unity Technologies
36d539e265 com.unity.netcode.gameobjects@2.0.0-exp.5
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-exp.5] - 2024-06-03

### Fixed

- 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)
2024-06-03 00:00:00 +00:00
Unity Technologies
63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00
Unity Technologies
143a6cbd34 com.unity.netcode.gameobjects@2.0.0-exp.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-exp.2] - 2024-04-02

### Added
- Added updates to all internal messages to account for a distributed authority network session connection.  (#2863)
- 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)
  - For a customized `NetworkRigidbodyBase` class:
    - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
    - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
    - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
      - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
      - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
  - Provides additional public methods:
    - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
    - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
    - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
    - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
    - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
    - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
  - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
  - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
  - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863)
  - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
  - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)

### Fixed

- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions).  (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
2024-04-02 00:00:00 +00:00
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@@ -6,60 +6,298 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [1.11.0] - 2024-08-20
## [2.2.0] - 2024-12-12
### Added ### Added
- 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) - Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)
### Fixed ### Fixed
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3011) - Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3005) - Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3005) - Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- 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) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- 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) - Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`. (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)
### Changed ### Changed
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005) - In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3005) - Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
## [2.1.1] - 2024-10-18
## [1.10.0] - 2024-07-22
### Added ### Added
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906) - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- 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) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
- 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) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
- `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)
### Fixed ### Fixed
- 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) - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- 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) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owners previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- 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) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- 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) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)
### Changed ### Changed
- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
## [2.0.0] - 2024-09-12
### Added
- Added tooltips for all of the `NetworkObject` component's properties. (#3052)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
- Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
- Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013)
- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
- Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)
### Fixed
- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)
- Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)
- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)
### Changed
- Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052)
- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)
- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)
- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
## [2.0.0-pre.4] - 2024-08-21
### Added
- 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. (#3004)
### Fixed
- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
- 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. (#3009)
- 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. (#3008)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)
### Changed
- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
## [2.0.0-pre.3] - 2024-07-23
### Added
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)
### Fixed
- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
- 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. (#2979)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
- 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.(#2962)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved. (#2962)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception. (#2962)
### Changed
- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
## [2.0.0-pre.2] - 2024-06-17
### Added
- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
- 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)
- 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)
- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
- 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)
- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)
### Fixed
- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- 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)
### Changed
- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- 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)
## [2.0.0-exp.5] - 2024-06-03
### Added
### Fixed
- 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)
### Changed
- 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)
## [2.0.0-exp.4] - 2024-05-31
### Added
- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)
### Fixed
- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)
### Changed
- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
## [2.0.0-exp.2] - 2024-04-02
### Added
- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
- 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)
- For a customized `NetworkRigidbodyBase` class:
- `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
- `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
- `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
- Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
- Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
- Provides additional public methods:
- `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
- `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
- `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
- `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
- `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
- `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
- Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
- Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
- Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is automatically the owner of the spawned object). (#2863)
- This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
- This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)
### Fixed
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
### Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
## [1.9.1] - 2024-04-18 ## [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) - Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
- Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820) - Added `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 +305,7 @@ 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)
@@ -117,6 +355,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
### Changed ### Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789)
- Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
- Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) - Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
@@ -129,6 +368,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710) - Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710) - Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
## [1.7.1] - 2023-11-15 ## [1.7.1] - 2023-11-15
### Added ### Added
@@ -178,7 +418,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
### Added ### Added
- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference. - Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.
### Fixed ### Fixed
- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661) - Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
@@ -236,7 +476,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
## Changed ### Changed
- Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)

View File

@@ -1,500 +0,0 @@
using Unity.Mathematics;
using UnityEngine;
namespace Unity.Netcode.Components
{
#pragma warning disable IDE0001
/// <summary>
/// A subclass of <see cref="NetworkTransform"/> that supports basic client anticipation - the client
/// can set a value on the belief that the server will update it to reflect the same value in a future update
/// (i.e., as the result of an RPC call). This value can then be adjusted as new updates from the server come in,
/// in three basic modes:
///
/// <list type="bullet">
///
/// <item><b>Snap:</b> In this mode (with <see cref="StaleDataHandling"/> set to
/// <see cref="StaleDataHandling.Ignore"/> and no <see cref="NetworkBehaviour.OnReanticipate"/> callback),
/// the moment a more up-to-date value is received from the authority, it will simply replace the anticipated value,
/// resulting in a "snap" to the new value if it is different from the anticipated value.</item>
///
/// <item><b>Smooth:</b> In this mode (with <see cref="StaleDataHandling"/> set to
/// <see cref="Netcode.StaleDataHandling.Ignore"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> callback that calls
/// <see cref="Smooth"/> from the anticipated value to the authority value with an appropriate
/// <see cref="Mathf.Lerp"/>-style smooth function), when a more up-to-date value is received from the authority,
/// it will interpolate over time from an incorrect anticipated value to the correct authoritative value.</item>
///
/// <item><b>Constant Reanticipation:</b> In this mode (with <see cref="StaleDataHandling"/> set to
/// <see cref="Netcode.StaleDataHandling.Reanticipate"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> that calculates a
/// new anticipated value based on the current authoritative value), when a more up-to-date value is received from
/// the authority, user code calculates a new anticipated value, possibly calling <see cref="Smooth"/> to interpolate
/// between the previous anticipation and the new anticipation. This is useful for values that change frequently and
/// need to constantly be re-evaluated, as opposed to values that change only in response to user action and simply
/// need a one-time anticipation when the user performs that action.</item>
///
/// </list>
///
/// Note that these three modes may be combined. For example, if an <see cref="NetworkBehaviour.OnReanticipate"/> callback
/// does not call either <see cref="Smooth"/> or one of the Anticipate methods, the result will be a snap to the
/// authoritative value, enabling for a callback that may conditionally call <see cref="Smooth"/> when the
/// difference between the anticipated and authoritative values is within some threshold, but fall back to
/// snap behavior if the difference is too large.
/// </summary>
#pragma warning restore IDE0001
[DisallowMultipleComponent]
[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 struct TransformState
{
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Scale;
}
private TransformState m_AuthoritativeTransform = new TransformState();
private TransformState m_AnticipatedTransform = new TransformState();
private TransformState m_PreviousAnticipatedTransform = new TransformState();
private ulong m_LastAnticipaionCounter;
private double m_LastAnticipationTime;
private ulong m_LastAuthorityUpdateCounter;
private TransformState m_SmoothFrom;
private TransformState m_SmoothTo;
private float m_SmoothDuration;
private float m_CurrentSmoothTime;
private bool m_OutstandingAuthorityChange = false;
#if UNITY_EDITOR
private void Reset()
{
// Anticipation + smoothing is a form of interpolation, and adding NetworkTransform's buffered interpolation
// makes the anticipation get weird, so we default it to false.
Interpolate = false;
}
#endif
#pragma warning disable IDE0001
/// <summary>
/// Defines what the behavior should be if we receive a value from the server with an earlier associated
/// time value than the anticipation time value.
/// <br/><br/>
/// If this is <see cref="Netcode.StaleDataHandling.Ignore"/>, the stale data will be ignored and the authoritative
/// value will not replace the anticipated value until the anticipation time is reached. <see cref="OnAuthoritativeValueChanged"/>
/// and <see cref="OnReanticipate"/> will also not be invoked for this stale data.
/// <br/><br/>
/// If this is <see cref="Netcode.StaleDataHandling.Reanticipate"/>, the stale data will replace the anticipated data and
/// <see cref="OnAuthoritativeValueChanged"/> and <see cref="OnReanticipate"/> will be invoked.
/// In this case, the authoritativeTime value passed to <see cref="OnReanticipate"/> will be lower than
/// the anticipationTime value, and that callback can be used to calculate a new anticipated value.
/// </summary>
#pragma warning restore IDE0001
public StaleDataHandling StaleDataHandling = StaleDataHandling.Reanticipate;
/// <summary>
/// Contains the current state of this transform on the server side.
/// Note that, on the server side, this gets updated at the end of the frame, and will not immediately reflect
/// changes to the transform.
/// </summary>
public TransformState AuthoritativeState => m_AuthoritativeTransform;
/// <summary>
/// Contains the current anticipated state, which will match the values of this object's
/// actual <see cref="MonoBehaviour.transform"/>. When a server
/// update arrives, this value will be overwritten by the new
/// server value (unless stale data handling is set to "Ignore"
/// and the update is determined to be stale). This value will
/// be duplicated in <see cref="PreviousAnticipatedState"/>, which
/// will NOT be overwritten in server updates.
/// </summary>
public TransformState AnticipatedState => m_AnticipatedTransform;
/// <summary>
/// Indicates whether this transform currently needs
/// reanticipation. If this is true, the anticipated value
/// has been overwritten by the authoritative value from the
/// server; the previous anticipated value is stored in <see cref="PreviousAnticipatedState"/>
/// </summary>
public bool ShouldReanticipate
{
get;
private set;
}
/// <summary>
/// Holds the most recent anticipated state, whatever was
/// most recently set using the Anticipate methods. Unlike
/// <see cref="AnticipatedState"/>, this does not get overwritten
/// when a server update arrives.
/// </summary>
public TransformState PreviousAnticipatedState => m_PreviousAnticipatedTransform;
/// <summary>
/// Anticipate that, at the end of one round trip to the server, this transform will be in the given
/// <see cref="newPosition"/>
/// </summary>
/// <param name="newPosition"></param>
public void AnticipateMove(Vector3 newPosition)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
transform.position = newPosition;
m_AnticipatedTransform.Position = newPosition;
if (CanCommitToTransform)
{
m_AuthoritativeTransform.Position = newPosition;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
/// <summary>
/// Anticipate that, at the end of one round trip to the server, this transform will have the given
/// <see cref="newRotation"/>
/// </summary>
/// <param name="newRotation"></param>
public void AnticipateRotate(Quaternion newRotation)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
transform.rotation = newRotation;
m_AnticipatedTransform.Rotation = newRotation;
if (CanCommitToTransform)
{
m_AuthoritativeTransform.Rotation = newRotation;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
/// <summary>
/// Anticipate that, at the end of one round trip to the server, this transform will have the given
/// <see cref="newScale"/>
/// </summary>
/// <param name="newScale"></param>
public void AnticipateScale(Vector3 newScale)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
transform.localScale = newScale;
m_AnticipatedTransform.Scale = newScale;
if (CanCommitToTransform)
{
m_AuthoritativeTransform.Scale = newScale;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
/// <summary>
/// Anticipate that, at the end of one round trip to the server, the transform will have the given
/// <see cref="newState"/>
/// </summary>
/// <param name="newState"></param>
public void AnticipateState(TransformState newState)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
var transform_ = transform;
transform_.position = newState.Position;
transform_.rotation = newState.Rotation;
transform_.localScale = newState.Scale;
m_AnticipatedTransform = newState;
if (CanCommitToTransform)
{
m_AuthoritativeTransform = newState;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
m_LastAnticipationTime = NetworkManager.LocalTime.Time;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
protected override void Update()
{
// If not spawned or this instance has authority, exit early
if (!IsSpawned)
{
return;
}
// Do not call the base class implementation...
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
// 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
// Update()
//base.Update();
if (m_CurrentSmoothTime < m_SmoothDuration)
{
m_CurrentSmoothTime += NetworkManager.RealTimeProvider.DeltaTime;
var transform_ = transform;
var pct = math.min(m_CurrentSmoothTime / m_SmoothDuration, 1f);
m_AnticipatedTransform = new TransformState
{
Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
Rotation = Quaternion.Slerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
Scale = Vector3.Lerp(m_SmoothFrom.Scale, m_SmoothTo.Scale, pct)
};
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
if (!CanCommitToTransform)
{
transform_.position = m_AnticipatedTransform.Position;
transform_.localScale = m_AnticipatedTransform.Scale;
transform_.rotation = m_AnticipatedTransform.Rotation;
}
}
}
internal class AnticipatedObject : IAnticipationEventReceiver, IAnticipatedObject
{
public AnticipatedNetworkTransform Transform;
public void SetupForRender()
{
if (Transform.CanCommitToTransform)
{
var transform_ = Transform.transform;
Transform.m_AuthoritativeTransform = new TransformState
{
Position = transform_.position,
Rotation = transform_.rotation,
Scale = transform_.localScale
};
if (Transform.m_CurrentSmoothTime >= Transform.m_SmoothDuration)
{
// If we've had a call to Smooth() we'll continue interpolating.
// Otherwise we'll go ahead and make the visual and actual locations
// match.
Transform.m_AnticipatedTransform = Transform.m_AuthoritativeTransform;
}
transform_.position = Transform.m_AnticipatedTransform.Position;
transform_.rotation = Transform.m_AnticipatedTransform.Rotation;
transform_.localScale = Transform.m_AnticipatedTransform.Scale;
}
}
public void SetupForUpdate()
{
if (Transform.CanCommitToTransform)
{
var transform_ = Transform.transform;
transform_.position = Transform.m_AuthoritativeTransform.Position;
transform_.rotation = Transform.m_AuthoritativeTransform.Rotation;
transform_.localScale = Transform.m_AuthoritativeTransform.Scale;
}
}
public void Update()
{
// No need to do this, it's handled by NetworkBehaviour.Update
}
public void ResetAnticipation()
{
Transform.ShouldReanticipate = false;
}
public NetworkObject OwnerObject => Transform.NetworkObject;
}
private AnticipatedObject m_AnticipatedObject = null;
private void ResetAnticipatedState()
{
var transform_ = transform;
m_AuthoritativeTransform = new TransformState
{
Position = transform_.position,
Rotation = transform_.rotation,
Scale = transform_.localScale
};
m_AnticipatedTransform = m_AuthoritativeTransform;
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
base.OnSynchronize(ref serializer);
if (!CanCommitToTransform)
{
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
}
}
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
m_AnticipatedObject = new AnticipatedObject { Transform = this };
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
public override void OnNetworkDespawn()
{
if (m_AnticipatedObject != null)
{
NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
m_AnticipatedObject = null;
}
ResetAnticipatedState();
base.OnNetworkDespawn();
}
public override void OnDestroy()
{
if (m_AnticipatedObject != null)
{
NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
m_AnticipatedObject = null;
}
base.OnDestroy();
}
/// <summary>
/// Interpolate between the transform represented by <see cref="from"/> to the transform represented by
/// <see cref="to"/> over <see cref="durationSeconds"/> of real time. The duration uses
/// <see cref="Time.deltaTime"/>, so it is affected by <see cref="Time.timeScale"/>.
/// </summary>
/// <param name="from"></param>
/// <param name="to"></param>
/// <param name="durationSeconds"></param>
public void Smooth(TransformState from, TransformState to, float durationSeconds)
{
var transform_ = transform;
if (durationSeconds <= 0)
{
m_AnticipatedTransform = to;
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
transform_.position = to.Position;
transform_.rotation = to.Rotation;
transform_.localScale = to.Scale;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
return;
}
m_AnticipatedTransform = from;
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
if (!CanCommitToTransform)
{
transform_.position = from.Position;
transform_.rotation = from.Rotation;
transform_.localScale = from.Scale;
}
m_SmoothFrom = from;
m_SmoothTo = to;
m_SmoothDuration = durationSeconds;
m_CurrentSmoothTime = 0;
}
protected override void OnBeforeUpdateTransformState()
{
// this is called when new data comes from the server
m_LastAuthorityUpdateCounter = NetworkManager.AnticipationSystem.LastAnticipationAck;
m_OutstandingAuthorityChange = true;
}
protected override void OnNetworkTransformStateUpdated(ref NetworkTransformState oldState, ref NetworkTransformState newState)
{
base.OnNetworkTransformStateUpdated(ref oldState, ref newState);
ApplyAuthoritativeState();
}
protected override void OnTransformUpdated()
{
if (CanCommitToTransform || m_AnticipatedObject == null)
{
return;
}
// this is called pretty much every frame and will change the transform
// If we've overridden the transform with an anticipated state, we need to be able to change it back
// to the anticipated state (while updating the authority state accordingly) or else
// mark this transform for reanticipation
var transform_ = transform;
var previousAnticipatedTransform = m_AnticipatedTransform;
// Update authority state to catch any possible interpolation data
m_AuthoritativeTransform.Position = transform_.position;
m_AuthoritativeTransform.Rotation = transform_.rotation;
m_AuthoritativeTransform.Scale = transform_.localScale;
if (!m_OutstandingAuthorityChange)
{
// Keep the anticipated value unchanged, we have no updates from the server at all.
transform_.position = previousAnticipatedTransform.Position;
transform_.localScale = previousAnticipatedTransform.Scale;
transform_.rotation = previousAnticipatedTransform.Rotation;
return;
}
if (StaleDataHandling == StaleDataHandling.Ignore && m_LastAnticipaionCounter > m_LastAuthorityUpdateCounter)
{
// Keep the anticipated value unchanged because it is more recent than the authoritative one.
transform_.position = previousAnticipatedTransform.Position;
transform_.localScale = previousAnticipatedTransform.Scale;
transform_.rotation = previousAnticipatedTransform.Rotation;
return;
}
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
m_OutstandingAuthorityChange = false;
m_AnticipatedTransform = m_AuthoritativeTransform;
ShouldReanticipate = true;
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Add(m_AnticipatedObject);
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 97616b67982a4be48d957d421e422433
timeCreated: 1705597211

View File

@@ -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

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: a9db1d18fa0117f4da5e8e65386b894a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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);
}
}
}

View File

@@ -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

View File

@@ -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

View File

@@ -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"
}
]
}

View File

@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 3b8ed52f1b5c64994af4c4e0aa4b6c4b
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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;
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 34bc168605014eeeadf97b12080e11fa
timeCreated: 1707514321

View File

@@ -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;
} }

View File

@@ -5,6 +5,7 @@ namespace Unity.Netcode.Editor.Configuration
internal class NetcodeForGameObjectsEditorSettings internal class NetcodeForGameObjectsEditorSettings
{ {
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist"; internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
internal const string CheckForNetworkObject = "NetworkBehaviour-Check-For-NetworkObject";
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed"; internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
internal static int GetNetcodeInstallMultiplayerToolTips() internal static int GetNetcodeInstallMultiplayerToolTips()
@@ -28,7 +29,7 @@ namespace Unity.Netcode.Editor.Configuration
{ {
return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists); return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
} }
// Default for this is false
return false; return false;
} }
@@ -36,5 +37,20 @@ namespace Unity.Netcode.Editor.Configuration
{ {
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting); EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
} }
internal static bool GetCheckForNetworkObjectSetting()
{
if (EditorPrefs.HasKey(CheckForNetworkObject))
{
return EditorPrefs.GetBool(CheckForNetworkObject);
}
// Default for this is true
return true;
}
internal static void SetCheckForNetworkObjectSetting(bool checkForNetworkObject)
{
EditorPrefs.SetBool(CheckForNetworkObject, checkForNetworkObject);
}
} }
} }

