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136
CHANGELOG.md
136
CHANGELOG.md
@@ -6,6 +6,140 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
|
||||
|
||||
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
|
||||
|
||||
## [1.5.2] - 2023-07-24
|
||||
|
||||
### Added
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
|
||||
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
|
||||
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
|
||||
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
|
||||
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
|
||||
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
|
||||
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
|
||||
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
|
||||
|
||||
### Changed
|
||||
|
||||
## [1.5.1] - 2023-06-07
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
|
||||
- The location of the automatically-created default network prefab list can now be configured (#2544)
|
||||
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
|
||||
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed: Fixed a null reference in codegen in some projects (#2581)
|
||||
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
|
||||
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
|
||||
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
|
||||
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
|
||||
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
|
||||
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)
|
||||
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
|
||||
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
|
||||
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
|
||||
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
|
||||
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
|
||||
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
|
||||
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
|
||||
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
|
||||
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
|
||||
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
|
||||
|
||||
## Changed
|
||||
|
||||
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
|
||||
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
|
||||
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
|
||||
|
||||
## [1.4.0] - 2023-04-10
|
||||
|
||||
### Added
|
||||
|
||||
- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
|
||||
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
|
||||
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
|
||||
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
|
||||
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
|
||||
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
|
||||
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
|
||||
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
|
||||
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
|
||||
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
|
||||
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
|
||||
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
|
||||
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
|
||||
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
|
||||
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
|
||||
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
|
||||
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
|
||||
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
|
||||
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)
|
||||
|
||||
### Changed
|
||||
|
||||
- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
|
||||
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
|
||||
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
|
||||
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
|
||||
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
|
||||
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
|
||||
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
|
||||
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
|
||||
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
|
||||
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
|
||||
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
|
||||
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
|
||||
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
|
||||
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
|
||||
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
|
||||
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
|
||||
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
|
||||
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
|
||||
|
||||
## [1.3.1] - 2023-03-27
|
||||
|
||||
### Added
|
||||
|
||||
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
|
||||
|
||||
### Changed
|
||||
|
||||
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
|
||||
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450)
|
||||
- `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`.
|
||||
- Dirty `NetworkObject` are reset at end-of-frame and not at serialization time.
|
||||
- `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair.
|
||||
- Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228)
|
||||
- Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
|
||||
- Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398)
|
||||
- Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396)
|
||||
- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
|
||||
- Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345)
|
||||
- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
|
||||
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
|
||||
- Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
|
||||
- Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309)
|
||||
- Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309)
|
||||
- Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309)
|
||||
- Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309)
|
||||
- Corrected an issue with the documentation for BufferSerializer (#2401)
|
||||
|
||||
## [1.2.0] - 2022-11-21
|
||||
|
||||
### Added
|
||||
@@ -22,7 +156,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
|
||||
- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed `IsSpawnedObjectsPendingInDontDestroyOnLoad` is only set to true when loading a scene using `LoadSceneMode.Singleonly`. (#2330)
|
||||
- Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298)
|
||||
- Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
|
||||
- Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298)
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#endif
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
159
Components/HalfVector3.cs
Normal file
159
Components/HalfVector3.cs
Normal file
@@ -0,0 +1,159 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Half float precision <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
public struct HalfVector3 : INetworkSerializable
|
||||
{
|
||||
internal const int Length = 3;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the x-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half X => Axis.x;
|
||||
/// <summary>
|
||||
/// The half float precision value of the y-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Y => Axis.y;
|
||||
/// <summary>
|
||||
/// The half float precision value of the z-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Z => Axis.x;
|
||||
|
||||
/// <summary>
|
||||
/// Used to store the half float precision values as a <see cref="half3"/>
|
||||
/// </summary>
|
||||
public half3 Axis;
|
||||
|
||||
/// <summary>
|
||||
/// Determine which axis will be synchronized during serialization
|
||||
/// </summary>
|
||||
public bool3 AxisToSynchronize;
|
||||
|
||||
private void SerializeWrite(FastBufferWriter writer)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
writer.WriteUnmanagedSafe(Axis[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SerializeRead(FastBufferReader reader)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
var axisValue = Axis[i];
|
||||
reader.ReadUnmanagedSafe(out axisValue);
|
||||
Axis[i] = axisValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>.
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsReader)
|
||||
{
|
||||
SerializeRead(serializer.GetFastBufferReader());
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeWrite(serializer.GetFastBufferWriter());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the full precision value as a <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <returns>a <see cref="Vector3"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 ToVector3()
|
||||
{
|
||||
Vector3 fullPrecision = Vector3.zero;
|
||||
Vector3 fullConversion = math.float3(Axis);
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
fullPrecision[i] = fullConversion[i];
|
||||
}
|
||||
}
|
||||
return fullPrecision;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector3"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The <see cref="Vector3"/> to convert.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector3 vector3)
|
||||
{
|
||||
var half3Full = math.half3(vector3);
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
if (AxisToSynchronize[i])
|
||||
{
|
||||
Axis[i] = half3Full[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="vector3AxisToSynchronize">The axis to synchronize.</param>
|
||||
public HalfVector3(Vector3 vector3, bool3 axisToSynchronize)
|
||||
{
|
||||
Axis = half3.zero;
|
||||
AxisToSynchronize = axisToSynchronize;
|
||||
UpdateFrom(ref vector3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
public HalfVector3(Vector3 vector3) : this(vector3, math.bool3(true))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="axisToSynchronize">The axis to synchronize.</param>
|
||||
public HalfVector3(float x, float y, float z, bool3 axisToSynchronize) : this(new Vector3(x, y, z), axisToSynchronize)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
public HalfVector3(float x, float y, float z) : this(new Vector3(x, y, z), math.bool3(true))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Components/HalfVector3.cs.meta
Normal file
11
Components/HalfVector3.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0e371533eaeac446b16b10886f64f84
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
137
Components/HalfVector4.cs
Normal file
137
Components/HalfVector4.cs
Normal file
@@ -0,0 +1,137 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
public struct HalfVector4 : INetworkSerializable
|
||||
{
|
||||
internal const int Length = 4;
|
||||
/// <summary>
|
||||
/// The half float precision value of the x-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half X => Axis.x;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the y-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Y => Axis.y;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the z-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half Z => Axis.z;
|
||||
|
||||
/// <summary>
|
||||
/// The half float precision value of the w-axis as a <see cref="half"/>.
|
||||
/// </summary>
|
||||
public half W => Axis.w;
|
||||
|
||||
/// <summary>
|
||||
/// Used to store the half float precision values as a <see cref="half4"/>
|
||||
/// </summary>
|
||||
public half4 Axis;
|
||||
|
||||
private void SerializeWrite(FastBufferWriter writer)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(Axis[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void SerializeRead(FastBufferReader reader)
|
||||
{
|
||||
for (int i = 0; i < Length; i++)
|
||||
{
|
||||
var axisValue = Axis[i];
|
||||
reader.ReadUnmanagedSafe(out axisValue);
|
||||
Axis[i] = axisValue;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>.
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
if (serializer.IsReader)
|
||||
{
|
||||
SerializeRead(serializer.GetFastBufferReader());
|
||||
}
|
||||
else
|
||||
{
|
||||
SerializeWrite(serializer.GetFastBufferWriter());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts this instance to a full precision <see cref="Vector4"/>.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Vector4"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector4 ToVector4()
|
||||
{
|
||||
return math.float4(Axis);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts this instance to a full precision <see cref="Quaternion"/>.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Quaternion"/> as the full precision value.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Quaternion ToQuaternion()
|
||||
{
|
||||
return math.quaternion(Axis);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector4"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="vector4">The <see cref="Vector4"/> to convert and update this instance with.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector4 vector4)
|
||||
{
|
||||
Axis = math.half4(vector4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a full precision <see cref="Vector4"/> to half precision and updates the current instance.
|
||||
/// </summary>
|
||||
/// <param name="quaternion">The <see cref="Quaternion"/> to convert and update this instance with.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Quaternion quaternion)
|
||||
{
|
||||
Axis = math.half4(math.half(quaternion.x), math.half(quaternion.y), math.half(quaternion.z), math.half(quaternion.w));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector4">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
public HalfVector4(Vector4 vector4)
|
||||
{
|
||||
Axis = default;
|
||||
UpdateFrom(ref vector4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="w">The initial w axis (converted to half float) value when instantiated.</param>
|
||||
public HalfVector4(float x, float y, float z, float w) : this(new Vector4(x, y, z, w))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Components/HalfVector4.cs.meta
Normal file
11
Components/HalfVector4.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03c78136f41ff84499e2a6ac4a7dd7a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -312,20 +312,79 @@ namespace Unity.Netcode
|
||||
/// </remarks>
|
||||
public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
|
||||
{
|
||||
/// <summary>
|
||||
/// Use <see cref="Quaternion.Slerp"/> when <see cref="true"/>.
|
||||
/// Use <see cref="Quaternion.Lerp"/> when <see cref="false"/>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using half precision (due to the imprecision) using <see cref="Quaternion.Lerp"/> is
|
||||
/// less processor intensive (i.e. precision is already "imprecise").
|
||||
/// When using full precision (to maintain precision) using <see cref="Quaternion.Slerp"/> is
|
||||
/// more processor intensive yet yields more precise results.
|
||||
/// </remarks>
|
||||
public bool IsSlerp;
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
|
||||
{
|
||||
// Disabling Extrapolation:
|
||||
// TODO: Add Jira Ticket
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Quaternion.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
|
||||
{
|
||||
// Disabling Extrapolation:
|
||||
// TODO: Add Jira Ticket
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Quaternion.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Quaternion.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A <see cref="BufferedLinearInterpolator<T>"/> <see cref="Vector3"/> implementation.
|
||||
/// </summary>
|
||||
public class BufferedLinearInterpolatorVector3 : BufferedLinearInterpolator<Vector3>
|
||||
{
|
||||
/// <summary>
|
||||
/// Use <see cref="Vector3.Slerp"/> when <see cref="true"/>.
|
||||
/// Use <see cref="Vector3.Lerp"/> when <see cref="false"/>
|
||||
/// </summary>
|
||||
public bool IsSlerp;
|
||||
/// <inheritdoc />
|
||||
protected override Vector3 InterpolateUnclamped(Vector3 start, Vector3 end, float time)
|
||||
{
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Vector3.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override Vector3 Interpolate(Vector3 start, Vector3 end, float time)
|
||||
{
|
||||
if (IsSlerp)
|
||||
{
|
||||
return Vector3.Slerp(start, end, time);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Vector3.Lerp(start, end, time);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,11 +23,12 @@ namespace Unity.Netcode.Components
|
||||
/// </summary>
|
||||
private void FlushMessages()
|
||||
{
|
||||
foreach (var clientId in m_ClientsToSynchronize)
|
||||
foreach (var animationUpdate in m_SendAnimationUpdates)
|
||||
{
|
||||
m_NetworkAnimator.ServerSynchronizeNewPlayer(clientId);
|
||||
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
|
||||
}
|
||||
m_ClientsToSynchronize.Clear();
|
||||
|
||||
m_SendAnimationUpdates.Clear();
|
||||
|
||||
foreach (var sendEntry in m_SendParameterUpdates)
|
||||
{
|
||||
@@ -64,14 +65,17 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
// Everyone applies any parameters updated
|
||||
foreach (var parameterUpdate in m_ProcessParameterUpdates)
|
||||
for (int i = 0; i < m_ProcessParameterUpdates.Count; i++)
|
||||
{
|
||||
m_NetworkAnimator.UpdateParameters(parameterUpdate);
|
||||
var parameterUpdate = m_ProcessParameterUpdates[i];
|
||||
m_NetworkAnimator.UpdateParameters(ref parameterUpdate);
|
||||
}
|
||||
m_ProcessParameterUpdates.Clear();
|
||||
var isServerAuthority = m_NetworkAnimator.IsServerAuthoritative();
|
||||
|
||||
// Only owners check for Animator changes
|
||||
if (m_NetworkAnimator.IsOwner && !m_NetworkAnimator.IsServerAuthoritative() || m_NetworkAnimator.IsServerAuthoritative() && m_NetworkAnimator.NetworkManager.IsServer)
|
||||
// owners when owner authoritative or the server when server authoritative are the only instances that
|
||||
// checks for Animator changes
|
||||
if ((!isServerAuthority && m_NetworkAnimator.IsOwner) || (isServerAuthority && m_NetworkAnimator.IsServer))
|
||||
{
|
||||
m_NetworkAnimator.CheckForAnimatorChanges();
|
||||
}
|
||||
@@ -80,20 +84,6 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clients that need to be synchronized to the relative Animator
|
||||
/// </summary>
|
||||
private List<ulong> m_ClientsToSynchronize = new List<ulong>();
|
||||
|
||||
/// <summary>
|
||||
/// When a new client is connected, they are added to the
|
||||
/// m_ClientsToSynchronize list.
|
||||
/// </summary>
|
||||
internal void SynchronizeClient(ulong clientId)
|
||||
{
|
||||
m_ClientsToSynchronize.Add(clientId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A pending outgoing Animation update for (n) clients
|
||||
/// </summary>
|
||||
@@ -157,13 +147,6 @@ namespace Unity.Netcode.Components
|
||||
m_SendTriggerUpdates.Add(new TriggerUpdate() { AnimationTriggerMessage = animationTriggerMessage, SendToServer = true });
|
||||
}
|
||||
|
||||
private Queue<NetworkAnimator.AnimationMessage> m_AnimationMessageQueue = new Queue<NetworkAnimator.AnimationMessage>();
|
||||
|
||||
internal void AddAnimationMessageToProcessQueue(NetworkAnimator.AnimationMessage message)
|
||||
{
|
||||
m_AnimationMessageQueue.Enqueue(message);
|
||||
}
|
||||
|
||||
internal void DeregisterUpdate()
|
||||
{
|
||||
NetworkUpdateLoop.UnregisterNetworkUpdate(this, NetworkUpdateStage.PreUpdate);
|
||||
@@ -183,11 +166,11 @@ namespace Unity.Netcode.Components
|
||||
[AddComponentMenu("Netcode/Network Animator")]
|
||||
[RequireComponent(typeof(Animator))]
|
||||
public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver
|
||||
|
||||
{
|
||||
[Serializable]
|
||||
internal class TransitionStateinfo
|
||||
{
|
||||
public bool IsCrossFadeExit;
|
||||
public int Layer;
|
||||
public int OriginatingState;
|
||||
public int DestinationState;
|
||||
@@ -226,31 +209,12 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates the TransitionStateInfoList table
|
||||
/// </summary>
|
||||
private void BuildTransitionStateInfoList()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (UnityEditor.EditorApplication.isUpdating)
|
||||
private void ParseStateMachineStates(int layerIndex, ref AnimatorController animatorController, ref AnimatorStateMachine stateMachine)
|
||||
{
|
||||
return;
|
||||
}
|
||||
TransitionStateInfoList = new List<TransitionStateinfo>();
|
||||
var animatorController = m_Animator.runtimeAnimatorController as AnimatorController;
|
||||
if (animatorController == null)
|
||||
for (int y = 0; y < stateMachine.states.Length; y++)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int x = 0; x < animatorController.layers.Length; x++)
|
||||
{
|
||||
var layer = animatorController.layers[x];
|
||||
|
||||
for (int y = 0; y < layer.stateMachine.states.Length; y++)
|
||||
{
|
||||
var animatorState = layer.stateMachine.states[y].state;
|
||||
var transitions = layer.stateMachine.GetStateMachineTransitions(layer.stateMachine);
|
||||
var animatorState = stateMachine.states[y].state;
|
||||
for (int z = 0; z < animatorState.transitions.Length; z++)
|
||||
{
|
||||
var transition = animatorState.transitions[z];
|
||||
@@ -263,19 +227,32 @@ namespace Unity.Netcode.Components
|
||||
foreach (var condition in transition.conditions)
|
||||
{
|
||||
var parameterName = condition.parameter;
|
||||
|
||||
var parameters = animatorController.parameters;
|
||||
// Find the associated parameter for the condition
|
||||
foreach (var parameter in parameters)
|
||||
{
|
||||
// Only process the associated parameter(s)
|
||||
if (parameter.name != parameterName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (parameter.type)
|
||||
{
|
||||
case AnimatorControllerParameterType.Trigger:
|
||||
{
|
||||
// Match the condition with an existing trigger
|
||||
if (parameterName == parameter.name)
|
||||
|
||||
if (transition.destinationStateMachine != null)
|
||||
{
|
||||
var destinationStateMachine = transition.destinationStateMachine;
|
||||
ParseStateMachineStates(layerIndex, ref animatorController, ref destinationStateMachine);
|
||||
}
|
||||
else if (transition.destinationState != null)
|
||||
{
|
||||
var transitionInfo = new TransitionStateinfo()
|
||||
{
|
||||
Layer = x,
|
||||
Layer = layerIndex,
|
||||
OriginatingState = animatorState.nameHash,
|
||||
DestinationState = transition.destinationState.nameHash,
|
||||
TransitionDuration = transition.duration,
|
||||
@@ -284,6 +261,11 @@ namespace Unity.Netcode.Components
|
||||
};
|
||||
TransitionStateInfoList.Add(transitionInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"[{name}][Conditional Transition for {animatorState.name}] Conditional triggered transition has neither a DestinationState nor a DestinationStateMachine! This transition is not likely to synchronize properly. " +
|
||||
$"Please file a GitHub issue about this error with details about your Animator's setup.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
@@ -295,6 +277,35 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Creates the TransitionStateInfoList table
|
||||
/// </summary>
|
||||
private void BuildTransitionStateInfoList()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (UnityEditor.EditorApplication.isUpdating || UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (m_Animator == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
TransitionStateInfoList = new List<TransitionStateinfo>();
|
||||
var animatorController = m_Animator.runtimeAnimatorController as AnimatorController;
|
||||
if (animatorController == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int x = 0; x < animatorController.layers.Length; x++)
|
||||
{
|
||||
var stateMachine = animatorController.layers[x].stateMachine;
|
||||
ParseStateMachineStates(x, ref animatorController, ref stateMachine);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public void OnAfterDeserialize()
|
||||
@@ -315,9 +326,19 @@ namespace Unity.Netcode.Components
|
||||
internal float NormalizedTime;
|
||||
internal int Layer;
|
||||
internal float Weight;
|
||||
internal float Duration;
|
||||
|
||||
// For synchronizing transitions
|
||||
internal bool Transition;
|
||||
internal bool CrossFade;
|
||||
|
||||
// Flags for bool states
|
||||
private const byte k_IsTransition = 0x01;
|
||||
private const byte k_IsCrossFade = 0x02;
|
||||
|
||||
// Used to serialize the bool states
|
||||
private byte m_StateFlags;
|
||||
|
||||
// The StateHash is where the transition starts
|
||||
// and the DestinationStateHash is the destination state
|
||||
internal int DestinationStateHash;
|
||||
@@ -327,65 +348,46 @@ namespace Unity.Netcode.Components
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
var writer = serializer.GetFastBufferWriter();
|
||||
var writeSize = FastBufferWriter.GetWriteSize(Transition);
|
||||
writeSize += FastBufferWriter.GetWriteSize(StateHash);
|
||||
writeSize += FastBufferWriter.GetWriteSize(NormalizedTime);
|
||||
writeSize += FastBufferWriter.GetWriteSize(Layer);
|
||||
writeSize += FastBufferWriter.GetWriteSize(Weight);
|
||||
m_StateFlags = 0x00;
|
||||
if (Transition)
|
||||
{
|
||||
writeSize += FastBufferWriter.GetWriteSize(DestinationStateHash);
|
||||
m_StateFlags |= k_IsTransition;
|
||||
}
|
||||
|
||||
if (!writer.TryBeginWrite(writeSize))
|
||||
if (CrossFade)
|
||||
{
|
||||
throw new OverflowException($"[{GetType().Name}] Could not serialize: Out of buffer space.");
|
||||
m_StateFlags |= k_IsCrossFade;
|
||||
}
|
||||
serializer.SerializeValue(ref m_StateFlags);
|
||||
|
||||
writer.WriteValue(Transition);
|
||||
writer.WriteValue(StateHash);
|
||||
writer.WriteValue(NormalizedTime);
|
||||
writer.WriteValue(Layer);
|
||||
writer.WriteValue(Weight);
|
||||
BytePacker.WriteValuePacked(writer, StateHash);
|
||||
BytePacker.WriteValuePacked(writer, Layer);
|
||||
if (Transition)
|
||||
{
|
||||
writer.WriteValue(DestinationStateHash);
|
||||
BytePacker.WriteValuePacked(writer, DestinationStateHash);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var reader = serializer.GetFastBufferReader();
|
||||
// Begin reading the Transition flag
|
||||
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(Transition)))
|
||||
{
|
||||
throw new OverflowException($"[{GetType().Name}] Could not deserialize: Out of buffer space.");
|
||||
}
|
||||
reader.ReadValue(out Transition);
|
||||
serializer.SerializeValue(ref m_StateFlags);
|
||||
Transition = (m_StateFlags & k_IsTransition) == k_IsTransition;
|
||||
CrossFade = (m_StateFlags & k_IsCrossFade) == k_IsCrossFade;
|
||||
|
||||
// Now determine what remains to be read
|
||||
var readSize = FastBufferWriter.GetWriteSize(StateHash);
|
||||
readSize += FastBufferWriter.GetWriteSize(NormalizedTime);
|
||||
readSize += FastBufferWriter.GetWriteSize(Layer);
|
||||
readSize += FastBufferWriter.GetWriteSize(Weight);
|
||||
ByteUnpacker.ReadValuePacked(reader, out StateHash);
|
||||
ByteUnpacker.ReadValuePacked(reader, out Layer);
|
||||
if (Transition)
|
||||
{
|
||||
readSize += FastBufferWriter.GetWriteSize(DestinationStateHash);
|
||||
ByteUnpacker.ReadValuePacked(reader, out DestinationStateHash);
|
||||
}
|
||||
}
|
||||
|
||||
// Now read the remaining information about this AnimationState
|
||||
if (!reader.TryBeginRead(readSize))
|
||||
{
|
||||
throw new OverflowException($"[{GetType().Name}] Could not deserialize: Out of buffer space.");
|
||||
}
|
||||
serializer.SerializeValue(ref NormalizedTime);
|
||||
serializer.SerializeValue(ref Weight);
|
||||
|
||||
reader.ReadValue(out StateHash);
|
||||
reader.ReadValue(out NormalizedTime);
|
||||
reader.ReadValue(out Layer);
|
||||
reader.ReadValue(out Weight);
|
||||
if (Transition)
|
||||
// Cross fading includes the duration of the cross fade.
|
||||
if (CrossFade)
|
||||
{
|
||||
reader.ReadValue(out DestinationStateHash);
|
||||
}
|
||||
serializer.SerializeValue(ref Duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -488,8 +490,17 @@ namespace Unity.Netcode.Components
|
||||
private int[] m_AnimationHash;
|
||||
private float[] m_LayerWeights;
|
||||
private static byte[] s_EmptyArray = new byte[] { };
|
||||
private List<int> m_ParametersToUpdate;
|
||||
private List<ulong> m_ClientSendList;
|
||||
private ClientRpcParams m_ClientRpcParams;
|
||||
private AnimationMessage m_AnimationMessage;
|
||||
private NetworkAnimatorStateChangeHandler m_NetworkAnimatorStateChangeHandler;
|
||||
|
||||
/// <summary>
|
||||
/// Used for integration test purposes
|
||||
/// </summary>
|
||||
internal List<AnimatorStateInfo> SynchronizationStateInfo;
|
||||
|
||||
private unsafe struct AnimatorParamCache
|
||||
{
|
||||
internal int Hash;
|
||||
@@ -519,79 +530,50 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
}
|
||||
|
||||
private void Cleanup()
|
||||
/// <summary>
|
||||
/// Only things instantiated/created within OnNetworkSpawn should be
|
||||
/// cleaned up here.
|
||||
/// </summary>
|
||||
private void SpawnCleanup()
|
||||
{
|
||||
if (m_NetworkAnimatorStateChangeHandler != null)
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.DeregisterUpdate();
|
||||
m_NetworkAnimatorStateChangeHandler = null;
|
||||
}
|
||||
|
||||
if (m_CachedNetworkManager != null)
|
||||
{
|
||||
m_CachedNetworkManager.OnClientConnectedCallback -= OnClientConnectedCallback;
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
{
|
||||
SpawnCleanup();
|
||||
|
||||
if (m_CachedAnimatorParameters != null && m_CachedAnimatorParameters.IsCreated)
|
||||
{
|
||||
m_CachedAnimatorParameters.Dispose();
|
||||
}
|
||||
|
||||
if (m_ParameterWriter.IsInitialized)
|
||||
{
|
||||
m_ParameterWriter.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
{
|
||||
Cleanup();
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
private List<int> m_ParametersToUpdate;
|
||||
private List<ulong> m_ClientSendList;
|
||||
private ClientRpcParams m_ClientRpcParams;
|
||||
private AnimationMessage m_AnimationMessage;
|
||||
|
||||
/// <summary>
|
||||
/// Used for integration test to validate that the
|
||||
/// AnimationMessage.AnimationStates remains the same
|
||||
/// size as the layer count.
|
||||
/// </summary>
|
||||
internal AnimationMessage GetAnimationMessage()
|
||||
{
|
||||
return m_AnimationMessage;
|
||||
}
|
||||
|
||||
// Only used in Cleanup
|
||||
private NetworkManager m_CachedNetworkManager;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnNetworkSpawn()
|
||||
private void Awake()
|
||||
{
|
||||
int layers = m_Animator.layerCount;
|
||||
|
||||
// Initializing the below arrays for everyone handles an issue
|
||||
// when running in owner authoritative mode and the owner changes.
|
||||
m_TransitionHash = new int[layers];
|
||||
m_AnimationHash = new int[layers];
|
||||
m_LayerWeights = new float[layers];
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
m_ClientSendList = new List<ulong>(128);
|
||||
m_ClientRpcParams = new ClientRpcParams();
|
||||
m_ClientRpcParams.Send = new ClientRpcSendParams();
|
||||
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
||||
|
||||
// Cache the NetworkManager instance to remove the OnClientConnectedCallback subscription
|
||||
m_CachedNetworkManager = NetworkManager;
|
||||
NetworkManager.OnClientConnectedCallback += OnClientConnectedCallback;
|
||||
}
|
||||
// We initialize the m_AnimationMessage for all instances in the event that
|
||||
// ownership or authority changes during runtime.