View File

@@ -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" },
@@ -81,6 +81,7 @@ namespace Unity.Netcode.Editor.Configuration
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel; internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle; internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
internal static NetcodeSettingsToggle CheckForNetworkObjectToggle;
internal static NetcodeSettingsLabel MultiplayerToolsLabel; internal static NetcodeSettingsLabel MultiplayerToolsLabel;
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle; internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
@@ -103,6 +104,11 @@ namespace Unity.Netcode.Editor.Configuration
AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20); AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
} }
if (CheckForNetworkObjectToggle == null)
{
CheckForNetworkObjectToggle = new NetcodeSettingsToggle("Check for NetworkObject Component", "When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.", 20);
}
if (MultiplayerToolsLabel == null) if (MultiplayerToolsLabel == null)
{ {
MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20); MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
@@ -120,7 +126,9 @@ namespace Unity.Netcode.Editor.Configuration
CheckForInitialize(); CheckForInitialize();
var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting(); var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
var checkForNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting();
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0; var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
var settings = NetcodeForGameObjectsProjectSettings.instance; var settings = NetcodeForGameObjectsProjectSettings.instance;
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs; var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
var networkPrefabsPath = settings.TempNetworkPrefabsPath; var networkPrefabsPath = settings.TempNetworkPrefabsPath;
@@ -134,7 +142,13 @@ namespace Unity.Netcode.Editor.Configuration
{ {
GUILayout.BeginVertical("Box"); GUILayout.BeginVertical("Box");
NetworkObjectsSectionLabel.DrawLabel(); NetworkObjectsSectionLabel.DrawLabel();
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting, checkForNetworkObjectSetting);
checkForNetworkObjectSetting = CheckForNetworkObjectToggle.DrawToggle(checkForNetworkObjectSetting);
if (autoAddNetworkObjectSetting && !checkForNetworkObjectSetting)
{
autoAddNetworkObjectSetting = false;
}
GUILayout.EndVertical(); GUILayout.EndVertical();
GUILayout.BeginVertical("Box"); GUILayout.BeginVertical("Box");
@@ -184,6 +198,7 @@ namespace Unity.Netcode.Editor.Configuration
if (EditorGUI.EndChangeCheck()) if (EditorGUI.EndChangeCheck())
{ {
NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting); NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
NetcodeForGameObjectsEditorSettings.SetCheckForNetworkObjectSetting(checkForNetworkObjectSetting);
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1); NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs; settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
settings.TempNetworkPrefabsPath = networkPrefabsPath; settings.TempNetworkPrefabsPath = networkPrefabsPath;
@@ -213,10 +228,13 @@ namespace Unity.Netcode.Editor.Configuration
{ {
private GUIContent m_ToggleContent; private GUIContent m_ToggleContent;
public bool DrawToggle(bool currentSetting) public bool DrawToggle(bool currentSetting, bool enabled = true)
{ {
EditorGUIUtility.labelWidth = m_LabelSize; EditorGUIUtility.labelWidth = m_LabelSize;
return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth); GUI.enabled = enabled;
var returnValue = EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
GUI.enabled = true;
return returnValue;
} }
public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset) public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)

View File

@@ -132,7 +132,7 @@ namespace Unity.Netcode.Editor.Configuration
// Process the imported and deleted assets // Process the imported and deleted assets
var markDirty = ProcessImportedAssets(importedAssets); var markDirty = ProcessImportedAssets(importedAssets);
markDirty &= ProcessDeletedAssets(deletedAssets); markDirty |= ProcessDeletedAssets(deletedAssets);
if (markDirty) if (markDirty)
{ {

View File

@@ -0,0 +1,62 @@
using System;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor
{
/// <summary>
/// The base Netcode Editor helper class to display derived <see cref="MonoBehaviour"/> based components <br />
/// where each child generation's properties will be displayed within a FoldoutHeaderGroup.
/// </summary>
[CanEditMultipleObjects]
public partial class NetcodeEditorBase<TT> : UnityEditor.Editor where TT : MonoBehaviour
{
/// <inheritdoc/>
public virtual void OnEnable()
{
}
/// <summary>
/// Helper method to draw the properties of the specified child type <typeparamref name="T"/> component within a FoldoutHeaderGroup.
/// </summary>
/// <typeparam name="T">The specific child type that should have its properties drawn.</typeparam>
/// <param name="type">The component type of the <see cref="UnityEditor.Editor.target"/>.</param>
/// <param name="displayProperties">The <see cref="Action"/> to invoke that will draw the type <typeparamref name="T"/> properties.</param>
/// <param name="expanded">The <typeparamref name="T"/> current expanded property value</param>
/// <param name="setExpandedProperty">The <see cref="Action{bool}"/> invoked to apply the updated <paramref name="expanded"/> value.</param>
protected void DrawFoldOutGroup<T>(Type type, Action displayProperties, bool expanded, Action<bool> setExpandedProperty)
{
var baseClass = target as TT;
EditorGUI.BeginChangeCheck();
serializedObject.Update();
var currentClass = typeof(T);
if (type.IsSubclassOf(currentClass) || (!type.IsSubclassOf(currentClass) && currentClass.IsSubclassOf(typeof(TT))))
{
var expandedValue = EditorGUILayout.BeginFoldoutHeaderGroup(expanded, $"{currentClass.Name} Properties");
if (expandedValue)
{
EditorGUILayout.EndFoldoutHeaderGroup();
displayProperties.Invoke();
}
else
{
EditorGUILayout.EndFoldoutHeaderGroup();
}
EditorGUILayout.Space();
setExpandedProperty.Invoke(expandedValue);
}
else
{
displayProperties.Invoke();
}
serializedObject.ApplyModifiedProperties();
EditorGUI.EndChangeCheck();
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
serializedObject.ApplyModifiedProperties();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4ce97256a2d80f94bb340e13c71a24b8

View File

@@ -301,9 +301,8 @@ namespace Unity.Netcode.Editor
expanded = false; expanded = false;
} }
serializedObject.ApplyModifiedProperties();
EditorGUI.EndChangeCheck(); EditorGUI.EndChangeCheck();
serializedObject.ApplyModifiedProperties();
} }
/// <summary> /// <summary>
@@ -352,6 +351,12 @@ namespace Unity.Netcode.Editor
return; return;
} }
// If this automatic check is disabled, then do not perform this check.
if (!NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting())
{
return;
}
// Now get the root parent transform to the current GameObject (or itself) // Now get the root parent transform to the current GameObject (or itself)
var rootTransform = GetRootParentTransform(gameObject.transform); var rootTransform = GetRootParentTransform(gameObject.transform);
if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager)) if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))

View File

@@ -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;
@@ -16,7 +13,7 @@ namespace Unity.Netcode.Editor
/// </summary> /// </summary>
[CustomEditor(typeof(NetworkManager), true)] [CustomEditor(typeof(NetworkManager), true)]
[CanEditMultipleObjects] [CanEditMultipleObjects]
public class NetworkManagerEditor : UnityEditor.Editor public class NetworkManagerEditor : NetcodeEditorBase<NetworkManager>
{ {
private static GUIStyle s_CenteredWordWrappedLabelStyle; private static GUIStyle s_CenteredWordWrappedLabelStyle;
private static GUIStyle s_HelpBoxStyle; private static GUIStyle s_HelpBoxStyle;
@@ -33,7 +30,10 @@ 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_AutoSpawnPlayerPrefabClientSide;
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 +41,20 @@ 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 +103,30 @@ 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");
// Only display the auto spawn property when the distributed authority network topology is selected
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
{
m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
}
#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 +146,263 @@ 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");
// Only display the auto spawn property when the distributed authority network topology is selected
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
{
m_AutoSpawnPlayerPrefabClientSide = m_NetworkConfigProperty.FindPropertyRelative("AutoSpawnPlayerPrefabClientSide");
}
#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() private void DisplayNetworkManagerProperties()
{ {
serializedObject.Update(); if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
EditorGUILayout.Space();
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); serializedObject.Update();
}
EditorGUILayout.LabelField("Spawning", EditorStyles.boldLabel); EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty); EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty); EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.RecycleNetworkIds)) EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
{
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
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
if (useRelay)
{
EditorGUILayout.HelpBox("Test connection with relay is enabled, so the default Unity Transport will be used", MessageType.Info);
GUI.enabled = false;
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);
EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
#if MULTIPLAYER_TOOLS
EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
#endif
EditorGUILayout.Space();
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
// Only display the auto spawn property when the distributed authority network topology is selected
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.DistributedAuthority)
{
EditorGUILayout.PropertyField(m_AutoSpawnPlayerPrefabClientSide, new GUIContent("Auto Spawn Player Prefab"));
}
#endif
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
{
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
{
// Default directory
var directory = "Assets/";
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
if (assetPath == "")
{
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
}
if (assetPath != "")
{
directory = Path.GetDirectoryName(assetPath);
}
else
{
#if UNITY_2021_1_OR_NEWER
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
#else
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
#endif
if (prefabStage != null)
{
var prefabPath = prefabStage.assetPath;
if (!string.IsNullOrEmpty(prefabPath))
{
directory = Path.GetDirectoryName(prefabPath);
}
}
if (m_NetworkManager.gameObject.scene != null)
{
var scenePath = m_NetworkManager.gameObject.scene.path;
if (!string.IsNullOrEmpty(scenePath))
{
directory = Path.GetDirectoryName(scenePath);
}
}
}
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
Debug.Log("Saving migrated Network Prefabs List to " + path);
AssetDatabase.CreateAsset(networkPrefabs, path);
EditorUtility.SetDirty(m_NetworkManager);
}
}
else
{
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
{
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
}
EditorGUILayout.PropertyField(m_PrefabsList);
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
{
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
}
serializedObject.ApplyModifiedProperties();
} }
} }
#if RELAY_INTEGRATION_AVAILABLE private void DisplayCallToActionButtons()
private readonly string m_UseEasyRelayIntegrationKey = "NetworkManagerUI_UseRelay_" + Application.dataPath.GetHashCode();
private string m_JoinCode = "";
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
private void ShowStartConnectionButtons()
{ {
EditorGUILayout.LabelField("Start Connection", EditorStyles.boldLabel); if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
#if RELAY_INTEGRATION_AVAILABLE
// 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/"); string buttonDisabledReasonSuffix = "";
}
GUILayout.EndHorizontal();
EditorPrefs.SetBool(m_UseEasyRelayIntegrationKey, useRelay); if (!EditorApplication.isPlaying)
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"); buttonDisabledReasonSuffix = ". This can only be done in play mode";
GUI.enabled = false;
} }
}
#else
var useRelay = false;
#endif
string buttonDisabledReasonSuffix = ""; if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
{
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
{
m_NetworkManager.StartHost();
}
if (!EditorApplication.isPlaying) if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
{ {
buttonDisabledReasonSuffix = ". This can only be done in play mode"; m_NetworkManager.StartServer();
GUI.enabled = false; }
}
if (useRelay) if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
{ {
ShowStartConnectionButtons_Relay(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"; /// <inheritdoc/>
public override void OnInspectorGUI()
{
var networkManager = target as NetworkManager;
Initialize();
CheckNullProperties();
#if !MULTIPLAYER_TOOLS
DrawInstallMultiplayerToolsTip();
#endif
void SetExpanded(bool expanded) { networkManager.NetworkManagerExpanded = expanded; };
DrawFoldOutGroup<NetworkManager>(networkManager.GetType(), DisplayNetworkManagerProperties, networkManager.NetworkManagerExpanded, SetExpanded);
DisplayCallToActionButtons();
base.OnInspectorGUI();
}
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 +433,7 @@ 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 +466,5 @@ 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);
}
}
} }
} }

View File

@@ -61,6 +61,12 @@ namespace Unity.Netcode.Editor
{ {
s_LastKnownNetworkManagerParents.Clear(); s_LastKnownNetworkManagerParents.Clear();
ScenesInBuildActiveSceneCheck(); ScenesInBuildActiveSceneCheck();
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
break;
}
case PlayModeStateChange.EnteredEditMode:
{
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
break; break;
} }
} }
@@ -110,6 +116,12 @@ namespace Unity.Netcode.Editor
/// </summary> /// </summary>
private static void EditorApplication_hierarchyChanged() private static void EditorApplication_hierarchyChanged()
{ {
if (Application.isPlaying)
{
EditorApplication.hierarchyChanged -= EditorApplication_hierarchyChanged;
return;
}
var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>(); var allNetworkManagers = Resources.FindObjectsOfTypeAll<NetworkManager>();
foreach (var networkManager in allNetworkManagers) foreach (var networkManager in allNetworkManagers)
{ {

View File

@@ -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());
@@ -81,6 +88,14 @@ namespace Unity.Netcode.Editor
while (observerClientIds.MoveNext()) while (observerClientIds.MoveNext())
{ {
if (!m_NetworkObject.NetworkManager.ConnectedClients.ContainsKey(observerClientIds.Current))
{
if ((observerClientIds.Current == 0 && m_NetworkObject.NetworkManager.IsHost) || observerClientIds.Current > 0)
{
Debug.LogWarning($"Client-{observerClientIds.Current} is listed as an observer but is not connected!");
}
continue;
}
if (m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject != null) if (m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject != null)
{ {
EditorGUILayout.ObjectField($"ClientId: {observerClientIds.Current}", m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject, typeof(GameObject), false); EditorGUILayout.ObjectField($"ClientId: {observerClientIds.Current}", m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject, typeof(GameObject), false);
@@ -100,6 +115,10 @@ namespace Unity.Netcode.Editor
EditorGUI.BeginChangeCheck(); EditorGUI.BeginChangeCheck();
serializedObject.UpdateIfRequiredOrScript(); serializedObject.UpdateIfRequiredOrScript();
DrawPropertiesExcluding(serializedObject, k_HiddenFields); DrawPropertiesExcluding(serializedObject, k_HiddenFields);
if (m_NetworkObject.IsOwnershipSessionOwner)
{
m_NetworkObject.Ownership = NetworkObject.OwnershipStatus.SessionOwner;
}
serializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();
EditorGUI.EndChangeCheck(); EditorGUI.EndChangeCheck();
@@ -138,4 +157,52 @@ 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
} }

View File

@@ -0,0 +1,42 @@
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
using Unity.Netcode.Components;
using UnityEditor;
namespace Unity.Netcode.Editor
{
[CustomEditor(typeof(NetworkRigidbodyBase), true)]
[CanEditMultipleObjects]
public class NetworkRigidbodyBaseEditor : NetcodeEditorBase<NetworkBehaviour>
{
private SerializedProperty m_UseRigidBodyForMotion;
private SerializedProperty m_AutoUpdateKinematicState;
private SerializedProperty m_AutoSetKinematicOnDespawn;
public override void OnEnable()
{
m_UseRigidBodyForMotion = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.UseRigidBodyForMotion));
m_AutoUpdateKinematicState = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoUpdateKinematicState));
m_AutoSetKinematicOnDespawn = serializedObject.FindProperty(nameof(NetworkRigidbodyBase.AutoSetKinematicOnDespawn));
base.OnEnable();
}
private void DisplayNetworkRigidbodyProperties()
{
EditorGUILayout.PropertyField(m_UseRigidBodyForMotion);
EditorGUILayout.PropertyField(m_AutoUpdateKinematicState);
EditorGUILayout.PropertyField(m_AutoSetKinematicOnDespawn);
}
/// <inheritdoc/>
public override void OnInspectorGUI()
{
var networkRigidbodyBase = target as NetworkRigidbodyBase;
void SetExpanded(bool expanded) { networkRigidbodyBase.NetworkRigidbodyBaseExpanded = expanded; };
DrawFoldOutGroup<NetworkRigidbodyBase>(networkRigidbodyBase.GetType(), DisplayNetworkRigidbodyProperties, networkRigidbodyBase.NetworkRigidbodyBaseExpanded, SetExpanded);
base.OnInspectorGUI();
}
}
}
#endif

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 06561c57f81a6354f8bb16076f1de3a9

View File

@@ -8,8 +8,11 @@ namespace Unity.Netcode.Editor
/// The <see cref="CustomEditor"/> for <see cref="NetworkTransform"/> /// The <see cref="CustomEditor"/> for <see cref="NetworkTransform"/>
/// </summary> /// </summary>
[CustomEditor(typeof(NetworkTransform), true)] [CustomEditor(typeof(NetworkTransform), true)]
public class NetworkTransformEditor : UnityEditor.Editor [CanEditMultipleObjects]
public class NetworkTransformEditor : NetcodeEditorBase<NetworkTransform>
{ {
private SerializedProperty m_SwitchTransformSpaceWhenParented;
private SerializedProperty m_TickSyncChildren;
private SerializedProperty m_UseUnreliableDeltas; private SerializedProperty m_UseUnreliableDeltas;
private SerializedProperty m_SyncPositionXProperty; private SerializedProperty m_SyncPositionXProperty;
private SerializedProperty m_SyncPositionYProperty; private SerializedProperty m_SyncPositionYProperty;
@@ -30,6 +33,7 @@ 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;
@@ -37,11 +41,11 @@ 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 override void OnEnable()
{ {
m_SwitchTransformSpaceWhenParented = serializedObject.FindProperty(nameof(NetworkTransform.SwitchTransformSpaceWhenParented));
m_TickSyncChildren = serializedObject.FindProperty(nameof(NetworkTransform.TickSyncChildren));
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));
m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY)); m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY));
@@ -61,12 +65,14 @@ 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));
base.OnEnable();
} }
/// <inheritdoc/> private void DisplayNetworkTransformProperties()
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 +134,11 @@ 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);
@@ -135,15 +146,20 @@ namespace Unity.Netcode.Editor
EditorGUILayout.PropertyField(m_ScaleThresholdProperty); EditorGUILayout.PropertyField(m_ScaleThresholdProperty);
EditorGUILayout.Space(); EditorGUILayout.Space();
EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel); EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_TickSyncChildren);
EditorGUILayout.PropertyField(m_UseUnreliableDeltas); EditorGUILayout.PropertyField(m_UseUnreliableDeltas);
EditorGUILayout.Space(); EditorGUILayout.Space();
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel); EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_SwitchTransformSpaceWhenParented);
if (m_SwitchTransformSpaceWhenParented.boolValue)
{
m_TickSyncChildren.boolValue = true;
}
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)
@@ -156,11 +172,9 @@ namespace Unity.Netcode.Editor
} }
EditorGUILayout.PropertyField(m_UseHalfFloatPrecision); EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
// if rigidbody is present but network rigidbody is not present
var go = ((NetworkTransform)target).gameObject;
#if COM_UNITY_MODULES_PHYSICS #if COM_UNITY_MODULES_PHYSICS
if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false) // if rigidbody is present but network rigidbody is not present
if (networkTransform.TryGetComponent<Rigidbody>(out _) && networkTransform.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" +
"Add a NetworkRigidbody component to improve Rigidbody synchronization.", MessageType.Warning); "Add a NetworkRigidbody component to improve Rigidbody synchronization.", MessageType.Warning);
@@ -168,14 +182,23 @@ namespace Unity.Netcode.Editor
#endif // COM_UNITY_MODULES_PHYSICS #endif // COM_UNITY_MODULES_PHYSICS
#if COM_UNITY_MODULES_PHYSICS2D #if COM_UNITY_MODULES_PHYSICS2D
if (go.TryGetComponent<Rigidbody2D>(out _) && go.TryGetComponent<NetworkRigidbody2D>(out _) == false) if (networkTransform.TryGetComponent<Rigidbody2D>(out _) && networkTransform.TryGetComponent<NetworkRigidbody2D>(out _) == false)
{ {
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody2D but no NetworkRigidbody2D.\n" + EditorGUILayout.HelpBox("This GameObject contains a Rigidbody2D but no NetworkRigidbody2D.\n" +
"Add a NetworkRigidbody2D component to improve Rigidbody2D synchronization.", MessageType.Warning); "Add a NetworkRigidbody2D component to improve Rigidbody2D synchronization.", MessageType.Warning);
} }
#endif // COM_UNITY_MODULES_PHYSICS2D #endif // COM_UNITY_MODULES_PHYSICS2D
}
serializedObject.ApplyModifiedProperties();
/// <inheritdoc/>
public override void OnInspectorGUI()
{
var networkTransform = target as NetworkTransform;
void SetExpanded(bool expanded) { networkTransform.NetworkTransformExpanded = expanded; };
DrawFoldOutGroup<NetworkTransform>(networkTransform.GetType(), DisplayNetworkTransformProperties, networkTransform.NetworkTransformExpanded, SetExpanded);
base.OnInspectorGUI();
} }
} }
} }

View File

@@ -34,16 +34,6 @@
"expression": "", "expression": "",
"define": "COM_UNITY_MODULES_ANIMATION" "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"
},
{ {
"name": "com.unity.services.relay", "name": "com.unity.services.relay",
"expression": "1.0", "expression": "1.0",
@@ -53,6 +43,11 @@
"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

View File

@@ -1,9 +1,5 @@
MIT License Unity Companion License (UCL License)
Copyright (c) 2021 Unity Technologies com.unity.netcode.gameobjects copyright © 2024 Unity Technologies
Licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license).
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: 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.
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.