|
||||
m_AnimationMessage = new AnimationMessage();
|
||||
m_AnimationMessage.AnimationStates = new List<AnimationState>();
|
||||
m_AnimationMessage = new AnimationMessage
|
||||
{
|
||||
AnimationStates = new List<AnimationState>()
|
||||
};
|
||||
|
||||
// Store off our current layer weights and create our animation
|
||||
// state entries per layer.
|
||||
@@ -612,17 +594,14 @@ namespace Unity.Netcode.Components
|
||||
var parameters = m_Animator.parameters;
|
||||
m_CachedAnimatorParameters = new NativeArray<AnimatorParamCache>(parameters.Length, Allocator.Persistent);
|
||||
m_ParametersToUpdate = new List<int>(parameters.Length);
|
||||
|
||||
// Include all parameters including any controlled by an AnimationCurve as this could change during runtime.
|
||||
// We ignore changes to any parameter controlled by an AnimationCurve when we are checking for changes in
|
||||
// the Animator's parameters.
|
||||
for (var i = 0; i < parameters.Length; i++)
|
||||
{
|
||||
var parameter = parameters[i];
|
||||
|
||||
if (m_Animator.IsParameterControlledByCurve(parameter.nameHash))
|
||||
{
|
||||
// we are ignoring parameters that are controlled by animation curves - syncing the layer
|
||||
// states indirectly syncs the values that are driven by the animation curves
|
||||
continue;
|
||||
}
|
||||
|
||||
var cacheParam = new AnimatorParamCache
|
||||
{
|
||||
Type = UnsafeUtility.EnumToInt(parameter.type),
|
||||
@@ -652,39 +631,82 @@ namespace Unity.Netcode.Components
|
||||
|
||||
m_CachedAnimatorParameters[i] = cacheParam;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used for integration test to validate that the
|
||||
/// AnimationMessage.AnimationStates remains the same
|
||||
/// size as the layer count.
|
||||
/// </summary>
|
||||
internal AnimationMessage GetAnimationMessage()
|
||||
{
|
||||
return m_AnimationMessage;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
// If there is no assigned Animator then generate a server network warning (logged locally and if applicable on the server-host side as well).
|
||||
if (m_Animator == null)
|
||||
{
|
||||
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
|
||||
{
|
||||
Send = new ClientRpcSendParams
|
||||
{
|
||||
TargetClientIds = m_ClientSendList
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// Create a handler for state changes
|
||||
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
Cleanup();
|
||||
SpawnCleanup();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronizes newly joined players
|
||||
/// Wries all parameter and state information needed to initially synchronize a client
|
||||
/// </summary>
|
||||
internal void ServerSynchronizeNewPlayer(ulong playerId)
|
||||
private void WriteSynchronizationData<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
m_ClientSendList.Clear();
|
||||
m_ClientSendList.Add(playerId);
|
||||
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
||||
// With synchronization we send all parameters
|
||||
// Parameter synchronization
|
||||
{
|
||||
// We include all parameters for the initial synchronization
|
||||
m_ParametersToUpdate.Clear();
|
||||
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
|
||||
{
|
||||
m_ParametersToUpdate.Add(i);
|
||||
}
|
||||
SendParametersUpdate(m_ClientRpcParams);
|
||||
// Write, apply, and serialize
|
||||
WriteParameters(ref m_ParameterWriter);
|
||||
var parametersMessage = new ParametersUpdateMessage
|
||||
{
|
||||
Parameters = m_ParameterWriter.ToArray()
|
||||
};
|
||||
serializer.SerializeValue(ref parametersMessage);
|
||||
}
|
||||
|
||||
// Animation state synchronization
|
||||
{
|
||||
// Reset the dirty count before synchronizing the newly connected client with all layers
|
||||
m_AnimationMessage.IsDirtyCount = 0;
|
||||
|
||||
for (int layer = 0; layer < m_Animator.layerCount; layer++)
|
||||
{
|
||||
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
||||
var stateHash = st.fullPathHash;
|
||||
var normalizedTime = st.normalizedTime;
|
||||
var synchronizationStateInfo = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
||||
SynchronizationStateInfo?.Add(synchronizationStateInfo);
|
||||
var stateHash = synchronizationStateInfo.fullPathHash;
|
||||
var normalizedTime = synchronizationStateInfo.normalizedTime;
|
||||
var isInTransition = m_Animator.IsInTransition(layer);
|
||||
|
||||
// Grab one of the available AnimationState entries so we can fill it with the current
|
||||
@@ -739,27 +761,125 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
// Send all animation states
|
||||
m_AnimationMessage.IsDirtyCount = m_Animator.layerCount;
|
||||
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
|
||||
m_AnimationMessage.NetworkSerialize(serializer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Required for the server to synchronize newly joining players
|
||||
/// Used to synchronize newly joined clients
|
||||
/// </summary>
|
||||
private void OnClientConnectedCallback(ulong playerId)
|
||||
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.SynchronizeClient(playerId);
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
WriteSynchronizationData(ref serializer);
|
||||
}
|
||||
else
|
||||
{
|
||||
var parameters = new ParametersUpdateMessage();
|
||||
var animationMessage = new AnimationMessage();
|
||||
serializer.SerializeValue(ref parameters);
|
||||
UpdateParameters(ref parameters);
|
||||
serializer.SerializeValue(ref animationMessage);
|
||||
foreach (var animationState in animationMessage.AnimationStates)
|
||||
{
|
||||
UpdateAnimationState(animationState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks for animation state changes in:
|
||||
/// -Layer weights
|
||||
/// -Cross fades
|
||||
/// -Transitions
|
||||
/// -Layer AnimationStates
|
||||
/// </summary>
|
||||
private void CheckForStateChange(int layer)
|
||||
{
|
||||
var stateChangeDetected = false;
|
||||
var animState = m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount];
|
||||
float layerWeightNow = m_Animator.GetLayerWeight(layer);
|
||||
animState.CrossFade = false;
|
||||
animState.Transition = false;
|
||||
animState.NormalizedTime = 0.0f;
|
||||
animState.Layer = layer;
|
||||
animState.Duration = 0.0f;
|
||||
animState.Weight = m_LayerWeights[layer];
|
||||
animState.DestinationStateHash = 0;
|
||||
|
||||
if (layerWeightNow != m_LayerWeights[layer])
|
||||
{
|
||||
m_LayerWeights[layer] = layerWeightNow;
|
||||
stateChangeDetected = true;
|
||||
animState.Weight = layerWeightNow;
|
||||
}
|
||||
|
||||
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
||||
|
||||
if (m_Animator.IsInTransition(layer))
|
||||
{
|
||||
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(layer);
|
||||
AnimatorStateInfo nt = m_Animator.GetNextAnimatorStateInfo(layer);
|
||||
if (tt.anyState && tt.fullPathHash == 0 && m_TransitionHash[layer] != nt.fullPathHash)
|
||||
{
|
||||
m_TransitionHash[layer] = nt.fullPathHash;
|
||||
m_AnimationHash[layer] = 0;
|
||||
animState.DestinationStateHash = nt.fullPathHash; // Next state is the destination state for cross fade
|
||||
animState.CrossFade = true;
|
||||
animState.Transition = true;
|
||||
animState.Duration = tt.duration;
|
||||
animState.NormalizedTime = tt.normalizedTime;
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
else
|
||||
if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
|
||||
{
|
||||
// first time in this transition for this layer
|
||||
m_TransitionHash[layer] = tt.fullPathHash;
|
||||
m_AnimationHash[layer] = 0;
|
||||
animState.StateHash = tt.fullPathHash; // Transitioning from state
|
||||
animState.CrossFade = false;
|
||||
animState.Transition = true;
|
||||
animState.NormalizedTime = tt.normalizedTime;
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (st.fullPathHash != m_AnimationHash[layer])
|
||||
{
|
||||
m_TransitionHash[layer] = 0;
|
||||
m_AnimationHash[layer] = st.fullPathHash;
|
||||
// first time in this animation state
|
||||
if (m_AnimationHash[layer] != 0)
|
||||
{
|
||||
// came from another animation directly - from Play()
|
||||
animState.StateHash = st.fullPathHash;
|
||||
animState.NormalizedTime = st.normalizedTime;
|
||||
}
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[State] From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
}
|
||||
if (stateChangeDetected)
|
||||
{
|
||||
m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount] = animState;
|
||||
m_AnimationMessage.IsDirtyCount++;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks for changes in both Animator parameters and state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is only invoked by clients that are the owner when not in server authoritative mode
|
||||
/// or by the server itself when in server authoritative mode.
|
||||
/// </remarks>
|
||||
internal void CheckForAnimatorChanges()
|
||||
{
|
||||
if (!IsOwner && !IsServerAuthoritative() || IsServerAuthoritative() && !IsServer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (CheckParametersChanged())
|
||||
{
|
||||
SendParametersUpdate();
|
||||
@@ -774,9 +894,6 @@ namespace Unity.Netcode.Components
|
||||
return;
|
||||
}
|
||||
|
||||
int stateHash;
|
||||
float normalizedTime;
|
||||
|
||||
// Reset the dirty count before checking for AnimationState updates
|
||||
m_AnimationMessage.IsDirtyCount = 0;
|
||||
|
||||
@@ -786,26 +903,7 @@ namespace Unity.Netcode.Components
|
||||
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
||||
var totalSpeed = st.speed * st.speedMultiplier;
|
||||
var adjustedNormalizedMaxTime = totalSpeed > 0.0f ? 1.0f / totalSpeed : 0.0f;
|
||||
|
||||
if (!CheckAnimStateChanged(out stateHash, out normalizedTime, layer))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// If we made it here, then we need to synchronize this layer's animation state.
|
||||
// Get one of the preallocated AnimationState entries and populate it with the
|
||||
// current layer's state.
|
||||
var animationState = m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount];
|
||||
|
||||
animationState.Transition = false; // Only used during synchronization
|
||||
animationState.StateHash = stateHash;
|
||||
animationState.NormalizedTime = normalizedTime;
|
||||
animationState.Layer = layer;
|
||||
animationState.Weight = m_LayerWeights[layer];
|
||||
|
||||
// Apply the changes
|
||||
m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount] = animationState;
|
||||
m_AnimationMessage.IsDirtyCount++;
|
||||
CheckForStateChange(layer);
|
||||
}
|
||||
|
||||
// Send an AnimationMessage only if there are dirty AnimationStates to send
|
||||
@@ -817,17 +915,19 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
SendAnimStateClientRpc(m_AnimationMessage);
|
||||
// Just notify all remote clients and not the local server
|
||||
m_ClientSendList.Clear();
|
||||
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
||||
m_ClientSendList.Remove(NetworkManager.LocalClientId);
|
||||
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
||||
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SendParametersUpdate(ClientRpcParams clientRpcParams = default, bool sendDirect = false)
|
||||
{
|
||||
m_ParameterWriter.Seek(0);
|
||||
m_ParameterWriter.Truncate();
|
||||
|
||||
WriteParameters(m_ParameterWriter, sendDirect);
|
||||
WriteParameters(ref m_ParameterWriter);
|
||||
|
||||
var parametersMessage = new ParametersUpdateMessage
|
||||
{
|
||||
@@ -854,7 +954,7 @@ namespace Unity.Netcode.Components
|
||||
/// <summary>
|
||||
/// Helper function to get the cached value
|
||||
/// </summary>
|
||||
unsafe private T GetValue<T>(ref AnimatorParamCache animatorParamCache)
|
||||
private unsafe T GetValue<T>(ref AnimatorParamCache animatorParamCache)
|
||||
{
|
||||
T currentValue;
|
||||
fixed (void* value = animatorParamCache.Value)
|
||||
@@ -869,12 +969,20 @@ namespace Unity.Netcode.Components
|
||||
/// If so, it fills out m_ParametersToUpdate with the indices of the parameters
|
||||
/// that have changed. Returns true if any parameters changed.
|
||||
/// </summary>
|
||||
unsafe private bool CheckParametersChanged()
|
||||
private unsafe bool CheckParametersChanged()
|
||||
{
|
||||
m_ParametersToUpdate.Clear();
|
||||
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
|
||||
{
|
||||
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), i);
|
||||
|
||||
// If a parameter gets controlled by a curve during runtime after initialization of NetworkAnimator
|
||||
// then ignore changes to this parameter. We are not removing the parameter in the event that
|
||||
// it no longer is controlled by a curve.
|
||||
if (m_Animator.IsParameterControlledByCurve(cacheValue.Hash))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var hash = cacheValue.Hash;
|
||||
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
|
||||
{
|
||||
@@ -910,59 +1018,15 @@ namespace Unity.Netcode.Components
|
||||
return m_ParametersToUpdate.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if any of the Animator's states have changed
|
||||
/// </summary>
|
||||
private bool CheckAnimStateChanged(out int stateHash, out float normalizedTime, int layer)
|
||||
{
|
||||
stateHash = 0;
|
||||
normalizedTime = 0;
|
||||
|
||||
float layerWeightNow = m_Animator.GetLayerWeight(layer);
|
||||
if (layerWeightNow != m_LayerWeights[layer])
|
||||
{
|
||||
m_LayerWeights[layer] = layerWeightNow;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (m_Animator.IsInTransition(layer))
|
||||
{
|
||||
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(layer);
|
||||
if (tt.fullPathHash != m_TransitionHash[layer])
|
||||
{
|
||||
// first time in this transition for this layer
|
||||
m_TransitionHash[layer] = tt.fullPathHash;
|
||||
m_AnimationHash[layer] = 0;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
||||
if (st.fullPathHash != m_AnimationHash[layer])
|
||||
{
|
||||
// first time in this animation state
|
||||
if (m_AnimationHash[layer] != 0)
|
||||
{
|
||||
// came from another animation directly - from Play()
|
||||
stateHash = st.fullPathHash;
|
||||
normalizedTime = st.normalizedTime;
|
||||
}
|
||||
m_TransitionHash[layer] = 0;
|
||||
m_AnimationHash[layer] = st.fullPathHash;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes all of the Animator's parameters
|
||||
/// This uses the m_ParametersToUpdate list to write out only
|
||||
/// the parameters that have changed
|
||||
/// </summary>
|
||||
private unsafe void WriteParameters(FastBufferWriter writer, bool sendCacheState)
|
||||
private unsafe void WriteParameters(ref FastBufferWriter writer)
|
||||
{
|
||||
writer.Seek(0);
|
||||
writer.Truncate();
|
||||
// Write how many parameter entries we are going to write
|
||||
BytePacker.WriteValuePacked(writer, (uint)m_ParametersToUpdate.Count);
|
||||
foreach (var parameterIndex in m_ParametersToUpdate)
|
||||
@@ -1049,7 +1113,7 @@ namespace Unity.Netcode.Components
|
||||
/// <summary>
|
||||
/// Applies the ParametersUpdateMessage state to the Animator
|
||||
/// </summary>
|
||||
internal unsafe void UpdateParameters(ParametersUpdateMessage parametersUpdate)
|
||||
internal unsafe void UpdateParameters(ref ParametersUpdateMessage parametersUpdate)
|
||||
{
|
||||
if (parametersUpdate.Parameters != null && parametersUpdate.Parameters.Length != 0)
|
||||
{
|
||||
@@ -1067,14 +1131,24 @@ namespace Unity.Netcode.Components
|
||||
/// </summary>
|
||||
internal void UpdateAnimationState(AnimationState animationState)
|
||||
{
|
||||
if (animationState.StateHash == 0)
|
||||
// Handle updating layer weights first.
|
||||
if (animationState.Layer < m_LayerWeights.Length)
|
||||
{
|
||||
if (m_LayerWeights[animationState.Layer] != animationState.Weight)
|
||||
{
|
||||
m_Animator.SetLayerWeight(animationState.Layer, animationState.Weight);
|
||||
}
|
||||
}
|
||||
|
||||
// If there is no state transition then return
|
||||
if (animationState.StateHash == 0 && !animationState.Transition)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var currentState = m_Animator.GetCurrentAnimatorStateInfo(animationState.Layer);
|
||||
// If it is a transition, then we are synchronizing transitions in progress when a client late joins
|
||||
if (animationState.Transition)
|
||||
if (animationState.Transition && !animationState.CrossFade)
|
||||
{
|
||||
// We should have all valid entries for any animation state transition update
|
||||
// Verify the AnimationState's assigned Layer exists
|
||||
@@ -1107,14 +1181,18 @@ namespace Unity.Netcode.Components
|
||||
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
|
||||
}
|
||||
}
|
||||
else if (animationState.Transition && animationState.CrossFade)
|
||||
{
|
||||
m_Animator.CrossFade(animationState.DestinationStateHash, animationState.Duration, animationState.Layer, animationState.NormalizedTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currentState.fullPathHash != animationState.StateHash)
|
||||
// Make sure we are not just updating the weight of a layer.
|
||||
if (currentState.fullPathHash != animationState.StateHash && m_Animator.HasState(animationState.Layer, animationState.StateHash))
|
||||
{
|
||||
m_Animator.Play(animationState.StateHash, animationState.Layer, animationState.NormalizedTime);
|
||||
}
|
||||
}
|
||||
m_Animator.SetLayerWeight(animationState.Layer, animationState.Weight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1134,7 +1212,7 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
return;
|
||||
}
|
||||
UpdateParameters(parametersUpdate);
|
||||
UpdateParameters(ref parametersUpdate);
|
||||
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
||||
{
|
||||
m_ClientSendList.Clear();
|
||||
@@ -1183,7 +1261,6 @@ namespace Unity.Netcode.Components
|
||||
UpdateAnimationState(animationState);
|
||||
}
|
||||
|
||||
m_NetworkAnimatorStateChangeHandler.AddAnimationMessageToProcessQueue(animationMessage);
|
||||
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
||||
{
|
||||
m_ClientSendList.Clear();
|
||||
@@ -1200,7 +1277,7 @@ namespace Unity.Netcode.Components
|
||||
/// Internally-called RPC client receiving function to update some animation state on a client
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
private unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
||||
internal unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
||||
{
|
||||
// This should never happen
|
||||
if (IsHost)
|
||||
@@ -1211,16 +1288,11 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
var isServerAuthoritative = IsServerAuthoritative();
|
||||
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
||||
{
|
||||
foreach (var animationState in animationMessage.AnimationStates)
|
||||
{
|
||||
UpdateAnimationState(animationState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server-side trigger state update request
|
||||
@@ -1228,21 +1300,6 @@ namespace Unity.Netcode.Components
|
||||
/// </summary>
|
||||
[ServerRpc]
|
||||
internal void SendAnimTriggerServerRpc(AnimationTriggerMessage animationTriggerMessage, ServerRpcParams serverRpcParams = default)
|
||||
{
|
||||
// If it is server authoritative
|
||||
if (IsServerAuthoritative())
|
||||
{
|
||||
// The only condition where this should (be allowed to) happen is when the owner sends the server a trigger message
|
||||
if (OwnerClientId == serverRpcParams.Receive.SenderClientId)
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage);
|
||||
}
|
||||
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarning($"[Server Authoritative] Detected the a non-authoritative client is sending the server animation trigger updates. If you recently changed ownership of the {name} object, then this could be the reason.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ignore if a non-owner sent this.
|
||||
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
|
||||
@@ -1257,16 +1314,18 @@ namespace Unity.Netcode.Components
|
||||
// set the trigger locally on the server
|
||||
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
||||
|
||||
// send the message to all non-authority clients excluding the server and the owner
|
||||
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
||||
{
|
||||
m_ClientSendList.Clear();
|
||||
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
||||
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
||||
m_ClientSendList.Remove(NetworkManager.ServerClientId);
|
||||
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
||||
|
||||
if (IsServerAuthoritative())
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
|
||||
}
|
||||
else if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
||||
{
|
||||
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1319,7 +1378,7 @@ namespace Unity.Netcode.Components
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
|
||||
if (!IsHost)
|
||||
{
|
||||
InternalSetTrigger(hash);
|
||||
InternalSetTrigger(hash, setTrigger);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -1328,7 +1387,7 @@ namespace Unity.Netcode.Components
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToServer(animTriggerMessage);
|
||||
if (!IsServerAuthoritative())
|
||||
{
|
||||
InternalSetTrigger(hash);
|
||||
InternalSetTrigger(hash, setTrigger);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
205
Components/NetworkDeltaPosition.cs
Normal file
205
Components/NetworkDeltaPosition.cs
Normal file
@@ -0,0 +1,205 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Used to synchromnize delta position when half float precision is enabled
|
||||
/// </summary>
|
||||
public struct NetworkDeltaPosition : INetworkSerializable
|
||||
{
|
||||
internal const float MaxDeltaBeforeAdjustment = 64f;
|
||||
|
||||
/// <summary>
|
||||
/// The HalfVector3 used to synchronize the delta in position
|
||||
/// </summary>
|
||||
public HalfVector3 HalfVector3;
|
||||
|
||||
internal Vector3 CurrentBasePosition;
|
||||
internal Vector3 PrecisionLossDelta;
|
||||
internal Vector3 HalfDeltaConvertedBack;
|
||||
internal Vector3 PreviousPosition;
|
||||
internal Vector3 DeltaPosition;
|
||||
internal int NetworkTick;
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
HalfVector3.NetworkSerialize(serializer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the full precision value of Vector3 position while also potentially updating the current base position.
|
||||
/// </summary>
|
||||
/// <param name="networkTick">Use the current network tick value.</param>
|
||||
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 ToVector3(int networkTick)
|
||||
{
|
||||
// When synchronizing, it is possible to have a state update arrive
|
||||
// for the same synchronization network tick. Under this scenario,
|
||||
// we only want to return the existing CurrentBasePosition + DeltaPosition
|
||||
// values and not process the X, Y, or Z values.
|
||||
// (See the constructors below)
|
||||
if (networkTick == NetworkTick)
|
||||
{
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
DeltaPosition[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
|
||||
// If we exceed or are equal to the maximum delta value then we need to
|
||||
// apply the delta to the CurrentBasePosition value and reset the delta
|
||||
// position for the axis.
|
||||
if (Mathf.Abs(DeltaPosition[i]) >= MaxDeltaBeforeAdjustment)
|
||||
{
|
||||
CurrentBasePosition[i] += DeltaPosition[i];
|
||||
DeltaPosition[i] = 0.0f;
|
||||
HalfVector3.Axis[i] = half.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current base position (excluding the delta position offset).
|
||||
/// </summary>
|
||||
/// <returns>The current base position as a <see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetCurrentBasePosition()
|
||||
{
|
||||
return CurrentBasePosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the full position which includes the delta offset position.
|
||||
/// </summary>
|
||||
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetFullPosition()
|
||||
{
|
||||
return CurrentBasePosition + DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The half float vector3 version of the current delta position.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only applies to the authoritative side for <see cref="NetworkTransform"/> instances.
|
||||
/// </remarks>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetConvertedDelta()
|
||||
{
|
||||
return HalfDeltaConvertedBack;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The full precision current delta position.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Authoritative: Will have no precision loss
|
||||
/// Non-Authoritative: Has the current network tick's loss of precision.
|
||||
/// Precision loss adjustments are one network tick behind on the
|
||||
/// non-authoritative side.
|
||||
/// </remarks>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetDeltaPosition()
|
||||
{
|
||||
return DeltaPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the position delta based off of the current base position.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The full precision <see cref="Vector3"/> value to (converted to half floats) used to determine the delta offset positon.</param>
|
||||
/// <param name="networkTick">Set the current network tick value when updating.</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector3 vector3, int networkTick)
|
||||
{
|
||||
NetworkTick = networkTick;
|
||||
DeltaPosition = (vector3 + PrecisionLossDelta) - CurrentBasePosition;
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
HalfVector3.Axis[i] = math.half(DeltaPosition[i]);
|
||||
HalfDeltaConvertedBack[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
|
||||
PrecisionLossDelta[i] = DeltaPosition[i] - HalfDeltaConvertedBack[i];
|
||||
if (Mathf.Abs(HalfDeltaConvertedBack[i]) >= MaxDeltaBeforeAdjustment)
|
||||
{
|
||||
CurrentBasePosition[i] += HalfDeltaConvertedBack[i];
|
||||
HalfDeltaConvertedBack[i] = 0.0f;
|
||||
DeltaPosition[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
{
|
||||
if (HalfVector3.AxisToSynchronize[i])
|
||||
{
|
||||
PreviousPosition[i] = vector3[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
|
||||
public NetworkDeltaPosition(Vector3 vector3, int networkTick, bool3 axisToSynchronize)
|
||||
{
|
||||
NetworkTick = networkTick;
|
||||
CurrentBasePosition = vector3;
|
||||
PreviousPosition = vector3;
|
||||
PrecisionLossDelta = Vector3.zero;
|
||||
DeltaPosition = Vector3.zero;
|
||||
HalfDeltaConvertedBack = Vector3.zero;
|
||||
HalfVector3 = new HalfVector3(vector3, axisToSynchronize);
|
||||
UpdateFrom(ref vector3, networkTick);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor that defaults to all axis being synchronized.
|
||||
/// </summary>
|
||||
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
public NetworkDeltaPosition(Vector3 vector3, int networkTick) : this(vector3, networkTick, math.bool3(true))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
|
||||
public NetworkDeltaPosition(float x, float y, float z, int networkTick, bool3 axisToSynchronize) :
|
||||
this(new Vector3(x, y, z), networkTick, axisToSynchronize)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
|
||||
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
|
||||
public NetworkDeltaPosition(float x, float y, float z, int networkTick) :
|
||||
this(new Vector3(x, y, z), networkTick, math.bool3(true))
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Components/NetworkDeltaPosition.cs.meta
Normal file
11
Components/NetworkDeltaPosition.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e45e6886578116f4c92fa0fe0d77fb85
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
123
Components/QuaternionCompressor.cs
Normal file
123
Components/QuaternionCompressor.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A Smallest Three Quaternion Compressor Implementation
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Explanation of why "The smallest three":
|
||||
/// Since a normalized Quaternion's unit value is 1.0f:
|
||||
/// x*x + y*y + z*z + w*w = M*M (where M is the magnitude of the vector)
|
||||
/// If w was the largest value and the quaternion is normalized:
|
||||
/// M = 1.0f (which M * M would still yield 1.0f)
|
||||
/// w*w = M*M - (x*x + y*y + z*z) or Mathf.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// w = Math.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// Using the largest the number avoids potential loss of precision in the smallest three values.
|
||||
/// </remarks>
|
||||
public static class QuaternionCompressor
|
||||
{
|
||||
private const ushort k_PrecisionMask = (1 << 9) - 1;
|
||||
|
||||
// Square root of 2 over 2 (Mathf.Sqrt(2.0f) / 2.0f == 1.0f / Mathf.Sqrt(2.0f))
|
||||
// This provides encoding the smallest three components into a (+/-) Mathf.Sqrt(2.0f) / 2.0f range
|
||||
private const float k_SqrtTwoOverTwoEncoding = 0.70710678118654752440084436210485f;
|
||||
|
||||
// We can further improve the encoding compression by dividing k_SqrtTwoOverTwo into 1.0f and multiplying that
|
||||
// by the precision mask (minor reduction of runtime calculations)
|
||||
private const float k_CompressionEcodingMask = (1.0f / k_SqrtTwoOverTwoEncoding) * k_PrecisionMask;
|
||||
|
||||
// Used to shift the negative bit to the 10th bit position when compressing and encoding
|
||||
private const ushort k_ShiftNegativeBit = 9;
|
||||
|
||||
// We can do the same for our decoding and decompression by dividing k_PrecisionMask into 1.0 and multiplying
|
||||
// that by k_SqrtTwoOverTwo (minor reduction of runtime calculations)
|
||||
private const float k_DcompressionDecodingMask = (1.0f / k_PrecisionMask) * k_SqrtTwoOverTwoEncoding;
|
||||
|
||||
// The sign bit position (10th bit) used when decompressing and decoding
|
||||
private const ushort k_NegShortBit = 0x200;
|
||||
|
||||
// Negative bit set values
|
||||
private const ushort k_True = 1;
|
||||
private const ushort k_False = 0;
|
||||
|
||||
// Used to store the absolute value of the 4 quaternion elements
|
||||
private static Quaternion s_QuatAbsValues = Quaternion.identity;
|
||||
|
||||
/// <summary>
|
||||
/// Compresses a Quaternion into an unsigned integer
|
||||
/// </summary>
|
||||
/// <param name="quaternion">the <see cref="Quaternion"/> to be compressed</param>
|
||||
/// <returns>the <see cref="Quaternion"/> compressed as an unsigned integer</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static uint CompressQuaternion(ref Quaternion quaternion)
|
||||
{
|
||||
// Store off the absolute value for each Quaternion element
|
||||
s_QuatAbsValues[0] = Mathf.Abs(quaternion[0]);
|
||||
s_QuatAbsValues[1] = Mathf.Abs(quaternion[1]);
|
||||
s_QuatAbsValues[2] = Mathf.Abs(quaternion[2]);
|
||||
s_QuatAbsValues[3] = Mathf.Abs(quaternion[3]);
|
||||
|
||||
// Get the largest element value of the quaternion to know what the remaining "Smallest Three" values are
|
||||
var quatMax = Mathf.Max(s_QuatAbsValues[0], s_QuatAbsValues[1], s_QuatAbsValues[2], s_QuatAbsValues[3]);
|
||||
|
||||
// Find the index of the largest element so we can skip that element while compressing and decompressing
|
||||
var indexToSkip = (ushort)(s_QuatAbsValues[0] == quatMax ? 0 : s_QuatAbsValues[1] == quatMax ? 1 : s_QuatAbsValues[2] == quatMax ? 2 : 3);
|
||||
|
||||
// Get the sign of the largest element which is all that is needed when calculating the sum of squares of a normalized quaternion.
|
||||
|
||||
var quatMaxSign = (quaternion[indexToSkip] < 0 ? k_True : k_False);
|
||||
|
||||
// Start with the index to skip which will be shifted to the highest two bits
|
||||
var compressed = (uint)indexToSkip;
|
||||
|
||||
// Step 1: Start with the first element
|
||||
var currentIndex = 0;
|
||||
|
||||
// Step 2: If we are on the index to skip preserve the current compressed value, otherwise proceed to step 3 and 4
|
||||
// Step 3: Get the sign of the element we are processing. If it is the not the same as the largest value's sign bit then we set the bit
|
||||
// Step 4: Get the compressed and encoded value by multiplying the absolute value of the current element by k_CompressionEcodingMask and round that result up
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
// Repeat the last 3 steps for the remaining elements
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
currentIndex++;
|
||||
compressed = currentIndex != indexToSkip ? (compressed << 10) | (uint)((quaternion[currentIndex] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * s_QuatAbsValues[currentIndex]) : compressed;
|
||||
|
||||
// Return the compress quaternion
|
||||
return compressed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decompress a compressed quaternion
|
||||
/// </summary>
|
||||
/// <param name="quaternion">quaternion to store the decompressed values within</param>
|
||||
/// <param name="compressed">the compressed quaternion</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static void DecompressQuaternion(ref Quaternion quaternion, uint compressed)
|
||||
{
|
||||
// Get the last two bits for the index to skip (0-3)
|
||||
var indexToSkip = (int)(compressed >> 30);
|
||||
|
||||
// Reverse out the values while skipping over the largest value index
|
||||
var sumOfSquaredMagnitudes = 0.0f;
|
||||
for (int i = 3; i >= 0; --i)
|
||||
{
|
||||
if (i == indexToSkip)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Check the negative bit and multiply that result with the decompressed and decoded value
|
||||
quaternion[i] = ((compressed & k_NegShortBit) > 0 ? -1.0f : 1.0f) * ((compressed & k_PrecisionMask) * k_DcompressionDecodingMask);
|
||||
sumOfSquaredMagnitudes += quaternion[i] * quaternion[i];
|
||||
compressed = compressed >> 10;
|
||||
}
|
||||
// Since a normalized quaternion's magnitude is 1.0f, we subtract the sum of the squared smallest three from the unit value and take
|
||||
// the square root of the difference to find the final largest value
|
||||
quaternion[indexToSkip] = Mathf.Sqrt(1.0f - sumOfSquaredMagnitudes);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Components/QuaternionCompressor.cs.meta
Normal file
11
Components/QuaternionCompressor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb9d8b98d3c8bca469c8ee152353336f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -3,7 +3,8 @@
|
||||
"rootNamespace": "Unity.Netcode.Components",
|
||||
"references": [
|
||||
"Unity.Netcode.Runtime",
|
||||
"Unity.Collections"
|
||||
"Unity.Collections",
|
||||
"Unity.Mathematics"
|
||||
],
|
||||
"allowUnsafeCode": true,
|
||||
"versionDefines": [
|
||||
|
||||
@@ -7,8 +7,8 @@ Netcode for GameObjects is a Unity package that provides networking capabilities
|
||||
See guides below to install Unity Netcode for GameObjects, set up your project, and get started with your first networked game:
|
||||
|
||||
- [Documentation](https://docs-multiplayer.unity3d.com/netcode/current/about)
|
||||
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/migration/install)
|
||||
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro)
|
||||
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/installation)
|
||||
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo)
|
||||
- [API Reference](https://docs-multiplayer.unity3d.com/netcode/current/api/introduction)
|
||||
|
||||
# Technical details
|
||||
|
||||
@@ -1,3 +1,7 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
@@ -10,6 +10,7 @@ using Unity.Collections;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
using Unity.CompilationPipeline.Common.ILPostProcessing;
|
||||
using UnityEngine;
|
||||
using Object = System.Object;
|
||||
|
||||
namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
@@ -58,7 +59,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName)
|
||||
{
|
||||
if (!typeDefinition.IsClass)
|
||||
if (typeDefinition == null || !typeDefinition.IsClass)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -112,6 +113,64 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
return name;
|
||||
}
|
||||
public static TypeReference MakeGenericType(this TypeReference self, params TypeReference[] arguments)
|
||||
{
|
||||
if (self.GenericParameters.Count != arguments.Length)
|
||||
{
|
||||
throw new ArgumentException();
|
||||
}
|
||||
|
||||
var instance = new GenericInstanceType(self);
|
||||
foreach (var argument in arguments)
|
||||
{
|
||||
instance.GenericArguments.Add(argument);
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
public static MethodReference MakeGeneric(this MethodReference self, params TypeReference[] arguments)
|
||||
{
|
||||
var reference = new MethodReference(self.Name, self.ReturnType)
|
||||
{
|
||||
DeclaringType = self.DeclaringType.MakeGenericType(arguments),
|
||||
HasThis = self.HasThis,
|
||||
ExplicitThis = self.ExplicitThis,
|
||||
CallingConvention = self.CallingConvention,
|
||||
};
|
||||
|
||||
foreach (var parameter in self.Parameters)
|
||||
{
|
||||
reference.Parameters.Add(new ParameterDefinition(parameter.ParameterType));
|
||||
}
|
||||
|
||||
foreach (var generic_parameter in self.GenericParameters)
|
||||
{
|
||||
reference.GenericParameters.Add(new GenericParameter(generic_parameter.Name, reference));
|
||||
}
|
||||
|
||||
return reference;
|
||||
}
|
||||
|
||||
public static bool IsSubclassOf(this TypeReference typeReference, TypeReference baseClass)
|
||||
{
|
||||
if (typeReference == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var type = typeReference.Resolve();
|
||||
if (type?.BaseType == null || type.BaseType.Name == nameof(Object))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (type.BaseType.Resolve() == baseClass.Resolve())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return type.BaseType.IsSubclassOf(baseClass);
|
||||
}
|
||||
|
||||
public static bool HasInterface(this TypeReference typeReference, string interfaceTypeFullName)
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
using Mono.Cecil.Rocks;
|
||||
@@ -101,31 +101,28 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
private ModuleDefinition m_NetcodeModule;
|
||||
private PostProcessorAssemblyResolver m_AssemblyResolver;
|
||||
|
||||
private MethodReference m_MessagingSystem_ReceiveMessage_MethodRef;
|
||||
private MethodReference m_MessagingSystem_CreateMessageAndGetVersion_MethodRef;
|
||||
private TypeReference m_MessagingSystem_MessageWithHandler_TypeRef;
|
||||
private MethodReference m_MessagingSystem_MessageHandler_Constructor_TypeRef;
|
||||
private MethodReference m_MessagingSystem_VersionGetter_Constructor_TypeRef;
|
||||
private MethodReference m_MessageManager_ReceiveMessage_MethodRef;
|
||||
private MethodReference m_MessageManager_CreateMessageAndGetVersion_MethodRef;
|
||||
private TypeReference m_MessageManager_MessageWithHandler_TypeRef;
|
||||
private MethodReference m_MessageManager_MessageHandler_Constructor_TypeRef;
|
||||
private MethodReference m_MessageManager_VersionGetter_Constructor_TypeRef;
|
||||
private FieldReference m_ILPPMessageProvider___network_message_types_FieldRef;
|
||||
private FieldReference m_MessagingSystem_MessageWithHandler_MessageType_FieldRef;
|
||||
private FieldReference m_MessagingSystem_MessageWithHandler_Handler_FieldRef;
|
||||
private FieldReference m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_MessageType_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_Handler_FieldRef;
|
||||
private FieldReference m_MessageManager_MessageWithHandler_GetVersion_FieldRef;
|
||||
private MethodReference m_Type_GetTypeFromHandle_MethodRef;
|
||||
private MethodReference m_List_Add_MethodRef;
|
||||
|
||||
private const string k_ReceiveMessageName = nameof(MessagingSystem.ReceiveMessage);
|
||||
private const string k_CreateMessageAndGetVersionName = nameof(MessagingSystem.CreateMessageAndGetVersion);
|
||||
private const string k_ReceiveMessageName = nameof(NetworkMessageManager.ReceiveMessage);
|
||||
private const string k_CreateMessageAndGetVersionName = nameof(NetworkMessageManager.CreateMessageAndGetVersion);
|
||||
|
||||
private bool ImportReferences(ModuleDefinition moduleDefinition)
|
||||
{
|
||||
// Different environments seem to have different situations...
|
||||
// Some have these definitions in netstandard.dll...
|
||||
// some seem to have them elsewhere...
|
||||
// Since they're standard .net classes they're not going to cause
|
||||
// the same issues as referencing other assemblies, in theory, since
|
||||
// the definitions should be standard and consistent across platforms
|
||||
// (i.e., there's no #if UNITY_EDITOR in them that could create
|
||||
// invalid IL code)
|
||||
// Some have these definitions in netstandard.dll, some seem to have them elsewhere...
|
||||
// Since they're standard .net classes they're not going to cause the same issues as referencing other assemblies,
|
||||
// in theory, since the definitions should be standard and consistent across platforms
|
||||
// (i.e., there's no #if UNITY_EDITOR in them that could create invalid IL code)
|
||||
TypeDefinition typeTypeDef = moduleDefinition.ImportReference(typeof(Type)).Resolve();
|
||||
TypeDefinition listTypeDef = moduleDefinition.ImportReference(typeof(List<>)).Resolve();
|
||||
|
||||
@@ -133,22 +130,22 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
TypeDefinition versionGetterTypeDef = null;
|
||||
TypeDefinition messageWithHandlerTypeDef = null;
|
||||
TypeDefinition ilppMessageProviderTypeDef = null;
|
||||
TypeDefinition messagingSystemTypeDef = null;
|
||||
TypeDefinition messageManagerSystemTypeDef = null;
|
||||
foreach (var netcodeTypeDef in m_NetcodeModule.GetAllTypes())
|
||||
{
|
||||
if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageHandler))
|
||||
if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageHandler))
|
||||
{
|
||||
messageHandlerTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.VersionGetter))
|
||||
if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.VersionGetter))
|
||||
{
|
||||
versionGetterTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageWithHandler))
|
||||
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageWithHandler))
|
||||
{
|
||||
messageWithHandlerTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
@@ -160,29 +157,29 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
continue;
|
||||
}
|
||||
|
||||
if (messagingSystemTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem))
|
||||
if (messageManagerSystemTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager))
|
||||
{
|
||||
messagingSystemTypeDef = netcodeTypeDef;
|
||||
messageManagerSystemTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
m_MessagingSystem_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
|
||||
m_MessagingSystem_VersionGetter_Constructor_TypeRef = moduleDefinition.ImportReference(versionGetterTypeDef.GetConstructors().First());
|
||||
m_MessageManager_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
|
||||
m_MessageManager_VersionGetter_Constructor_TypeRef = moduleDefinition.ImportReference(versionGetterTypeDef.GetConstructors().First());
|
||||
|
||||
m_MessagingSystem_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
|
||||
m_MessageManager_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
|
||||
foreach (var fieldDef in messageWithHandlerTypeDef.Fields)
|
||||
{
|
||||
switch (fieldDef.Name)
|
||||
{
|
||||
case nameof(MessagingSystem.MessageWithHandler.MessageType):
|
||||
m_MessagingSystem_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.MessageType):
|
||||
m_MessageManager_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
case nameof(MessagingSystem.MessageWithHandler.Handler):
|
||||
m_MessagingSystem_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.Handler):
|
||||
m_MessageManager_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
case nameof(MessagingSystem.MessageWithHandler.GetVersion):
|
||||
m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
case nameof(NetworkMessageManager.MessageWithHandler.GetVersion):
|
||||
m_MessageManager_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -219,15 +216,15 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var methodDef in messagingSystemTypeDef.Methods)
|
||||
foreach (var methodDef in messageManagerSystemTypeDef.Methods)
|
||||
{
|
||||
switch (methodDef.Name)
|
||||
{
|
||||
case k_ReceiveMessageName:
|
||||
m_MessagingSystem_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
m_MessageManager_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
case k_CreateMessageAndGetVersionName:
|
||||
m_MessagingSystem_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
m_MessageManager_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -256,27 +253,27 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod, MethodReference versionMethod)
|
||||
{
|
||||
// MessagingSystem.__network_message_types.Add(new MessagingSystem.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
|
||||
processor.Body.Variables.Add(new VariableDefinition(m_MessagingSystem_MessageWithHandler_TypeRef));
|
||||
// NetworkMessageManager.__network_message_types.Add(new NetworkMessageManager.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
|
||||
processor.Body.Variables.Add(new VariableDefinition(m_MessageManager_MessageWithHandler_TypeRef));
|
||||
int messageWithHandlerLocIdx = processor.Body.Variables.Count - 1;
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldsfld, m_ILPPMessageProvider___network_message_types_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Initobj, m_MessagingSystem_MessageWithHandler_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Initobj, m_MessageManager_MessageWithHandler_TypeRef));
|
||||
|
||||
// tmp.MessageType = typeof(type);
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldtoken, type));
|
||||
instructions.Add(processor.Create(OpCodes.Call, m_Type_GetTypeFromHandle_MethodRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_MessageType_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_MessageType_FieldRef));
|
||||
|
||||
// tmp.Handler = MessageHandler.ReceveMessage<type>
|
||||
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Ldnull));
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldftn, receiveMethod));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_MessageHandler_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_Handler_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_MessageHandler_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_Handler_FieldRef));
|
||||
|
||||
|
||||
// tmp.GetVersion = MessageHandler.CreateMessageAndGetVersion<type>
|
||||
@@ -284,15 +281,15 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
instructions.Add(processor.Create(OpCodes.Ldnull));
|
||||
|
||||
instructions.Add(processor.Create(OpCodes.Ldftn, versionMethod));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_VersionGetter_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef));
|
||||
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_VersionGetter_Constructor_TypeRef));
|
||||
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_GetVersion_FieldRef));
|
||||
|
||||
// ILPPMessageProvider.__network_message_types.Add(tmp);
|
||||
instructions.Add(processor.Create(OpCodes.Ldloc, messageWithHandlerLocIdx));
|
||||
instructions.Add(processor.Create(OpCodes.Callvirt, m_List_Add_MethodRef));
|
||||
}
|
||||
|
||||
// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with MessagingSystem.
|
||||
// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with NetworkMessageManager.
|
||||
// This is the same behavior as annotating a static method with [ModuleInitializer] in standardized C# (that attribute doesn't exist in Unity, but the static module constructor still works).
|
||||
// https://docs.microsoft.com/en-us/dotnet/api/system.runtime.compilerservices.moduleinitializerattribute?view=net-5.0
|
||||
// https://web.archive.org/web/20100212140402/http://blogs.msdn.com/junfeng/archive/2005/11/19/494914.aspx
|
||||
@@ -310,9 +307,9 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
foreach (var type in networkMessageTypes)
|
||||
{
|
||||
var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
|
||||
var receiveMethod = new GenericInstanceMethod(m_MessageManager_ReceiveMessage_MethodRef);
|
||||
receiveMethod.GenericArguments.Add(type);
|
||||
var versionMethod = new GenericInstanceMethod(m_MessagingSystem_CreateMessageAndGetVersion_MethodRef);
|
||||
var versionMethod = new GenericInstanceMethod(m_MessageManager_CreateMessageAndGetVersion_MethodRef);
|
||||
versionMethod.GenericArguments.Add(type);
|
||||
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
@@ -9,15 +9,17 @@ using Mono.Cecil.Rocks;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
using Unity.CompilationPipeline.Common.ILPostProcessing;
|
||||
using UnityEngine;
|
||||
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
|
||||
using MethodAttributes = Mono.Cecil.MethodAttributes;
|
||||
using ParameterAttributes = Mono.Cecil.ParameterAttributes;
|
||||
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
|
||||
|
||||
namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
internal sealed class NetworkBehaviourILPP : ILPPInterface
|
||||
{
|
||||
private const string k_ReadValueMethodName = nameof(FastBufferReader.ReadValueSafe);
|
||||
private const string k_ReadValueInPlaceMethodName = nameof(FastBufferReader.ReadValueSafeInPlace);
|
||||
private const string k_ReadValueTempMethodName = nameof(FastBufferReader.ReadValueSafeTemp);
|
||||
private const string k_WriteValueMethodName = nameof(FastBufferWriter.WriteValueSafe);
|
||||
|
||||
public override ILPPInterface GetInstance() => this;
|
||||
@@ -166,6 +168,11 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
foreach (var type in m_WrappedNetworkVariableTypes)
|
||||
{
|
||||
if (type.Resolve() == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (IsSpecialCaseType(type))
|
||||
{
|
||||
continue;
|
||||
@@ -177,7 +184,72 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
GenericInstanceMethod serializeMethod = null;
|
||||
GenericInstanceMethod equalityMethod;
|
||||
|
||||
if (type.IsValueType)
|
||||
|
||||
if (type.Resolve().FullName == "Unity.Collections.NativeArray`1")
|
||||
{
|
||||
var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
|
||||
if (IsSpecialCaseType(wrappedType) || wrappedType.HasInterface(typeof(INetworkSerializeByMemcpy).FullName) || wrappedType.Resolve().IsEnum || IsMemcpyableType(wrappedType))
|
||||
{
|
||||
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef);
|
||||
}
|
||||
else if (wrappedType.HasInterface(typeof(INetworkSerializable).FullName))
|
||||
{
|
||||
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef);
|
||||
}
|
||||
else if (wrappedType.HasInterface(CodeGenHelpers.IUTF8Bytes_FullName) && wrappedType.HasInterface(k_INativeListBool_FullName))
|
||||
{
|
||||
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef);
|
||||
}
|
||||
|
||||
if (wrappedType.HasInterface(typeof(IEquatable<>).FullName + "<" + wrappedType.FullName + ">"))
|
||||
{
|
||||
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef);
|
||||
}
|
||||
else
|
||||
{
|
||||
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef);
|
||||
}
|
||||
|
||||
if (serializeMethod != null)
|
||||
{
|
||||
serializeMethod.GenericArguments.Add(wrappedType);
|
||||
}
|
||||
equalityMethod.GenericArguments.Add(wrappedType);
|
||||
}
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
else if (type.Resolve().FullName == "Unity.Collections.NativeList`1")
|
||||
{
|
||||
var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
|
||||
if (IsSpecialCaseType(wrappedType) || wrappedType.HasInterface(typeof(INetworkSerializeByMemcpy).FullName) || wrappedType.Resolve().IsEnum || IsMemcpyableType(wrappedType))
|
||||
{
|
||||
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef);
|
||||
}
|
||||
else if (wrappedType.HasInterface(typeof(INetworkSerializable).FullName))
|
||||
{
|
||||
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef);
|
||||
}
|
||||
else if (wrappedType.HasInterface(CodeGenHelpers.IUTF8Bytes_FullName) && wrappedType.HasInterface(k_INativeListBool_FullName))
|
||||
{
|
||||
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef);
|
||||
}
|
||||
|
||||
if (wrappedType.HasInterface(typeof(IEquatable<>).FullName + "<" + wrappedType.FullName + ">"))
|
||||
{
|
||||
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef);
|
||||
}
|
||||
else
|
||||
{
|
||||
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef);
|
||||
}
|
||||
|
||||
if (serializeMethod != null)
|
||||
{
|
||||
serializeMethod.GenericArguments.Add(wrappedType);
|
||||
}
|
||||
equalityMethod.GenericArguments.Add(wrappedType);
|
||||
}
|
||||
#endif
|
||||
else if (type.IsValueType)
|
||||
{
|
||||
if (type.HasInterface(typeof(INetworkSerializeByMemcpy).FullName) || type.Resolve().IsEnum || IsMemcpyableType(type))
|
||||
{
|
||||
@@ -200,11 +272,32 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef);
|
||||
}
|
||||
|
||||
if (serializeMethod != null)
|
||||
{
|
||||
serializeMethod.GenericArguments.Add(type);
|
||||
}
|
||||
equalityMethod.GenericArguments.Add(type);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (type.HasInterface(typeof(INetworkSerializable).FullName))
|
||||
{
|
||||
var constructors = type.Resolve().GetConstructors();
|
||||
var hasEmptyConstructor = false;
|
||||
foreach (var constructor in constructors)
|
||||
{
|
||||
if (constructor.Parameters.Count == 0)
|
||||
{
|
||||
hasEmptyConstructor = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasEmptyConstructor)
|
||||
{
|
||||
m_Diagnostics.AddError($"{type} cannot be used in a network variable - Managed {nameof(INetworkSerializable)} instances must meet the `new()` (default empty constructor) constraint.");
|
||||
continue;
|
||||
}
|
||||
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef);
|
||||
}
|
||||
|
||||
@@ -216,14 +309,18 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef);
|
||||
}
|
||||
}
|
||||
|
||||
if (serializeMethod != null)
|
||||
{
|
||||
serializeMethod.GenericArguments.Add(type);
|
||||
instructions.Add(processor.Create(OpCodes.Call, m_MainModule.ImportReference(serializeMethod)));
|
||||
}
|
||||
equalityMethod.GenericArguments.Add(type);
|
||||
}
|
||||
|
||||
if (serializeMethod != null)
|
||||
{
|
||||
instructions.Add(processor.Create(OpCodes.Call, m_MainModule.ImportReference(serializeMethod)));
|
||||
}
|
||||
instructions.Add(processor.Create(OpCodes.Call, m_MainModule.ImportReference(equalityMethod)));
|
||||
}
|
||||
|
||||
@@ -251,11 +348,15 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
private FieldReference m_NetworkManager_rpc_name_table_FieldRef;
|
||||
private MethodReference m_NetworkManager_rpc_name_table_Add_MethodRef;
|
||||
private TypeReference m_NetworkBehaviour_TypeRef;
|
||||
private TypeReference m_NetworkVariableBase_TypeRef;
|
||||
private MethodReference m_NetworkVariableBase_Initialize_MethodRef;
|
||||
private MethodReference m_NetworkBehaviour___nameNetworkVariable_MethodRef;
|
||||
private MethodReference m_NetworkBehaviour_beginSendServerRpc_MethodRef;
|
||||
private MethodReference m_NetworkBehaviour_endSendServerRpc_MethodRef;
|
||||
private MethodReference m_NetworkBehaviour_beginSendClientRpc_MethodRef;
|
||||
private MethodReference m_NetworkBehaviour_endSendClientRpc_MethodRef;
|
||||
private FieldReference m_NetworkBehaviour_rpc_exec_stage_FieldRef;
|
||||
private FieldReference m_NetworkBehaviour_NetworkVariableFields_FieldRef;
|
||||
private MethodReference m_NetworkBehaviour_getNetworkManager_MethodRef;
|
||||
private MethodReference m_NetworkBehaviour_getOwnerClientId_MethodRef;
|
||||
private MethodReference m_NetworkHandlerDelegateCtor_MethodRef;
|
||||
@@ -267,14 +368,39 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
private FieldReference m_ServerRpcParams_Receive_SenderClientId_FieldRef;
|
||||
private TypeReference m_ClientRpcParams_TypeRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef;
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef;