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 8b267eb841a574dc083ac248a95d4443 guid: 2e42215d00468b549bbc69ebf8a74a1e
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

View File

@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
/// Half float precision <see cref="Vector3"/>. /// Half float precision <see cref="Vector3"/>.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each /// The Vector3T&lt;ushort&gt; values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have /// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
/// a half float type. /// a half float type.
/// </remarks> /// </remarks>

View File

@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
/// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision. /// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each /// The Vector4T&lt;ushort&gt; values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have /// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
/// a half float type. /// a half float type.
/// </remarks> /// </remarks>

View File

@@ -5,14 +5,14 @@ using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
/// <summary> /// <summary>
/// Solves for incoming values that are jittered /// Solves for incoming values that are jittered.
/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely /// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
/// </summary> /// </summary>
/// <typeparam name="T">The type of interpolated value</typeparam> /// <typeparam name="T">The type of interpolated value</typeparam>
public abstract class BufferedLinearInterpolator<T> where T : struct public abstract class BufferedLinearInterpolator<T> where T : struct
{ {
internal float MaxInterpolationBound = 3.0f; internal float MaxInterpolationBound = 3.0f;
private struct BufferedItem protected internal struct BufferedItem
{ {
public T Item; public T Item;
public double TimeSent; public double TimeSent;
@@ -31,14 +31,16 @@ namespace Unity.Netcode
private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator
private T m_InterpStartValue; protected internal T m_InterpStartValue;
private T m_CurrentInterpValue; protected internal T m_CurrentInterpValue;
private T m_InterpEndValue; protected internal T m_InterpEndValue;
private double m_EndTimeConsumed; private double m_EndTimeConsumed;
private double m_StartTimeConsumed; private double m_StartTimeConsumed;
private readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit); protected internal readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
// Buffer consumption scenarios // Buffer consumption scenarios
// Perfect case consumption // Perfect case consumption
@@ -73,6 +75,21 @@ namespace Unity.Netcode
private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0; private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
internal bool EndOfBuffer => m_Buffer.Count == 0;
internal bool InLocalSpace;
protected internal virtual void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
}
internal void ConvertTransformSpace(Transform transform, bool inLocalSpace)
{
OnConvertTransformSpace(transform, inLocalSpace);
InLocalSpace = inLocalSpace;
}
/// <summary> /// <summary>
/// Resets interpolator to initial state /// Resets interpolator to initial state
/// </summary> /// </summary>
@@ -195,7 +212,9 @@ 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)
{ {
@@ -349,6 +368,35 @@ namespace Unity.Netcode
return Quaternion.Lerp(start, end, time); return Quaternion.Lerp(start, end, time);
} }
} }
private Quaternion ConvertToNewTransformSpace(Transform transform, Quaternion rotation, bool inLocalSpace)
{
if (inLocalSpace)
{
return Quaternion.Inverse(transform.rotation) * rotation;
}
else
{
return transform.rotation * rotation;
}
}
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
for (int i = 0; i < m_Buffer.Count; i++)
{
var entry = m_Buffer[i];
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
m_Buffer[i] = entry;
}
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
base.OnConvertTransformSpace(transform, inLocalSpace);
}
} }
/// <summary> /// <summary>
@@ -386,5 +434,34 @@ namespace Unity.Netcode
return Vector3.Lerp(start, end, time); return Vector3.Lerp(start, end, time);
} }
} }
private Vector3 ConvertToNewTransformSpace(Transform transform, Vector3 position, bool inLocalSpace)
{
if (inLocalSpace)
{
return transform.InverseTransformPoint(position);
}
else
{
return transform.TransformPoint(position);
}
}
protected internal override void OnConvertTransformSpace(Transform transform, bool inLocalSpace)
{
for (int i = 0; i < m_Buffer.Count; i++)
{
var entry = m_Buffer[i];
entry.Item = ConvertToNewTransformSpace(transform, entry.Item, inLocalSpace);
m_Buffer[i] = entry;
}
m_InterpStartValue = ConvertToNewTransformSpace(transform, m_InterpStartValue, inLocalSpace);
m_CurrentInterpValue = ConvertToNewTransformSpace(transform, m_CurrentInterpValue, inLocalSpace);
m_InterpEndValue = ConvertToNewTransformSpace(transform, m_InterpEndValue, inLocalSpace);
base.OnConvertTransformSpace(transform, inLocalSpace);
}
} }
} }

View File

@@ -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();
@@ -208,6 +230,7 @@ namespace Unity.Netcode.Components
} }
} }
#if UNITY_EDITOR #if UNITY_EDITOR
private void ParseStateMachineStates(int layerIndex, ref AnimatorController animatorController, ref AnimatorStateMachine stateMachine) private void ParseStateMachineStates(int layerIndex, ref AnimatorController animatorController, ref AnimatorStateMachine stateMachine)
{ {
@@ -241,7 +264,6 @@ namespace Unity.Netcode.Components
{ {
case AnimatorControllerParameterType.Trigger: case AnimatorControllerParameterType.Trigger:
{ {
if (transition.destinationStateMachine != null) if (transition.destinationStateMachine != null)
{ {
var destinationStateMachine = transition.destinationStateMachine; var destinationStateMachine = transition.destinationStateMachine;
@@ -275,18 +297,12 @@ namespace Unity.Netcode.Components
} }
} }
} }
#endif
/// <summary> /// <summary>
/// Creates the TransitionStateInfoList table /// Creates the TransitionStateInfoList table
/// </summary> /// </summary>
private void BuildTransitionStateInfoList() private void BuildTransitionStateInfoList()
{ {
#if UNITY_EDITOR
if (UnityEditor.EditorApplication.isUpdating || UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
if (m_Animator == null) if (m_Animator == null)
{ {
return; return;
@@ -304,9 +320,18 @@ namespace Unity.Netcode.Components
var stateMachine = animatorController.layers[x].stateMachine; var stateMachine = animatorController.layers[x].stateMachine;
ParseStateMachineStates(x, ref animatorController, ref stateMachine); ParseStateMachineStates(x, ref animatorController, ref stateMachine);
} }
#endif
} }
/// <summary>
/// In-Editor Only
/// Virtual OnValidate method for custom derived NetworkAnimator classes.
/// </summary>
protected virtual void OnValidate()
{
BuildTransitionStateInfoList();
}
#endif
public void OnAfterDeserialize() public void OnAfterDeserialize()
{ {
BuildDestinationToTransitionInfoTable(); BuildDestinationToTransitionInfoTable();
@@ -314,7 +339,7 @@ namespace Unity.Netcode.Components
public void OnBeforeSerialize() public void OnBeforeSerialize()
{ {
BuildTransitionStateInfoList(); // Do nothing when serializing (handled during OnValidate)
} }
internal struct AnimationState : INetworkSerializable internal struct AnimationState : INetworkSerializable
@@ -397,8 +422,8 @@ namespace Unity.Netcode.Components
internal bool HasBeenProcessed; internal bool HasBeenProcessed;
// This is preallocated/populated in OnNetworkSpawn for all instances in the event ownership or // This is preallocated/populated in OnNetworkSpawn for all instances in the event ownership or
// authority changes. When serializing, IsDirtyCount determines how many AnimationState entries // authority changes. When serializing, IsDirtyCount determines how many AnimationState entries
// should be serialized from the list. When deserializing the list is created and populated with // should be serialized from the list. When deserializing the list is created and populated with
// only the number of AnimationStates received which is dictated by the deserialized IsDirtyCount. // only the number of AnimationStates received which is dictated by the deserialized IsDirtyCount.
internal List<AnimationState> AnimationStates; internal List<AnimationState> AnimationStates;
@@ -474,17 +499,17 @@ namespace Unity.Netcode.Components
} }
/// <summary> /// <summary>
/// Override this method and return false to switch to owner authoritative mode /// Override this method and return false to switch to owner authoritative mode.
/// </summary> /// </summary>
/// <remarks>
/// When using a distributed authority network topology, this will default to
/// owner authoritative.
/// </remarks>
protected virtual bool OnIsServerAuthoritative() protected virtual bool OnIsServerAuthoritative()
{ {
return true; return NetworkManager ? !NetworkManager.DistributedAuthorityMode : true;
} }
// Animators only support up to 32 parameters
// TODO: Look into making this a range limited property
private const int k_MaxAnimationParams = 32;
private int[] m_TransitionHash; private int[] m_TransitionHash;
private int[] m_AnimationHash; private int[] m_AnimationHash;
private float[] m_LayerWeights; private float[] m_LayerWeights;
@@ -508,7 +533,7 @@ namespace Unity.Netcode.Components
} }
// 128 bytes per Animator // 128 bytes per Animator
private FastBufferWriter m_ParameterWriter = new FastBufferWriter(k_MaxAnimationParams * sizeof(float), Allocator.Persistent); private FastBufferWriter m_ParameterWriter;
private NativeArray<AnimatorParamCache> m_CachedAnimatorParameters; private NativeArray<AnimatorParamCache> m_CachedAnimatorParameters;
@@ -558,8 +583,16 @@ namespace Unity.Netcode.Components
base.OnDestroy(); base.OnDestroy();
} }
private void Awake() protected virtual void Awake()
{ {
if (!m_Animator)
{
#if !UNITY_EDITOR
Debug.LogError($"{nameof(NetworkAnimator)} {name} does not have an {nameof(UnityEngine.Animator)} assigned to it. The {nameof(NetworkAnimator)} will not initialize properly.");
#endif
return;
}
int layers = m_Animator.layerCount; int layers = m_Animator.layerCount;
// Initializing the below arrays for everyone handles an issue // Initializing the below arrays for everyone handles an issue
// when running in owner authoritative mode and the owner changes. // when running in owner authoritative mode and the owner changes.
@@ -589,6 +622,9 @@ namespace Unity.Netcode.Components
} }
} }
// The total initialization size calculated for the m_ParameterWriter write buffer.
var totalParameterSize = sizeof(uint);
// Build our reference parameter values to detect when they change // Build our reference parameter values to detect when they change
var parameters = m_Animator.parameters; var parameters = m_Animator.parameters;
m_CachedAnimatorParameters = new NativeArray<AnimatorParamCache>(parameters.Length, Allocator.Persistent); m_CachedAnimatorParameters = new NativeArray<AnimatorParamCache>(parameters.Length, Allocator.Persistent);
@@ -629,7 +665,37 @@ namespace Unity.Netcode.Components
} }
m_CachedAnimatorParameters[i] = cacheParam; m_CachedAnimatorParameters[i] = cacheParam;
// Calculate parameter sizes (index + type size)
switch (parameter.type)
{
case AnimatorControllerParameterType.Int:
{
totalParameterSize += sizeof(int) * 2;
break;
}
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
{
// Bool is serialized to 1 byte
totalParameterSize += sizeof(int) + 1;
break;
}
case AnimatorControllerParameterType.Float:
{
totalParameterSize += sizeof(int) + sizeof(float);
break;
}
}
} }
if (m_ParameterWriter.IsInitialized)
{
m_ParameterWriter.Dispose();
}
// Create our parameter write buffer for serialization
m_ParameterWriter = new FastBufferWriter(totalParameterSize, Allocator.Persistent);
} }
/// <summary> /// <summary>
@@ -651,17 +717,14 @@ 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);
@@ -674,7 +737,7 @@ namespace Unity.Netcode.Components
} }
/// <summary> /// <summary>
/// Wries all parameter and state information needed to initially synchronize a client /// Writes all parameter and state information needed to initially synchronize a client
/// </summary> /// </summary>
private void WriteSynchronizationData<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter private void WriteSynchronizationData<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
{ {
@@ -749,8 +812,10 @@ namespace Unity.Netcode.Components
} }
} }
animationState.Transition = isInTransition; // The only time this could be set to true // The only time this could be set to true
animationState.StateHash = stateHash; // When a transition, this is the originating/starting state animationState.Transition = isInTransition;
// When a transition, this is the originating/starting state
animationState.StateHash = stateHash;
animationState.NormalizedTime = normalizedTime; animationState.NormalizedTime = normalizedTime;
animationState.Layer = layer; animationState.Layer = layer;
animationState.Weight = m_LayerWeights[layer]; animationState.Weight = m_LayerWeights[layer];
@@ -824,7 +889,8 @@ namespace Unity.Netcode.Components
{ {
m_TransitionHash[layer] = nt.fullPathHash; m_TransitionHash[layer] = nt.fullPathHash;
m_AnimationHash[layer] = 0; m_AnimationHash[layer] = 0;
animState.DestinationStateHash = nt.fullPathHash; // Next state is the destination state for cross fade // Next state is the destination state for cross fade
animState.DestinationStateHash = nt.fullPathHash;
animState.CrossFade = true; animState.CrossFade = true;
animState.Transition = true; animState.Transition = true;
animState.Duration = tt.duration; animState.Duration = tt.duration;
@@ -842,7 +908,8 @@ namespace Unity.Netcode.Components
// 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;
m_AnimationHash[layer] = 0; m_AnimationHash[layer] = 0;
animState.StateHash = tt.fullPathHash; // Transitioning from state // Transitioning from state
animState.StateHash = tt.fullPathHash;
animState.CrossFade = false; animState.CrossFade = false;
animState.Transition = true; animState.Transition = true;
animState.NormalizedTime = tt.normalizedTime; animState.NormalizedTime = tt.normalizedTime;
@@ -916,6 +983,11 @@ 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);
@@ -924,8 +996,14 @@ namespace Unity.Netcode.Components
{ {
// Just notify all remote clients and not the local server // Just notify all remote clients and not the local server
m_ClientSendList.Clear(); m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds); foreach (var clientId in NetworkManager.ConnectedClientsIds)
m_ClientSendList.Remove(NetworkManager.LocalClientId); {
if (clientId == NetworkManager.LocalClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList; m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams); SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
} }
@@ -940,20 +1018,33 @@ 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);
}
} }
} }
} }
@@ -1034,7 +1125,7 @@ namespace Unity.Netcode.Components
{ {
writer.Seek(0); writer.Seek(0);
writer.Truncate(); writer.Truncate();
// Write how many parameter entries we are going to write // Write out how many parameter entries to read
BytePacker.WriteValuePacked(writer, (uint)m_ParametersToUpdate.Count); BytePacker.WriteValuePacked(writer, (uint)m_ParametersToUpdate.Count);
foreach (var parameterIndex in m_ParametersToUpdate) foreach (var parameterIndex in m_ParametersToUpdate)
{ {
@@ -1183,10 +1274,11 @@ namespace Unity.Netcode.Components
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) sub-table does not contain destination state ({animationState.DestinationStateHash})!"); NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) sub-table does not contain destination state ({animationState.DestinationStateHash})!");
} }
} }
else if (NetworkManager.LogLevel == LogLevel.Developer) // For reference, it is valid to have no transition information
{ //else if (NetworkManager.LogLevel == LogLevel.Developer)
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!"); //{
} // NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
//}
} }
else if (animationState.Transition && animationState.CrossFade) else if (animationState.Transition && animationState.CrossFade)
{ {
@@ -1223,9 +1315,15 @@ namespace Unity.Netcode.Components
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1)) if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{ {
m_ClientSendList.Clear(); m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds); foreach (var clientId in NetworkManager.ConnectedClientsIds)
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId); {
m_ClientSendList.Remove(NetworkManager.ServerClientId); if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList; m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams); m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams);
} }
@@ -1233,10 +1331,19 @@ 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 +1357,7 @@ 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())
{ {
@@ -1271,9 +1378,14 @@ namespace Unity.Netcode.Components
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1)) if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{ {
m_ClientSendList.Clear(); m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds); foreach (var clientId in NetworkManager.ConnectedClientsIds)
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId); {
m_ClientSendList.Remove(NetworkManager.ServerClientId); if (clientId == serverRpcParams.Receive.SenderClientId || clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList; m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage, m_ClientRpcParams); m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage, m_ClientRpcParams);
} }
@@ -1281,26 +1393,44 @@ 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
@@ -1322,9 +1452,14 @@ namespace Unity.Netcode.Components
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet); InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
m_ClientSendList.Clear(); m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds); foreach (var clientId in NetworkManager.ConnectedClientsIds)
m_ClientSendList.Remove(NetworkManager.ServerClientId); {
if (clientId == NetworkManager.ServerClientId || !NetworkObject.Observers.Contains(clientId))
{
continue;
}
m_ClientSendList.Add(clientId);
}
if (IsServerAuthoritative()) if (IsServerAuthoritative())
{ {
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams); m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
@@ -1345,8 +1480,19 @@ 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 /// a trigger to a client
/// </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 to a client
/// </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>
/// <param name="clientRpcParams">unused</param> /// <param name="clientRpcParams">unused</param>
@@ -1370,15 +1516,26 @@ 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
@@ -1401,7 +1558,7 @@ namespace Unity.Netcode.Components
} }
/// <summary> /// <summary>
/// Resets the trigger for the associated animation. See <see cref="SetTrigger(string)">SetTrigger</see> for more on how triggers are special /// Resets the trigger for the associated animation. See <see cref="SetTrigger(string)">SetTrigger</see> for more on how triggers are special
/// </summary> /// </summary>
/// <param name="triggerName">The string name of the trigger to reset</param> /// <param name="triggerName">The string name of the trigger to reset</param>
public void ResetTrigger(string triggerName) public void ResetTrigger(string triggerName)
@@ -1417,4 +1574,5 @@ namespace Unity.Netcode.Components
} }
} }
} }
#endif // COM_UNITY_MODULES_ANIMATION // COM_UNITY_MODULES_ANIMATION
#endif