|
||||
#endif
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef;
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef;
|
||||
#endif
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef;
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef;
|
||||
#endif
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef;
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef;
|
||||
#endif
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef;
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef;
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef;
|
||||
#endif
|
||||
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef;
|
||||
|
||||
private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor;
|
||||
|
||||
private MethodReference m_ExceptionCtorMethodReference;
|
||||
private MethodReference m_List_NetworkVariableBase_Add;
|
||||
|
||||
private MethodReference m_BytePacker_WriteValueBitPacked_Short_MethodRef;
|
||||
private MethodReference m_BytePacker_WriteValueBitPacked_UShort_MethodRef;
|
||||
private MethodReference m_BytePacker_WriteValueBitPacked_Int_MethodRef;
|
||||
@@ -289,6 +415,8 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
private MethodReference m_ByteUnpacker_ReadValueBitPacked_Long_MethodRef;
|
||||
private MethodReference m_ByteUnpacker_ReadValueBitPacked_ULong_MethodRef;
|
||||
|
||||
private MethodReference m_NetworkBehaviour_createNativeList_MethodRef;
|
||||
|
||||
private TypeReference m_FastBufferWriter_TypeRef;
|
||||
private readonly Dictionary<string, MethodReference> m_FastBufferWriter_WriteValue_MethodRefs = new Dictionary<string, MethodReference>();
|
||||
private readonly List<MethodReference> m_FastBufferWriter_ExtensionMethodRefs = new List<MethodReference>();
|
||||
@@ -348,12 +476,18 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
private const string k_NetworkManager_rpc_name_table = nameof(NetworkManager.__rpc_name_table);
|
||||
|
||||
private const string k_NetworkBehaviour_rpc_exec_stage = nameof(NetworkBehaviour.__rpc_exec_stage);
|
||||
private const string k_NetworkBehaviour_NetworkVariableFields = nameof(NetworkBehaviour.NetworkVariableFields);
|
||||
private const string k_NetworkBehaviour_beginSendServerRpc = nameof(NetworkBehaviour.__beginSendServerRpc);
|
||||
private const string k_NetworkBehaviour_endSendServerRpc = nameof(NetworkBehaviour.__endSendServerRpc);
|
||||
private const string k_NetworkBehaviour_beginSendClientRpc = nameof(NetworkBehaviour.__beginSendClientRpc);
|
||||
private const string k_NetworkBehaviour_endSendClientRpc = nameof(NetworkBehaviour.__endSendClientRpc);
|
||||
private const string k_NetworkBehaviour___initializeVariables = nameof(NetworkBehaviour.__initializeVariables);
|
||||
private const string k_NetworkBehaviour_createNativeList = nameof(NetworkBehaviour.__createNativeList);
|
||||
private const string k_NetworkBehaviour_NetworkManager = nameof(NetworkBehaviour.NetworkManager);
|
||||
private const string k_NetworkBehaviour_OwnerClientId = nameof(NetworkBehaviour.OwnerClientId);
|
||||
private const string k_NetworkBehaviour___nameNetworkVariable = nameof(NetworkBehaviour.__nameNetworkVariable);
|
||||
|
||||
private const string k_NetworkVariableBase_Initialize = nameof(NetworkVariableBase.Initialize);
|
||||
|
||||
private const string k_RpcAttribute_Delivery = nameof(RpcAttribute.Delivery);
|
||||
private const string k_ServerRpcAttribute_RequireOwnership = nameof(ServerRpcAttribute.RequireOwnership);
|
||||
@@ -377,8 +511,11 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
}
|
||||
|
||||
m_RuntimeInitializeOnLoadAttribute_Ctor = moduleDefinition.ImportReference(typeof(RuntimeInitializeOnLoadMethodAttribute).GetConstructor(new Type[] { }));
|
||||
|
||||
TypeDefinition networkManagerTypeDef = null;
|
||||
TypeDefinition networkBehaviourTypeDef = null;
|
||||
TypeDefinition networkVariableBaseTypeDef = null;
|
||||
TypeDefinition networkHandlerDelegateTypeDef = null;
|
||||
TypeDefinition rpcParamsTypeDef = null;
|
||||
TypeDefinition serverRpcParamsTypeDef = null;
|
||||
@@ -402,6 +539,12 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
continue;
|
||||
}
|
||||
|
||||
if (networkVariableBaseTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableBase))
|
||||
{
|
||||
networkVariableBaseTypeDef = netcodeTypeDef;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (networkHandlerDelegateTypeDef == null && netcodeTypeDef.Name == nameof(NetworkManager.RpcReceiveHandler))
|
||||
{
|
||||
networkHandlerDelegateTypeDef = netcodeTypeDef;
|
||||
@@ -548,6 +691,12 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
case k_NetworkBehaviour_endSendClientRpc:
|
||||
m_NetworkBehaviour_endSendClientRpc_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
case k_NetworkBehaviour_createNativeList:
|
||||
m_NetworkBehaviour_createNativeList_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
case k_NetworkBehaviour___nameNetworkVariable:
|
||||
m_NetworkBehaviour___nameNetworkVariable_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -558,6 +707,21 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
case k_NetworkBehaviour_rpc_exec_stage:
|
||||
m_NetworkBehaviour_rpc_exec_stage_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
case k_NetworkBehaviour_NetworkVariableFields:
|
||||
m_NetworkBehaviour_NetworkVariableFields_FieldRef = moduleDefinition.ImportReference(fieldDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
m_NetworkVariableBase_TypeRef = moduleDefinition.ImportReference(networkVariableBaseTypeDef);
|
||||
foreach (var methodDef in networkVariableBaseTypeDef.Methods)
|
||||
{
|
||||
switch (methodDef.Name)
|
||||
{
|
||||
case k_NetworkVariableBase_Initialize:
|
||||
m_NetworkVariableBase_Initialize_MethodRef = moduleDefinition.ImportReference(methodDef);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -685,24 +849,69 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpy):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef = method;
|
||||
break;
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyArray):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef = method;
|
||||
break;
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyList):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef = method;
|
||||
break;
|
||||
#endif
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializable):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef = method;
|
||||
break;
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableArray):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef = method;
|
||||
break;
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableList):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
|
||||
break;
|
||||
#endif
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_ManagedINetworkSerializable):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
|
||||
break;
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedString):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef = method;
|
||||
break;
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringArray):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef = method;
|
||||
break;
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringList):
|
||||
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef = method;
|
||||
break;
|
||||
#endif
|
||||
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedIEquatable):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef = method;
|
||||
break;
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatable):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef = method;
|
||||
break;
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableArray):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef = method;
|
||||
break;
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableList):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
|
||||
break;
|
||||
#endif
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEquals):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
|
||||
break;
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsArray):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef = method;
|
||||
break;
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsList):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef = method;
|
||||
break;
|
||||
#endif
|
||||
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedClassEquals):
|
||||
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef = method;
|
||||
break;
|
||||
@@ -785,6 +994,16 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
}
|
||||
|
||||
// Standard types are really hard to reliably find using the Mono Cecil way, they resolve differently in Mono vs .NET Core
|
||||
// Importing with typeof() is less dangerous for standard framework types though, so we can just do it
|
||||
var exceptionType = typeof(Exception);
|
||||
var exceptionCtor = exceptionType.GetConstructor(new[] { typeof(string) });
|
||||
m_ExceptionCtorMethodReference = m_MainModule.ImportReference(exceptionCtor);
|
||||
|
||||
var listType = typeof(List<NetworkVariableBase>);
|
||||
var addMethod = listType.GetMethod(nameof(List<NetworkVariableBase>.Add), new[] { typeof(NetworkVariableBase) });
|
||||
m_List_NetworkVariableBase_Add = moduleDefinition.ImportReference(addMethod);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -837,6 +1056,58 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
GetAllFieldsAndResolveGenerics(resolved, ref fieldTypes, genericParams);
|
||||
}
|
||||
|
||||
private void GetAllBaseTypesAndResolveGenerics(TypeDefinition type, ref List<TypeReference> baseTypes, Dictionary<string, TypeReference> genericParameters)
|
||||
{
|
||||
|
||||
if (type == null || type.BaseType == null || type.BaseType.Name == "Object")
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var baseType = type.BaseType;
|
||||
|
||||
var genericParams = new Dictionary<string, TypeReference>();
|
||||
|
||||
if (baseType.IsGenericInstance)
|
||||
{
|
||||
var genericType = (GenericInstanceType)baseType;
|
||||
var newGenericType = new GenericInstanceType(baseType.Resolve());
|
||||
for (var i = 0; i < genericType.GenericArguments.Count; ++i)
|
||||
{
|
||||
var argument = genericType.GenericArguments[i];
|
||||
|
||||
if (genericParameters != null && genericParameters.ContainsKey(argument.Name))
|
||||
{
|
||||
newGenericType.GenericArguments.Add(genericParameters[argument.Name]);
|
||||
genericParams[baseType.Resolve().GenericParameters[newGenericType.GenericArguments.Count - 1].Name] = genericParameters[argument.Name];
|
||||
}
|
||||
else
|
||||
{
|
||||
newGenericType.GenericArguments.Add(argument);
|
||||
}
|
||||
}
|
||||
baseTypes.Add(newGenericType);
|
||||
}
|
||||
else
|
||||
{
|
||||
baseTypes.Add(baseType);
|
||||
}
|
||||
|
||||
var resolved = type.BaseType.Resolve();
|
||||
if (type.BaseType.IsGenericInstance)
|
||||
{
|
||||
var genericType = (GenericInstanceType)type.BaseType;
|
||||
for (var i = 0; i < genericType.GenericArguments.Count; ++i)
|
||||
{
|
||||
if (!genericParams.ContainsKey(resolved.GenericParameters[i].Name))
|
||||
{
|
||||
genericParams[resolved.GenericParameters[i].Name] = genericType.GenericArguments[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
GetAllBaseTypesAndResolveGenerics(resolved, ref baseTypes, genericParams);
|
||||
}
|
||||
|
||||
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition, string[] assemblyDefines)
|
||||
{
|
||||
var rpcHandlers = new List<(uint RpcMethodId, MethodDefinition RpcHandler)>();
|
||||
@@ -879,6 +1150,8 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
}
|
||||
|
||||
GenerateVariableInitialization(typeDefinition);
|
||||
|
||||
if (!typeDefinition.HasGenericParameters && !typeDefinition.IsGenericInstance)
|
||||
{
|
||||
var fieldTypes = new List<TypeReference>();
|
||||
@@ -898,24 +1171,47 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
var baseTypes = new List<TypeReference>();
|
||||
|
||||
var genericParams = new Dictionary<string, TypeReference>();
|
||||
var resolved = type.Resolve();
|
||||
if (type.IsGenericInstance)
|
||||
{
|
||||
var genericType = (GenericInstanceType)type;
|
||||
for (var i = 0; i < genericType.GenericArguments.Count; ++i)
|
||||
{
|
||||
genericParams[resolved.GenericParameters[i].Name] = genericType.GenericArguments[i];
|
||||
}
|
||||
}
|
||||
|
||||
GetAllBaseTypesAndResolveGenerics(type.Resolve(), ref baseTypes, genericParams);
|
||||
foreach (var baseType in baseTypes)
|
||||
{
|
||||
if (baseType.Resolve().Name == typeof(NetworkVariable<>).Name || baseType.Resolve().Name == typeof(NetworkList<>).Name)
|
||||
{
|
||||
var genericInstanceType = (GenericInstanceType)baseType;
|
||||
var wrappedType = genericInstanceType.GenericArguments[0];
|
||||
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
|
||||
{
|
||||
m_WrappedNetworkVariableTypes.Add(wrappedType);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (rpcHandlers.Count > 0 || rpcNames.Count > 0)
|
||||
{
|
||||
var staticCtorMethodDef = typeDefinition.GetStaticConstructor();
|
||||
if (staticCtorMethodDef == null)
|
||||
{
|
||||
staticCtorMethodDef = new MethodDefinition(
|
||||
".cctor", // Static Constructor (constant-constructor)
|
||||
MethodAttributes.HideBySig |
|
||||
MethodAttributes.SpecialName |
|
||||
MethodAttributes.RTSpecialName |
|
||||
var staticCtorMethodDef = new MethodDefinition(
|
||||
$"InitializeRPCS_{typeDefinition.Name}",
|
||||
MethodAttributes.Assembly |
|
||||
MethodAttributes.Static,
|
||||
typeDefinition.Module.TypeSystem.Void);
|
||||
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
|
||||
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_RuntimeInitializeOnLoadAttribute_Ctor));
|
||||
typeDefinition.Methods.Add(staticCtorMethodDef);
|
||||
}
|
||||
|
||||
var instructions = new List<Instruction>();
|
||||
var processor = staticCtorMethodDef.Body.GetILProcessor();
|
||||
@@ -957,7 +1253,8 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
baseGetTypeNameMethod.ReturnType)
|
||||
{
|
||||
ImplAttributes = baseGetTypeNameMethod.ImplAttributes,
|
||||
SemanticsAttributes = baseGetTypeNameMethod.SemanticsAttributes
|
||||
SemanticsAttributes = baseGetTypeNameMethod.SemanticsAttributes,
|
||||
IsFamilyOrAssembly = true
|
||||
};
|
||||
|
||||
var processor = newGetTypeNameMethod.Body.GetILProcessor();
|
||||
@@ -1067,28 +1364,48 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
continue;
|
||||
}
|
||||
|
||||
var checkType = paramType.Resolve();
|
||||
var checkType = paramType;
|
||||
if (paramType.IsArray)
|
||||
{
|
||||
checkType = ((ArrayType)paramType).ElementType.Resolve();
|
||||
}
|
||||
|
||||
if ((parameters[0].ParameterType.Resolve() == checkType ||
|
||||
if (!method.HasGenericParameters)
|
||||
{
|
||||
if (!paramType.IsGenericInstance && (parameters[0].ParameterType.Resolve() == checkType ||
|
||||
(parameters[0].ParameterType.Resolve() == checkType.MakeByReferenceType().Resolve() && parameters[0].IsIn)))
|
||||
{
|
||||
return method;
|
||||
}
|
||||
|
||||
if (parameters[0].ParameterType == paramType ||
|
||||
if (parameters[0].ParameterType == paramType || parameters[0].ParameterType.FullName == paramType.FullName ||
|
||||
(parameters[0].ParameterType == paramType.MakeByReferenceType() && parameters[0].IsIn))
|
||||
{
|
||||
return method;
|
||||
}
|
||||
|
||||
if (method.HasGenericParameters && method.GenericParameters.Count == 1)
|
||||
}
|
||||
else if (method.GenericParameters.Count == 1)
|
||||
{
|
||||
var resolved = method.Parameters[0].ParameterType.Resolve();
|
||||
if (resolved != null && resolved != paramType.Resolve())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (method.GenericParameters[0].HasConstraints)
|
||||
{
|
||||
if (paramType.IsGenericInstance && (
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
|
||||
#endif
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
|
||||
{
|
||||
if (method.Parameters[0].ParameterType.Resolve() != paramType.Resolve())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var instanceType = (GenericInstanceType)paramType;
|
||||
checkType = instanceType.GenericArguments[0];
|
||||
}
|
||||
var meetsConstraints = true;
|
||||
foreach (var constraint in method.GenericParameters[0].Constraints)
|
||||
{
|
||||
@@ -1121,7 +1438,17 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
if (meetsConstraints)
|
||||
{
|
||||
var instanceMethod = new GenericInstanceMethod(method);
|
||||
if (paramType.IsArray)
|
||||
|
||||
if (paramType.IsGenericInstance && (
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
|
||||
#endif
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
|
||||
{
|
||||
var wrappedType = ((GenericInstanceType)paramType).GenericArguments[0];
|
||||
instanceMethod.GenericArguments.Add(wrappedType);
|
||||
}
|
||||
else if (paramType.IsArray)
|
||||
{
|
||||
instanceMethod.GenericArguments.Add(((ArrayType)paramType).ElementType);
|
||||
}
|
||||
@@ -1230,9 +1557,9 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!parameters[0].IsOut)
|
||||
if (!parameters[0].IsOut && !parameters[0].ParameterType.IsByReference)
|
||||
{
|
||||
return null;
|
||||
continue;
|
||||
}
|
||||
|
||||
var methodParam = ((ByReferenceType)parameters[0].ParameterType).ElementType;
|
||||
@@ -1242,24 +1569,56 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
continue;
|
||||
}
|
||||
|
||||
var checkType = paramType.Resolve();
|
||||
var checkType = (TypeReference)paramType.Resolve();
|
||||
if (paramType.IsArray)
|
||||
{
|
||||
checkType = ((ArrayType)paramType).ElementType.Resolve();
|
||||
}
|
||||
|
||||
if (methodParam.Resolve() == checkType.Resolve() || methodParam.Resolve() == checkType.MakeByReferenceType().Resolve())
|
||||
if (!method.HasGenericParameters)
|
||||
{
|
||||
if (!paramType.IsGenericInstance && (methodParam.Resolve() == checkType.Resolve() || methodParam.Resolve() == checkType.MakeByReferenceType().Resolve()))
|
||||
{
|
||||
return method;
|
||||
}
|
||||
|
||||
if (methodParam.Resolve() == paramType || methodParam.Resolve() == paramType.MakeByReferenceType().Resolve())
|
||||
if (methodParam.Resolve() == paramType || methodParam.FullName == paramType.FullName)
|
||||
{
|
||||
return method;
|
||||
}
|
||||
|
||||
if (method.HasGenericParameters && method.GenericParameters.Count == 1)
|
||||
}
|
||||
else if (method.GenericParameters.Count == 1)
|
||||
{
|
||||
var resolved = method.Parameters[0].ParameterType.Resolve();
|
||||
if (resolved != null && resolved != paramType.Resolve())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (paramType.IsGenericInstance && (
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
|
||||
#endif
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
|
||||
{
|
||||
if (method.Name == "OnSendGlobalCounterClientRpc")
|
||||
{
|
||||
m_Diagnostics.AddWarning(
|
||||
$"{method}: {method.Parameters[0].ParameterType} | {paramType}"
|
||||
);
|
||||
}
|
||||
if (method.Parameters[0].ParameterType.Resolve() != paramType.Resolve())
|
||||
{
|
||||
if (method.Name == "OnSendGlobalCounterClientRpc")
|
||||
{
|
||||
m_Diagnostics.AddWarning(
|
||||
$"{method}: Not suitable"
|
||||
);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
var instanceType = (GenericInstanceType)paramType;
|
||||
checkType = instanceType.GenericArguments[0];
|
||||
}
|
||||
if (method.GenericParameters[0].HasConstraints)
|
||||
{
|
||||
var meetsConstraints = true;
|
||||
@@ -1296,7 +1655,16 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
if (meetsConstraints)
|
||||
{
|
||||
var instanceMethod = new GenericInstanceMethod(method);
|
||||
if (paramType.IsArray)
|
||||
if (paramType.IsGenericInstance && (
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
|
||||
#endif
|
||||
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
|
||||
{
|
||||
var wrappedType = ((GenericInstanceType)paramType).GenericArguments[0];
|
||||
instanceMethod.GenericArguments.Add(wrappedType);
|
||||
}
|
||||
else if (paramType.IsArray)
|
||||
{
|
||||
instanceMethod.GenericArguments.Add(((ArrayType)paramType).ElementType);
|
||||
}
|
||||
@@ -1304,7 +1672,6 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
instanceMethod.GenericArguments.Add(paramType);
|
||||
}
|
||||
|
||||
return instanceMethod;
|
||||
}
|
||||
}
|
||||
@@ -1366,7 +1733,22 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
}
|
||||
|
||||
var typeMethod = GetFastBufferReaderReadMethod(k_ReadValueMethodName, paramType);
|
||||
MethodReference typeMethod;
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
if (paramType.Resolve().FullName == "Unity.Collections.NativeList`1")
|
||||
{
|
||||
typeMethod = GetFastBufferReaderReadMethod(k_ReadValueInPlaceMethodName, paramType);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
if (paramType.Resolve().FullName == "Unity.Collections.NativeArray`1")
|
||||
{
|
||||
typeMethod = GetFastBufferReaderReadMethod(k_ReadValueTempMethodName, paramType);
|
||||
}
|
||||
else
|
||||
{
|
||||
typeMethod = GetFastBufferReaderReadMethod(k_ReadValueMethodName, paramType);
|
||||
}
|
||||
if (typeMethod != null)
|
||||
{
|
||||
methodRef = m_MainModule.ImportReference(typeMethod);
|
||||
@@ -1706,7 +2088,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to serialize {paramType.Name}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
|
||||
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to serialize {paramType}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -1809,6 +2191,138 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
instructions.ForEach(instruction => processor.Body.Instructions.Insert(0, instruction));
|
||||
}
|
||||
|
||||
private void GenerateVariableInitialization(TypeDefinition type)
|
||||
{
|
||||
foreach (var methodDefinition in type.Methods)
|
||||
{
|
||||
if (methodDefinition.Name == k_NetworkBehaviour___initializeVariables)
|
||||
{
|
||||
// If this hits, we've already generated the method for this class because a child class got processed first.
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var method = new MethodDefinition(
|
||||
k_NetworkBehaviour___initializeVariables,
|
||||
MethodAttributes.Family | MethodAttributes.Virtual | MethodAttributes.HideBySig,
|
||||
m_MainModule.TypeSystem.Void);
|
||||
|
||||
var processor = method.Body.GetILProcessor();
|
||||
|
||||
method.Body.Variables.Add(new VariableDefinition(m_MainModule.TypeSystem.Boolean));
|
||||
|
||||
processor.Emit(OpCodes.Nop);
|
||||
|
||||
foreach (var fieldDefinition in type.Fields)
|
||||
{
|
||||
FieldReference field = fieldDefinition;
|
||||
if (type.HasGenericParameters)
|
||||
{
|
||||
var genericType = new GenericInstanceType(fieldDefinition.DeclaringType);
|
||||
foreach (var parameter in fieldDefinition.DeclaringType.GenericParameters)
|
||||
{
|
||||
genericType.GenericArguments.Add(parameter);
|
||||
}
|
||||
field = new FieldReference(fieldDefinition.Name, fieldDefinition.FieldType, genericType);
|
||||
}
|
||||
|
||||
if (field.FieldType.Resolve() == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!field.FieldType.IsArray && !field.FieldType.Resolve().IsArray && field.FieldType.IsSubclassOf(m_NetworkVariableBase_TypeRef))
|
||||
{
|
||||
// if({variable} == null) {
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Ldfld, field);
|
||||
processor.Emit(OpCodes.Ldnull);
|
||||
processor.Emit(OpCodes.Ceq);
|
||||
processor.Emit(OpCodes.Stloc_0);
|
||||
processor.Emit(OpCodes.Ldloc_0);
|
||||
|
||||
var afterThrowInstruction = processor.Create(OpCodes.Nop);
|
||||
|
||||
processor.Emit(OpCodes.Brfalse, afterThrowInstruction);
|
||||
|
||||
// throw new Exception("...");
|
||||
processor.Emit(OpCodes.Nop);
|
||||
processor.Emit(OpCodes.Ldstr, $"{type.Name}.{field.Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
|
||||
processor.Emit(OpCodes.Newobj, m_ExceptionCtorMethodReference);
|
||||
processor.Emit(OpCodes.Throw);
|
||||
|
||||
// }
|
||||
processor.Append(afterThrowInstruction);
|
||||
|
||||
// {variable}.Initialize(this);
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Ldfld, field);
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Callvirt, m_NetworkVariableBase_Initialize_MethodRef);
|
||||
|
||||
// __nameNetworkVariable({variable}, "{variable}");
|
||||
processor.Emit(OpCodes.Nop);
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Ldfld, field);
|
||||
processor.Emit(OpCodes.Ldstr, field.Name.Replace("<", string.Empty).Replace(">k__BackingField", string.Empty));
|
||||
processor.Emit(OpCodes.Call, m_NetworkBehaviour___nameNetworkVariable_MethodRef);
|
||||
|
||||
// NetworkVariableFields.Add({variable});
|
||||
processor.Emit(OpCodes.Nop);
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Ldfld, m_NetworkBehaviour_NetworkVariableFields_FieldRef);
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Ldfld, field);
|
||||
processor.Emit(OpCodes.Callvirt, m_List_NetworkVariableBase_Add);
|
||||
}
|
||||
}
|
||||
|
||||
// Find the base method...
|
||||
MethodReference initializeVariablesBaseReference = null;
|
||||
foreach (var methodDefinition in type.BaseType.Resolve().Methods)
|
||||
{
|
||||
if (methodDefinition.Name == k_NetworkBehaviour___initializeVariables)
|
||||
{
|
||||
initializeVariablesBaseReference = m_MainModule.ImportReference(methodDefinition);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (initializeVariablesBaseReference == null)
|
||||
{
|
||||
// If we couldn't find it, we have to go ahead and add it.
|
||||
// The base class could be in another assembly... that's ok, this won't
|
||||
// actually save but it'll generate the same method the same way later,
|
||||
// so this at least allows us to reference it.
|
||||
GenerateVariableInitialization(type.BaseType.Resolve());
|
||||
foreach (var methodDefinition in type.BaseType.Resolve().Methods)
|
||||
{
|
||||
if (methodDefinition.Name == k_NetworkBehaviour___initializeVariables)
|
||||
{
|
||||
initializeVariablesBaseReference = m_MainModule.ImportReference(methodDefinition);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (type.BaseType.Resolve().HasGenericParameters)
|
||||
{
|
||||
var baseTypeInstance = (GenericInstanceType)type.BaseType;
|
||||
initializeVariablesBaseReference = initializeVariablesBaseReference.MakeGeneric(baseTypeInstance.GenericArguments.ToArray());
|
||||
}
|
||||
|
||||
// base.__initializeVariables();
|
||||
processor.Emit(OpCodes.Nop);
|
||||
processor.Emit(OpCodes.Ldarg_0);
|
||||
processor.Emit(OpCodes.Call, initializeVariablesBaseReference);
|
||||
processor.Emit(OpCodes.Nop);
|
||||
|
||||
processor.Emit(OpCodes.Ret);
|
||||
|
||||
type.Methods.Add(method);
|
||||
}
|
||||
|
||||
private MethodDefinition GenerateStaticHandler(MethodDefinition methodDefinition, CustomAttribute rpcAttribute, uint rpcMethodId)
|
||||
{
|
||||
var typeSystem = methodDefinition.Module.TypeSystem;
|
||||
@@ -1968,6 +2482,28 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
processor.Emit(OpCodes.Brfalse, jumpInstruction);
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
if (paramType.IsGenericInstance && paramType.Resolve().FullName == "Unity.Collections.NativeList`1")
|
||||
{
|
||||
// var list = NetworkBehaviour.__createNativeList<T>();
|
||||
|
||||
// This simplifies things - easier to call __createNativeList() and have the implementation in C#
|
||||
// than to try to actually construct a NativeList in IL. This is also more future-proof.
|
||||
|
||||
// Unlike other types, NativeList<> calls ReadValueSafeInPlace instead of ReadValueSafe.