View File

@@ -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
{ {

View File

@@ -0,0 +1,386 @@
#if COM_UNITY_MODULES_PHYSICS
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// Information a <see cref="Rigidbody"/> returns to <see cref="RigidbodyContactEventManager"/> via <see cref="IContactEventHandlerWithInfo.GetContactEventHandlerInfo"/> <br />
/// if the <see cref="Rigidbody"/> registers itself with <see cref="IContactEventHandlerWithInfo"/> as opposed to <see cref="IContactEventHandler"/>.
/// </summary>
public struct ContactEventHandlerInfo
{
/// <summary>
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will include non-Rigidbody based contact events.<br />
/// When the <see cref="RigidbodyContactEventManager"/> invokes the <see cref="IContactEventHandler.ContactEvent"/> it will return null in place <br />
/// of the collidingBody parameter if the contact event occurred with a collider that is not registered with the <see cref="RigidbodyContactEventManager"/>.
/// </summary>
public bool ProvideNonRigidBodyContactEvents;
/// <summary>
/// When set to true, the <see cref="RigidbodyContactEventManager"/> will prioritize invoking <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> <br /></br>
/// if it is the 2nd colliding body in the contact pair being processed. With distributed authority, setting this value to true when a <see cref="NetworkObject"/> is owned by the local client <br />
/// will assure <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> is only invoked on the authoritative side.
/// </summary>
public bool HasContactEventPriority;
}
/// <summary>
/// Default implementation required to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <remarks>
/// Recommended to implement this method on a <see cref="NetworkBehaviour"/> component
/// </remarks>
public interface IContactEventHandler
{
/// <summary>
/// Should return a <see cref="Rigidbody"/>.
/// </summary>
Rigidbody GetRigidbody();
/// <summary>
/// Invoked by the <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <param name="eventId">A unique contact event identifier.</param>
/// <param name="averagedCollisionNormal">The average normal of the collision between two colliders.</param>
/// <param name="collidingBody">If not null, this will be a registered <see cref="Rigidbody"/> that was part of the collision contact event.</param>
/// <param name="contactPoint">The world space location of the contact event.</param>
/// <param name="hasCollisionStay">Will be set if this is a collision stay contact event (i.e. it is not the first contact event and continually has contact)</param>
/// <param name="averagedCollisionStayNormal">The average normal of the collision stay contact over time.</param>
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
}
/// <summary>
/// This is an extended version of <see cref="IContactEventHandler"/> and can be used to register a <see cref="Rigidbody"/> with a <see cref="RigidbodyContactEventManager"/> instance.<br />
/// This provides additional <see cref="ContactEventHandlerInfo"/> information to the <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing.
/// </summary>
public interface IContactEventHandlerWithInfo : IContactEventHandler
{
/// <summary>
/// Invoked by <see cref="RigidbodyContactEventManager"/> for each set of contact events it is processing (prior to processing).
/// </summary>
/// <returns><see cref="ContactEventHandlerInfo"/></returns>
ContactEventHandlerInfo GetContactEventHandlerInfo();
}
/// <summary>
/// Add this component to an in-scene placed GameObject to provide faster collision event processing between <see cref="Rigidbody"/> instances and optionally static colliders.
/// <see cref="IContactEventHandler"/><br />
/// <see cref="IContactEventHandlerWithInfo"/><br />
/// <see cref="ContactEventHandlerInfo"/><br />
/// </summary>
[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 readonly Dictionary<int, ContactEventHandlerInfo> m_HandlerInfo = new Dictionary<int, ContactEventHandlerInfo>();
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;
}
/// <summary>
/// Any <see cref="IContactEventHandler"/> implementation can register a <see cref="Rigidbody"/> to be handled by this <see cref="RigidbodyContactEventManager"/> instance.
/// </summary>
/// <remarks>
/// You should enable <see cref="Collider.providesContacts"/> for each <see cref="Collider"/> associated with the <see cref="Rigidbody"/> being registered.<br/>
/// You can enable this during run time or within the editor's inspector view.
/// </remarks>
/// <param name="contactEventHandler"><see cref="IContactEventHandler"/> or <see cref="IContactEventHandlerWithInfo"/></param>
/// <param name="register">true to register and false to remove from being registered</param>
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);
}
if (!m_HandlerInfo.ContainsKey(instanceId))
{
var handlerInfo = new ContactEventHandlerInfo()
{
HasContactEventPriority = true,
ProvideNonRigidBodyContactEvents = false,
};
var handlerWithInfo = contactEventHandler as IContactEventHandlerWithInfo;
if (handlerWithInfo != null)
{
handlerInfo = handlerWithInfo.GetContactEventHandlerInfo();
}
m_HandlerInfo.Add(instanceId, handlerInfo);
}
}
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()
{
foreach (var contactEventHandler in m_HandlerMapping)
{
var handlerWithInfo = contactEventHandler.Value as IContactEventHandlerWithInfo;
if (handlerWithInfo != null)
{
m_HandlerInfo[contactEventHandler.Key] = handlerWithInfo.GetContactEventHandlerInfo();
}
else
{
var info = m_HandlerInfo[contactEventHandler.Key];
info.HasContactEventPriority = !m_RigidbodyMapping[contactEventHandler.Key].isKinematic;
m_HandlerInfo[contactEventHandler.Key] = info;
}
}
ContactEventHandlerInfo contactEventHandlerInfo0;
ContactEventHandlerInfo contactEventHandlerInfo1;
// Process all collisions
for (int i = 0; i < m_Count; i++)
{
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
var contactHandler0 = (IContactEventHandler)null;
var contactHandler1 = (IContactEventHandler)null;
var preferredContactHandler = (IContactEventHandler)null;
var preferredContactHandlerNonRigidbody = false;
var preferredRigidbody = (Rigidbody)null;
var otherContactHandler = (IContactEventHandler)null;
var otherRigidbody = (Rigidbody)null;
var otherContactHandlerNonRigidbody = false;
if (m_RigidbodyMapping.ContainsKey(thisInstanceID))
{
contactHandler0 = m_HandlerMapping[thisInstanceID];
contactEventHandlerInfo0 = m_HandlerInfo[thisInstanceID];
if (contactEventHandlerInfo0.HasContactEventPriority)
{
preferredContactHandler = contactHandler0;
preferredContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
preferredRigidbody = m_RigidbodyMapping[thisInstanceID];
}
else
{
otherContactHandler = contactHandler0;
otherContactHandlerNonRigidbody = contactEventHandlerInfo0.ProvideNonRigidBodyContactEvents;
otherRigidbody = m_RigidbodyMapping[thisInstanceID];
}
}
if (m_RigidbodyMapping.ContainsKey(otherInstanceID))
{
contactHandler1 = m_HandlerMapping[otherInstanceID];
contactEventHandlerInfo1 = m_HandlerInfo[otherInstanceID];
if (contactEventHandlerInfo1.HasContactEventPriority && preferredContactHandler == null)
{
preferredContactHandler = contactHandler1;
preferredContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
preferredRigidbody = m_RigidbodyMapping[otherInstanceID];
}
else
{
otherContactHandler = contactHandler1;
otherContactHandlerNonRigidbody = contactEventHandlerInfo1.ProvideNonRigidBodyContactEvents;
otherRigidbody = m_RigidbodyMapping[otherInstanceID];
}
}
if (preferredContactHandler == null && otherContactHandler != null)
{
preferredContactHandler = otherContactHandler;
preferredContactHandlerNonRigidbody = otherContactHandlerNonRigidbody;
preferredRigidbody = otherRigidbody;
otherContactHandler = null;
otherContactHandlerNonRigidbody = false;
otherRigidbody = null;
}
if (preferredContactHandler == null || (preferredContactHandler != null && otherContactHandler == null && !preferredContactHandlerNonRigidbody))
{
continue;
}
if (m_ResultsArray[i].HasCollisionStay)
{
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
}
else
{
preferredContactHandler.ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, otherRigidbody, 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

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 80d7c879794dfda4687da0e400131852 guid: 739e5cee846b6384988f9a47e4691836
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -13,6 +13,14 @@ namespace Unity.Netcode
[Serializable] [Serializable]
public class NetworkConfig public class NetworkConfig
{ {
// Clamp spawn time outs to prevent dropping messages during scene events
// Note: The legacy versions of NGO defaulted to 1s which was too low. As
// well, the SpawnTimeOut is now being clamped to within this recommended
// range both via UI and when NetworkManager is validated.
internal const float MinSpawnTimeout = 10.0f;
// Clamp spawn time outs to no more than 1 hour (really that is a bit high)
internal const float MaxSpawnTimeout = 3600.0f;
/// <summary> /// <summary>
/// The protocol version. Different versions doesn't talk to each other. /// The protocol version. Different versions doesn't talk to each other.
/// </summary> /// </summary>
@@ -129,9 +137,11 @@ 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.")]
[Range(MinSpawnTimeout, MaxSpawnTimeout)]
public float SpawnTimeout = 10f; public float SpawnTimeout = 10f;
/// <summary> /// <summary>
@@ -149,6 +159,48 @@ 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
/// <summary>
/// Controls whether network messaging metrics will be gathered. (defaults to true)
/// There is a slight performance cost to having this enabled, and can increase in processing time based on network message traffic.
/// </summary>
/// <remarks>
/// The Realtime Network Stats Monitoring tool requires this to be enabled.
/// </remarks>
[Tooltip("Enable (default) if you want to gather messaging metrics. Realtime Network Stats Monitor requires this to be enabled. Disabling this can improve performance in release builds.")]
public bool NetworkMessageMetrics = true;
#endif
/// <summary>
/// When enabled (default, this enables network profiling information. This does come with a per message processing cost.
/// Network profiling information is automatically disabled in release builds.
/// </summary>
[Tooltip("Enable (default) if you want to profile network messages with development builds and defaults to being disabled in release builds. When disabled, network messaging profiling will be disabled in development builds.")]
public bool NetworkProfilingMetrics = true;
/// <summary>
/// Invoked by <see cref="NetworkManager"/> when it is validated.
/// </summary>
/// <remarks>
/// Used to check for potential legacy values that have already been serialized and/or
/// runtime modifications to a property outside of the recommended range.
/// For each property checked below, provide a brief description of the reason.
/// </remarks>
internal void OnValidate()
{
// Legacy NGO versions defaulted this value to 1 second that has since been determiend
// any range less than 10 seconds can lead to dropped messages during scene events.
SpawnTimeout = Mathf.Clamp(SpawnTimeout, MinSpawnTimeout, MaxSpawnTimeout);
}
/// <summary> /// <summary>
/// Returns a base64 encoded version of the configuration /// Returns a base64 encoded version of the configuration
/// </summary> /// </summary>

View File

@@ -0,0 +1,58 @@
namespace Unity.Netcode
{
internal class SessionConfig
{
/// <summary>
/// The running list of session versions
/// </summary>
public const uint NoFeatureCompatibility = 0;
public const uint BypassFeatureCompatible = 1;
public const uint ServerDistributionCompatible = 2;
// The most current session version (!!!!set this when you increment!!!!!)
public static uint PackageSessionVersion => ServerDistributionCompatible;
internal uint SessionVersion;
public bool ServiceSideDistribution;
/// <summary>
/// Service to client
/// Set when the client receives a <see cref="ConnectionApprovedMessage"/>
/// </summary>
/// <param name="serviceConfig">the session's settings</param>
public SessionConfig(ServiceConfig serviceConfig)
{
SessionVersion = serviceConfig.SessionVersion;
ServiceSideDistribution = serviceConfig.ServerRedistribution;
}
/// <summary>
/// Can be used to directly set the version.
/// </summary>
/// <remarks>
/// If a client connects that does not support session configuration then
/// this will be invoked. The default values set in the constructor should
/// assume that no features are available.
/// Can also be used for mock/integration testing version handling.
/// </remarks>
/// <param name="version">version to set</param>
public SessionConfig(uint version)
{
SessionVersion = version;
ServiceSideDistribution = false;
}
/// <summary>
/// Client to Service
/// Default package constructor set when <see cref="NetworkManager.Initialize(bool)"/> is invoked.
/// </summary>
public SessionConfig()
{
// The current
SessionVersion = PackageSessionVersion;
ServiceSideDistribution = false;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e0512e5a3e1dc484bbbf98c03a574645

View File

@@ -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;
} }
} }

View File

@@ -1,24 +1,63 @@
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
{ {
/// <summary>
/// The connection event type set within <see cref="ConnectionEventData"/> to signify the type of connection event notification received.
/// </summary>
/// <remarks>
/// <see cref="ConnectionEventData"/> is returned as a parameter of the <see cref="NetworkManager.OnConnectionEvent"/> event notification.
/// <see cref="ClientConnected"/> and <see cref="ClientDisconnected"/> event types occur on the client-side of the newly connected client and on the server-side. <br />
/// <see cref="PeerConnected"/> and <see cref="PeerDisconnected"/> event types occur on connected clients to notify that a new client (peer) has joined/connected.
/// </remarks>
public enum ConnectionEvent public enum ConnectionEvent
{ {
/// <summary>
/// This event is set on the client-side of the newly connected client and on the server-side.<br />
/// </summary>
/// <remarks>
/// On the newly connected client side, the <see cref="ConnectionEventData.ClientId"/> will be the <see cref="NetworkManager.LocalClientId"/>.<br />
/// On the server side, the <see cref="ConnectionEventData.ClientId"/> will be the ID of the client that just connected.
/// </remarks>
ClientConnected, ClientConnected,
/// <summary>
/// This event is set on clients that are already connected to the session.
/// </summary>
/// <remarks>
/// The <see cref="ConnectionEventData.ClientId"/> will be the ID of the client that just connected.
/// </remarks>
PeerConnected, PeerConnected,
/// <summary>
/// This event is set on the client-side of the client that disconnected client and on the server-side.
/// </summary>
/// <remarks>
/// On the disconnected client side, the <see cref="ConnectionEventData.ClientId"/> will be the <see cref="NetworkManager.LocalClientId"/>.<br />
/// On the server side, this will be the ID of the client that disconnected.
/// </remarks>
ClientDisconnected, ClientDisconnected,
/// <summary>
/// This event is set on clients that are already connected to the session.
/// </summary>
/// <remarks>
/// The <see cref="ConnectionEventData.ClientId"/> will be the ID of the client that just disconnected.
/// </remarks>
PeerDisconnected PeerDisconnected
} }
/// <summary>
/// Returned as a parameter of the <see cref="NetworkManager.OnConnectionEvent"/> event notification.
/// </summary>
/// <remarks>
/// See <see cref="ConnectionEvent"/> for more details on the types of connection events received.
/// </remarks>
public struct ConnectionEventData public struct ConnectionEventData
{ {
public ConnectionEvent EventType; public ConnectionEvent EventType;
@@ -104,6 +143,8 @@ namespace Unity.Netcode
{ {
continue; continue;
} }
// This assures if the server has not timed out prior to the client synchronizing that it doesn't exceed the allocated peer count.
if (peerClientIds.Length > idx) if (peerClientIds.Length > idx)
{ {
peerClientIds[idx] = peerId; peerClientIds[idx] = peerId;
@@ -368,6 +409,10 @@ 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 +477,17 @@ 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();
@@ -520,15 +566,6 @@ namespace Unity.Netcode
NetworkManager.Shutdown(true); 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();
#endif #endif
@@ -565,6 +602,7 @@ namespace Unity.Netcode
{ {
var message = new ConnectionRequestMessage var message = new ConnectionRequestMessage
{ {
DistributedAuthority = NetworkManager.DistributedAuthorityMode,
// 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,
@@ -572,6 +610,13 @@ namespace Unity.Netcode
MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp) MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp)
}; };
if (NetworkManager.DistributedAuthorityMode)
{
message.ClientConfig.SessionConfig = NetworkManager.SessionConfig;
message.ClientConfig.TickRate = NetworkManager.NetworkConfig.TickRate;
message.ClientConfig.EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement;
}
for (int index = 0; index < MessageManager.MessageHandlers.Length; index++) for (int index = 0; index < MessageManager.MessageHandlers.Length; index++)
{ {
if (MessageManager.MessageTypes[index] != null) if (MessageManager.MessageTypes[index] != null)
@@ -720,6 +765,12 @@ 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>
@@ -731,46 +782,31 @@ 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 (response.CreatePlayerObject) // Server-side spawning (only if there is a prefab hash or player prefab provided)
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
{ {
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>(); var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position ?? null, response.Rotation ?? null)
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash; : NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position ?? null, response.Rotation ?? null);
// Generate a SceneObject for the player object to spawn
// Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated.
var sceneObject = new NetworkObject.SceneObject
{
OwnerClientId = ownerClientId,
IsPlayerObject = true,
IsSceneObject = false,
HasTransform = prefabNetworkObject.SynchronizeTransform,
Hash = playerPrefabHash,
TargetClientId = ownerClientId,
Transform = new NetworkObject.SceneObject.TransformData
{
Position = response.Position.GetValueOrDefault(),
Rotation = response.Rotation.GetValueOrDefault()
}
};
// Create the player NetworkObject locally
var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
// Spawn the player NetworkObject locally // Spawn the player NetworkObject locally
NetworkManager.SpawnManager.SpawnNetworkObjectLocally( NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
networkObject, playerObject,
NetworkManager.SpawnManager.GetNetworkObjectId(), NetworkManager.SpawnManager.GetNetworkObjectId(),
sceneObject: false, sceneObject: false,
playerObject: true, playerObject: true,
ownerClientId, ownerClientId,
destroyWithScene: false); destroyWithScene: false);
client.AssignPlayerObject(ref networkObject); client.AssignPlayerObject(ref playerObject);
} }
// Server doesn't send itself the connection approved message // Server doesn't send itself the connection approved message
@@ -780,6 +816,7 @@ 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 +850,20 @@ 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 +874,19 @@ 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
@@ -838,13 +894,30 @@ 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);
}
} }
// Exit early if no player object was spawned
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null)) if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
{ {
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 +932,28 @@ 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)
{
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, playerPrefab.transform.position, playerPrefab.transform.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 +973,10 @@ 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 +994,108 @@ 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);
}
var distributedAuthority = NetworkManager.DistributedAuthorityMode;
// If not using DA return early or if using DA and scene management is disabled then exit early Since we use NetworkShow to spawn
// objects on the newly connected client side.
if (!distributedAuthority || distributedAuthority && !NetworkManager.NetworkConfig.EnableSceneManagement)
{
return networkClient;
}
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
var isSessionOwner = NetworkManager.LocalClient.IsSessionOwner;
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (networkObject.SpawnWithObservers)
{
// Don't add the client to the observers if hidden from the session owner
if (networkObject.IsOwner && distributedAuthority && !isSessionOwner && !networkObject.Observers.Contains(sessionOwnerId))
{
continue;
}
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 +1122,55 @@ 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 +1183,9 @@ 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 +1195,77 @@ 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 && !ownedObject.IsOwnershipSessionOwner)
{
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);
}
// Ignore session owner marked objects
if (childObject.IsOwnershipSessionOwner)
{
continue;
}
NetworkManager.SpawnManager.ChangeOwnership(childObject, targetOwner, true);
if (EnableDistributeLogging)
{
Debug.Log($"[Disconnected][Client-{clientId}][Child of {ownedObject.NetworkObjectId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
}
}
}
}
else
{
ownedObject.RemoveOwnership();
}
} }
} }
} }
@@ -1017,6 +1286,40 @@ namespace Unity.Netcode
ConnectedClientIds.Remove(clientId); ConnectedClientIds.Remove(clientId);
var message = new ClientDisconnectedMessage { ClientId = clientId }; var message = new ClientDisconnectedMessage { ClientId = clientId };
MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds); MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
// Used for testing/validation purposes only
#if ENABLE_DAHOST_AUTOPROMOTE_SESSION_OWNER
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.ShutdownInProgress && NetworkManager.IsListening)
{
var newSessionOwner = NetworkManager.LocalClientId;
if (ConnectedClientIds.Count > 1)
{
var lowestRTT = ulong.MaxValue;
var unityTransport = NetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
foreach (var identifier in ConnectedClientIds)
{
if (identifier == NetworkManager.LocalClientId)
{
continue;
}
var rtt = unityTransport.GetCurrentRtt(identifier);
if (rtt < lowestRTT)
{
newSessionOwner = identifier;
lowestRTT = rtt;
}
}
}
var sessionOwnerMessage = new SessionOwnerMessage()
{
SessionOwner = newSessionOwner,
};
MessageManager?.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
NetworkManager.SetSessionOwner(newSessionOwner);
}
#endif
} }
// If the client ID transport map exists // If the client ID transport map exists
@@ -1064,7 +1367,15 @@ namespace Unity.Netcode
{ {
if (!LocalClient.IsServer) if (!LocalClient.IsServer)
{ {
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead."); if (NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
{
throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
}
else
{
Debug.LogWarning($"Currently, clients cannot disconnect other clients from a distributed authority session. Please use `{nameof(Shutdown)}()` instead.");
return;
}
} }
if (clientId == NetworkManager.ServerClientId) if (clientId == NetworkManager.ServerClientId)
@@ -1283,8 +1594,8 @@ 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;
} }