|
||||
// FastBufferReader doesn't support a non-in-place deserializer for NativeList in order to
|
||||
// avoid users using it without realizing the allocation overhead that would cost. In-place
|
||||
// is more efficient when an existing value exists, and when it doesn't, it's easy to create one,
|
||||
// which is what we do here.
|
||||
|
||||
var method = new GenericInstanceMethod(m_NetworkBehaviour_createNativeList_MethodRef);
|
||||
var genericParam = (GenericInstanceType)paramType;
|
||||
method.GenericArguments.Add(genericParam.GenericArguments[0]);
|
||||
processor.Emit(OpCodes.Call, method);
|
||||
processor.Emit(OpCodes.Stloc, localIndex);
|
||||
}
|
||||
#endif
|
||||
|
||||
var foundMethodRef = GetReadMethodForParameter(paramType, out var methodRef);
|
||||
if (foundMethodRef)
|
||||
{
|
||||
@@ -2020,7 +2556,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to serialize {paramType.Name}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
|
||||
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to deserialize {paramType}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
@@ -98,6 +98,14 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
fieldDefinition.IsPublic = true;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var nestedTypeDefinition in typeDefinition.NestedTypes)
|
||||
{
|
||||
if (nestedTypeDefinition.Name == nameof(NetworkManager.RpcReceiveHandler))
|
||||
{
|
||||
nestedTypeDefinition.IsNestedPublic = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
|
||||
@@ -112,9 +120,9 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
|
||||
foreach (var fieldDefinition in typeDefinition.Fields)
|
||||
{
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage))
|
||||
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage) || fieldDefinition.Name == nameof(NetworkBehaviour.NetworkVariableFields))
|
||||
{
|
||||
fieldDefinition.IsFamily = true;
|
||||
fieldDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -123,10 +131,18 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc))
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeVariables) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__nameNetworkVariable) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
|
||||
{
|
||||
methodDefinition.IsFamily = true;
|
||||
}
|
||||
|
||||
if (methodDefinition.Name == nameof(NetworkBehaviour.__getTypeName))
|
||||
{
|
||||
methodDefinition.IsFamilyOrAssembly = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 52153943c346dd04e8712ab540ab9c22
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
guid: b2f70916f7024c66aa5dfe1e43c151a2
|
||||
timeCreated: 1654274400
|
||||
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
[FilePath("ProjectSettings/NetcodeForGameObjects.asset", FilePathAttribute.Location.ProjectFolder)]
|
||||
public class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
|
||||
{
|
||||
internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
|
||||
[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
public string TempNetworkPrefabsPath;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (NetworkPrefabsPath == "")
|
||||
{
|
||||
NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
}
|
||||
TempNetworkPrefabsPath = NetworkPrefabsPath;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
public bool GenerateDefaultNetworkPrefabs;
|
||||
|
||||
internal void SaveSettings()
|
||||
{
|
||||
Save(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2727d53a542a4c1aa312905c3a02d807
|
||||
timeCreated: 1685564945
|
||||
@@ -1,9 +1,8 @@
|
||||
using UnityEditor;
|
||||
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
internal class NetcodeForGameObjectsSettings
|
||||
internal class NetcodeForGameObjectsEditorSettings
|
||||
{
|
||||
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
|
||||
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
|
||||
@@ -14,6 +13,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
return EditorPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -28,6 +28,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,10 +1,19 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Directory = UnityEngine.Windows.Directory;
|
||||
using File = UnityEngine.Windows.File;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
internal static class NetcodeSettingsProvider
|
||||
{
|
||||
private const float k_MaxLabelWidth = 450f;
|
||||
private static float s_MaxLabelWidth;
|
||||
private static bool s_ShowEditorSettingFields = true;
|
||||
private static bool s_ShowProjectSettingFields = true;
|
||||
|
||||
[SettingsProvider]
|
||||
public static SettingsProvider CreateNetcodeSettingsProvider()
|
||||
{
|
||||
@@ -15,30 +24,170 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
label = "Netcode for GameObjects",
|
||||
keywords = new[] { "netcode", "editor" },
|
||||
guiHandler = OnGuiHandler,
|
||||
deactivateHandler = OnDeactivate
|
||||
};
|
||||
|
||||
return provider;
|
||||
}
|
||||
|
||||
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
|
||||
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObjects", "When enabled, NetworkObjects are automatically added to GameObjects when NetworkBehaviours are added first.", 20);
|
||||
internal static NetcodeSettingsLabel MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
|
||||
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display " +
|
||||
"the notification to install the multiplayer tools package.", 20);
|
||||
private static void OnDeactivate()
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
|
||||
{
|
||||
var newPath = settings.TempNetworkPrefabsPath;
|
||||
if (newPath == "")
|
||||
{
|
||||
newPath = NetcodeForGameObjectsProjectSettings.DefaultNetworkPrefabsPath;
|
||||
settings.TempNetworkPrefabsPath = newPath;
|
||||
}
|
||||
var oldPath = settings.NetworkPrefabsPath;
|
||||
settings.NetworkPrefabsPath = settings.TempNetworkPrefabsPath;
|
||||
var dirName = Path.GetDirectoryName(newPath);
|
||||
if (!Directory.Exists(dirName))
|
||||
{
|
||||
var dirs = dirName.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar });
|
||||
var dirsQueue = new Queue<string>(dirs);
|
||||
var parent = dirsQueue.Dequeue();
|
||||
while (dirsQueue.Count != 0)
|
||||
{
|
||||
var child = dirsQueue.Dequeue();
|
||||
var together = Path.Combine(parent, child);
|
||||
if (!Directory.Exists(together))
|
||||
{
|
||||
AssetDatabase.CreateFolder(parent, child);
|
||||
}
|
||||
|
||||
parent = together;
|
||||
}
|
||||
}
|
||||
|
||||
if (Directory.Exists(dirName))
|
||||
{
|
||||
if (File.Exists(oldPath))
|
||||
{
|
||||
AssetDatabase.MoveAsset(oldPath, newPath);
|
||||
if (File.Exists(oldPath))
|
||||
{
|
||||
File.Delete(oldPath);
|
||||
}
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
settings.SaveSettings();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
|
||||
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
|
||||
internal static NetcodeSettingsLabel MultiplayerToolsLabel;
|
||||
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an instance of the settings UI Elements if they don't already exist.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// We have to construct any NetcodeGUISettings derived classes here because in
|
||||
/// version 2020.x.x EditorStyles.label does not exist yet (higher versions it does)
|
||||
/// </remarks>
|
||||
private static void CheckForInitialize()
|
||||
{
|
||||
if (NetworkObjectsSectionLabel == null)
|
||||
{
|
||||
NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
|
||||
}
|
||||
|
||||
if (AutoAddNetworkObjectToggle == null)
|
||||
{
|
||||
AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
|
||||
}
|
||||
|
||||
if (MultiplayerToolsLabel == null)
|
||||
{
|
||||
MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
|
||||
}
|
||||
|
||||
if (MultiplayerToolTipStatusToggle == null)
|
||||
{
|
||||
MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display the notification to install the multiplayer tools package.", 20);
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnGuiHandler(string obj)
|
||||
{
|
||||
var autoAddNetworkObjectSetting = NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting();
|
||||
var multiplayerToolsTipStatus = NetcodeForGameObjectsSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
|
||||
// Make sure all NetcodeGUISettings derived classes are instantiated first
|
||||
CheckForInitialize();
|
||||
|
||||
var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
|
||||
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
|
||||
var networkPrefabsPath = settings.TempNetworkPrefabsPath;
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings");
|
||||
|
||||
if (s_ShowEditorSettingFields)
|
||||
{
|
||||
GUILayout.BeginVertical("Box");
|
||||
NetworkObjectsSectionLabel.DrawLabel();
|
||||
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
MultiplayerToolsLabel.DrawLabel();
|
||||
multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("Box");
|
||||
s_ShowProjectSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowProjectSettingFields, "Project Settings");
|
||||
if (s_ShowProjectSettingFields)
|
||||
{
|
||||
GUILayout.BeginVertical("Box");
|
||||
const string generateNetworkPrefabsString = "Generate Default Network Prefabs List";
|
||||
const string networkPrefabsLocationString = "Default Network Prefabs List path";
|
||||
|
||||
if (s_MaxLabelWidth == 0)
|
||||
{
|
||||
s_MaxLabelWidth = EditorStyles.label.CalcSize(new GUIContent(generateNetworkPrefabsString)).x;
|
||||
s_MaxLabelWidth = Mathf.Min(k_MaxLabelWidth, s_MaxLabelWidth);
|
||||
}
|
||||
|
||||
EditorGUIUtility.labelWidth = s_MaxLabelWidth;
|
||||
|
||||
GUILayout.Label("Network Prefabs", EditorStyles.boldLabel);
|
||||
generateDefaultPrefabs = EditorGUILayout.Toggle(
|
||||
new GUIContent(
|
||||
generateNetworkPrefabsString,
|
||||
"When enabled, a default NetworkPrefabsList object will be added to your project and kept up " +
|
||||
"to date with all NetworkObject prefabs."),
|
||||
generateDefaultPrefabs,
|
||||
GUILayout.Width(s_MaxLabelWidth + 20));
|
||||
|
||||
GUI.SetNextControlName("Location");
|
||||
networkPrefabsPath = EditorGUILayout.TextField(
|
||||
new GUIContent(
|
||||
networkPrefabsLocationString,
|
||||
"The path to the asset the default NetworkPrefabList object should be stored in."),
|
||||
networkPrefabsPath,
|
||||
GUILayout.Width(s_MaxLabelWidth + 270));
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
GUILayout.EndVertical();
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
NetcodeForGameObjectsSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
|
||||
NetcodeForGameObjectsSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
|
||||
NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
|
||||
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
|
||||
settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
|
||||
settings.TempNetworkPrefabsPath = networkPrefabsPath;
|
||||
settings.SaveSettings();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -56,7 +205,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
public NetcodeSettingsLabel(string labelText, float layoutOffset = 0.0f)
|
||||
{
|
||||
m_LabelContent = labelText;
|
||||
AdjustLableSize(labelText, layoutOffset);
|
||||
AdjustLabelSize(labelText, layoutOffset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -72,7 +221,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
|
||||
public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
|
||||
{
|
||||
AdjustLableSize(labelText, layoutOffset);
|
||||
AdjustLabelSize(labelText, layoutOffset);
|
||||
m_ToggleContent = new GUIContent(labelText, toolTip);
|
||||
}
|
||||
}
|
||||
@@ -84,7 +233,7 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
|
||||
protected GUILayoutOption m_LayoutWidth { get; private set; }
|
||||
|
||||
protected void AdjustLableSize(string labelText, float offset = 0.0f)
|
||||
protected void AdjustLabelSize(string labelText, float offset = 0.0f)
|
||||
{
|
||||
m_LabelSize = Mathf.Min(k_MaxLabelWidth, EditorStyles.label.CalcSize(new GUIContent(labelText)).x);
|
||||
m_LayoutWidth = GUILayout.Width(m_LabelSize + offset);
|
||||
|
||||
186
Editor/Configuration/NetworkPrefabProcessor.cs
Normal file
186
Editor/Configuration/NetworkPrefabProcessor.cs
Normal file
@@ -0,0 +1,186 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
/// <summary>
|
||||
/// Updates the default <see cref="NetworkPrefabsList"/> instance when prefabs are updated (created, moved, deleted) in the project.
|
||||
/// </summary>
|
||||
public class NetworkPrefabProcessor : AssetPostprocessor
|
||||
{
|
||||
public static string DefaultNetworkPrefabsPath
|
||||
{
|
||||
get
|
||||
{
|
||||
return NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath;
|
||||
}
|
||||
internal set
|
||||
{
|
||||
NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath = value;
|
||||
// Force a recache of the prefab list
|
||||
s_PrefabsList = null;
|
||||
}
|
||||
}
|
||||
private static NetworkPrefabsList s_PrefabsList;
|
||||
private static Dictionary<string, NetworkPrefab> s_PrefabsListPath = new Dictionary<string, NetworkPrefab>();
|
||||
|
||||
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (!settings.GenerateDefaultNetworkPrefabs)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool ProcessImportedAssets(string[] importedAssets1)
|
||||
{
|
||||
var dirty = false;
|
||||
foreach (var assetPath in importedAssets1)
|
||||
{
|
||||
// We only care about GameObjects, skip everything else. Can't use the more targeted
|
||||
// OnPostProcessPrefabs since that's not called for moves or deletes
|
||||
if (AssetDatabase.GetMainAssetTypeAtPath(assetPath) != typeof(GameObject))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||
if (go.TryGetComponent<NetworkObject>(out _))
|
||||
{
|
||||
// Make sure we are not duplicating an already existing entry
|
||||
if (s_PrefabsListPath.ContainsKey(assetPath))
|
||||
{
|
||||
// Is the imported asset different from the one we already have in the list?
|
||||
if (s_PrefabsListPath[assetPath].Prefab.GetHashCode() != go.GetHashCode())
|
||||
{
|
||||
// If so remove the one in the list and continue on to add the imported one
|
||||
s_PrefabsList.List.Remove(s_PrefabsListPath[assetPath]);
|
||||
}
|
||||
else // If they are identical, then just ignore the import
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
s_PrefabsList.List.Add(new NetworkPrefab { Prefab = go });
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
return dirty;
|
||||
}
|
||||
|
||||
bool ProcessDeletedAssets(string[] strings)
|
||||
{
|
||||
var dirty = false;
|
||||
var deleted = new List<string>(strings);
|
||||
for (int i = s_PrefabsList.List.Count - 1; i >= 0 && deleted.Count > 0; --i)
|
||||
{
|
||||
GameObject prefab;
|
||||
try
|
||||
{
|
||||
prefab = s_PrefabsList.List[i].Prefab;
|
||||
}
|
||||
catch (MissingReferenceException)
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
if (prefab == null)
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
string noPath = AssetDatabase.GetAssetPath(prefab);
|
||||
for (int j = strings.Length - 1; j >= 0; --j)
|
||||
{
|
||||
if (noPath == strings[j])
|
||||
{
|
||||
s_PrefabsList.List.RemoveAt(i);
|
||||
deleted.RemoveAt(j);
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return dirty;
|
||||
}
|
||||
|
||||
if (s_PrefabsList == null)
|
||||
{
|
||||
s_PrefabsList = GetOrCreateNetworkPrefabs(DefaultNetworkPrefabsPath, out var newList, true);
|
||||
// A new list already processed all existing assets, no need to double-process imports & deletes
|
||||
if (newList)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Clear our asset path to prefab table each time
|
||||
s_PrefabsListPath.Clear();
|
||||
|
||||
// Create our asst path to prefab table
|
||||
foreach (var prefabEntry in s_PrefabsList.List)
|
||||
{
|
||||
if (!s_PrefabsListPath.ContainsKey(AssetDatabase.GetAssetPath(prefabEntry.Prefab)))
|
||||
{
|
||||
s_PrefabsListPath.Add(AssetDatabase.GetAssetPath(prefabEntry.Prefab), prefabEntry);
|
||||
}
|
||||
}
|
||||
|
||||
// Process the imported and deleted assets
|
||||
var markDirty = ProcessImportedAssets(importedAssets);
|
||||
markDirty &= ProcessDeletedAssets(deletedAssets);
|
||||
|
||||
if (markDirty)
|
||||
{
|
||||
EditorUtility.SetDirty(s_PrefabsList);
|
||||
}
|
||||
}
|
||||
|
||||
internal static NetworkPrefabsList GetOrCreateNetworkPrefabs(string path, out bool isNew, bool addAll)
|
||||
{
|
||||
var defaultPrefabs = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(path);
|
||||
if (defaultPrefabs == null)
|
||||
{
|
||||
isNew = true;
|
||||
defaultPrefabs = ScriptableObject.CreateInstance<NetworkPrefabsList>();
|
||||
defaultPrefabs.IsDefault = true;
|
||||
AssetDatabase.CreateAsset(defaultPrefabs, path);
|
||||
|
||||
if (addAll)
|
||||
{
|
||||
// This could be very expensive in large projects... maybe make it manually triggered via a menu?
|
||||
defaultPrefabs.List = FindAll();
|
||||
}
|
||||
EditorUtility.SetDirty(defaultPrefabs);
|
||||
AssetDatabase.SaveAssetIfDirty(defaultPrefabs);
|
||||
return defaultPrefabs;
|
||||
}
|
||||
|
||||
isNew = false;
|
||||
return defaultPrefabs;
|
||||
}
|
||||
|
||||
private static List<NetworkPrefab> FindAll()
|
||||
{
|
||||
var list = new List<NetworkPrefab>();
|
||||
|
||||
string[] guids = AssetDatabase.FindAssets("t:GameObject");
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
||||
var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||
|
||||
if (go.TryGetComponent(out NetworkObject _))
|
||||
{
|
||||
list.Add(new NetworkPrefab { Prefab = go });
|
||||
}
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Editor/Configuration/NetworkPrefabProcessor.cs.meta
Normal file
11
Editor/Configuration/NetworkPrefabProcessor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8b62a05d80cc444f9c74731c01b8e39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
97
Editor/Configuration/NetworkPrefabsEditor.cs
Normal file
97
Editor/Configuration/NetworkPrefabsEditor.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
using UnityEditor;
|
||||
using UnityEditorInternal;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
[CustomEditor(typeof(NetworkPrefabsList), true)]
|
||||
[CanEditMultipleObjects]
|
||||
public class NetworkPrefabsEditor : UnityEditor.Editor
|
||||
{
|
||||
private ReorderableList m_NetworkPrefabsList;
|
||||
private SerializedProperty m_IsDefaultBool;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_IsDefaultBool = serializedObject.FindProperty(nameof(NetworkPrefabsList.IsDefault));
|
||||
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty("List"), true, true, true, true);
|
||||
m_NetworkPrefabsList.elementHeightCallback = index =>
|
||||
{
|
||||
var networkOverrideInt = 0;
|
||||
if (m_NetworkPrefabsList.count > 0)
|
||||
{
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
}
|
||||
|
||||
return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
|
||||
};
|
||||
m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) =>
|
||||
{
|
||||
rect.y += 5;
|
||||
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab));
|
||||
var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride));
|
||||
var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride));
|
||||
var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab));
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
var networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt;
|
||||
EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override");
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = 0;
|
||||
networkOverrideEnum = NetworkPrefabOverride.None;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1;
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.Prefab)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none);
|
||||
}
|
||||
|
||||
rect.y += EditorGUIUtility.singleLineHeight + 5;
|
||||
|
||||
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab");
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none);
|
||||
}
|
||||
};
|
||||
m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
using (new EditorGUI.DisabledScope(true))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_IsDefaultBool);
|
||||
}
|
||||
|
||||
m_NetworkPrefabsList.DoLayoutList();
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Editor/Configuration/NetworkPrefabsEditor.cs.meta
Normal file
11
Editor/Configuration/NetworkPrefabsEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d6d0919fa8ff41c9b1d1241256f7364
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,6 +4,7 @@ using Unity.Netcode.Transports.UNET;
|
||||
#endif
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -43,7 +44,109 @@ namespace Unity.Netcode.Editor
|
||||
[CustomEditor(typeof(UnityTransport), true)]
|
||||
public class UnityTransportEditor : HiddenScriptEditor
|
||||
{
|
||||
private static readonly string[] k_HiddenFields = { "m_Script", "ConnectionData" };
|
||||
|
||||
private bool m_AllowIncomingConnections;
|
||||
private bool m_Initialized;
|
||||
|
||||
private UnityTransport m_UnityTransport;
|
||||
|
||||
private SerializedProperty m_ServerAddressProperty;
|
||||
private SerializedProperty m_ServerPortProperty;
|
||||
private SerializedProperty m_OverrideBindIpProperty;
|
||||
|
||||
private const string k_LoopbackIpv4 = "127.0.0.1";
|
||||
private const string k_LoopbackIpv6 = "::1";
|
||||
private const string k_AnyIpv4 = "0.0.0.0";
|
||||
private const string k_AnyIpv6 = "::";
|
||||
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
if (m_Initialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_Initialized = true;
|
||||
m_UnityTransport = (UnityTransport)target;
|
||||
|
||||
var connectionDataProperty = serializedObject.FindProperty(nameof(UnityTransport.ConnectionData));
|
||||
|
||||
m_ServerAddressProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.Address));
|
||||
m_ServerPortProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.Port));
|
||||
m_OverrideBindIpProperty = connectionDataProperty.FindPropertyRelative(nameof(UnityTransport.ConnectionAddressData.ServerListenAddress));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws inspector properties without the script field.
|
||||
/// </summary>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
Initialize();
|
||||
EditorGUI.BeginChangeCheck();
|
||||
serializedObject.UpdateIfRequiredOrScript();
|
||||
DrawPropertiesExcluding(serializedObject, k_HiddenFields);
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
EditorGUI.EndChangeCheck();
|
||||
|
||||
EditorGUILayout.PropertyField(m_ServerAddressProperty);
|
||||
EditorGUILayout.PropertyField(m_ServerPortProperty);
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
EditorGUILayout.HelpBox("It's recommended to leave remote connections disabled for local testing to avoid exposing ports on your device.", MessageType.Info);
|
||||
bool allowRemoteConnections = m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv4 && m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv6 && !string.IsNullOrEmpty(m_UnityTransport.ConnectionData.ServerListenAddress);
|
||||
allowRemoteConnections = EditorGUILayout.Toggle(new GUIContent("Allow Remote Connections?", $"Bind IP: {m_UnityTransport.ConnectionData.ServerListenAddress}"), allowRemoteConnections);
|
||||
|
||||
bool isIpV6 = m_UnityTransport.ConnectionData.IsIpv6;
|
||||
|
||||
if (!allowRemoteConnections)
|
||||
{
|
||||
if (m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv4 && m_UnityTransport.ConnectionData.ServerListenAddress != k_LoopbackIpv6)
|
||||
{
|
||||
if (isIpV6)
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = k_LoopbackIpv6;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = k_LoopbackIpv4;
|
||||
}
|
||||
EditorUtility.SetDirty(m_UnityTransport);
|
||||
}
|
||||
}
|
||||
|
||||
using (new EditorGUI.DisabledScope(!allowRemoteConnections))
|
||||
{
|
||||
string overrideIp = m_UnityTransport.ConnectionData.ServerListenAddress;
|
||||
if (overrideIp == k_AnyIpv4 || overrideIp == k_AnyIpv6 || overrideIp == k_LoopbackIpv4 || overrideIp == k_LoopbackIpv6)
|
||||
{
|
||||
overrideIp = "";
|
||||
}
|
||||
|
||||
overrideIp = EditorGUILayout.TextField("Override Bind IP (optional)", overrideIp);
|
||||
if (allowRemoteConnections)
|
||||
{
|
||||
if (overrideIp == "")
|
||||
{
|
||||
if (isIpV6)
|
||||
{
|
||||
overrideIp = k_AnyIpv6;
|
||||
}
|
||||
else
|
||||
{
|
||||
overrideIp = k_AnyIpv4;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_UnityTransport.ConnectionData.ServerListenAddress != overrideIp)
|
||||
{
|
||||
m_UnityTransport.ConnectionData.ServerListenAddress = overrideIp;
|
||||
EditorUtility.SetDirty(m_UnityTransport);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if COM_UNITY_MODULES_ANIMATION
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -20,6 +20,7 @@ namespace Unity.Netcode.Editor
|
||||
private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
|
||||
|
||||
private GUIContent m_NetworkVariableLabelGuiContent;
|
||||
private GUIContent m_NetworkListLabelGuiContent;
|
||||
|
||||
private void Init(MonoScript script)
|
||||
{
|
||||
@@ -30,6 +31,7 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkVariableObjects.Clear();
|
||||
|
||||
m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
|
||||
m_NetworkListLabelGuiContent = new GUIContent("NetworkList", "This variable is a NetworkList. It is rendered, but you can't serialize or change it.");
|
||||
|
||||
var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
|
||||
for (int i = 0; i < fields.Length; i++)
|
||||
@@ -40,6 +42,11 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
||||
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
||||
}
|
||||
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
|
||||
{
|
||||
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
|
||||
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -72,25 +79,82 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (genericType.IsValueType)
|
||||
{
|
||||
var method = typeof(NetworkBehaviourEditor).GetMethod("RenderNetworkVariableValueType", BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
var isEquatable = false;
|
||||
foreach (var iface in genericType.GetInterfaces())
|
||||
{
|
||||
if (iface.IsGenericType && iface.GetGenericTypeDefinition() == typeof(IEquatable<>))
|
||||
{
|
||||
isEquatable = true;
|
||||
}
|
||||
}
|
||||
|
||||
MethodInfo method;
|
||||
if (isEquatable)
|
||||
{
|
||||
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueTypeIEquatable), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
}
|
||||
else
|
||||
{
|
||||
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueType), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
var genericMethod = method.MakeGenericMethod(genericType);
|
||||
genericMethod.Invoke(this, new[] { (object)index });
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("Type not renderable");
|
||||
}
|
||||
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
private void RenderNetworkVariableValueType<T>(int index) where T : unmanaged
|
||||
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkVariableValueType(index, networkVariable);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.Log(e);
|
||||
throw;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkVariableValueType(index, networkVariable);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
try
|
||||
{
|
||||
var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
|
||||
RenderNetworkListValueType(index, networkList);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.Log(e);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
|
||||
{
|
||||
var type = typeof(T);
|
||||
object val = networkVariable.Value;
|
||||
string name = m_NetworkVariableNames[index];
|
||||
string variableName = m_NetworkVariableNames[index];
|
||||
|
||||
var behaviour = (NetworkBehaviour)target;
|
||||
|
||||
@@ -99,47 +163,51 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
if (type == typeof(int))
|
||||
{
|
||||
val = EditorGUILayout.IntField(name, (int)val);
|
||||
val = EditorGUILayout.IntField(variableName, (int)val);
|
||||
}
|
||||
else if (type == typeof(uint))
|
||||
{
|
||||
val = (uint)EditorGUILayout.LongField(name, (long)((uint)val));
|
||||
val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
|
||||
}
|
||||
else if (type == typeof(short))
|
||||
{
|
||||
val = (short)EditorGUILayout.IntField(name, (int)((short)val));
|
||||
val = (short)EditorGUILayout.IntField(variableName, (short)val);
|
||||
}
|
||||
else if (type == typeof(ushort))
|
||||
{
|
||||
val = (ushort)EditorGUILayout.IntField(name, (int)((ushort)val));
|
||||
val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
|
||||
}
|
||||
else if (type == typeof(sbyte))
|
||||
{
|
||||
val = (sbyte)EditorGUILayout.IntField(name, (int)((sbyte)val));
|
||||
val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
|
||||
}
|
||||
else if (type == typeof(byte))
|
||||
{
|
||||
val = (byte)EditorGUILayout.IntField(name, (int)((byte)val));
|
||||
val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
|
||||
}
|
||||
else if (type == typeof(long))
|
||||
{
|
||||
val = EditorGUILayout.LongField(name, (long)val);
|
||||
val = EditorGUILayout.LongField(variableName, (long)val);
|
||||
}
|
||||
else if (type == typeof(ulong))
|
||||
{
|
||||
val = (ulong)EditorGUILayout.LongField(name, (long)((ulong)val));
|
||||
val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
|
||||
}
|
||||
else if (type == typeof(float))
|
||||
{
|
||||
val = EditorGUILayout.FloatField(variableName, (float)((float)val));
|
||||
}
|
||||
else if (type == typeof(bool))
|
||||
{
|
||||
val = EditorGUILayout.Toggle(name, (bool)val);
|
||||
val = EditorGUILayout.Toggle(variableName, (bool)val);
|
||||
}
|
||||
else if (type == typeof(string))
|
||||
{
|
||||
val = EditorGUILayout.TextField(name, (string)val);
|
||||
val = EditorGUILayout.TextField(variableName, (string)val);
|
||||
}
|
||||
else if (type.IsEnum)
|
||||
{
|
||||
val = EditorGUILayout.EnumPopup(name, (Enum)val);
|
||||
val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -150,11 +218,31 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField(name, EditorStyles.wordWrappedLabel);
|
||||
EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
|
||||
EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
|
||||
}
|
||||
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
|
||||
}
|
||||
|
||||
private void RenderNetworkListValueType<T>(int index, NetworkList<T> networkList)
|
||||
where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
string variableName = m_NetworkVariableNames[index];
|
||||
|
||||
string value = "";
|
||||
bool addComma = false;
|
||||
foreach (var v in networkList)
|
||||
{
|
||||
if (addComma)
|
||||
{
|
||||
value += ", ";
|
||||
}
|
||||
value += v.ToString();
|
||||
addComma = true;
|
||||
}
|
||||
EditorGUILayout.LabelField(variableName, value);
|
||||
GUILayout.Label(m_NetworkListLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkListLabelGuiContent).x));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
@@ -184,7 +272,7 @@ namespace Unity.Netcode.Editor
|
||||
bool expanded = true;
|
||||
while (property.NextVisible(expanded))
|
||||
{
|
||||
if (m_NetworkVariableNames.Contains(property.name))
|
||||
if (m_NetworkVariableNames.Contains(ObjectNames.NicifyVariableName(property.name)))
|
||||
{
|
||||
// Skip rendering of NetworkVars, they have special rendering
|
||||
continue;
|
||||
@@ -310,7 +398,7 @@ namespace Unity.Netcode.Editor
|
||||
// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
|
||||
// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
|
||||
// again.