View File

@@ -15,10 +15,16 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// The base class to override to write network code. Inherits MonoBehaviour /// The base class to override to write network code. Inherits MonoBehaviour.
/// </summary> /// </summary>
public abstract class NetworkBehaviour : MonoBehaviour public abstract class NetworkBehaviour : MonoBehaviour
{ {
#if UNITY_EDITOR
[HideInInspector]
[SerializeField]
internal bool ShowTopMostFoldoutHeaderGroup = true;
#endif
#pragma warning disable IDE1006 // disable naming rule violation check #pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public` // RuntimeAccessModifiersILPP will make this `public`
@@ -69,6 +75,7 @@ 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 +95,7 @@ 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 +104,16 @@ 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(),
@@ -149,6 +156,7 @@ 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 +176,7 @@ 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 +188,22 @@ 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 +212,15 @@ 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 +231,7 @@ 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 +239,14 @@ 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(),
@@ -261,7 +265,7 @@ namespace Unity.Netcode
{ {
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 +277,7 @@ 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 +290,7 @@ 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 +376,12 @@ 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.");
} }
@@ -406,8 +416,8 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets the NetworkManager that owns this NetworkBehaviour instance /// Gets the NetworkManager that owns this NetworkBehaviour instance.
/// See note around `NetworkObject` for how there is a chicken / egg problem when we are not initialized /// See `NetworkObject` note for how there is a chicken/egg problem when not initialized.
/// </summary> /// </summary>
public NetworkManager NetworkManager public NetworkManager NetworkManager
{ {
@@ -435,51 +445,78 @@ namespace Unity.Netcode
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeArray{ulong})"/>, /// <see cref="Unity.Netcode.RpcTarget.Not(NativeArray{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeList{ulong})"/>, /// <see cref="Unity.Netcode.RpcTarget.Not(NativeList{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(ulong[])"/>, and /// <see cref="Unity.Netcode.RpcTarget.Not(ulong[])"/>, and
/// <see cref="Unity.Netcode.RpcTarget.Not{T}(T)"/> /// <see cref="Unity.Netcode.RpcTarget.Not{T}(T)"/>.
/// </summary> /// </summary>
#pragma warning restore IDE0001 #pragma warning restore IDE0001
public RpcTarget RpcTarget => NetworkManager.RpcTarget; public RpcTarget RpcTarget => NetworkManager.RpcTarget;
/// <summary> /// <summary>
/// If a NetworkObject is assigned, it will return whether or not this NetworkObject /// If a NetworkObject is assigned, returns whether the NetworkObject
/// is the local player object. If no NetworkObject is assigned it will always return false. /// is the local player object. If no NetworkObject is assigned, returns false.
/// </summary> /// </summary>
public bool IsLocalPlayer { get; private set; } public bool IsLocalPlayer { get; private set; }
/// <summary> /// <summary>
/// Gets if the object is owned by the local player or if the object is the local player object /// Gets whether the object is owned by the local player or if the object is the local player object.
/// </summary> /// </summary>
public bool IsOwner { get; internal set; } public bool IsOwner { get; internal set; }
/// <summary> /// <summary>
/// Gets if we are executing as server /// Gets whether executing as a server.
/// </summary> /// </summary>
public bool IsServer { get; private set; } public bool IsServer { get; private set; }
/// <summary> /// <summary>
/// Gets if the server (local or remote) is a host - i.e., also a client /// Determines if the local client has authority over the associated NetworkObject.
/// <list type="bullet">
/// <item>In client-server contexts: returns true if `IsServer` or `IsHost`.</item>
/// <item>In distributed authority contexts: returns true if `IsOwner`.</item>
/// </list>
/// </summary>
public bool HasAuthority { get; internal set; }
internal NetworkClient LocalClient { get; private set; }
/// <summary>
/// Gets whether the client is the distributed authority mode session owner.
/// </summary>
public bool IsSessionOwner
{
get
{
if (LocalClient == null)
{
return false;
}
return LocalClient.IsSessionOwner;
}
}
/// <summary>
/// Gets whether the server (local or remote) is a host.
/// </summary> /// </summary>
public bool ServerIsHost { get; private set; } public bool ServerIsHost { get; private set; }
/// <summary> /// <summary>
/// Gets if we are executing as client /// Gets whether executing as a client.
/// </summary> /// </summary>
public bool IsClient { get; private set; } public bool IsClient { get; private set; }
/// <summary> /// <summary>
/// Gets if we are executing as Host, I.E Server and Client /// Gets whether executing as a host (both server and client).
/// </summary> /// </summary>
public bool IsHost { get; private set; } public bool IsHost { get; private set; }
/// <summary> /// <summary>
/// Gets Whether or not the object has a owner /// Gets whether the object has an owner.
/// </summary> /// </summary>
public bool IsOwnedByServer { get; internal set; } public bool IsOwnedByServer { get; internal set; }
/// <summary> /// <summary>
/// Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component /// Determines whether it's safe to access a NetworkObject and NetworkManager from within a NetworkBehaviour component.
/// Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate /// Primarily useful when checking NetworkObject or NetworkManager properties within FixedUpate.
/// </summary> /// </summary>
public bool IsSpawned { get; internal set; } public bool IsSpawned { get; internal set; }
@@ -499,7 +536,7 @@ namespace Unity.Netcode
/// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do /// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do
/// how NetworkObject works but it was close to the release and too risky to change /// how NetworkObject works but it was close to the release and too risky to change
/// <summary> /// <summary>
/// Gets the NetworkObject that owns this NetworkBehaviour instance /// Gets the NetworkObject that owns this NetworkBehaviour instance.
/// </summary> /// </summary>
public NetworkObject NetworkObject public NetworkObject NetworkObject
{ {
@@ -538,19 +575,19 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets whether or not this NetworkBehaviour instance has a NetworkObject owner. /// Gets whether this NetworkBehaviour instance has a NetworkObject owner.
/// </summary> /// </summary>
public bool HasNetworkObject => NetworkObject != null; public bool HasNetworkObject => NetworkObject != null;
private NetworkObject m_NetworkObject = null; private NetworkObject m_NetworkObject = null;
/// <summary> /// <summary>
/// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour /// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour instance.
/// </summary> /// </summary>
public ulong NetworkObjectId { get; internal set; } public ulong NetworkObjectId { get; internal set; }
/// <summary> /// <summary>
/// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject /// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject.
/// </summary> /// </summary>
public ushort NetworkBehaviourId { get; internal set; } public ushort NetworkBehaviourId { get; internal set; }
@@ -560,7 +597,7 @@ namespace Unity.Netcode
internal ushort NetworkBehaviourIdCache = 0; internal ushort NetworkBehaviourIdCache = 0;
/// <summary> /// <summary>
/// Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject /// Returns the NetworkBehaviour with a given BehaviourId for the current NetworkObject.
/// </summary> /// </summary>
/// <param name="behaviourId">The behaviourId to return</param> /// <param name="behaviourId">The behaviourId to return</param>
/// <returns>Returns NetworkBehaviour with given behaviourId</returns> /// <returns>Returns NetworkBehaviour with given behaviourId</returns>
@@ -570,7 +607,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets the ClientId that owns the NetworkObject /// Gets the ClientId that owns this NetworkObject.
/// </summary> /// </summary>
public ulong OwnerClientId { get; internal set; } public ulong OwnerClientId { get; internal set; }
@@ -581,30 +618,34 @@ 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;
@@ -612,23 +653,35 @@ 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>
/// Gets called after the <see cref="NetworkObject"/> is spawned. No NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked yet. /// Only for use in distributed authority mode.
/// A reference to <see cref="NetworkManager"/> is passed in as a parameter to determine the context of execution (IsServer/IsClient) /// Invoked only on the authority instance when a <see cref="NetworkObject"/> is deferring its despawn on non-authoritative instances.
/// </summary> /// </summary>
/// <remarks> /// <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) { }
/// <summary>
/// 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` or `IsClient`).
/// </summary>
/// <param name="networkManager">a ref to the <see cref="NetworkManager"/> since this is not yet set on the <see cref="NetworkBehaviour"/></param> /// <param name="networkManager">a ref to the <see cref="NetworkManager"/> since this is not yet set on the <see cref="NetworkBehaviour"/></param>
/// <remarks>
/// The <see cref="NetworkBehaviour"/> will not have anything assigned to it at this point in time. /// The <see cref="NetworkBehaviour"/> will not have anything assigned to it at this point in time.
/// Settings like ownership, NetworkBehaviourId, NetworkManager, and most other spawn related properties will not be set. /// Settings like ownership, NetworkBehaviourId, NetworkManager, and most other spawn-related properties will not be set.
/// This can be used to handle things like initializing/instantiating a NetworkVariable or the like. /// This can be used to handle things like initializing a NetworkVariable.
/// </remarks> /// </remarks>
protected virtual void OnNetworkPreSpawn(ref NetworkManager networkManager) { } protected virtual void OnNetworkPreSpawn(ref NetworkManager networkManager) { }
/// <summary> /// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup. /// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered, and the network is set up.
/// </summary> /// </summary>
public virtual void OnNetworkSpawn() { } public virtual void OnNetworkSpawn() { }
@@ -641,29 +694,33 @@ namespace Unity.Netcode
/// </remarks> /// </remarks>
protected virtual void OnNetworkPostSpawn() { } protected virtual void OnNetworkPostSpawn() { }
protected internal virtual void InternalOnNetworkPostSpawn() { }
/// <summary> /// <summary>
/// [Client-Side Only] /// This method is only available client-side.
/// When a new client joins it is synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all /// When a new client joins it's synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all
/// <see cref="NetworkObject"/>s and scenes (if scene management is enabled) have finished synchronizing, all NetworkBehaviour components associated with spawned <see cref="NetworkObject"/>s /// <see cref="NetworkObject"/>s and scenes (if scene management is enabled) have finished synchronizing, all NetworkBehaviour components associated with spawned <see cref="NetworkObject"/>s
/// will have this method invoked. /// will have this method invoked.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This can be used to handle post synchronization actions where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context. /// This can be used to handle post-synchronization actions where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
/// This is only invoked on clients during a client-server network topology session. /// This is only invoked on clients during a client-server network topology session.
/// </remarks> /// </remarks>
protected virtual void OnNetworkSessionSynchronized() { } protected virtual void OnNetworkSessionSynchronized() { }
protected internal virtual void InternalOnNetworkSessionSynchronized() { }
/// <summary> /// <summary>
/// [Client & Server Side] /// When a scene is loaded and in-scene placed NetworkObjects are finished spawning, this method is invoked on all of the newly spawned in-scene placed NetworkObjects.
/// When a scene is loaded an in-scene placed NetworkObjects are all spawned, this method is invoked on all of the newly spawned in-scene placed NetworkObjects. /// This method runs both client and server side.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This can be used to handle post scene loaded actions for in-scene placed NetworkObjcts where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context. /// This method can be used to handle post-scene loaded actions for in-scene placed NetworkObjcts where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
/// </remarks> /// </remarks>
protected virtual void OnInSceneObjectsSpawned() { } protected virtual void OnInSceneObjectsSpawned() { }
/// <summary> /// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets despawned. Is called both on the server and clients. /// Gets called when the <see cref="NetworkObject"/> gets despawned. This method runs both client and server side.
/// </summary> /// </summary>
public virtual void OnNetworkDespawn() { } public virtual void OnNetworkDespawn() { }
@@ -698,7 +755,8 @@ 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.
@@ -711,6 +769,7 @@ namespace Unity.Netcode
{ {
try try
{ {
InternalOnNetworkPostSpawn();
OnNetworkPostSpawn(); OnNetworkPostSpawn();
} }
catch (Exception e) catch (Exception e)
@@ -723,6 +782,7 @@ namespace Unity.Netcode
{ {
try try
{ {
InternalOnNetworkSessionSynchronized();
OnNetworkSessionSynchronized(); OnNetworkSessionSynchronized();
} }
catch (Exception e) catch (Exception e)
@@ -758,19 +818,27 @@ 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. /// In client-server contexts, this method is invoked on both the server and the local client of the owner when <see cref="Netcode.NetworkObject"/> ownership is assigned.
/// <para>In distributed authority contexts, this method is only invoked on the local client that has been assigned ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
/// </summary> /// </summary>
public virtual void OnGainedOwnership() { } public virtual void OnGainedOwnership() { }
internal void InternalOnGainedOwnership() internal void InternalOnGainedOwnership()
{ {
UpdateNetworkProperties(); UpdateNetworkProperties();
// New owners need to assure any NetworkVariables they have write permissions
// to are updated so the previous and original values are aligned with the
// current value (primarily for collections).
if (OwnerClientId == NetworkManager.LocalClientId)
{
UpdateNetworkVariableOnOwnershipChanged();
}
OnGainedOwnership(); OnGainedOwnership();
} }
/// <summary> /// <summary>
/// Invoked on all clients, override this method to be notified of any /// Invoked on all clients. Override this method to be notified of any
/// ownership changes (even if the instance was niether the previous or /// ownership changes (even if the instance was neither the previous or
/// newly assigned current owner). /// newly assigned current owner).
/// </summary> /// </summary>
/// <param name="previous">the previous owner</param> /// <param name="previous">the previous owner</param>
@@ -786,8 +854,9 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>. /// In client-server contexts, this method is invoked on the local client when it loses ownership of the associated <see cref="Netcode.NetworkObject"/>
/// This method is also invoked on the server when any client loses ownership. /// and on the server when any client loses ownership.
/// <para>In distributed authority contexts, this method is only invoked on the local client that has lost ownership of the associated <see cref="Netcode.NetworkObject"/>.</para>
/// </summary> /// </summary>
public virtual void OnLostOwnership() { } public virtual void OnLostOwnership() { }
@@ -798,11 +867,13 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed /// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed.
/// </summary> /// </summary>
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param> /// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { } public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
internal virtual void InternalOnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
private bool m_VarInit = false; private bool m_VarInit = false;
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>(); private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
@@ -935,6 +1006,8 @@ namespace Unity.Netcode
} }
} }
} }
MarkVariablesDirty(false);
} }
internal void PreVariableUpdate() internal void PreVariableUpdate()
@@ -943,30 +1016,39 @@ 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) /// <summary>
/// Determines if a NetworkVariable should have any changes to state sent out
/// </summary>
/// <param name="targetClientId">target to send the updates to</param>
/// <param name="forceSend">specific to change in ownership</param>
internal void NetworkVariableUpdate(ulong targetClientId, bool forceSend = false)
{ {
if (!CouldHaveDirtyNetworkVariables()) if (!forceSend && !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 +1058,57 @@ 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],
// By sending the network delivery we can forward messages immediately as opposed to processing them
// at the end. While this will send updates to clients that cannot read, the handler will ignore anything
// sent to a client that does not have read permissions.
NetworkDelivery = m_DeliveryTypesForNetworkVariableGroups[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'
@@ -1029,6 +1130,26 @@ namespace Unity.Netcode
return false; return false;
} }
/// <summary>
/// Invoked on a new client to assure the previous and original values
/// are synchronized with the current known value.
/// </summary>
/// <remarks>
/// Primarily for collections to assure the previous value(s) is/are the
/// same as the current value(s) in order to not re-send already known entries.
/// </remarks>
internal void UpdateNetworkVariableOnOwnershipChanged()
{
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
// Only invoke OnInitialize on NetworkVariables the owner can write to
if (NetworkVariableFields[j].CanClientWrite(OwnerClientId))
{
NetworkVariableFields[j].OnInitialize();
}
}
}
internal void MarkVariablesDirty(bool dirty) internal void MarkVariablesDirty(bool dirty)
{ {
for (int j = 0; j < NetworkVariableFields.Count; j++) for (int j = 0; j < NetworkVariableFields.Count; j++)
@@ -1037,6 +1158,17 @@ namespace Unity.Netcode
} }
} }
internal void MarkOwnerReadVariablesDirty()
{
for (int j = 0; j < NetworkVariableFields.Count; j++)
{
if (NetworkVariableFields[j].ReadPerm == NetworkVariableReadPermission.Owner)
{
NetworkVariableFields[j].SetDirty(true);
}
}
}
/// <summary> /// <summary>
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read. /// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject) /// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
@@ -1047,6 +1179,12 @@ namespace Unity.Netcode
/// </remarks> /// </remarks>
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId) internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
{ {
// Create any values that require accessing the NetworkManager locally (it is expensive to access it in NetworkBehaviour)
var networkManager = NetworkManager;
var ensureLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
// Exit early if there are no NetworkVariables
if (NetworkVariableFields.Count == 0) if (NetworkVariableFields.Count == 0)
{ {
return; return;
@@ -1054,10 +1192,12 @@ namespace Unity.Netcode
for (int j = 0; j < NetworkVariableFields.Count; j++) for (int j = 0; j < NetworkVariableFields.Count; j++)
{ {
// Client-Server: Try to write values only for clients that have read permissions.
// Distributed Authority: All clients have read permissions, always try to write the value.
if (NetworkVariableFields[j].CanClientRead(targetClientId)) if (NetworkVariableFields[j].CanClientRead(targetClientId))
{ {
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
if (ensureLengthSafety)
{ {
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
@@ -1067,21 +1207,32 @@ namespace Unity.Netcode
// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent. // The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
writer.WriteValueSafe((ushort)0); writer.WriteValueSafe((ushort)0);
var startPos = writer.Position; var startPos = writer.Position;
NetworkVariableFields[j].WriteField(writer); // Write the NetworkVariable field value
// WriteFieldSynchronization will write the current value only if there are no pending changes.
// Otherwise, it will write the previous value if there are pending changes since the pending
// changes will be sent shortly after the client's synchronization.
NetworkVariableFields[j].WriteFieldSynchronization(writer);
var size = writer.Position - startPos; var size = writer.Position - startPos;
writer.Seek(writePos); writer.Seek(writePos);
// Write the NetworkVariable field value size
writer.WriteValueSafe((ushort)size); writer.WriteValueSafe((ushort)size);
writer.Seek(startPos + size); writer.Seek(startPos + size);
} }
else else // Client-Server Only: Should only ever be invoked when using a client-server NetworkTopology
{ {
NetworkVariableFields[j].WriteField(writer); // Write the NetworkVariable field value
// WriteFieldSynchronization will write the current value only if there are no pending changes.
// Otherwise, it will write the previous value if there are pending changes since the pending
// changes will be sent shortly after the client's synchronization.
NetworkVariableFields[j].WriteFieldSynchronization(writer);
} }
} }
else // Only if EnsureNetworkVariableLengthSafety, otherwise just skip else if (ensureLengthSafety)
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{ {
writer.WriteValueSafe((ushort)0); // Client-Server Only: If the client cannot read this field, then skip it but write a 0 for this NetworkVariable's position
{
writer.WriteValueSafe((ushort)0);
}
} }
} }
} }
@@ -1096,6 +1247,11 @@ namespace Unity.Netcode
/// </remarks> /// </remarks>
internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId) internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId)
{ {
// Stack cache any values that requires accessing the NetworkManager (it is expensive to access it in NetworkBehaviour)
var networkManager = NetworkManager;
var ensureLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
// Exit early if nothing else to read
if (NetworkVariableFields.Count == 0) if (NetworkVariableFields.Count == 0)
{ {
return; return;
@@ -1105,30 +1261,46 @@ namespace Unity.Netcode
{ {
var varSize = (ushort)0; var varSize = (ushort)0;
var readStartPos = 0; var readStartPos = 0;
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // Client-Server: Clients that only have read permissions will try to read the value
// Distributed Authority: All clients have read permissions, always try to read the value
if (NetworkVariableFields[j].CanClientRead(clientId))
{ {
reader.ReadValueSafe(out varSize); if (ensureLengthSafety)
if (varSize == 0)
{ {
continue; reader.ReadValueSafe(out varSize);
if (varSize == 0)
{
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] Expected non-zero size readable NetworkVariable! (Skipping)");
continue;
}
readStartPos = reader.Position;
} }
readStartPos = reader.Position;
} }
else // If the client cannot read this field, then skip it else // Client-Server Only: If the client cannot read this field, then skip it
if (!NetworkVariableFields[j].CanClientRead(clientId))
{ {
// If skipping and length safety, then fill in a 0 size for this one spot
if (ensureLengthSafety)
{
reader.ReadValueSafe(out ushort size);
if (size != 0)
{
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] Expected zero size for non-readable NetworkVariable when EnsureNetworkVariableLengthSafety is enabled! (Skipping)");
}
}
continue; continue;
} }
// Read the NetworkVariable value
NetworkVariableFields[j].ReadField(reader); NetworkVariableFields[j].ReadField(reader);
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // When EnsureNetworkVariableLengthSafety always do a bounds check
if (ensureLengthSafety)
{ {
if (reader.Position > (readStartPos + varSize)) if (reader.Position > (readStartPos + varSize))
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{ {
NetworkLog.LogWarning($"Var data read too far. {reader.Position - (readStartPos + varSize)} bytes."); NetworkLog.LogWarning($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] NetworkVariable data read too big. {reader.Position - (readStartPos + varSize)} bytes.");
} }
reader.Seek(readStartPos + varSize); reader.Seek(readStartPos + varSize);
@@ -1137,7 +1309,7 @@ namespace Unity.Netcode
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{ {
NetworkLog.LogWarning($"Var data read too little. {(readStartPos + varSize) - reader.Position} bytes."); NetworkLog.LogWarning($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] NetworkVariable data read too small. {(readStartPos + varSize) - reader.Position} bytes.");
} }
reader.Seek(readStartPos + varSize); reader.Seek(readStartPos + varSize);
@@ -1147,7 +1319,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets the local instance of a object with a given NetworkId /// Gets the local instance of a NetworkObject with a given NetworkId.
/// </summary> /// </summary>
/// <param name="networkId"></param> /// <param name="networkId"></param>
/// <returns></returns> /// <returns></returns>
@@ -1158,14 +1330,14 @@ namespace Unity.Netcode
/// <summary> /// <summary>
/// Override this method if your derived NetworkBehaviour requires custom synchronization data. /// Override this method if your derived NetworkBehaviour requires custom synchronization data.
/// Note: Use of this method is only for the initial client synchronization of NetworkBehaviours /// Use of this method is only for the initial client synchronization of NetworkBehaviours
/// and will increase the payload size for client synchronization and dynamically spawned /// and will increase the payload size for client synchronization and dynamically spawned
/// <see cref="NetworkObject"/>s. /// <see cref="NetworkObject"/>s.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// When serializing (writing) this will be invoked during the client synchronization period and /// When serializing (writing), this method is invoked during the client synchronization period and
/// when spawning new NetworkObjects. /// when spawning new NetworkObjects.
/// When deserializing (reading), this will be invoked prior to the NetworkBehaviour's associated /// When deserializing (reading), this method is invoked prior to the NetworkBehaviour's associated
/// NetworkObject being spawned. /// NetworkObject being spawned.
/// </remarks> /// </remarks>
/// <param name="serializer">The serializer to use to read and write the data.</param> /// <param name="serializer">The serializer to use to read and write the data.</param>
@@ -1188,10 +1360,10 @@ namespace Unity.Netcode
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance. /// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked. /// This value is set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
/// For writing (server-side), this is useful to know which client will receive the serialized data. /// For writing (server-side), this is useful to know which client will receive the serialized data.
/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>. /// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
/// When synchronization of this instance is complete, this value will be reset to 0 /// When synchronization of this instance is complete, this value is reset to 0.
/// </remarks> /// </remarks>
protected ulong m_TargetIdBeingSynchronized { get; private set; } protected ulong m_TargetIdBeingSynchronized { get; private set; }
@@ -1293,7 +1465,7 @@ 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;
} }
@@ -1315,8 +1487,7 @@ 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 is destroyed.
/// NOTE: If you override this, you should invoke this base class version of this /// If you override this, you must always invoke the base class version of this <see cref="OnDestroy"/> method.
/// <see cref="OnDestroy"/> method.
/// </summary> /// </summary>
public virtual void OnDestroy() public virtual void OnDestroy()
{ {

View File

@@ -19,10 +19,15 @@ namespace Unity.Netcode
internal void AddForUpdate(NetworkObject networkObject) internal void AddForUpdate(NetworkObject networkObject)
{ {
// Since this is a HashSet, we don't need to worry about duplicate entries
m_PendingDirtyNetworkObjects.Add(networkObject); m_PendingDirtyNetworkObjects.Add(networkObject);
} }
internal void NetworkBehaviourUpdate() /// <summary>
/// Sends NetworkVariable deltas
/// </summary>
/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
internal void NetworkBehaviourUpdate(bool forceSend = false)
{ {
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
m_NetworkBehaviourUpdate.Begin(); m_NetworkBehaviourUpdate.Begin();
@@ -48,13 +53,12 @@ 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, forceSend);
} }
} }
} }
@@ -73,7 +77,7 @@ 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, forceSend);
} }
} }
} }
@@ -86,19 +90,26 @@ namespace Unity.Netcode
var behaviour = dirtyObj.ChildNetworkBehaviours[k]; var behaviour = dirtyObj.ChildNetworkBehaviours[k];
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++) for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
{ {
// Set to true for NetworkVariable to ignore duplication of the
// "internal original value" for collections support.
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
if (behaviour.NetworkVariableFields[i].IsDirty() && if (behaviour.NetworkVariableFields[i].IsDirty() &&
!behaviour.NetworkVariableIndexesToResetSet.Contains(i)) !behaviour.NetworkVariableIndexesToResetSet.Contains(i))
{ {
behaviour.NetworkVariableIndexesToResetSet.Add(i); behaviour.NetworkVariableIndexesToResetSet.Add(i);
behaviour.NetworkVariableIndexesToReset.Add(i); behaviour.NetworkVariableIndexesToReset.Add(i);
} }
// Reset back to false when done
behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
} }
} }
} }
// Now, reset all the no-longer-dirty variables // Now, reset all the no-longer-dirty variables
foreach (var dirtyobj in m_DirtyNetworkObjects) foreach (var dirtyobj in m_DirtyNetworkObjects)
{ {
dirtyobj.PostNetworkVariableWrite(); dirtyobj.PostNetworkVariableWrite(forceSend);
// Once done processing, we set the previous owner id to the current owner id
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
} }
m_DirtyNetworkObjects.Clear(); m_DirtyNetworkObjects.Clear();
} }
@@ -130,6 +141,9 @@ namespace Unity.Netcode
// Then show any NetworkObjects queued to be made visible/shown // Then show any NetworkObjects queued to be made visible/shown
m_NetworkManager.SpawnManager.HandleNetworkObjectShow(); m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
// Handle object redistribution (DA + disabled scene management only)
m_NetworkManager.HandleRedistributionToClients();
} }
} }
} }

View File

@@ -1,9 +1,11 @@
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;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
#endif #endif
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug; using Debug = UnityEngine.Debug;
@@ -16,6 +18,23 @@ namespace Unity.Netcode
[AddComponentMenu("Netcode/Network Manager", -100)] [AddComponentMenu("Netcode/Network Manager", -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{ {
/// <summary>
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance has been instantiated.
/// </summary>
public static event Action<NetworkManager> OnInstantiated;
/// <summary>
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance is being destroyed.
/// </summary>
public static event Action<NetworkManager> OnDestroying;
#if UNITY_EDITOR
// Inspector view expand/collapse settings for this derived child class
[HideInInspector]
public bool NetworkManagerExpanded;
#endif
// TODO: Deprecate... // TODO: Deprecate...
// The following internal values are not used, but because ILPP makes them public in the assembly, they cannot // The following internal values are not used, but because ILPP makes them public in the assembly, they cannot
// be removed thanks to our semver validation. // be removed thanks to our semver validation.
@@ -34,12 +53,276 @@ namespace Unity.Netcode
#pragma warning restore IDE1006 // restore naming rule violation check #pragma warning restore IDE1006 // restore naming rule violation check
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private static List<Type> s_SerializedType = new List<Type>();
// This is used to control the serialized type not optimized messaging for integration test purposes
internal static bool DisableNotOptimizedSerializedType;
/// <summary>
/// Until all serialized types are optimized for the distributed authority network topology,
/// this will handle the notification to the user that the type being serialized is not yet
/// optimized but will only log the message once to prevent log spamming.
/// </summary>
internal static void LogSerializedTypeNotOptimized<T>()
{
if (DisableNotOptimizedSerializedType)
{
return;
}
var type = typeof(T);
if (!s_SerializedType.Contains(type))
{
s_SerializedType.Add(type);
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
Debug.LogWarning($"[{type.Name}] Serialized type has not been optimized for use with Distributed Authority!");
}
}
}
#endif
internal SessionConfig SessionConfig;
/// <summary>
/// Used for internal testing purposes
/// </summary>
internal delegate SessionConfig OnGetSessionConfigHandler();
internal OnGetSessionConfigHandler OnGetSessionConfig;
private SessionConfig GetSessionConfig()
{
return OnGetSessionConfig != null ? OnGetSessionConfig.Invoke() : new SessionConfig();
}
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: Determine if this needs to be removed once the service handles object distribution
internal List<ulong> ClientsToRedistribute = new List<ulong>();
internal bool RedistributeToClients;
/// <summary>
/// Handles object redistribution when scene management is disabled.
/// <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
/// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
/// </summary>
internal void HandleRedistributionToClients()
{
if (!DistributedAuthorityMode || !RedistributeToClients || NetworkConfig.EnableSceneManagement || ShutdownInProgress)
{
return;
}
foreach (var clientId in ClientsToRedistribute)
{
SpawnManager.DistributeNetworkObjects(clientId);
}
RedistributeToClients = false;
ClientsToRedistribute.Clear();
}
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.IsOwnershipSessionOwner && LocalClient.IsSessionOwner)
{
SpawnManager.ChangeOwnership(networkObject, LocalClientId, true);
}
}
}
OnSessionOwnerPromoted?.Invoke(sessionOwner);
}
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, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
#if COM_UNITY_MODULES_PHYSICS
internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
#endif
internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
{
if (onUpdate)
{
if (register)
{
if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
}
}
#if COM_UNITY_MODULES_PHYSICS
else
{
if (register)
{
if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformFixedUpdate.Remove(networkObject.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();
// Handle processing any new connections or transport events
NetworkConfig.NetworkTransport.EarlyUpdate();
ConnectionManager.ProcessPendingApprovals(); ConnectionManager.ProcessPendingApprovals();
ConnectionManager.PollAndHandleNetworkEvents(); ConnectionManager.PollAndHandleNetworkEvents();
@@ -47,25 +330,79 @@ 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 networkObjectEntry in NetworkTransformFixedUpdate)
{
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.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:
{
// Non-physics based non-authority NetworkTransforms update their states after all other components
foreach (var networkObjectEntry in NetworkTransformUpdate)
{
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
continue;
}
AnticipationSystem.Sync(); foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
AnticipationSystem.SetupForRender(); {
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.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();
@@ -75,6 +412,9 @@ namespace Unity.Netcode
// Metrics update needs to be driven by NetworkConnectionManager's update to assure metrics are dispatched after the send queue is processed. // Metrics update needs to be driven by NetworkConnectionManager's update to assure metrics are dispatched after the send queue is processed.
MetricsManager.UpdateMetrics(); MetricsManager.UpdateMetrics();
// Handle sending any pending transport messages
NetworkConfig.NetworkTransport.PostLateUpdate();
// TODO: Determine a better way to handle this // TODO: Determine a better way to handle this
NetworkObject.VerifyParentingStatus(); NetworkObject.VerifyParentingStatus();
@@ -181,17 +521,17 @@ 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 +803,20 @@ 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;
@@ -573,6 +912,7 @@ namespace Unity.Netcode
internal Override<ushort> PortOverride; internal Override<ushort> PortOverride;
#if UNITY_EDITOR #if UNITY_EDITOR
internal static INetworkManagerHelper NetworkManagerHelper; internal static INetworkManagerHelper NetworkManagerHelper;
@@ -594,6 +934,16 @@ namespace Unity.Netcode
OnNetworkManagerReset?.Invoke(this); OnNetworkManagerReset?.Invoke(this);
} }
protected virtual void OnValidateComponent()
{
}
private PackageInfo GetPackageInfo(string packageName)
{
return AssetDatabase.FindAssets("package").Select(AssetDatabase.GUIDToAssetPath).Where(x => AssetDatabase.LoadAssetAtPath<TextAsset>(x) != null).Select(PackageInfo.FindForAssetPath).Where(x => x != null).First(x => x.name == packageName);
}
internal void OnValidate() internal void OnValidate()
{ {
if (NetworkConfig == null) if (NetworkConfig == null)
@@ -601,6 +951,9 @@ namespace Unity.Netcode
return; // May occur when the component is added return; // May occur when the component is added
} }
// Do a validation pass on NetworkConfig properties
NetworkConfig.OnValidate();
if (GetComponentInChildren<NetworkObject>() != null) if (GetComponentInChildren<NetworkObject>() != null)
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
@@ -654,14 +1007,22 @@ namespace Unity.Netcode
} }
} }
} }
try
{
OnValidateComponent();
}
catch (Exception ex)
{
Debug.LogException(ex);
}
} }
private void ModeChanged(PlayModeStateChange change) private void ModeChanged(PlayModeStateChange change)
{ {
if (IsListening && change == PlayModeStateChange.ExitingPlayMode) if (IsListening && change == PlayModeStateChange.ExitingPlayMode)
{ {
// Make sure we are not holding onto anything in case domain reload is disabled OnApplicationQuit();
ShutdownInternal();
} }
} }
#endif #endif
@@ -715,6 +1076,8 @@ namespace Unity.Netcode
#if UNITY_EDITOR #if UNITY_EDITOR
EditorApplication.playModeStateChanged += ModeChanged; EditorApplication.playModeStateChanged += ModeChanged;
#endif #endif
// Notify we have instantiated a new instance of NetworkManager.
OnInstantiated?.Invoke(this);
} }
private void OnEnable() private void OnEnable()
@@ -812,6 +1175,26 @@ namespace Unity.Netcode
internal void Initialize(bool server) internal void Initialize(bool server)
{ {
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (!DisableNotOptimizedSerializedType)
{
s_SerializedType.Clear();
}
#endif
#if COM_UNITY_MODULES_PHYSICS
NetworkTransformFixedUpdate.Clear();
#endif
NetworkTransformUpdate.Clear();
UpdateTopology();
// Always create a default session config when starting a NetworkManager instance
if (DistributedAuthorityMode)
{
SessionConfig = GetSessionConfig();
}
// Make sure the ServerShutdownState is reset when initializing // Make sure the ServerShutdownState is reset when initializing
if (server) if (server)
{ {
@@ -844,8 +1227,12 @@ 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 +1248,17 @@ 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 +1357,10 @@ 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 +1373,8 @@ namespace Unity.Netcode
{ {
SpawnManager.ServerSpawnSceneObjectsOnStartSweep(); SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Notify the server that everything should be synchronized/spawned at this time.
SpawnManager.NotifyNetworkObjectsSynchronized();
OnServerStarted?.Invoke(); OnServerStarted?.Invoke();
ConnectionManager.LocalClient.IsApproved = true; ConnectionManager.LocalClient.IsApproved = true;
return true; return true;
@@ -1010,7 +1408,10 @@ 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 +1454,11 @@ 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
{ {
@@ -1109,13 +1514,17 @@ 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 everything should be synchronized/spawned at this time.
SpawnManager.NotifyNetworkObjectsSynchronized();
OnServerStarted?.Invoke(); OnServerStarted?.Invoke();
OnClientStarted?.Invoke(); OnClientStarted?.Invoke();
@@ -1188,6 +1597,7 @@ 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 +1608,6 @@ 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 +1667,7 @@ 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()
{ {
@@ -1274,6 +1683,9 @@ namespace Unity.Netcode
UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded; UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
// Notify we are destroying NetworkManager
OnDestroying?.Invoke(this);
if (Singleton == this) if (Singleton == this)
{ {
Singleton = null; Singleton = null;

File diff suppressed because it is too large Load Diff

View File

@@ -2,6 +2,8 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement; using UnityEditor.SceneManagement;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
@@ -9,7 +11,7 @@ using UnityEngine.SceneManagement;
namespace Unity.Netcode namespace Unity.Netcode
{ {
/// <summary> /// <summary>
/// This is a helper tool to update all in-scene placed instances of a prefab that /// This is a helper tool to update all in-scene placed instances of a prefab that
/// originally did not have a NetworkObject component but one was added to the prefab /// originally did not have a NetworkObject component but one was added to the prefab
/// later. /// later.
/// </summary> /// </summary>
@@ -21,6 +23,28 @@ namespace Unity.Netcode
internal static Action AllScenesProcessed; internal static Action AllScenesProcessed;
internal static NetworkObject PrefabNetworkObject;
internal static void LogInfo(string msg, bool append = false)
{
if (!append)
{
s_Log.AppendLine(msg);
}
else
{
s_Log.Append(msg);
}
}
internal static void FlushLog()
{
Debug.Log(s_Log.ToString());
s_Log.Clear();
}
private static StringBuilder s_Log = new StringBuilder();
internal static void ProcessScene(string scenePath, bool processScenes = true) internal static void ProcessScene(string scenePath, bool processScenes = true)
{ {
if (!s_ScenesToUpdate.Contains(scenePath)) if (!s_ScenesToUpdate.Contains(scenePath))
@@ -29,7 +53,10 @@ namespace Unity.Netcode
{ {
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened; EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved; EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
s_Log.Clear();
LogInfo("NetworkObject Refresh Scenes to Process:");
} }
LogInfo($"[{scenePath}]", true);
s_ScenesToUpdate.Add(scenePath); s_ScenesToUpdate.Add(scenePath);
} }
s_ProcessScenes = processScenes; s_ProcessScenes = processScenes;
@@ -37,6 +64,7 @@ namespace Unity.Netcode
internal static void ProcessActiveScene() internal static void ProcessActiveScene()
{ {
FlushLog();
var activeScene = SceneManager.GetActiveScene(); var activeScene = SceneManager.GetActiveScene();
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes) if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
{ {
@@ -54,10 +82,12 @@ namespace Unity.Netcode
} }
else else
{ {
s_ProcessScenes = false;
s_CloseScenes = false; s_CloseScenes = false;
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved; EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened; EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
AllScenesProcessed?.Invoke(); AllScenesProcessed?.Invoke();
FlushLog();
} }
} }
@@ -68,9 +98,8 @@ namespace Unity.Netcode
// Provide a log of all scenes that were modified to the user // Provide a log of all scenes that were modified to the user
if (refreshed) if (refreshed)
{ {
Debug.Log($"Refreshed and saved updates to scene: {scene.name}"); LogInfo($"Refreshed and saved updates to scene: {scene.name}");
} }
s_ProcessScenes = false;
s_ScenesToUpdate.Remove(scene.path); s_ScenesToUpdate.Remove(scene.path);
if (scene != SceneManager.GetActiveScene()) if (scene != SceneManager.GetActiveScene())
@@ -88,24 +117,41 @@ namespace Unity.Netcode
private static void SceneOpened(Scene scene) private static void SceneOpened(Scene scene)
{ {
LogInfo($"Processing scene {scene.name}:");
if (s_ScenesToUpdate.Contains(scene.path)) if (s_ScenesToUpdate.Contains(scene.path))
{ {
if (s_ProcessScenes) if (s_ProcessScenes)
{ {
if (!EditorSceneManager.MarkSceneDirty(scene)) var prefabInstances = PrefabUtility.FindAllInstancesOfPrefab(PrefabNetworkObject.gameObject);
if (prefabInstances.Length > 0)
{ {
Debug.Log($"Scene {scene.name} did not get marked as dirty!"); var instancesSceneLoadedSpecific = prefabInstances.Where((c) => c.scene == scene).ToList();
FinishedProcessingScene(scene);
} if (instancesSceneLoadedSpecific.Count > 0)
else {
{ foreach (var prefabInstance in instancesSceneLoadedSpecific)
EditorSceneManager.SaveScene(scene); {
prefabInstance.GetComponent<NetworkObject>().OnValidate();
}
if (!EditorSceneManager.MarkSceneDirty(scene))
{
LogInfo($"Scene {scene.name} did not get marked as dirty!");
FinishedProcessingScene(scene);
}
else
{
LogInfo($"Changes detected and applied!");
EditorSceneManager.SaveScene(scene);
}
return;
}
} }
} }
else
{ LogInfo($"No changes required.");
FinishedProcessingScene(scene); FinishedProcessingScene(scene);
}
} }
} }

View File

@@ -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
} }

View File

@@ -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
{ {

View File

@@ -63,16 +63,40 @@ 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;
}
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost) if (m_NetworkManager.IsHost)
{ {
for (var i = 0; i < clientIds.Count; ++i) for (var i = 0; i < clientIds.Count; ++i)
@@ -108,6 +132,8 @@ 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(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced) public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{ {
ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
if (m_NetworkManager.IsHost) if (m_NetworkManager.IsHost)
{ {
if (clientId == m_NetworkManager.LocalClientId) if (clientId == m_NetworkManager.LocalClientId)
@@ -152,18 +178,14 @@ 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 +196,15 @@ 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 +229,14 @@ 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;
@@ -263,6 +289,8 @@ 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, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced) public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
{ {
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0; ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize) switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{ {
@@ -311,16 +339,41 @@ 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($"{nameof(clientIds)} is empty! No clients to send the named message {messageName} to!");
return;
}
ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
ulong hash = 0; ulong hash = 0;
switch (m_NetworkManager.NetworkConfig.RpcHashSize) switch (m_NetworkManager.NetworkConfig.RpcHashSize)
{ {
@@ -359,5 +412,32 @@ namespace Unity.Netcode
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size); m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
} }
} }
/// <summary>
/// Validate the size of the message. If it's a non-fragmented delivery type the message must fit within the
/// max allowed size with headers also subtracted. Named messages also include the hash
/// of the name string. Only validates in editor and development builds.
/// </summary>
/// <param name="messageStream">The named message payload</param>
/// <param name="networkDelivery">Delivery method</param>
/// <param name="isNamed">Is the message named (or unnamed)</param>
/// <exception cref="OverflowException">Exception thrown in case validation fails</exception>
private unsafe void ValidateMessageSize(FastBufferWriter messageStream, NetworkDelivery networkDelivery, bool isNamed)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
var maxNonFragmentedSize = m_NetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
if (isNamed)
{
maxNonFragmentedSize -= sizeof(ulong); // MessageName hash
}
if (networkDelivery != NetworkDelivery.ReliableFragmentedSequenced
&& messageStream.Length > maxNonFragmentedSize)
{
throw new OverflowException($"Given message size ({messageStream.Length} bytes) is greater than " +
$"the maximum allowed for the selected delivery method ({maxNonFragmentedSize} bytes). Try using " +
$"ReliableFragmentedSequenced delivery method instead.");
}
#endif
}
} }
} }

View File

@@ -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)

View File

@@ -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.