|
||||
if (networkObjectRemoved && NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting())
|
||||
if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
|
||||
{
|
||||
Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
|
||||
Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
|
||||
@@ -319,7 +407,7 @@ namespace Unity.Netcode.Editor
|
||||
// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
|
||||
if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
|
||||
$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
|
||||
DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsSettings.AutoAddNetworkObjectIfNoneExists))
|
||||
DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists))
|
||||
{
|
||||
gameObject.AddComponent<NetworkObject>();
|
||||
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEditorInternal;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -40,8 +40,7 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_NetworkIdRecycleDelayProperty;
|
||||
private SerializedProperty m_RpcHashSizeProperty;
|
||||
private SerializedProperty m_LoadSceneTimeOutProperty;
|
||||
|
||||
private ReorderableList m_NetworkPrefabsList;
|
||||
private SerializedProperty m_PrefabsList;
|
||||
|
||||
private NetworkManager m_NetworkManager;
|
||||
private bool m_Initialized;
|
||||
@@ -106,7 +105,9 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
|
||||
ReloadTransports();
|
||||
}
|
||||
@@ -132,76 +133,9 @@ namespace Unity.Netcode.Editor
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)).FindPropertyRelative(nameof(NetworkConfig.NetworkPrefabs)), true, true, true, true);
|
||||
m_NetworkPrefabsList.elementHeightCallback = index =>
|
||||
{
|
||||
var networkOverrideInt = 0;
|
||||
if (m_NetworkPrefabsList.count > 0)
|
||||
{
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
}
|
||||
|
||||
return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
|
||||
};
|
||||
m_NetworkPrefabsList.drawElementCallback = (rect, index, isActive, isFocused) =>
|
||||
{
|
||||
rect.y += 5;
|
||||
|
||||
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
|
||||
var networkPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Prefab));
|
||||
var networkSourceHashProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourceHashToOverride));
|
||||
var networkSourcePrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.SourcePrefabToOverride));
|
||||
var networkTargetPrefabProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.OverridingTargetPrefab));
|
||||
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
|
||||
var networkOverrideInt = networkOverrideProp.enumValueIndex;
|
||||
var networkOverrideEnum = (NetworkPrefabOverride)networkOverrideInt;
|
||||
EditorGUI.LabelField(new Rect(rect.x + rect.width - 70, rect.y, 60, EditorGUIUtility.singleLineHeight), "Override");
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), false))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = (int)NetworkPrefabOverride.Prefab;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EditorGUI.Toggle(new Rect(rect.x + rect.width - 15, rect.y, 10, EditorGUIUtility.singleLineHeight), true))
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = 0;
|
||||
networkOverrideEnum = NetworkPrefabOverride.None;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.None)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width - 80, EditorGUIUtility.singleLineHeight), networkPrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkOverrideProp.enumValueIndex = GUI.Toolbar(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), networkOverrideInt - 1, new[] { "Prefab", "Hash" }) + 1;
|
||||
|
||||
if (networkOverrideEnum == NetworkPrefabOverride.Prefab)
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourcePrefabProp, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 190, EditorGUIUtility.singleLineHeight), networkSourceHashProp, GUIContent.none);
|
||||
}
|
||||
|
||||
rect.y += EditorGUIUtility.singleLineHeight + 5;
|
||||
|
||||
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Overriding Prefab");
|
||||
EditorGUI.PropertyField(new Rect(rect.x + 110, rect.y, rect.width - 110, EditorGUIUtility.singleLineHeight), networkTargetPrefabProp, GUIContent.none);
|
||||
}
|
||||
};
|
||||
m_NetworkPrefabsList.drawHeaderCallback = rect => EditorGUI.LabelField(rect, "NetworkPrefabs");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
@@ -224,7 +158,62 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
m_NetworkPrefabsList.DoLayoutList();
|
||||
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||
{
|
||||
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
|
||||
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
|
||||
{
|
||||
// Default directory
|
||||
var directory = "Assets/";
|
||||
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
|
||||
if (assetPath == "")
|
||||
{
|
||||
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
|
||||
}
|
||||
|
||||
if (assetPath != "")
|
||||
{
|
||||
directory = Path.GetDirectoryName(assetPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_2021_1_OR_NEWER
|
||||
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#else
|
||||
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
|
||||
#endif
|
||||
if (prefabStage != null)
|
||||
{
|
||||
var prefabPath = prefabStage.assetPath;
|
||||
if (!string.IsNullOrEmpty(prefabPath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(prefabPath);
|
||||
}
|
||||
}
|
||||
if (m_NetworkManager.gameObject.scene != null)
|
||||
{
|
||||
var scenePath = m_NetworkManager.gameObject.scene.path;
|
||||
if (!string.IsNullOrEmpty(scenePath))
|
||||
{
|
||||
directory = Path.GetDirectoryName(scenePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
|
||||
Debug.Log("Saving migrated Network Prefabs List to " + path);
|
||||
AssetDatabase.CreateAsset(networkPrefabs, path);
|
||||
EditorUtility.SetDirty(m_NetworkManager);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_PrefabsList);
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
|
||||
@@ -242,13 +231,7 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
ReloadTransports();
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]);
|
||||
|
||||
if (transportComponent == null)
|
||||
{
|
||||
transportComponent = m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
}
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
||||
|
||||
Repaint();
|
||||
@@ -356,25 +339,29 @@ namespace Unity.Netcode.Editor
|
||||
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
|
||||
const string openDocsButtonText = "Open Docs";
|
||||
const string dismissButtonText = "Dismiss";
|
||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/netcode/current/tools/install-tools";
|
||||
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
|
||||
const string infoIconName = "console.infoicon";
|
||||
|
||||
if (NetcodeForGameObjectsSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
||||
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (s_CenteredWordWrappedLabelStyle == null)
|
||||
{
|
||||
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label);
|
||||
s_CenteredWordWrappedLabelStyle.wordWrap = true;
|
||||
s_CenteredWordWrappedLabelStyle.alignment = TextAnchor.MiddleLeft;
|
||||
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
wordWrap = true,
|
||||
alignment = TextAnchor.MiddleLeft
|
||||
};
|
||||
}
|
||||
|
||||
if (s_HelpBoxStyle == null)
|
||||
{
|
||||
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox);
|
||||
s_HelpBoxStyle.padding = new RectOffset(10, 10, 10, 10);
|
||||
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
|
||||
{
|
||||
padding = new RectOffset(10, 10, 10, 10)
|
||||
};
|
||||
}
|
||||
|
||||
var openDocsButtonStyle = GUI.skin.button;
|
||||
@@ -405,7 +392,7 @@ namespace Unity.Netcode.Editor
|
||||
GUILayout.FlexibleSpace();
|
||||
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
|
||||
{
|
||||
NetcodeForGameObjectsSettings.SetNetcodeInstallMultiplayerToolTips(1);
|
||||
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1);
|
||||
}
|
||||
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.Netcode.Editor.Configuration;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -32,6 +33,24 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
|
||||
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged;
|
||||
|
||||
// Initialize default values for new NetworkManagers
|
||||
//
|
||||
// When the default prefab list is enabled, this will default
|
||||
// new NetworkManagers to using it.
|
||||
//
|
||||
// This will get run when new NetworkManagers are added, and
|
||||
// when the user presses the "reset" button on a NetworkManager
|
||||
// in the inspector.
|
||||
NetworkManager.OnNetworkManagerReset = manager =>
|
||||
{
|
||||
var settings = NetcodeForGameObjectsProjectSettings.instance;
|
||||
if (settings.GenerateDefaultNetworkPrefabs)
|
||||
{
|
||||
manager.NetworkConfig = new NetworkConfig();
|
||||
manager.NetworkConfig.Prefabs.NetworkPrefabsLists = new List<NetworkPrefabsList> { NetworkPrefabProcessor.GetOrCreateNetworkPrefabs(NetworkPrefabProcessor.DefaultNetworkPrefabsPath, out _, true) };
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Unity.Netcode.Components;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
@@ -25,6 +25,11 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_InLocalSpaceProperty;
|
||||
private SerializedProperty m_InterpolateProperty;
|
||||
|
||||
private SerializedProperty m_UseQuaternionSynchronization;
|
||||
private SerializedProperty m_UseQuaternionCompression;
|
||||
private SerializedProperty m_UseHalfFloatPrecision;
|
||||
private SerializedProperty m_SlerpPosition;
|
||||
|
||||
private static int s_ToggleOffset = 45;
|
||||
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
|
||||
private static GUIContent s_PositionLabel = EditorGUIUtility.TrTextContent("Position");
|
||||
@@ -48,6 +53,10 @@ namespace Unity.Netcode.Editor
|
||||
m_ScaleThresholdProperty = serializedObject.FindProperty(nameof(NetworkTransform.ScaleThreshold));
|
||||
m_InLocalSpaceProperty = serializedObject.FindProperty(nameof(NetworkTransform.InLocalSpace));
|
||||
m_InterpolateProperty = serializedObject.FindProperty(nameof(NetworkTransform.Interpolate));
|
||||
m_UseQuaternionSynchronization = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionSynchronization));
|
||||
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
|
||||
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
||||
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
@@ -71,6 +80,8 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (!m_UseQuaternionSynchronization.boolValue)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
@@ -88,6 +99,13 @@ namespace Unity.Netcode.Editor
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SyncRotationXProperty.boolValue = true;
|
||||
m_SyncRotationYProperty.boolValue = true;
|
||||
m_SyncRotationZProperty.boolValue = true;
|
||||
}
|
||||
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
@@ -116,6 +134,17 @@ namespace Unity.Netcode.Editor
|
||||
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
||||
EditorGUILayout.PropertyField(m_InterpolateProperty);
|
||||
EditorGUILayout.PropertyField(m_SlerpPosition);
|
||||
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
|
||||
if (m_UseQuaternionSynchronization.boolValue)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_UseQuaternionCompression);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_UseQuaternionCompression.boolValue = false;
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
|
||||
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
// if rigidbody is present but network rigidbody is not present
|
||||
|
||||
@@ -1,15 +1,25 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Components")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
#endif
|
||||
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#if MULTIPLAYER_TOOLS
|
||||
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")]
|
||||
#endif // MULTIPLAYER_TOOLS
|
||||
#if COM_UNITY_NETCODE_ADAPTER_UTP
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")]
|
||||
#endif // COM_UNITY_NETCODE_ADAPTER_UTP
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.TestHelpers.Runtime")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")]
|
||||
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#if MULTIPLAYER_TOOLS
|
||||
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")]
|
||||
#endif // MULTIPLAYER_TOOLS
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -30,20 +31,8 @@ namespace Unity.Netcode
|
||||
[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
|
||||
public GameObject PlayerPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// A list of prefabs that can be dynamically spawned.
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
[Tooltip("The prefabs that can be spawned across the network")]
|
||||
internal List<NetworkPrefab> NetworkPrefabs = new List<NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
|
||||
/// Generated at runtime and OnValidate
|
||||
/// </summary>
|
||||
internal Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
|
||||
|
||||
internal Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
|
||||
public NetworkPrefabs Prefabs = new NetworkPrefabs();
|
||||
|
||||
|
||||
/// <summary>
|
||||
@@ -167,7 +156,7 @@ namespace Unity.Netcode
|
||||
public string ToBase64()
|
||||
{
|
||||
NetworkConfig config = this;
|
||||
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
|
||||
var writer = new FastBufferWriter(1024, Allocator.Temp);
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteValueSafe(config.ProtocolVersion);
|
||||
@@ -219,6 +208,14 @@ namespace Unity.Netcode
|
||||
|
||||
private ulong? m_ConfigHash = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clears out the configuration hash value generated for a specific network session
|
||||
/// </summary>
|
||||
internal void ClearConfigHash()
|
||||
{
|
||||
m_ConfigHash = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a SHA256 hash of parts of the NetworkConfig instance
|
||||
/// </summary>
|
||||
@@ -231,7 +228,7 @@ namespace Unity.Netcode
|
||||
return m_ConfigHash.Value;
|
||||
}
|
||||
|
||||
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
|
||||
var writer = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
|
||||
using (writer)
|
||||
{
|
||||
writer.WriteValueSafe(ProtocolVersion);
|
||||
@@ -239,7 +236,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (ForceSamePrefabs)
|
||||
{
|
||||
var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
|
||||
var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
|
||||
foreach (var sortedEntry in sortedDictionary)
|
||||
|
||||
{
|
||||
@@ -273,6 +270,75 @@ namespace Unity.Netcode
|
||||
{
|
||||
return hash == GetConfig();
|
||||
}
|
||||
|
||||
internal void InitializePrefabs()
|
||||
{
|
||||
if (HasOldPrefabList())
|
||||
{
|
||||
MigrateOldNetworkPrefabsToNetworkPrefabsList();
|
||||
}
|
||||
|
||||
Prefabs.Initialize();
|
||||
}
|
||||
|
||||
[NonSerialized]
|
||||
private bool m_DidWarnOldPrefabList = false;
|
||||
|
||||
private void WarnOldPrefabList()
|
||||
{
|
||||
if (!m_DidWarnOldPrefabList)
|
||||
{
|
||||
Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating.");
|
||||
m_DidWarnOldPrefabList = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the old List<NetworkPrefab> serialized data is present.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Internal use only to help migrate projects. <seealso cref="MigrateOldNetworkPrefabsToNetworkPrefabsList"/></remarks>
|
||||
internal bool HasOldPrefabList()
|
||||
{
|
||||
return OldPrefabList?.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later.
|
||||
/// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API.
|
||||
/// </remarks>
|
||||
internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList()
|
||||
{
|
||||
if (OldPrefabList == null || OldPrefabList.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (Prefabs == null)
|
||||
{
|
||||
throw new Exception("Prefabs field is null.");
|
||||
}
|
||||
|
||||
Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance<NetworkPrefabsList>());
|
||||
|
||||
if (OldPrefabList?.Count > 0)
|
||||
{
|
||||
// Migrate legacy types/fields
|
||||
foreach (var networkPrefab in OldPrefabList)
|
||||
{
|
||||
Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
OldPrefabList = null;
|
||||
return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1];
|
||||
}
|
||||
|
||||
[FormerlySerializedAs("NetworkPrefabs")]
|
||||
[SerializeField]
|
||||
internal List<NetworkPrefab> OldPrefabList;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,10 +3,25 @@ using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal enum NetworkPrefabOverride
|
||||
/// <summary>
|
||||
/// The method of NetworkPrefab override used to identify the source prefab
|
||||
/// </summary>
|
||||
public enum NetworkPrefabOverride
|
||||
{
|
||||
/// <summary>
|
||||
/// No oeverride is present
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// Override the prefab when the given SourcePrefabToOverride is requested
|
||||
/// </summary>
|
||||
Prefab,
|
||||
|
||||
/// <summary>
|
||||
/// Override the prefab when the given SourceHashToOverride is requested
|
||||
/// Used in situations where the server assets do not exist in client builds
|
||||
/// </summary>
|
||||
Hash
|
||||
}
|
||||
|
||||
@@ -14,10 +29,10 @@ namespace Unity.Netcode
|
||||
/// Class that represents a NetworkPrefab
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal class NetworkPrefab
|
||||
public class NetworkPrefab
|
||||
{
|
||||
/// <summary>
|
||||
/// The override setttings for this NetworkPrefab
|
||||
/// The override settings for this NetworkPrefab
|
||||
/// </summary>
|
||||
public NetworkPrefabOverride Override;
|
||||
|
||||
@@ -41,5 +56,177 @@ namespace Unity.Netcode
|
||||
/// The prefab to replace (override) the source prefab with
|
||||
/// </summary>
|
||||
public GameObject OverridingTargetPrefab;
|
||||
|
||||
public bool Equals(NetworkPrefab other)
|
||||
{
|
||||
return Override == other.Override &&
|
||||
Prefab == other.Prefab &&
|
||||
SourcePrefabToOverride == other.SourcePrefabToOverride &&
|
||||
SourceHashToOverride == other.SourceHashToOverride &&
|
||||
OverridingTargetPrefab == other.OverridingTargetPrefab;
|
||||
}
|
||||
|
||||
public uint SourcePrefabGlobalObjectIdHash
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.None:
|
||||
{
|
||||
if (Prefab != null && Prefab.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Source Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
case NetworkPrefabOverride.Hash:
|
||||
return SourceHashToOverride;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public uint TargetPrefabGlobalObjectIdHash
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.None:
|
||||
return 0;
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Target Prefab field is not set or is not a {nameof(NetworkObject)}");
|
||||
}
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Validate(int index = -1)
|
||||
{
|
||||
NetworkObject networkObject;
|
||||
if (Override == NetworkPrefabOverride.None)
|
||||
{
|
||||
if (Prefab == null)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} cannot be null ({nameof(NetworkPrefab)} at index: {index})");
|
||||
return false;
|
||||
}
|
||||
|
||||
networkObject = Prefab.GetComponent<NetworkObject>();
|
||||
if (networkObject == null)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} is missing a {nameof(NetworkObject)} component (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Validate source prefab override values first
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
if (SourceHashToOverride == 0)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
if (SourcePrefabToOverride == null)
|
||||
{
|
||||
// This is a leftover side-effect from NetworkManager's OnValidate. It's a usability
|
||||
// adjustment to automatically set the "Prefab" field as the source prefab when a user
|
||||
// swaps from the default Inspector to the override one.
|
||||
if (Prefab != null)
|
||||
{
|
||||
SourcePrefabToOverride = Prefab;
|
||||
}
|
||||
else if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourcePrefabToOverride)} is null (entry will be ignored).");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!SourcePrefabToOverride.TryGetComponent(out networkObject))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) is missing a {nameof(NetworkObject)} component (entry will be ignored).");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Validate target prefab override values next
|
||||
if (OverridingTargetPrefab == null)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(OverridingTargetPrefab)} is null!");
|
||||
}
|
||||
|
||||
switch (Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {SourceHashToOverride} will be removed and ignored.");
|
||||
break;
|
||||
}
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry ({SourcePrefabToOverride.name}) will be removed and ignored.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{{SourceHash: {SourceHashToOverride}, TargetHash: {TargetPrefabGlobalObjectIdHash}}}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
328
Runtime/Configuration/NetworkPrefabs.cs
Normal file
328
Runtime/Configuration/NetworkPrefabs.cs
Normal file
@@ -0,0 +1,328 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A class that represents the runtime aspect of network prefabs.
|
||||
/// This class contains processed prefabs from the NetworkPrefabsList, as
|
||||
/// well as additional modifications (additions and removals) made at runtime.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class NetworkPrefabs
|
||||
{
|
||||
/// <summary>
|
||||
/// Edit-time scripted object containing a list of NetworkPrefabs.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This field can be null if no prefabs are pre-configured.
|
||||
/// Runtime usages of <see cref="NetworkPrefabs"/> should not depend on this edit-time field for execution.
|
||||
/// </remarks>
|
||||
[SerializeField]
|
||||
public List<NetworkPrefabsList> NetworkPrefabsLists = new List<NetworkPrefabsList>();
|
||||
|
||||
/// <summary>
|
||||
/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
|
||||
/// Generated at runtime and OnValidate
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
|
||||
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
|
||||
|
||||
public IReadOnlyList<NetworkPrefab> Prefabs => m_Prefabs;
|
||||
|
||||
[NonSerialized]
|
||||
private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
|
||||
|
||||
[NonSerialized]
|
||||
private List<NetworkPrefab> m_RuntimeAddedPrefabs = new List<NetworkPrefab>();
|
||||
|
||||
private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
// Don't add this to m_RuntimeAddedPrefabs
|
||||
// This prefab is now in the PrefabList, so if we shutdown and initialize again, we'll pick it up from there.
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
private void RemoveTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
|
||||
{
|
||||
m_Prefabs.Remove(networkPrefab);
|
||||
}
|
||||
|
||||
~NetworkPrefabs()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deregister from add and remove events
|
||||
/// Clear the list
|
||||
/// </summary>
|
||||
internal void Shutdown()
|
||||
{
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
list.OnAdd -= AddTriggeredByNetworkPrefabList;
|
||||
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes the <see cref="NetworkPrefabsList"/> if one is present for use during runtime execution,
|
||||
/// else processes <see cref="Prefabs"/>.
|
||||
/// </summary>
|
||||
public void Initialize(bool warnInvalid = true)
|
||||
{
|
||||
m_Prefabs.Clear();
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
list.OnAdd += AddTriggeredByNetworkPrefabList;
|
||||
list.OnRemove += RemoveTriggeredByNetworkPrefabList;
|
||||
}
|
||||
|
||||
NetworkPrefabOverrideLinks.Clear();
|
||||
OverrideToNetworkPrefab.Clear();
|
||||
|
||||
var prefabs = new List<NetworkPrefab>();
|
||||
|
||||
if (NetworkPrefabsLists.Count != 0)
|
||||
{
|
||||
foreach (var list in NetworkPrefabsLists)
|
||||
{
|
||||
foreach (var networkPrefab in list.PrefabList)
|
||||
{
|
||||
prefabs.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_Prefabs = new List<NetworkPrefab>();
|
||||
|
||||
List<NetworkPrefab> removeList = null;
|
||||
if (warnInvalid)
|
||||
{
|
||||
removeList = new List<NetworkPrefab>();
|
||||
}
|
||||
|
||||
foreach (var networkPrefab in prefabs)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
removeList?.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var networkPrefab in m_RuntimeAddedPrefabs)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
}
|
||||
else
|
||||
{
|
||||
removeList?.Add(networkPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear out anything that is invalid or not used
|
||||
if (removeList?.Count > 0)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
|
||||
{
|
||||
var sb = new StringBuilder("Removing invalid prefabs from Network Prefab registration: ");
|
||||
sb.Append(string.Join(", ", removeList));
|
||||
NetworkLog.LogWarning(sb.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new NetworkPrefab instance to the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public bool Add(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
m_RuntimeAddedPrefabs.Add(networkPrefab);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a NetworkPrefab instance from the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public void Remove(NetworkPrefab prefab)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(prefab));
|
||||
}
|
||||
|
||||
m_Prefabs.Remove(prefab);
|
||||
m_RuntimeAddedPrefabs.Remove(prefab);
|
||||
OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
|
||||
NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a NetworkPrefab instance with matching <see cref="NetworkPrefab.Prefab"/> from the list
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
|
||||
///
|
||||
/// Any modifications made here are not persisted. Permanent configuration changes should be done
|
||||
/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
|
||||
/// </remarks>
|
||||
public void Remove(GameObject prefab)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(prefab));
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Prefab == prefab)
|
||||
{
|
||||
Remove(m_Prefabs[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_RuntimeAddedPrefabs.Count; i++)
|
||||
{
|
||||
if (m_RuntimeAddedPrefabs[i].Prefab == prefab)
|
||||
{
|
||||
Remove(m_RuntimeAddedPrefabs[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given GameObject is present as a prefab within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(GameObject prefab)
|
||||
{
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Prefab == prefab)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given NetworkPrefab is present within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(NetworkPrefab prefab)
|
||||
{
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Equals(prefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configures <see cref="NetworkPrefabOverrideLinks"/> and <see cref="OverrideToNetworkPrefab"/> for the given <see cref="NetworkPrefab"/>
|
||||
/// </summary>
|
||||
private bool AddPrefabRegistration(NetworkPrefab networkPrefab)
|
||||
{
|
||||
if (networkPrefab == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Safeguard validation check since this method is called from outside of NetworkConfig and we can't control what's passed in.
|
||||
if (!networkPrefab.Validate())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
uint source = networkPrefab.SourcePrefabGlobalObjectIdHash;
|
||||
uint target = networkPrefab.TargetPrefabGlobalObjectIdHash;
|
||||
|
||||
// Make sure the prefab isn't already registered.
|
||||
if (NetworkPrefabOverrideLinks.ContainsKey(source))
|
||||
{
|
||||
var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
|
||||
|
||||
// This should never happen, but in the case it somehow does log an error and remove the duplicate entry
|
||||
Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {source}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// If we don't have an override configured, registration is simple!
|
||||
if (networkPrefab.Override == NetworkPrefabOverride.None)
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Make sure we don't have several overrides targeting the same prefab. Apparently we don't support that... shame.
|
||||
if (OverrideToNetworkPrefab.ContainsKey(target))
|
||||
{
|
||||
var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
|
||||
|
||||
// This can happen if a user tries to make several GlobalObjectIdHash values point to the same target
|
||||
Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {target}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (networkPrefab.Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
}
|
||||
break;
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Configuration/NetworkPrefabs.cs.meta
Normal file
11
Runtime/Configuration/NetworkPrefabs.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 230fc75f5639e46dc91734aa67d56a3e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
95
Runtime/Configuration/NetworkPrefabsList.cs
Normal file
95
Runtime/Configuration/NetworkPrefabsList.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// A ScriptableObject for holding a network prefabs list, which can be
|
||||
/// shared between multiple NetworkManagers.
|
||||
///
|
||||
/// When NetworkManagers hold references to this list, modifications to the
|
||||
/// list at runtime will be picked up by all NetworkManagers that reference it.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "NetworkPrefabsList", menuName = "Netcode/Network Prefabs List")]
|
||||
public class NetworkPrefabsList : ScriptableObject
|
||||
{
|
||||
internal delegate void OnAddDelegate(NetworkPrefab prefab);
|
||||
internal OnAddDelegate OnAdd;
|
||||
|
||||
internal delegate void OnRemoveDelegate(NetworkPrefab prefab);
|
||||
internal OnRemoveDelegate OnRemove;
|
||||
|
||||
[SerializeField]
|
||||
internal bool IsDefault;
|
||||
|
||||
[FormerlySerializedAs("Prefabs")]
|
||||
[SerializeField]
|
||||
internal List<NetworkPrefab> List = new List<NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// Read-only view into the prefabs list, enabling iterating and examining the list.
|
||||
/// Actually modifying the list should be done using <see cref="Add"/>
|
||||
/// and <see cref="Remove"/>.
|
||||
/// </summary>
|
||||
public IReadOnlyList<NetworkPrefab> PrefabList => List;
|
||||
|
||||
/// <summary>
|
||||
/// Adds a prefab to the prefab list. Performing this here will apply the operation to all
|
||||
/// <see cref="NetworkManager"/>s that reference this list.