View File

@@ -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

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: db5034828a9741ce9bc8ec9a64d5a5b6
timeCreated: 1706042908

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b7d5c92979ad7e646a078aaf058b53a9

View File

@@ -1,16 +1,153 @@
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;
// 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 +159,256 @@ 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 SenderId
if (OwnershipIsChanging && !RequestApproved && context.SenderId == clientId)
{
continue;
}
// 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 ((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 extended distributed authority ownership updates
/// </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];
// Sanity check that we are not sending duplicated change ownership messages
if (networkObject.OwnerClientId == OwnerClientId)
{
// Log error and then ignore the message
UnityEngine.Debug.LogError($"Client-{context.SenderId} ({RequestClientId}) sent unnecessary ownership changed message for {NetworkObjectId}.");
return;
}
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. // If in distributed authority mode
if (OwnerClientId == networkManager.LocalClientId) if (networkManager.DistributedAuthorityMode)
{
networkObject.InvokeBehaviourOnGainedOwnership();
}
// For all other clients that are neither the former or current owner, update the behaviours' properties
if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId)
{ {
// 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();
}
}
}
// We are new owner or (client-server) or running in distributed authority mode
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
{
networkObject.InvokeBehaviourOnGainedOwnership();
}
if (originalOwner == networkManager.LocalClientId && !networkManager.DistributedAuthorityMode)
{
// Mark any owner read variables as dirty
networkObject.MarkOwnerReadVariablesDirty();
// Immediately queue any pending deltas and order the message before the
// change in ownership message.
networkManager.BehaviourUpdater.NetworkBehaviourUpdate(true);
}
// 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);
} }
} }

View File

@@ -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 +23,58 @@ 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.NetworkConfig.EnableSceneManagement && 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)
{
// Synchronize the client with spawned objects (relative to each client)
networkManager.SpawnManager.SynchronizeObjectsToNewlyJoinedClient(ClientId);
// Keeping for reference in case the above doesn't resolve for hidden objects (theoretically it should)
// Show any NetworkObjects that are:
// - Hidden from the session owner
// - Owned by this client
// - Has NetworkObject.SpawnWithObservers set to true (the default)
//if (!networkManager.LocalClient.IsSessionOwner)
//{
// networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
//}
/// We defer redistribution to happen after NetworkShow has been invoked
/// <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
/// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
networkManager.RedistributeToClients = true;
networkManager.ClientsToRedistribute.Add(ClientId);
}
}
} }
} }
} }

View File

@@ -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)
{ {

View File

@@ -3,13 +3,58 @@ using Unity.Collections;
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal struct ServiceConfig : INetworkSerializable
{
public uint SessionVersion;
public bool IsRestoredSession;
public ulong CurrentSessionOwner;
public bool ServerRedistribution;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsWriter)
{
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), SessionVersion);
serializer.SerializeValue(ref IsRestoredSession);
BytePacker.WriteValueBitPacked(serializer.GetFastBufferWriter(), CurrentSessionOwner);
if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
{
serializer.SerializeValue(ref ServerRedistribution);
}
}
else
{
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out SessionVersion);
serializer.SerializeValue(ref IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(serializer.GetFastBufferReader(), out CurrentSessionOwner);
if (SessionVersion >= SessionConfig.ServerDistributionCompatible)
{
serializer.SerializeValue(ref ServerRedistribution);
}
else
{
ServerRedistribution = false;
}
}
}
}
internal struct ConnectionApprovedMessage : INetworkMessage internal struct ConnectionApprovedMessage : INetworkMessage
{ {
private const int k_AddCMBServiceConfig = 2;
private const int k_VersionAddClientIds = 1; private const int k_VersionAddClientIds = 1;
public int Version => k_VersionAddClientIds; public int Version => k_AddCMBServiceConfig;
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 ServiceConfig ServiceConfig;
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;
@@ -20,6 +65,32 @@ namespace Unity.Netcode
public NativeArray<ulong> ConnectedClientIds; public NativeArray<ulong> ConnectedClientIds;
private int m_ReceiveMessageVersion;
private ulong GetSessionOwner()
{
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
{
return ServiceConfig.CurrentSessionOwner;
}
else
{
return CurrentSessionOwner;
}
}
private bool GetIsSessionRestor()
{
if (m_ReceiveMessageVersion >= k_AddCMBServiceConfig)
{
return ServiceConfig.IsRestoredSession;
}
else
{
return IsRestoredSession;
}
}
public void Serialize(FastBufferWriter writer, int targetVersion) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
// ============================================================ // ============================================================
@@ -38,6 +109,20 @@ namespace Unity.Netcode
BytePacker.WriteValueBitPacked(writer, OwnerClientId); BytePacker.WriteValueBitPacked(writer, OwnerClientId);
BytePacker.WriteValueBitPacked(writer, NetworkTick); BytePacker.WriteValueBitPacked(writer, NetworkTick);
if (IsDistributedAuthority)
{
if (targetVersion >= k_AddCMBServiceConfig)
{
ServiceConfig.IsRestoredSession = false;
ServiceConfig.CurrentSessionOwner = CurrentSessionOwner;
writer.WriteNetworkSerializable(ServiceConfig);
}
else
{
writer.WriteValueSafe(IsRestoredSession);
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
}
}
if (targetVersion >= k_VersionAddClientIds) if (targetVersion >= k_VersionAddClientIds)
{ {
@@ -59,7 +144,8 @@ 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;
} }
@@ -111,9 +197,23 @@ namespace Unity.Netcode
// ============================================================ // ============================================================
// END FORBIDDEN SEGMENT // END FORBIDDEN SEGMENT
// ============================================================ // ============================================================
m_ReceiveMessageVersion = receivedMessageVersion;
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId); ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick); ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
if (networkManager.DistributedAuthorityMode)
{
if (receivedMessageVersion >= k_AddCMBServiceConfig)
{
reader.ReadNetworkSerializable(out ServiceConfig);
networkManager.SessionConfig = new SessionConfig(ServiceConfig);
}
else
{
reader.ReadValueSafe(out IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
networkManager.SessionConfig = new SessionConfig(SessionConfig.NoFeatureCompatibility);
}
}
if (receivedMessageVersion >= k_VersionAddClientIds) if (receivedMessageVersion >= k_VersionAddClientIds)
{ {
@@ -131,10 +231,23 @@ 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(GetSessionOwner());
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 +261,26 @@ 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
@@ -168,16 +294,58 @@ 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);
// For convenience, notify all NetworkBehaviours that synchronization is complete. // For convenience, notify all NetworkBehaviours that synchronization is complete.
foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList) networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
}
else
{
if (networkManager.DistributedAuthorityMode && networkManager.CMBServiceConnection && networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
{ {
networkObject.InternalNetworkSessionSynchronized(); // Mark the client being connected
networkManager.IsConnectedClient = true;
networkManager.SceneManager.IsRestoringSession = GetIsSessionRestor();
if (!networkManager.SceneManager.IsRestoringSession)
{
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
// Spawn any in-scene placed NetworkObjects
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// 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.
networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
// 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();
} }
} }

View File

@@ -2,11 +2,52 @@ using Unity.Collections;
namespace Unity.Netcode namespace Unity.Netcode
{ {
/// <summary>
/// Only used when connecting to the distributed authority service
/// </summary>
internal struct ClientConfig : INetworkSerializable
{
public SessionConfig SessionConfig;
public int SessionVersion => (int)SessionConfig.SessionVersion;
public uint TickRate;
public bool EnableSceneManagement;
// Only gets deserialized but should never be used unless testing
public int RemoteClientSessionVersion;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
// Clients always write
if (serializer.IsWriter)
{
var writer = serializer.GetFastBufferWriter();
BytePacker.WriteValueBitPacked(writer, SessionVersion);
BytePacker.WriteValueBitPacked(writer, TickRate);
writer.WriteValueSafe(EnableSceneManagement);
}
else
{
var reader = serializer.GetFastBufferReader();
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientSessionVersion);
ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
reader.ReadValueSafe(out EnableSceneManagement);
}
}
}
internal struct ConnectionRequestMessage : INetworkMessage internal struct ConnectionRequestMessage : INetworkMessage
{ {
public int Version => 0; internal const string InvalidSessionVersionMessage = "The client version is not compatible with the session version.";
// This version update is unidirectional (client to service) and version
// handling occurs on the service side. This serialized data is never sent
// to a host or server.
private const int k_SendClientConfigToService = 1;
public int Version => k_SendClientConfigToService;
public ulong ConfigHash; public ulong ConfigHash;
public bool DistributedAuthority;
public ClientConfig ClientConfig;
public byte[] ConnectionData; public byte[] ConnectionData;
@@ -30,6 +71,11 @@ namespace Unity.Netcode
// END FORBIDDEN SEGMENT // END FORBIDDEN SEGMENT
// ============================================================ // ============================================================
if (DistributedAuthority)
{
writer.WriteNetworkSerializable(ClientConfig);
}
if (ShouldSendConnectionData) if (ShouldSendConnectionData)
{ {
writer.WriteValueSafe(ConfigHash); writer.WriteValueSafe(ConfigHash);
@@ -73,6 +119,11 @@ namespace Unity.Netcode
// END FORBIDDEN SEGMENT // END FORBIDDEN SEGMENT
// ============================================================ // ============================================================
if (networkManager.DAHost)
{
reader.ReadNetworkSerializable(out ClientConfig);
}
if (networkManager.NetworkConfig.ConnectionApproval) if (networkManager.NetworkConfig.ConnectionApproval)
{ {
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>())) if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
@@ -135,6 +186,17 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
var senderId = context.SenderId; var senderId = context.SenderId;
// DAHost mocking the service logic to disconnect clients trying to connect with a lower session version
if (networkManager.DAHost)
{
if (ClientConfig.RemoteClientSessionVersion < networkManager.SessionConfig.SessionVersion)
{
//Disconnect with reason
networkManager.ConnectionManager.DisconnectClient(senderId, InvalidSessionVersionMessage);
return;
}
}
if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client)) if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
{ {
// Set to pending approval to prevent future connection requests from being approved // Set to pending approval to prevent future connection requests from being approved
@@ -151,7 +213,7 @@ 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);
} }

View File

@@ -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)
{ {

View File

@@ -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);
}
} }
} }
} }

View 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);
}
}
}

View File

@@ -1,5 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.Collections; using Unity.Collections;
namespace Unity.Netcode namespace Unity.Netcode
@@ -10,9 +11,22 @@ namespace Unity.Netcode
/// serialization. This is due to the generally amorphous nature of network variable /// serialization. This is due to the generally amorphous nature of network variable
/// deltas, since they're all driven by custom virtual method overloads. /// deltas, since they're all driven by custom virtual method overloads.
/// </summary> /// </summary>
/// <remarks>
/// Version 1:
/// This version -does not- use the "KeepDirty" approach. Instead, the server will forward any state updates
/// to the connected clients that are not the sender or the server itself. Each NetworkVariable state update
/// included, on a per client basis, is first validated that the client can read the NetworkVariable before
/// being added to the m_ForwardUpdates table.
/// Version 0:
/// The original version uses the "KeepDirty" approach in a client-server network topology where the server
/// proxies state updates by "keeping the NetworkVariable(s) dirty" so it will send state updates
/// at the end of the frame (but could delay until the next tick).
/// </remarks>
internal struct NetworkVariableDeltaMessage : INetworkMessage internal struct NetworkVariableDeltaMessage : INetworkMessage
{ {
public int Version => 0; private const int k_ServerDeltaForwardingAndNetworkDelivery = 1;
public int Version => k_ServerDeltaForwardingAndNetworkDelivery;
public ulong NetworkObjectId; public ulong NetworkObjectId;
public ushort NetworkBehaviourIndex; public ushort NetworkBehaviourIndex;
@@ -21,8 +35,62 @@ namespace Unity.Netcode
public ulong TargetClientId; public ulong TargetClientId;
public NetworkBehaviour NetworkBehaviour; public NetworkBehaviour NetworkBehaviour;
public NetworkDelivery NetworkDelivery;
private FastBufferReader m_ReceivedNetworkVariableData; private FastBufferReader m_ReceivedNetworkVariableData;
private bool m_ForwardingMessage;
private int m_ReceivedMessageVersion;
private const string k_Name = "NetworkVariableDeltaMessage";
private Dictionary<ulong, List<int>> m_ForwardUpdates;
private List<int> m_UpdatedNetworkVariables;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void WriteNetworkVariable(ref FastBufferWriter writer, ref NetworkVariableBase networkVariable, bool distributedAuthorityMode, bool ensureNetworkVariableLengthSafety, int nonfragmentedSize, int fragmentedSize)
{
if (ensureNetworkVariableLengthSafety)
{
var tempWriter = new FastBufferWriter(nonfragmentedSize, Allocator.Temp, fragmentedSize);
networkVariable.WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
if (!writer.TryBeginWrite(tempWriter.Length))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
tempWriter.CopyTo(writer);
}
else
{
// TODO: Determine if we need to remove this with the 6.1 service updates
if (distributedAuthorityMode)
{
var size_marker = writer.Position;
writer.WriteValueSafe<ushort>(0);
var start_marker = writer.Position;
networkVariable.WriteDelta(writer);
var end_marker = writer.Position;
writer.Seek(size_marker);
var size = end_marker - start_marker;
if (size == 0)
{
UnityEngine.Debug.LogError($"Invalid write size of zero!");
}
writer.WriteValueSafe((ushort)size);
writer.Seek(end_marker);
}
else
{
networkVariable.WriteDelta(writer);
}
}
}
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)))
@@ -32,16 +100,81 @@ namespace Unity.Netcode
var obj = NetworkBehaviour.NetworkObject; var obj = NetworkBehaviour.NetworkObject;
var networkManager = obj.NetworkManagerOwner; var networkManager = obj.NetworkManagerOwner;
var typeName = NetworkBehaviour.__getTypeName();
var nonFragmentedMessageMaxSize = networkManager.MessageManager.NonFragmentedMessageMaxSize;
var fragmentedMessageMaxSize = networkManager.MessageManager.FragmentedMessageMaxSize;
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
BytePacker.WriteValueBitPacked(writer, NetworkObjectId); BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex); BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
// If using k_IncludeNetworkDelivery version, then we want to write the network delivery used and if we
// are forwarding state updates then serialize any NetworkVariable states specific to this client.
if (targetVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
{
writer.WriteValueSafe(NetworkDelivery);
// If we are forwarding the message, then proceed to forward state updates specific to the targeted client
if (m_ForwardingMessage)
{
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
}
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
{
var startingSize = writer.Length;
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
var shouldWrite = m_ForwardUpdates[TargetClientId].Contains(i);
// This var does not belong to the currently iterating delivery group.
if (distributedAuthorityMode)
{
if (!shouldWrite)
{
writer.WriteValueSafe<ushort>(0);
}
}
else if (ensureNetworkVariableLengthSafety)
{
if (!shouldWrite)
{
BytePacker.WriteValueBitPacked(writer, (ushort)0);
}
}
else
{
writer.WriteValueSafe(shouldWrite);
}
if (shouldWrite)
{
WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
}
}
return;
}
}
// DANGO TODO: Remove this when we remove the service specific NetworkVariable stuff
if (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. // DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) if (distributedAuthorityMode)
{
writer.WriteValueSafe<ushort>(0);
}
else if (ensureNetworkVariableLengthSafety)
{ {
BytePacker.WriteValueBitPacked(writer, (ushort)0); BytePacker.WriteValueBitPacked(writer, (ushort)0);
} }
@@ -55,7 +188,6 @@ 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 +211,15 @@ namespace Unity.Netcode
shouldWrite = false; shouldWrite = false;
} }
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
if (!shouldWrite)
{
writer.WriteValueSafe<ushort>(0);
}
}
else if (ensureNetworkVariableLengthSafety)
{ {
if (!shouldWrite) if (!shouldWrite)
{ {
@@ -93,38 +233,22 @@ namespace Unity.Netcode
if (shouldWrite) if (shouldWrite)
{ {
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) WriteNetworkVariable(ref writer, ref networkVariable, distributedAuthorityMode, ensureNetworkVariableLengthSafety, nonFragmentedMessageMaxSize, fragmentedMessageMaxSize);
{ networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(TargetClientId, obj, networkVariable.Name, typeName, writer.Length - startingSize);
var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
if (!writer.TryBeginWrite(tempWriter.Length))
{
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
}
tempWriter.CopyTo(writer);
}
else
{
networkVariable.WriteDelta(writer);
}
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
TargetClientId,
obj,
networkVariable.Name,
NetworkBehaviour.__getTypeName(),
writer.Length - startingSize);
} }
} }
} }
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{ {
m_ReceivedMessageVersion = receivedMessageVersion;
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId); ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex); ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourIndex);
// If we are using the k_IncludeNetworkDelivery message version, then read the NetworkDelivery used
if (receivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery)
{
reader.ReadValueSafe(out NetworkDelivery);
}
m_ReceivedNetworkVariableData = reader; m_ReceivedNetworkVariableData = reader;
return true; return true;
@@ -136,7 +260,12 @@ namespace Unity.Netcode
if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject)) if (networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out NetworkObject networkObject))
{ {
var distributedAuthorityMode = networkManager.DistributedAuthorityMode;
var ensureNetworkVariableLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex); var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(NetworkBehaviourIndex);
var isServerAndDeltaForwarding = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery && networkManager.IsServer;
var markNetworkVariableDirty = m_ReceivedMessageVersion >= k_ServerDeltaForwardingAndNetworkDelivery ? false : networkManager.IsServer;
m_UpdatedNetworkVariables = new List<int>();
if (networkBehaviour == null) if (networkBehaviour == null)
{ {
@@ -147,13 +276,52 @@ namespace Unity.Netcode
} }
else else
{ {
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
if (variableCount != networkBehaviour.NetworkVariableFields.Count)
{
UnityEngine.Debug.LogError("Variable count mismatch");
}
}
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
// to the client. This creates a list of all remaining connected clients that could have updates applied.
if (isServerAndDeltaForwarding)
{
m_ForwardUpdates = new Dictionary<ulong, List<int>>();
foreach (var clientId in networkManager.ConnectedClientsIds)
{
if (clientId == context.SenderId || clientId == networkManager.LocalClientId || !networkObject.Observers.Contains(clientId))
{
continue;
}
m_ForwardUpdates.Add(clientId, new List<int>());
}
}
// Update NetworkVariable Fields
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) var networkVariable = networkBehaviour.NetworkVariableFields[i];
// DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode)
{
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
varSize = variableSize;
if (varSize == 0)
{
continue;
}
}
else if (ensureNetworkVariableLengthSafety)
{ {
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize); ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
if (varSize == 0) if (varSize == 0)
{ {
continue; continue;
@@ -168,8 +336,6 @@ namespace Unity.Netcode
} }
} }
var networkVariable = networkBehaviour.NetworkVariableFields[i];
if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId)) if (networkManager.IsServer && !networkVariable.CanClientWrite(context.SenderId))
{ {
// we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server // we are choosing not to fire an exception here, because otherwise a malicious client could use this to crash the server
@@ -197,12 +363,58 @@ namespace Unity.Netcode
NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}"); NetworkLog.LogError($"Client wrote to {typeof(NetworkVariable<>).Name} without permission. No more variables can be read. This is critical. => {nameof(NetworkObjectId)}: {NetworkObjectId} - {nameof(NetworkObject.GetNetworkBehaviourOrderIndex)}(): {networkObject.GetNetworkBehaviourOrderIndex(networkBehaviour)} - VariableIndex: {i}");
NetworkLog.LogError($"[{networkVariable.GetType().Name}]"); NetworkLog.LogError($"[{networkVariable.GetType().Name}]");
} }
return; return;
} }
int readStartPos = m_ReceivedNetworkVariableData.Position; int readStartPos = m_ReceivedNetworkVariableData.Position;
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer); // DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
{
var remainingBufferSize = m_ReceivedNetworkVariableData.Length - m_ReceivedNetworkVariableData.Position;
if (varSize > (remainingBufferSize))
{
UnityEngine.Debug.LogError($"[{networkBehaviour.name}][Delta State Read Error] Expecting to read {varSize} but only {remainingBufferSize} remains!");
return;
}
}
// Added a try catch here to assure any failure will only fail on this one message and not disrupt the stack
try
{
// Read the delta
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, markNetworkVariableDirty);
// Add the NetworkVariable field index so we can invoke the PostDeltaRead
m_UpdatedNetworkVariables.Add(i);
}
catch (Exception ex)
{
UnityEngine.Debug.LogException(ex);
return;
}
// (For client-server) As opposed to worrying about adding additional processing on the server to send NetworkVariable
// updates at the end of the frame, we now track all NetworkVariable state updates, per client, that need to be forwarded
// to the client. This happens once the server is finished processing all state updates for this message.
if (isServerAndDeltaForwarding)
{
foreach (var forwardEntry in m_ForwardUpdates)
{
// Only track things that the client can read
if (networkVariable.CanClientRead(forwardEntry.Key))
{
// If the object is about to be shown to the client then don't send an update as it will
// send a full update when shown.
if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(forwardEntry.Key) &&
networkManager.SpawnManager.ObjectsToShowToClient[forwardEntry.Key]
.Contains(networkObject))
{
continue;
}
forwardEntry.Value.Add(i);
}
}
}
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived( networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
context.SenderId, context.SenderId,
@@ -211,7 +423,8 @@ namespace Unity.Netcode
networkBehaviour.__getTypeName(), networkBehaviour.__getTypeName(),
context.MessageSize); context.MessageSize);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // DANGO TODO: Remove distributedAuthorityMode portion when we remove the service specific NetworkVariable stuff
if (distributedAuthorityMode || ensureNetworkVariableLengthSafety)
{ {
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize)) if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
{ {
@@ -233,11 +446,48 @@ namespace Unity.Netcode
} }
} }
} }
// If we are using the version of this message that includes network delivery, then
// forward this update to all connected clients (other than the sender and the server).
if (isServerAndDeltaForwarding)
{
var message = new NetworkVariableDeltaMessage()
{
NetworkBehaviour = networkBehaviour,
NetworkBehaviourIndex = NetworkBehaviourIndex,
NetworkObjectId = NetworkObjectId,
m_ForwardingMessage = true,
m_ForwardUpdates = m_ForwardUpdates,
};
foreach (var forwardEntry in m_ForwardUpdates)
{
// Only forward updates to any client that has visibility to the state updates included in this message
if (forwardEntry.Value.Count > 0)
{
message.TargetClientId = forwardEntry.Key;
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery, forwardEntry.Key);
}
}
}
// This should be always invoked (client & server) to assure the previous values are set
// !! IMPORTANT ORDER OF OPERATIONS !! (Has to happen after forwarding deltas)
// When a server forwards delta updates to connected clients, it needs to preserve the previous value
// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This
// is invoked after it is done forwarding the deltas.
foreach (var fieldIndex in m_UpdatedNetworkVariables)
{
networkBehaviour.NetworkVariableFields[fieldIndex].PostDeltaRead();
}
} }
} }
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);
} }
} }
} }

View File

@@ -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
@@ -62,10 +70,6 @@ namespace Unity.Netcode
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.IsClient)
{
return false;
}
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId); ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
reader.ReadValueSafe(out m_BitField); reader.ReadValueSafe(out m_BitField);
@@ -83,9 +87,10 @@ 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;
@@ -95,22 +100,62 @@ 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);
// We set all of the transform values after parenting as they are // This check is primarily for client-server network topologies when the motion model is owner authoritative:
// the values of the server-side post-parenting transform values // When SyncOwnerTransformWhenParented is enabled, then always apply the transform values.
if (!WorldPositionStays) // When SyncOwnerTransformWhenParented is disabled, then only synchronize the transform on non-owner instances.
if (networkObject.SyncOwnerTransformWhenParented || (!networkObject.SyncOwnerTransformWhenParented && !networkObject.IsOwner))
{ {
networkObject.transform.localPosition = Position; // We set all of the transform values after parenting as they are
networkObject.transform.localRotation = Rotation; // the values of the server-side post-parenting transform values
if (!WorldPositionStays)
{
networkObject.transform.localPosition = Position;
networkObject.transform.localRotation = Rotation;
}
else
{
networkObject.transform.position = Position;
networkObject.transform.rotation = Rotation;
}
networkObject.transform.localScale = Scale;
} }
else
// 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) || (networkObject.AllowOwnerToParent && context.SenderId == networkObject.OwnerClientId && networkManager.IsServer))
{ {
networkObject.transform.position = Position; var size = 0;
networkObject.transform.rotation = Rotation; 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}!");
}
}
} }
networkObject.transform.localScale = Scale;
} }
} }
} }

View File

@@ -1,4 +1,3 @@
using System;
using Unity.Collections; using Unity.Collections;
namespace Unity.Netcode namespace Unity.Netcode
@@ -31,11 +30,16 @@ 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($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs."); // If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{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;
} }
var observers = networkObject.Observers; var observers = networkObject.Observers;

View File

@@ -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;
} }
@@ -52,7 +52,6 @@ namespace Unity.Netcode
reader.Length); reader.Length);
} }
#endif #endif
return true; return true;
} }
@@ -61,7 +60,13 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject)) if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
{ {
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs."); // If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{metadata.NetworkObjectId}, {metadata.NetworkBehaviourId}, {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;
} }
var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId); var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
@@ -100,6 +105,8 @@ 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 +114,7 @@ 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 +142,8 @@ 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 +151,7 @@ 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 +179,8 @@ 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 +190,8 @@ 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 +209,138 @@ 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();
}
}
} }

View File

@@ -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);
} }
} }
} }

View File

@@ -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);

View 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);
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 5b8086dc75d86473f9e3c928dd773733 guid: 8e02985965397ab44809c99406914311
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -20,7 +20,7 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize); ((NetworkManager)context.SystemOwner).CustomMessagingManager?.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
} }
} }
} }

View File

@@ -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
{ {
@@ -120,49 +123,20 @@ 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);
@@ -175,6 +149,8 @@ namespace Unity.Netcode
} }
} }
internal static bool EnableMessageOrderConsoleLog = false;
public void Dispose() public void Dispose()
{ {
if (m_Disposed) if (m_Disposed)
@@ -529,6 +505,7 @@ 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 +533,20 @@ 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 +598,7 @@ 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 +652,7 @@ 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)
@@ -730,7 +711,11 @@ namespace Unity.Netcode
} }
ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1); ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length); if (!writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length))
{
Debug.LogError($"Not enough space to write message, size={tmpSerializer.Length + headerSerializer.Length} space used={writeQueueItem.Writer.Position} total size={writeQueueItem.Writer.Capacity}");
continue;
}
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length); writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length); writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
@@ -751,7 +736,7 @@ 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 +808,11 @@ 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()

View File

@@ -57,7 +57,7 @@ namespace Unity.Netcode
/// <para>Marks a method as ServerRpc.</para> /// <para>Marks a method as ServerRpc.</para>
/// <para>A ServerRpc marked method will be fired by a client but executed on the server.</para> /// <para>A ServerRpc marked method will be fired by a client but executed on the server.</para>
/// </summary> /// </summary>
[AttributeUsage(AttributeTargets.Method)] [AttributeUsage(AttributeTargets.Method), Obsolete]
public class ServerRpcAttribute : RpcAttribute public class ServerRpcAttribute : RpcAttribute
{ {
public new bool RequireOwnership; public new bool RequireOwnership;
@@ -72,7 +72,7 @@ namespace Unity.Netcode
/// <para>Marks a method as ClientRpc.</para> /// <para>Marks a method as ClientRpc.</para>
/// <para>A ClientRpc marked method will be fired by the server but executed on clients.</para> /// <para>A ClientRpc marked method will be fired by the server but executed on clients.</para>
/// </summary> /// </summary>
[AttributeUsage(AttributeTargets.Method)] [AttributeUsage(AttributeTargets.Method), Obsolete]
public class ClientRpcAttribute : RpcAttribute public class ClientRpcAttribute : RpcAttribute
{ {
public ClientRpcAttribute() : base(SendTo.NotServer) public ClientRpcAttribute() : base(SendTo.NotServer)

View 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)
{
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: cc0dc1cbf78a5486db1ccbc245d90992 guid: 6b8f28b7a617fd34faee91e5f88e89ac
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -17,7 +17,8 @@ namespace Unity.Netcode
// ClientsAndHost sends to everyone who runs any client logic // ClientsAndHost sends to everyone who runs any client logic
// So if the server is a host, this target includes it (as hosts run client logic) // So if the server is a host, this target includes it (as hosts run client logic)
// If the server is not a host, this target leaves it out, ergo the selection of NotServer. // If the server is not a host, this target leaves it out, ergo the selection of NotServer.
if (behaviour.NetworkManager.ServerIsHost) // If we are in distributed authority mode and connected to a service, then send to all clients.
if (behaviour.NetworkManager.ServerIsHost || (m_NetworkManager.DistributedAuthorityMode && m_NetworkManager.CMBServiceConnection))
{ {
m_UnderlyingTarget = behaviour.RpcTarget.Everyone; m_UnderlyingTarget = behaviour.RpcTarget.Everyone;
} }

View File

@@ -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);
} }
} }
} }

View File

@@ -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
@@ -49,8 +49,8 @@ namespace Unity.Netcode
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
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(),

View File

@@ -0,0 +1,77 @@
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;
}
// The CMB-Service holds ID 0 and should not be added to the targets
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
{
continue;
}
m_GroupSendTarget.Add(clientId);
}
}
else
{
foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
{
if (clientId == behaviour.OwnerClientId || !networkObject.Observers.Contains(clientId))
{
continue;
}
// The CMB-Service holds ID 0 and should not be added to the targets
if (clientId == NetworkManager.ServerClientId && m_NetworkManager.CMBServiceConnection)
{
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)
{
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: f6c0be61502bb534f922ebb746851216 guid: 4968ce7e70c277d4a892c1ed209ce4d6
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -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);
} }

View File

@@ -4,12 +4,14 @@ namespace Unity.Netcode
{ {
private IGroupRpcTarget m_GroupSendTarget; private IGroupRpcTarget m_GroupSendTarget;
private ServerRpcTarget m_ServerRpcTarget; private ServerRpcTarget m_ServerRpcTarget;
private NotAuthorityRpcTarget m_NotAuthorityRpcTarget;
private LocalSendRpcTarget m_LocalSendRpcTarget; private LocalSendRpcTarget m_LocalSendRpcTarget;
public override void Dispose() public override void Dispose()
{ {
m_ServerRpcTarget.Dispose(); m_ServerRpcTarget.Dispose();
m_LocalSendRpcTarget.Dispose(); m_LocalSendRpcTarget.Dispose();
m_NotAuthorityRpcTarget.Dispose();
if (m_GroupSendTarget != null) if (m_GroupSendTarget != null)
{ {
m_GroupSendTarget.Target.Dispose(); m_GroupSendTarget.Target.Dispose();
@@ -19,6 +21,13 @@ 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)
{ {
// Not owner is the same as not authority in distributed authority mode
if (m_NetworkManager.DistributedAuthorityMode)
{
m_NotAuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
return;
}
if (m_GroupSendTarget == null) if (m_GroupSendTarget == null)
{ {
if (behaviour.IsServer) if (behaviour.IsServer)
@@ -86,6 +95,7 @@ namespace Unity.Netcode
{ {
m_ServerRpcTarget = new ServerRpcTarget(manager); m_ServerRpcTarget = new ServerRpcTarget(manager);
m_LocalSendRpcTarget = new LocalSendRpcTarget(manager); m_LocalSendRpcTarget = new LocalSendRpcTarget(manager);
m_NotAuthorityRpcTarget = new NotAuthorityRpcTarget(manager);
} }
} }
} }

View File

@@ -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()
{ {
@@ -51,7 +51,13 @@ namespace Unity.Netcode
continue; continue;
} }
if (clientId == behaviour.NetworkManager.LocalClientId) // If we are in distributed authority mode and connected to the service, then we exclude the owner/authority from the list
if (m_NetworkManager.DistributedAuthorityMode && m_NetworkManager.CMBServiceConnection && clientId == behaviour.OwnerClientId)
{
continue;
}
if (clientId == m_NetworkManager.LocalClientId)
{ {
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams); m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
continue; continue;

View File

@@ -5,9 +5,12 @@ namespace Unity.Netcode
private IIndividualRpcTarget m_UnderlyingTarget; private IIndividualRpcTarget m_UnderlyingTarget;
private LocalSendRpcTarget m_LocalRpcTarget; private LocalSendRpcTarget m_LocalRpcTarget;
private ServerRpcTarget m_ServerRpcTarget; private ServerRpcTarget m_ServerRpcTarget;
private AuthorityRpcTarget m_AuthorityRpcTarget;
public override void Dispose() public override void Dispose()
{ {
m_AuthorityRpcTarget.Dispose();
m_ServerRpcTarget.Dispose();
m_LocalRpcTarget.Dispose(); m_LocalRpcTarget.Dispose();
if (m_UnderlyingTarget != null) if (m_UnderlyingTarget != null)
{ {
@@ -18,6 +21,13 @@ 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)
{ {
// Sending to owner is the same as sending to authority in distributed authority mode
if (m_NetworkManager.DistributedAuthorityMode)
{
m_AuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
return;
}
if (behaviour.OwnerClientId == behaviour.NetworkManager.LocalClientId) if (behaviour.OwnerClientId == behaviour.NetworkManager.LocalClientId)
{ {
m_LocalRpcTarget.Send(behaviour, ref message, delivery, rpcParams); m_LocalRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
@@ -49,6 +59,7 @@ namespace Unity.Netcode
{ {
m_LocalRpcTarget = new LocalSendRpcTarget(manager); m_LocalRpcTarget = new LocalSendRpcTarget(manager);
m_ServerRpcTarget = new ServerRpcTarget(manager); m_ServerRpcTarget = new ServerRpcTarget(manager);
m_AuthorityRpcTarget = new AuthorityRpcTarget(manager);
} }
} }
} }

View File

@@ -17,6 +17,11 @@ 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 there are no targets then don't attempt to send anything.
if (TargetClientIds.Length == 0 && Ids.Count == 0)
{
return;
}
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 || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
var size = var size =

View File

@@ -62,14 +62,45 @@ 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
} }
/// <summary>
/// This parameter configures a performance optimization. This optimization is not valid in all situations.<br />
/// Because BaseRpcTarget is a managed type, allocating a new one is expensive, as it puts pressure on the garbage collector.
/// </summary>
/// <remarks>
/// When using a <see cref="Temp"/> allocation type for the RPC target(s):<br />
/// You typically don't need to worry about persisting the <see cref="BaseRpcTarget"/> generated.
/// When using a <see cref="Persistent"/> allocation type for the RPC target(s): <br />
/// You will want to use <see cref="RpcTarget"/>, which returns <see cref="BaseRpcTarget"/>, during <see cref="NetworkBehaviour"/> initialization (i.e. <see cref="NetworkBehaviour.OnNetworkPostSpawn"/>) and it to a property.<br />
/// Then, When invoking the RPC, you would use your <see cref="BaseRpcTarget"/> which is a persisted allocation of a given set of client identifiers.
/// !! Important !!<br />
/// You will want to invoke <see cref="BaseRpcTarget.Dispose"/> of any persisted properties created via <see cref="RpcTarget"/> when despawning or destroying the associated <see cref="NetworkBehaviour"/> component's <see cref="NetworkObject"/>. Not doing so will result in small memory leaks.
/// </remarks>
public enum RpcTargetUse public enum RpcTargetUse
{ {
/// <summary>
/// Creates a temporary <see cref="BaseRpcTarget"/> used for the frame an <see cref="RpcAttribute"/> decorated method is invoked.
/// </summary>
Temp, Temp,
/// <summary>
/// Creates a persisted <see cref="BaseRpcTarget"/> that does not change and will persist until <see cref="BaseRpcTarget.Dispose"/> is called.
/// </summary>
Persistent Persistent
} }
@@ -100,7 +131,8 @@ 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 +154,8 @@ 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 +167,6 @@ 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 +228,20 @@ 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>

View File

@@ -1,8 +1,10 @@
using Unity.Collections;
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal class ServerRpcTarget : BaseRpcTarget internal class ServerRpcTarget : BaseRpcTarget
{ {
private BaseRpcTarget m_UnderlyingTarget; protected BaseRpcTarget m_UnderlyingTarget;
protected ProxyRpcTarget m_ProxyRpcTarget;
public override void Dispose() public override void Dispose()
{ {
@@ -11,10 +13,65 @@ namespace Unity.Netcode
m_UnderlyingTarget.Dispose(); m_UnderlyingTarget.Dispose();
m_UnderlyingTarget = null; m_UnderlyingTarget = null;
} }
if (m_ProxyRpcTarget != null)
{
m_ProxyRpcTarget.Dispose();
m_ProxyRpcTarget = null;
}
} }
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)
{ {
// For distributed authority the "server" is considered the authority of the object
if (behaviour.NetworkManager.DistributedAuthorityMode && behaviour.NetworkManager.CMBServiceConnection)
{
// If the local instance is the owner, then invoke the message locally on this behaviour
if (behaviour.IsOwner)
{
var context = new NetworkContext
{
SenderId = m_NetworkManager.LocalClientId,
Timestamp = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = m_NetworkManager,
// header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty.
Header = new NetworkMessageHeader(),
SerializedHeaderSize = 0,
MessageSize = 0
};
using var tempBuffer = new FastBufferReader(message.WriteBuffer, Allocator.None);
message.ReadBuffer = tempBuffer;
message.Handle(ref context);
// If enabled, then add the RPC metrics for this
#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
int length = tempBuffer.Length;
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{
m_NetworkManager.NetworkMetrics.TrackRpcSent(
m_NetworkManager.LocalClientId,
behaviour.NetworkObject,
rpcMethodName,
behaviour.__getTypeName(),
length);
}
#endif
}
else // Otherwise, send a proxied message to the owner of the object
{
if (m_ProxyRpcTarget == null)
{
m_ProxyRpcTarget = new ProxyRpcTarget(behaviour.OwnerClientId, m_NetworkManager);
}
else
{
m_ProxyRpcTarget.SetClientId(behaviour.OwnerClientId);
}
m_ProxyRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
}
return;
}
if (m_UnderlyingTarget == null) if (m_UnderlyingTarget == null)
{ {
if (behaviour.NetworkManager.IsServer) if (behaviour.NetworkManager.IsServer)

View File

@@ -1,3 +1,2 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 10f5188736b742d1993a2aad46a03e78 guid: fc9fd5701bee8534a971eb9f49178e21
timeCreated: 1705595868

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