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
public void Add(NetworkPrefab prefab)
|
||||
{
|
||||
List.Add(prefab);
|
||||
OnAdd?.Invoke(prefab);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a prefab from the prefab list. Performing this here will apply the operation to all
|
||||
/// <see cref="NetworkManager"/>s that reference this list.
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
public void Remove(NetworkPrefab prefab)
|
||||
{
|
||||
List.Remove(prefab);
|
||||
OnRemove?.Invoke(prefab);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given GameObject is present as a prefab within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(GameObject prefab)
|
||||
{
|
||||
for (int i = 0; i < List.Count; i++)
|
||||
{
|
||||
if (List[i].Prefab == prefab)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given NetworkPrefab is present within the list
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to check</param>
|
||||
/// <returns>Whether or not the prefab exists</returns>
|
||||
public bool Contains(NetworkPrefab prefab)
|
||||
{
|
||||
for (int i = 0; i < List.Count; i++)
|
||||
{
|
||||
if (List[i].Equals(prefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Configuration/NetworkPrefabsList.cs.meta
Normal file
11
Runtime/Configuration/NetworkPrefabsList.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e651dbb3fbac04af2b8f5abf007ddc23
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -7,6 +7,32 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public class NetworkClient
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a server
|
||||
/// </summary>
|
||||
internal bool IsServer { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a client
|
||||
/// </summary>
|
||||
internal bool IsClient { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the session instance is considered a host
|
||||
/// </summary>
|
||||
internal bool IsHost => IsClient && IsServer;
|
||||
|
||||
/// <summary>
|
||||
/// When true, the client is connected, approved, and synchronized with
|
||||
/// the server.
|
||||
/// </summary>
|
||||
internal bool IsConnected { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is true when the client has been approved.
|
||||
/// </summary>
|
||||
internal bool IsApproved { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the NetworkClient
|
||||
/// </summary>
|
||||
@@ -18,19 +44,33 @@ namespace Unity.Netcode
|
||||
public NetworkObject PlayerObject;
|
||||
|
||||
/// <summary>
|
||||
/// The NetworkObject's owned by this Client
|
||||
/// The list of NetworkObject's owned by this client instance
|
||||
/// </summary>
|
||||
public List<NetworkObject> OwnedObjects
|
||||
public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>();
|
||||
|
||||
internal NetworkSpawnManager SpawnManager { get; private set; }
|
||||
|
||||
internal void SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
|
||||
{
|
||||
get
|
||||
IsServer = isServer;
|
||||
IsClient = isClient;
|
||||
if (!IsServer && !isClient)
|
||||
{
|
||||
if (PlayerObject != null && PlayerObject.NetworkManager != null && PlayerObject.NetworkManager.IsListening)
|
||||
{
|
||||
return PlayerObject.NetworkManager.SpawnManager.GetClientOwnedObjects(ClientId);
|
||||
PlayerObject = null;
|
||||
ClientId = 0;
|
||||
IsConnected = false;
|
||||
IsApproved = false;
|
||||
}
|
||||
|
||||
return new List<NetworkObject>();
|
||||
}
|
||||
if (networkManager != null)
|
||||
{
|
||||
SpawnManager = networkManager.SpawnManager;
|
||||
}
|
||||
}
|
||||
|
||||
internal void AssignPlayerObject(ref NetworkObject networkObject)
|
||||
{
|
||||
PlayerObject = networkObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
1109
Runtime/Connection/NetworkConnectionManager.cs
Normal file
1109
Runtime/Connection/NetworkConnectionManager.cs
Normal file
File diff suppressed because it is too large
Load Diff
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d98eff74d73bc2a42bd5624c47ce8fe1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,10 +1,15 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-Side Only:
|
||||
/// A class representing a client that is currently in the process of connecting
|
||||
/// </summary>
|
||||
public class PendingClient
|
||||
{
|
||||
internal Coroutine ApprovalCoroutine = null;
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the client
|
||||
/// </summary>
|
||||
|
||||
@@ -51,7 +51,9 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public static void SetDefaults()
|
||||
{
|
||||
SetDefault<IDeferredMessageManager>(networkManager => new DeferredMessageManager(networkManager));
|
||||
SetDefault<IDeferredNetworkMessageManager>(networkManager => new DeferredMessageManager(networkManager));
|
||||
|
||||
SetDefault<IRealTimeProvider>(networkManager => new RealTimeProvider());
|
||||
}
|
||||
|
||||
private static void SetDefault<T>(CreateObjectDelegate creator)
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using System.Reflection;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -20,8 +18,6 @@ namespace Unity.Netcode
|
||||
Server = 1,
|
||||
Client = 2
|
||||
}
|
||||
|
||||
|
||||
// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
|
||||
internal virtual string __getTypeName() => nameof(NetworkBehaviour);
|
||||
|
||||
@@ -65,7 +61,7 @@ namespace Unity.Netcode
|
||||
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
||||
break;
|
||||
case RpcDelivery.Unreliable:
|
||||
if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
|
||||
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
|
||||
{
|
||||
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
||||
}
|
||||
@@ -82,11 +78,11 @@ namespace Unity.Netcode
|
||||
var context = new NetworkContext
|
||||
{
|
||||
SenderId = NetworkManager.ServerClientId,
|
||||
Timestamp = Time.realtimeSinceStartup,
|
||||
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
|
||||
SystemOwner = NetworkManager,
|
||||
// header information isn't valid since it's not a real message.
|
||||
// RpcMessage doesn't access this stuff so it's just left empty.
|
||||
Header = new MessageHeader(),
|
||||
Header = new NetworkMessageHeader(),
|
||||
SerializedHeaderSize = 0,
|
||||
MessageSize = 0
|
||||
};
|
||||
@@ -96,11 +92,10 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
|
||||
}
|
||||
|
||||
bufferWriter.Dispose();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
|
||||
{
|
||||
@@ -146,7 +141,7 @@ namespace Unity.Netcode
|
||||
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
|
||||
break;
|
||||
case RpcDelivery.Unreliable:
|
||||
if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
|
||||
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
|
||||
{
|
||||
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
|
||||
}
|
||||
@@ -176,7 +171,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
|
||||
}
|
||||
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
|
||||
{
|
||||
@@ -195,7 +190,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -208,7 +203,7 @@ namespace Unity.Netcode
|
||||
shouldSendToHost = true;
|
||||
continue;
|
||||
}
|
||||
rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
|
||||
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -219,11 +214,11 @@ namespace Unity.Netcode
|
||||
var context = new NetworkContext
|
||||
{
|
||||
SenderId = NetworkManager.ServerClientId,
|
||||
Timestamp = Time.realtimeSinceStartup,
|
||||
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
|
||||
SystemOwner = NetworkManager,
|
||||
// header information isn't valid since it's not a real message.
|
||||
// RpcMessage doesn't access this stuff so it's just left empty.
|
||||
Header = new MessageHeader(),
|
||||
Header = new NetworkMessageHeader(),
|
||||
SerializedHeaderSize = 0,
|
||||
MessageSize = 0
|
||||
};
|
||||
@@ -232,7 +227,6 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
bufferWriter.Dispose();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
|
||||
{
|
||||
@@ -277,6 +271,14 @@ namespace Unity.Netcode
|
||||
#endif
|
||||
}
|
||||
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
internal static NativeList<T> __createNativeList<T>() where T : unmanaged
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
{
|
||||
return new NativeList<T>(Allocator.Temp);
|
||||
}
|
||||
|
||||
internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
|
||||
{
|
||||
var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
|
||||
@@ -314,18 +316,18 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Gets if we are executing as server
|
||||
/// </summary>
|
||||
protected bool IsServer { get; private set; }
|
||||
public bool IsServer { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets if we are executing as client
|
||||
/// </summary>
|
||||
protected bool IsClient { get; private set; }
|
||||
public bool IsClient { get; private set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets if we are executing as Host, I.E Server and Client
|
||||
/// </summary>
|
||||
protected bool IsHost { get; private set; }
|
||||
public bool IsHost { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets Whether or not the object has a owner
|
||||
@@ -551,38 +553,25 @@ namespace Unity.Netcode
|
||||
|
||||
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
|
||||
private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>();
|
||||
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>();
|
||||
|
||||
private static Dictionary<Type, FieldInfo[]> s_FieldTypes = new Dictionary<Type, FieldInfo[]>();
|
||||
|
||||
private static FieldInfo[] GetFieldInfoForType(Type type)
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
internal virtual void __initializeVariables()
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
{
|
||||
if (!s_FieldTypes.ContainsKey(type))
|
||||
{
|
||||
s_FieldTypes.Add(type, GetFieldInfoForTypeRecursive(type));
|
||||
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
|
||||
}
|
||||
|
||||
return s_FieldTypes[type];
|
||||
}
|
||||
|
||||
private static FieldInfo[] GetFieldInfoForTypeRecursive(Type type, List<FieldInfo> list = null)
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// RuntimeAccessModifiersILPP will make this `protected`
|
||||
// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
|
||||
internal void __nameNetworkVariable(NetworkVariableBase variable, string varName)
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
{
|
||||
if (list == null)
|
||||
{
|
||||
list = new List<FieldInfo>();
|
||||
list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
|
||||
}
|
||||
else
|
||||
{
|
||||
list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance));
|
||||
}
|
||||
|
||||
if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
|
||||
{
|
||||
return GetFieldInfoForTypeRecursive(type.BaseType, list);
|
||||
}
|
||||
|
||||
return list.OrderBy(x => x.Name, StringComparer.Ordinal).ToArray();
|
||||
variable.Name = varName;
|
||||
}
|
||||
|
||||
internal void InitializeVariables()
|
||||
@@ -594,28 +583,7 @@ namespace Unity.Netcode
|
||||
|
||||
m_VarInit = true;
|
||||
|
||||
var sortedFields = GetFieldInfoForType(GetType());
|
||||
for (int i = 0; i < sortedFields.Length; i++)
|
||||
{
|
||||
var fieldType = sortedFields[i].FieldType;
|
||||
if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
|
||||
{
|
||||
var instance = (NetworkVariableBase)sortedFields[i].GetValue(this);
|
||||
|
||||
if (instance == null)
|
||||
{
|
||||
throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
|
||||
}
|
||||
|
||||
instance.Initialize(this);
|
||||
|
||||
var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name));
|
||||
var sanitizedVariableName = sortedFields[i].Name.Replace("<", string.Empty).Replace(">k__BackingField", string.Empty);
|
||||
instanceNameProperty?.SetValue(instance, sanitizedVariableName);
|
||||
|
||||
NetworkVariableFields.Add(instance);
|
||||
}
|
||||
}
|
||||
__initializeVariables();
|
||||
|
||||
{
|
||||
// Create index map for delivery types
|
||||
@@ -727,7 +695,7 @@ namespace Unity.Netcode
|
||||
// so we don't have to do this serialization work if we're not going to use the result.
|
||||
if (IsServer && targetClientId == NetworkManager.ServerClientId)
|
||||
{
|
||||
var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
|
||||
var tmpWriter = new FastBufferWriter(NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkManager.MessageManager.FragmentedMessageMaxSize);
|
||||
using (tmpWriter)
|
||||
{
|
||||
message.Serialize(tmpWriter, message.Version);
|
||||
@@ -735,7 +703,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
|
||||
NetworkManager.ConnectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -899,11 +867,23 @@ namespace Unity.Netcode
|
||||
/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
|
||||
/// is in read mode or write mode.
|
||||
/// </typeparam>
|
||||
/// <param name="targetClientId">the relative client identifier being synchronized</param>
|
||||
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
|
||||
/// For writing (server-side), this is useful to know which client will receive the serialized data.
|
||||
/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
|
||||
/// When synchronization of this instance is complete, this value will be reset to 0
|
||||
/// </remarks>
|
||||
protected ulong m_TargetIdBeingSynchronized { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
|
||||
/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
|
||||
@@ -913,8 +893,9 @@ namespace Unity.Netcode
|
||||
/// synchronize any remaining NetworkBehaviours.
|
||||
/// </remarks>
|
||||
/// <returns>true if it wrote synchronization data and false if it did not</returns>
|
||||
internal bool Synchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
internal bool Synchronize<T>(ref BufferSerializer<T> serializer, ulong targetClientId = 0) where T : IReaderWriter
|
||||
{
|
||||
m_TargetIdBeingSynchronized = targetClientId;
|
||||
if (serializer.IsWriter)
|
||||
{
|
||||
// Get the writer to handle seeking and determining how many bytes were written
|
||||
@@ -949,6 +930,8 @@ namespace Unity.Netcode
|
||||
}
|
||||
var finalPosition = writer.Position;
|
||||
|
||||
// Reset before exiting
|
||||
m_TargetIdBeingSynchronized = default;
|
||||
// If we wrote nothing then skip writing anything for this NetworkBehaviour
|
||||
if (finalPosition == positionBeforeSynchronize || threwException)
|
||||
{
|
||||
@@ -1002,6 +985,9 @@ namespace Unity.Netcode
|
||||
synchronizationError = true;
|
||||
}
|
||||
|
||||
// Reset before exiting
|
||||
m_TargetIdBeingSynchronized = default;
|
||||
|
||||
// Skip over the entry if deserialization fails
|
||||
if (synchronizationError)
|
||||
{
|
||||
|
||||
@@ -8,6 +8,8 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public class NetworkBehaviourUpdater
|
||||
{
|
||||
private NetworkManager m_NetworkManager;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
@@ -19,7 +21,7 @@ namespace Unity.Netcode
|
||||
m_DirtyNetworkObjects.Add(networkObject);
|
||||
}
|
||||
|
||||
internal void NetworkBehaviourUpdate(NetworkManager networkManager)
|
||||
internal void NetworkBehaviourUpdate()
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
m_NetworkBehaviourUpdate.Begin();
|
||||
@@ -30,7 +32,7 @@ namespace Unity.Netcode
|
||||
// trying to process them, even if they were previously marked as dirty.
|
||||
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
|
||||
|
||||
if (networkManager.IsServer)
|
||||
if (m_ConnectionManager.LocalClient.IsServer)
|
||||
{
|
||||
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
||||
{
|
||||
@@ -39,9 +41,9 @@ namespace Unity.Netcode
|
||||
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
|
||||
}
|
||||
|
||||
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
|
||||
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
|
||||
{
|
||||
var client = networkManager.ConnectedClientsList[i];
|
||||
var client = m_ConnectionManager.ConnectedClientsList[i];
|
||||
|
||||
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
||||
{
|
||||
@@ -72,6 +74,23 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var dirtyObj in m_DirtyNetworkObjects)
|
||||
{
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
var behaviour = dirtyObj.ChildNetworkBehaviours[k];
|
||||
for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
if (behaviour.NetworkVariableFields[i].IsDirty() &&
|
||||
!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
||||
{
|
||||
behaviour.NetworkVariableIndexesToResetSet.Add(i);
|
||||
behaviour.NetworkVariableIndexesToReset.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Now, reset all the no-longer-dirty variables
|
||||
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
||||
{
|
||||
@@ -87,5 +106,26 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal void Initialize(NetworkManager networkManager)
|
||||
{
|
||||
m_NetworkManager = networkManager;
|
||||
m_ConnectionManager = networkManager.ConnectionManager;
|
||||
m_NetworkManager.NetworkTickSystem.Tick += NetworkBehaviourUpdater_Tick;
|
||||
}
|
||||
|
||||
internal void Shutdown()
|
||||
{
|
||||
m_NetworkManager.NetworkTickSystem.Tick -= NetworkBehaviourUpdater_Tick;
|
||||
}
|
||||
|
||||
// Order of operations requires NetworkVariable updates first then showing NetworkObjects
|
||||
private void NetworkBehaviourUpdater_Tick()
|
||||
{
|
||||
// First update NetworkVariables
|
||||
NetworkBehaviourUpdate();
|
||||
|
||||
// Then show any NetworkObjects queued to be made visible/shown
|
||||
m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -17,6 +17,28 @@ namespace Unity.Netcode
|
||||
[SerializeField]
|
||||
internal uint GlobalObjectIdHash;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Prefab Hash Id of this object if the object is registerd as a prefab otherwise it returns 0
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public uint PrefabIdHash
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (var prefab in NetworkManager.NetworkConfig.Prefabs.Prefabs)
|
||||
{
|
||||
if (prefab.Prefab == gameObject)
|
||||
{
|
||||
return GlobalObjectIdHash;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
private bool m_IsPrefab;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void OnValidate()
|
||||
{
|
||||
@@ -75,6 +97,18 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public bool IsPlayerObject { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the associated NetworkObject's transform will get
|
||||
/// synchronized when spawned.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For things like in-scene placed NetworkObjects that have no visual
|
||||
/// components can help reduce the instance's initial synchronization
|
||||
/// bandwidth cost. This can also be useful for UI elements that have
|
||||
/// a predetermined fixed position.
|
||||
/// </remarks>
|
||||
public bool SynchronizeTransform = true;
|
||||
|
||||
/// <summary>
|
||||
/// Gets if the object is the personal clients player object
|
||||
/// </summary>
|
||||
@@ -105,6 +139,61 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public bool DestroyWithScene { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// When set to true and the active scene is changed, this will automatically migrate the <see cref="NetworkObject"/>
|
||||
/// into the new active scene on both the server and client instances.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
|
||||
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
|
||||
///
|
||||
/// If there are more than one scenes loaded and the currently active scene is unloaded, then typically
|
||||
/// the <see cref="SceneManager"/> will automatically assign a new active scene. Similar to <see cref="DestroyWithScene"/>
|
||||
/// being set to <see cref="false"/>, this prevents any <see cref="NetworkObject"/> from being destroyed
|
||||
/// with the unloaded active scene by migrating it into the automatically assigned active scene.
|
||||
/// Additionally, this is can be useful in some seamless scene streaming implementations.
|
||||
/// Note:
|
||||
/// Only having <see cref="ActiveSceneSynchronization"/> set to true will *not* synchronize clients when
|
||||
/// changing a <see cref="NetworkObject"/>'s scene via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>.
|
||||
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
|
||||
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
|
||||
/// </remarks>
|
||||
public bool ActiveSceneSynchronization;
|
||||
|
||||
/// <summary>
|
||||
/// When enabled (the default), if a <see cref="NetworkObject"/> is migrated to a different scene (active or not)
|
||||
/// via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/> on the server side all client
|
||||
/// instances will be synchronized and the <see cref="NetworkObject"/> migrated into the newly assigned scene.
|
||||
/// The updated scene migration will get synchronized with late joining clients as well.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
|
||||
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
|
||||
/// Note:
|
||||
/// You can have both <see cref="ActiveSceneSynchronization"/> and <see cref="SceneMigrationSynchronization"/> enabled.
|
||||
/// The primary difference between the two is that <see cref="SceneMigrationSynchronization"/> only synchronizes clients
|
||||
/// when the server migrates a <see cref="NetworkObject"/> to a new scene. If the scene is unloaded and <see cref="DestroyWithScene"/>
|
||||
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
|
||||
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
|
||||
/// </remarks>
|
||||
public bool SceneMigrationSynchronization = true;
|
||||
|
||||
/// <summary>
|
||||
/// Notifies when the NetworkObject is migrated into a new scene
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// - <see cref="ActiveSceneSynchronization"/> or <see cref="SceneMigrationSynchronization"/> (or both) need to be enabled
|
||||
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
|
||||
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
|
||||
/// </remarks>
|
||||
public Action OnMigratedToNewScene;
|
||||
|
||||
/// <summary>
|
||||
/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
|
||||
/// </summary>
|
||||
[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
|
||||
public bool SpawnWithObservers = true;
|
||||
|
||||
/// <summary>
|
||||
/// Delegate type for checking visibility
|
||||
/// </summary>
|
||||
@@ -188,6 +277,11 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal int SceneOriginHandle = 0;
|
||||
|
||||
/// <summary>
|
||||
/// The server-side scene origin handle
|
||||
/// </summary>
|
||||
internal int NetworkSceneHandle = 0;
|
||||
|
||||
private Scene m_SceneOrigin;
|
||||
/// <summary>
|
||||
/// The scene where the NetworkObject was first instantiated
|
||||
@@ -265,9 +359,16 @@ namespace Unity.Netcode
|
||||
throw new VisibilityChangeException("The object is already visible");
|
||||
}
|
||||
|
||||
if (CheckObjectVisibility != null && !CheckObjectVisibility(clientId))
|
||||
{
|
||||
if (NetworkManager.LogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogWarning($"[NetworkShow] Trying to make {nameof(NetworkObject)} {gameObject.name} visible to client ({clientId}) but {nameof(CheckObjectVisibility)} returned false!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
NetworkManager.SpawnManager.MarkObjectForShowingTo(this, clientId);
|
||||
Observers.Add(clientId);
|
||||
|
||||
NetworkManager.SpawnManager.SendSpawnCallForObject(clientId, this);
|
||||
}
|
||||
|
||||
|
||||
@@ -351,16 +452,17 @@ namespace Unity.Netcode
|
||||
throw new NotServerException("Only server can change visibility");
|
||||
}
|
||||
|
||||
if (!Observers.Contains(clientId))
|
||||
{
|
||||
throw new VisibilityChangeException("The object is already hidden");
|
||||
}
|
||||
|
||||
if (clientId == NetworkManager.ServerClientId)
|
||||
{
|
||||
throw new VisibilityChangeException("Cannot hide an object from the server");
|
||||
}
|
||||
|
||||
if (!NetworkManager.SpawnManager.RemoveObjectFromShowingTo(this, clientId))
|
||||
{
|
||||
if (!Observers.Contains(clientId))
|
||||
{
|
||||
throw new VisibilityChangeException("The object is already hidden");
|
||||
}
|
||||
Observers.Remove(clientId);
|
||||
|
||||
var message = new DestroyObjectMessage
|
||||
@@ -369,9 +471,10 @@ namespace Unity.Netcode
|
||||
DestroyGameObject = !IsSceneObject.Value
|
||||
};
|
||||
// Send destroy call
|
||||
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
|
||||
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
|
||||
NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hides a list of <see cref="NetworkObject"/>s from the targeted client.
|
||||
@@ -434,14 +537,30 @@ namespace Unity.Netcode
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (NetworkManager != null && NetworkManager.IsListening && NetworkManager.IsServer == false && IsSpawned &&
|
||||
(IsSceneObject == null || (IsSceneObject.Value != true)))
|
||||
// If no NetworkManager is assigned, then just exit early
|
||||
if (!NetworkManager)
|
||||
{
|
||||
throw new NotServerException($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (NetworkManager != null && NetworkManager.SpawnManager != null &&
|
||||
NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
||||
if (NetworkManager.IsListening && !NetworkManager.IsServer && IsSpawned &&
|
||||
(IsSceneObject == null || (IsSceneObject.Value != true)))
|
||||
{
|
||||
// Clients should not despawn NetworkObjects while connected to a session, but we don't want to destroy the current call stack
|
||||
// if this happens. Instead, we should just generate a network log error and exit early (as long as we are not shutting down).
|
||||
if (!NetworkManager.ShutdownInProgress)
|
||||
{
|
||||
// Since we still have a session connection, log locally and on the server to inform user of this issue.
|
||||
if (NetworkManager.LogLevel <= LogLevel.Error)
|
||||
{
|
||||
NetworkLog.LogErrorServer($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Otherwise, clients can despawn NetworkObjects while shutting down and should not generate any messages when this happens
|
||||
}
|
||||
|
||||
if (NetworkManager.SpawnManager != null && NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
||||
{
|
||||
if (this == networkObject)
|
||||
{
|
||||
@@ -577,6 +696,22 @@ namespace Unity.Netcode
|
||||
private Transform m_CachedParent; // What is our last set parent Transform reference?
|
||||
private bool m_CachedWorldPositionStays = true; // Used to preserve the world position stays parameter passed in TrySetParent
|
||||
|
||||
/// <summary>
|
||||
/// Returns the last known cached WorldPositionStays value for this NetworkObject
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When parenting NetworkObjects, the optional WorldPositionStays value is cached and synchronized with clients.
|
||||
/// This method provides access to the instance relative cached value.
|
||||
/// <see cref="TrySetParent(GameObject, bool)"/>
|
||||
/// <see cref="TrySetParent(NetworkObject, bool)"/>
|
||||
/// <see cref="TrySetParent(Transform, bool)"/>
|
||||
/// </remarks>
|
||||
/// <returns><see cref="true"/> or <see cref="false"/></returns>
|
||||
public bool WorldPositionStays()
|
||||
{
|
||||
return m_CachedWorldPositionStays;
|
||||
}
|
||||
|
||||
internal void SetCachedParent(Transform parentTransform)
|
||||
{
|
||||
m_CachedParent = parentTransform;
|
||||
@@ -598,6 +733,12 @@ namespace Unity.Netcode
|
||||
/// <returns>Whether or not reparenting was successful.</returns>
|
||||
public bool TrySetParent(Transform parent, bool worldPositionStays = true)
|
||||
{
|
||||
// If we are removing ourself from a parent
|
||||
if (parent == null)
|
||||
{
|
||||
return TrySetParent((NetworkObject)null, worldPositionStays);
|
||||
}
|
||||
|
||||
var networkObject = parent.GetComponent<NetworkObject>();
|
||||
|
||||
// If the parent doesn't have a NetworkObjet then return false, otherwise continue trying to parent
|
||||
@@ -784,7 +925,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
|
||||
NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1057,7 +1198,6 @@ namespace Unity.Netcode
|
||||
{
|
||||
NetworkLog.LogError($"{nameof(NetworkBehaviour)} index {index} was out of bounds for {name}. NetworkBehaviours must be the same, and in the same order, between server and client.");
|
||||
}
|
||||
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||
{
|
||||
var currentKnownChildren = new System.Text.StringBuilder();
|
||||
@@ -1070,7 +1210,6 @@ namespace Unity.Netcode
|
||||
}
|
||||
NetworkLog.LogInfo(currentKnownChildren.ToString());
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -1117,6 +1256,18 @@ namespace Unity.Netcode
|
||||
set => ByteUtility.SetBit(ref m_BitField, 5, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Even though the server sends notifications for NetworkObjects that get
|
||||
/// destroyed when a scene is unloaded, we want to synchronize this so
|
||||
/// the client side can use it as part of a filter for automatically migrating
|
||||
/// to the current active scene when its scene is unloaded. (only for dynamically spawned)
|
||||
/// </summary>
|
||||
public bool DestroyWithScene
|
||||
{
|
||||
get => ByteUtility.GetBit(m_BitField, 6);
|
||||
set => ByteUtility.SetBit(ref m_BitField, 6, value);
|
||||
}
|
||||
|
||||
//If(Metadata.HasParent)
|
||||
public ulong ParentObjectId;
|
||||
|
||||
@@ -1159,7 +1310,7 @@ namespace Unity.Netcode
|
||||
|
||||
var writeSize = 0;
|
||||
writeSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
|
||||
writeSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
|
||||
writeSize += FastBufferWriter.GetWriteSize<int>();
|
||||
|
||||
if (!writer.TryBeginWrite(writeSize))
|
||||
{
|
||||
@@ -1171,14 +1322,9 @@ namespace Unity.Netcode
|
||||
writer.WriteValue(Transform);
|
||||
}
|
||||
|
||||
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
|
||||
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
|
||||
// this to locate their local instance of the in-scene placed NetworkObject instance.
|
||||
// Only written for in-scene placed NetworkObjects.
|
||||
if (IsSceneObject)
|
||||
{
|
||||
// The NetworkSceneHandle is the server-side relative
|
||||
// scene handle that the NetworkObject resides in.
|
||||
writer.WriteValue(OwnerObject.GetSceneOriginHandle());
|
||||
}
|
||||
|
||||
// Synchronize NetworkVariables and NetworkBehaviours
|
||||
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
|
||||
@@ -1204,7 +1350,7 @@ namespace Unity.Netcode
|
||||
|
||||
var readSize = 0;
|
||||
readSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
|
||||
readSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
|
||||
readSize += FastBufferWriter.GetWriteSize<int>();
|
||||
|
||||
// Try to begin reading the remaining bytes
|
||||
if (!reader.TryBeginRead(readSize))
|
||||
@@ -1217,16 +1363,11 @@ namespace Unity.Netcode
|
||||
reader.ReadValue(out Transform);
|
||||
}
|
||||
|
||||
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
|
||||
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
|
||||
// this to locate their local instance of the in-scene placed NetworkObject instance.
|
||||
// Only read for in-scene placed NetworkObjects
|
||||
if (IsSceneObject)
|
||||
{
|
||||
// The NetworkSceneHandle is the server-side relative
|
||||
// scene handle that the NetworkObject resides in.
|
||||
reader.ReadValue(out NetworkSceneHandle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void PostNetworkVariableWrite()
|
||||
{
|
||||
@@ -1264,7 +1405,7 @@ namespace Unity.Netcode
|
||||
var synchronizationCount = (byte)0;
|
||||
foreach (var childBehaviour in ChildNetworkBehaviours)
|
||||
{
|
||||
if (childBehaviour.Synchronize(ref serializer))
|
||||
if (childBehaviour.Synchronize(ref serializer, targetClientId))
|
||||
{
|
||||
synchronizationCount++;
|
||||
}
|
||||
@@ -1303,7 +1444,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
serializer.SerializeValue(ref networkBehaviourId);
|
||||
var networkBehaviour = GetNetworkBehaviourAtOrderIndex(networkBehaviourId);
|
||||
networkBehaviour.Synchronize(ref serializer);
|
||||
networkBehaviour.Synchronize(ref serializer, targetClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1316,6 +1457,7 @@ namespace Unity.Netcode
|
||||
OwnerClientId = OwnerClientId,
|
||||
IsPlayerObject = IsPlayerObject,
|
||||
IsSceneObject = IsSceneObject ?? true,
|
||||
DestroyWithScene = DestroyWithScene,
|
||||
Hash = HostCheckForGlobalObjectIdHashOverride(),
|
||||
OwnerObject = this,
|
||||
TargetClientId = targetClientId
|
||||
@@ -1351,7 +1493,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(OwnerClientId))
|
||||
{
|
||||
obj.HasTransform = true;
|
||||
obj.HasTransform = SynchronizeTransform;
|
||||
|
||||
// We start with the default AutoObjectParentSync values to determine which transform space we will
|
||||
// be synchronizing clients with.
|
||||
@@ -1434,11 +1576,126 @@ namespace Unity.Netcode
|
||||
networkObject.SynchronizeNetworkBehaviours(ref bufferSerializer, networkManager.LocalClientId);
|
||||
|
||||
// Spawn the NetworkObject
|
||||
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, false);
|
||||
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, sceneObject.DestroyWithScene);
|
||||
|
||||
return networkObject;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subscribes to changes in the currently active scene
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only for dynamically spawned NetworkObjects
|
||||
/// </remarks>
|
||||
internal void SubscribeToActiveSceneForSynch()
|
||||
{
|
||||
if (ActiveSceneSynchronization)
|
||||
{
|
||||
if (IsSceneObject.HasValue && !IsSceneObject.Value)
|
||||
{
|
||||
// Just in case it is a recycled NetworkObject, unsubscribe first
|
||||
SceneManager.activeSceneChanged -= CurrentlyActiveSceneChanged;
|
||||
SceneManager.activeSceneChanged += CurrentlyActiveSceneChanged;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If AutoSynchActiveScene is enabled, then this is the callback that handles updating
|
||||
/// a NetworkObject's scene information.
|
||||
/// </summary>
|
||||
private void CurrentlyActiveSceneChanged(Scene current, Scene next)
|
||||
{
|
||||
// Early exit if there is no NetworkManager assigned, the NetworkManager is shutting down, the NetworkObject
|
||||
// is not spawned, or an in-scene placed NetworkObject
|
||||
if (NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned || IsSceneObject != false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// This check is here in the event a user wants to disable this for some reason but also wants
|
||||
// the NetworkObject to synchronize to changes in the currently active scene at some later time.
|
||||
if (ActiveSceneSynchronization)
|
||||
{
|
||||
// Only dynamically spawned NetworkObjects that are not already in the newly assigned active scene will migrate
|
||||
// and update their scene handles
|
||||
if (IsSceneObject.HasValue && !IsSceneObject.Value && gameObject.scene != next && gameObject.transform.parent == null)
|
||||
{
|
||||
SceneManager.MoveGameObjectToScene(gameObject, next);
|
||||
SceneChangedUpdate(next);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles updating the NetworkObject's tracked scene handles
|
||||
/// </summary>
|
||||
internal void SceneChangedUpdate(Scene scene, bool notify = false)
|
||||
{
|
||||
// Avoiding edge case scenarios, if no NetworkSceneManager exit early
|
||||
if (NetworkManager.SceneManager == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SceneOriginHandle = scene.handle;
|
||||
// Clients need to update the NetworkSceneHandle
|
||||
if (!NetworkManager.IsServer && NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle.ContainsKey(SceneOriginHandle))
|
||||
{
|
||||
NetworkSceneHandle = NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle[SceneOriginHandle];
|
||||
}
|
||||
else if (NetworkManager.IsServer)
|
||||
{
|
||||
// Since the server is the source of truth for the NetworkSceneHandle,
|
||||
// the NetworkSceneHandle is the same as the SceneOriginHandle.
|
||||
NetworkSceneHandle = SceneOriginHandle;
|
||||
}
|
||||
else // Otherwise, the client did not find the client to server scene handle
|
||||
if (NetworkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
// There could be a scenario where a user has some client-local scene loaded that they migrate the NetworkObject
|
||||
// into, but that scenario seemed very edge case and under most instances a user should be notified that this
|
||||
// server - client scene handle mismatch has occurred. It also seemed pertinent to make the message replicate to
|
||||
// the server-side too.
|
||||
NetworkLog.LogWarningServer($"[Client-{NetworkManager.LocalClientId}][{gameObject.name}] Server - " +
|
||||
$"client scene mismatch detected! Client-side scene handle ({SceneOriginHandle}) for scene ({gameObject.scene.name})" +
|
||||
$"has no associated server side (network) scene handle!");
|
||||
}
|
||||
OnMigratedToNewScene?.Invoke();
|
||||
|
||||
// Only the server side will notify clients of non-parented NetworkObject scene changes
|
||||
if (NetworkManager.IsServer && notify && transform.parent == null)
|
||||
{
|
||||
NetworkManager.SceneManager.NotifyNetworkObjectSceneChanged(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update
|
||||
/// Detects if a NetworkObject's scene has changed for both server and client instances
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// About In-Scene Placed NetworkObjects:
|
||||
/// Since the same scene can be loaded more than once and in-scene placed NetworkObjects GlobalObjectIdHash
|
||||
/// values are only unique to the scene asset itself (and not per scene instance loaded), we will not be able
|
||||
/// to add this same functionality to in-scene placed NetworkObjects until we have a way to generate
|
||||
/// per-NetworkObject-instance unique GlobalObjectIdHash values for in-scene placed NetworkObjects.
|
||||
/// </remarks>
|
||||
private void Update()
|
||||
{
|
||||
// Early exit if SceneMigrationSynchronization is disabled, there is no NetworkManager assigned,
|
||||
// the NetworkManager is shutting down, the NetworkObject is not spawned, it is an in-scene placed
|
||||
// NetworkObject, or the GameObject's current scene handle is the same as the SceneOriginHandle
|
||||
if (!SceneMigrationSynchronization || NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned
|
||||
|| IsSceneObject != false || gameObject.scene.handle == SceneOriginHandle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, this has to be a dynamically spawned NetworkObject that has been
|
||||
// migrated to a new scene.
|
||||
SceneChangedUpdate(gameObject.scene, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only applies to Host mode.
|
||||
/// Will return the registered source NetworkPrefab's GlobalObjectIdHash if one exists.
|
||||
@@ -1454,9 +1711,9 @@ namespace Unity.Netcode
|
||||
var globalObjectIdHash = NetworkManager.PrefabHandler.GetSourceGlobalObjectIdHash(GlobalObjectIdHash);
|
||||
return globalObjectIdHash == 0 ? GlobalObjectIdHash : globalObjectIdHash;
|
||||
}
|
||||
else if (NetworkManager.NetworkConfig.OverrideToNetworkPrefab.ContainsKey(GlobalObjectIdHash))
|
||||
if (NetworkManager.NetworkConfig.Prefabs.OverrideToNetworkPrefab.TryGetValue(GlobalObjectIdHash, out uint hash))
|
||||
{
|
||||
return NetworkManager.NetworkConfig.OverrideToNetworkPrefab[GlobalObjectIdHash];
|
||||
return hash;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -167,7 +167,7 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public static NetworkUpdateStage UpdateStage;
|
||||
|
||||
private static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
|
||||
internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
|
||||
{
|
||||
UpdateStage = updateStage;
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Text;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
|
||||
@@ -51,35 +51,58 @@ namespace Unity.Netcode
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogErrorServer(string message) => LogServer(message, LogType.Error);
|
||||
|
||||
internal static NetworkManager NetworkManagerOverride;
|
||||
|
||||
private static void LogServer(string message, LogType logType)
|
||||
{
|
||||
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
||||
// Get the sender of the local log
|
||||
ulong localId = NetworkManager.Singleton != null ? NetworkManager.Singleton.LocalClientId : 0;
|
||||
|
||||
ulong localId = networkManager?.LocalClientId ?? 0;
|
||||
bool isServer = networkManager?.IsServer ?? true;
|
||||
switch (logType)
|
||||
{
|
||||
case LogType.Info:
|
||||
if (isServer)
|
||||
{
|
||||
LogInfoServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogInfo(message);
|
||||
}
|
||||
break;
|
||||
case LogType.Warning:
|
||||
if (isServer)
|
||||
{
|
||||
LogWarningServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogWarning(message);
|
||||
}
|
||||
break;
|
||||
case LogType.Error:
|
||||
if (isServer)
|
||||
{
|
||||
LogErrorServerLocal(message, localId);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogError(message);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer && NetworkManager.Singleton.NetworkConfig.EnableNetworkLogs)
|
||||
if (!isServer && networkManager.NetworkConfig.EnableNetworkLogs)
|
||||
{
|
||||
|
||||
var networkMessage = new ServerLogMessage
|
||||
{
|
||||
LogType = logType,
|
||||
Message = message
|
||||
};
|
||||
var size = NetworkManager.Singleton.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
||||
var size = networkManager.ConnectionManager.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
|
||||
|
||||
NetworkManager.Singleton.NetworkMetrics.TrackServerLogSent(NetworkManager.ServerClientId, (uint)logType, size);
|
||||
networkManager.NetworkMetrics.TrackServerLogSent(NetworkManager.ServerClientId, (uint)logType, size);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Header placed at the start of each message batch
|
||||
/// </summary>
|
||||
internal struct BatchHeader : INetworkSerializeByMemcpy
|
||||
{
|
||||
/// <summary>
|
||||
/// Total number of messages in the batch.
|
||||
/// </summary>
|
||||
public ushort BatchSize;
|
||||
}
|
||||
}
|
||||
@@ -90,7 +90,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
SendData = messageBuffer
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
@@ -123,7 +123,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
SendData = messageBuffer
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
{
|
||||
@@ -151,14 +151,18 @@ namespace Unity.Netcode
|
||||
// We dont know what size to use. Try every (more collision prone)
|
||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
||||
messageHandler32(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
|
||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
||||
messageHandler64(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -169,15 +173,19 @@ namespace Unity.Netcode
|
||||
case HashSize.VarIntFourBytes:
|
||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
||||
messageHandler32(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
break;
|
||||
case HashSize.VarIntEightBytes:
|
||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
||||
messageHandler64(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -267,7 +275,7 @@ namespace Unity.Netcode
|
||||
Hash = hash,
|
||||
SendData = messageStream,
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
@@ -325,7 +333,7 @@ namespace Unity.Netcode
|
||||
Hash = hash,
|
||||
SendData = messageStream
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
|
||||
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Default NetworkTransport Message Sender
|
||||
/// <see cref="NetworkMessageManager"/>
|
||||
/// </summary>
|
||||
internal class DefaultMessageSender : INetworkMessageSender
|
||||
{
|
||||
private NetworkTransport m_NetworkTransport;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
|
||||
public DefaultMessageSender(NetworkManager manager)
|
||||
{
|
||||
m_NetworkTransport = manager.NetworkConfig.NetworkTransport;
|
||||
m_ConnectionManager = manager.ConnectionManager;
|
||||
}
|
||||
|
||||
public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
|
||||
{
|
||||
var sendBuffer = batchData.ToTempByteArray();
|
||||
|
||||
m_NetworkTransport.Send(m_ConnectionManager.ClientIdToTransportId(clientId), sendBuffer, delivery);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ea6bdd38832d9947bb21c4b35bf61d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,15 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using Time = UnityEngine.Time;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal class DeferredMessageManager : IDeferredMessageManager
|
||||
internal class DeferredMessageManager : IDeferredNetworkMessageManager
|
||||
{
|
||||
protected struct TriggerData
|
||||
{
|
||||
public FastBufferReader Reader;
|
||||
public MessageHeader Header;
|
||||
public NetworkMessageHeader Header;
|
||||
public ulong SenderId;
|
||||
public float Timestamp;
|
||||
public int SerializedHeaderSize;
|
||||
@@ -20,7 +19,7 @@ namespace Unity.Netcode
|
||||
public NativeList<TriggerData> TriggerData;
|
||||
}
|
||||
|
||||
protected readonly Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
|
||||
protected readonly Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
|
||||
|
||||
private readonly NetworkManager m_NetworkManager;
|
||||
|
||||
@@ -37,7 +36,7 @@ namespace Unity.Netcode
|
||||
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
|
||||
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
|
||||
/// </summary>
|
||||
public virtual unsafe void DeferMessage(IDeferredMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
|
||||
public virtual unsafe void DeferMessage(IDeferredNetworkMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
|
||||
{
|
||||
if (!m_Triggers.TryGetValue(trigger, out var triggers))
|
||||
{
|
||||
@@ -49,7 +48,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
triggerInfo = new TriggerInfo
|
||||
{
|
||||
Expiry = Time.realtimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
|
||||
};
|
||||
triggers[key] = triggerInfo;
|
||||
@@ -77,7 +76,7 @@ namespace Unity.Netcode
|
||||
int index = 0;
|
||||
foreach (var kvp2 in kvp.Value)
|
||||
{
|
||||
if (kvp2.Value.Expiry < Time.realtimeSinceStartup)
|
||||
if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
|
||||
{
|
||||
staleKeys[index++] = kvp2.Key;
|
||||
PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value);
|
||||
@@ -91,7 +90,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PurgeTrigger(IDeferredMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
@@ -106,7 +105,7 @@ namespace Unity.Netcode
|
||||
triggerInfo.TriggerData.Dispose();
|
||||
}
|
||||
|
||||
public virtual void ProcessTriggers(IDeferredMessageManager.TriggerType trigger, ulong key)
|
||||
public virtual void ProcessTriggers(IDeferredNetworkMessageManager.TriggerType trigger, ulong key)
|
||||
{
|
||||
if (m_Triggers.TryGetValue(trigger, out var triggers))
|
||||
{
|
||||
@@ -117,7 +116,7 @@ namespace Unity.Netcode
|
||||
foreach (var deferredMessage in triggerInfo.TriggerData)
|
||||
{
|
||||
// Reader will be disposed within HandleMessage
|
||||
m_NetworkManager.MessagingSystem.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
|
||||
m_NetworkManager.ConnectionManager.MessageManager.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
|
||||
}
|
||||
|
||||
triggerInfo.TriggerData.Dispose();
|
||||
|
||||
@@ -8,17 +8,11 @@ namespace Unity.Netcode
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
string reasonSent = Reason;
|
||||
if (reasonSent == null)
|
||||
{
|
||||
reasonSent = string.Empty;
|
||||
}
|
||||
string reasonSent = Reason ?? string.Empty;
|
||||
|
||||
// Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message
|
||||
// itself. However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion
|
||||
// on this side of things - we just have to make sure the receiving side knows what version we sent it,
|
||||
// since whoever has the higher version number is responsible for versioning and they may be the one
|
||||
// with the higher version number.
|
||||
// Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message itself.
|
||||
// However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion on this side of things.
|
||||
// We just have to make sure the receiving side knows what version we sent it, since whoever has the higher version number is responsible for versioning and they may be the one with the higher version number.
|
||||
BytePacker.WriteValueBitPacked(writer, Version);
|
||||
|
||||
if (writer.TryBeginWrite(FastBufferWriter.GetWriteSize(reasonSent)))
|
||||
@@ -28,15 +22,14 @@ namespace Unity.Netcode
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(string.Empty);
|
||||
NetworkLog.LogWarning(
|
||||
"Disconnect reason didn't fit. Disconnected without sending a reason. Consider shortening the reason string.");
|
||||
NetworkLog.LogWarning("Disconnect reason didn't fit. Disconnected without sending a reason. Consider shortening the reason string.");
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
// Since we don't get a ConnectionApprovedMessage, the version for this message is encded with the message
|
||||
// itself. This will override what we got from MessagingSystem... which will always be 0 here.
|
||||
// Since we don't get a ConnectionApprovedMessage, the version for this message is encded with the message itself.
|
||||
// This will override what we got from MessageManager... which will always be 0 here.
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out receivedMessageVersion);
|
||||
reader.ReadValueSafe(out Reason);
|
||||
return true;
|
||||
@@ -44,7 +37,7 @@ namespace Unity.Netcode
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
((NetworkManager)context.SystemOwner).DisconnectReason = Reason;
|
||||
((NetworkManager)context.SystemOwner).ConnectionManager.DisconnectReason = Reason;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IDeferredMessageManager
|
||||
internal interface IDeferredNetworkMessageManager
|
||||
{
|
||||
internal enum TriggerType
|
||||
{
|
||||
@@ -2,14 +2,14 @@ using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ILPPMessageProvider : IMessageProvider
|
||||
internal struct ILPPMessageProvider : INetworkMessageProvider
|
||||
{
|
||||
#pragma warning disable IDE1006 // disable naming rule violation check
|
||||
// This is NOT modified by RuntimeAccessModifiersILPP right now, but is populated by ILPP.
|
||||
internal static readonly List<MessagingSystem.MessageWithHandler> __network_message_types = new List<MessagingSystem.MessageWithHandler>();
|
||||
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
|
||||
#pragma warning restore IDE1006 // restore naming rule violation check
|
||||
|
||||
public List<MessagingSystem.MessageWithHandler> GetMessages()
|
||||
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
||||
{
|
||||
return __network_message_types;
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IMessageProvider
|
||||
{
|
||||
List<MessagingSystem.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,3 @@
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
|
||||
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface INetworkMessageProvider
|
||||
{
|
||||
List<NetworkMessageManager.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IMessageSender
|
||||
internal interface INetworkMessageSender
|
||||
{
|
||||
void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData);
|
||||
}
|
||||
@@ -24,7 +24,7 @@ namespace Unity.Netcode
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -84,18 +84,18 @@ namespace Unity.Netcode
|
||||
{
|
||||
var messageVersion = new MessageVersionData();
|
||||
messageVersion.Deserialize(reader);
|
||||
networkManager.MessagingSystem.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
|
||||
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
|
||||
messageHashesInOrder[i] = messageVersion.Hash;
|
||||
|
||||
// Update the received version since this message will always be passed version 0, due to the map not
|
||||
// being initialized until just now.
|
||||
var messageType = networkManager.MessagingSystem.GetMessageForHash(messageVersion.Hash);
|
||||
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
|
||||
if (messageType == typeof(ConnectionApprovedMessage))
|
||||
{
|
||||
receivedMessageVersion = messageVersion.Version;
|
||||
}
|
||||
}
|
||||
networkManager.MessagingSystem.SetServerMessageOrder(messageHashesInOrder);
|
||||
networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
|
||||
messageHashesInOrder.Dispose();
|
||||
// ============================================================
|
||||
// END FORBIDDEN SEGMENT
|
||||
@@ -117,8 +117,11 @@ namespace Unity.Netcode
|
||||
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
|
||||
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
|
||||
|
||||
networkManager.LocalClient = new NetworkClient() { ClientId = networkManager.LocalClientId };
|
||||
networkManager.IsApproved = true;
|
||||
networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
|
||||
networkManager.ConnectionManager.LocalClient.IsApproved = true;
|
||||
networkManager.ConnectionManager.LocalClient.ClientId = OwnerClientId;
|
||||
// Stop the client-side approval timeout coroutine since we are approved.
|
||||
networkManager.ConnectionManager.StopClientApprovalCoroutine();
|
||||
|
||||
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
|
||||
if (!networkManager.NetworkConfig.EnableSceneManagement)
|
||||
@@ -138,7 +141,7 @@ namespace Unity.Netcode
|
||||
// Mark the client being connected
|
||||
networkManager.IsConnectedClient = true;
|
||||
// When scene management is disabled we notify after everything is synchronized
|
||||
networkManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -59,11 +59,11 @@ namespace Unity.Netcode
|
||||
{
|
||||
var messageVersion = new MessageVersionData();
|
||||
messageVersion.Deserialize(reader);
|
||||
networkManager.MessagingSystem.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
|
||||
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
|
||||
|
||||
// Update the received version since this message will always be passed version 0, due to the map not
|
||||
// being initialized until just now.
|
||||
var messageType = networkManager.MessagingSystem.GetMessageForHash(messageVersion.Hash);
|
||||
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
|
||||
if (messageType == typeof(ConnectionRequestMessage))
|
||||
{
|
||||
receivedMessageVersion = messageVersion.Version;
|
||||
@@ -135,7 +135,7 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var senderId = context.SenderId;
|
||||
|
||||
if (networkManager.PendingClients.TryGetValue(senderId, out PendingClient client))
|
||||
if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
|
||||
{
|
||||
// Set to pending approval to prevent future connection requests from being approved
|
||||
client.ConnectionState = PendingClient.State.PendingApproval;
|
||||
@@ -143,17 +143,8 @@ namespace Unity.Netcode
|
||||
|
||||
if (networkManager.NetworkConfig.ConnectionApproval)
|
||||
{
|
||||
// Note: Delegate creation allocates.
|
||||
// Note: ToArray() also allocates. :(
|
||||
var response = new NetworkManager.ConnectionApprovalResponse();
|
||||
networkManager.ClientsToApprove[senderId] = response;
|
||||
|
||||
networkManager.ConnectionApprovalCallback(
|
||||
new NetworkManager.ConnectionApprovalRequest
|
||||
{
|
||||
Payload = ConnectionData,
|
||||
ClientNetworkId = senderId
|
||||
}, response);
|
||||
var messageRequest = this;
|
||||
networkManager.ConnectionManager.ApproveConnection(ref messageRequest, ref context);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -162,7 +153,7 @@ namespace Unity.Netcode
|
||||
Approved = true,
|
||||
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
|
||||
};
|
||||
networkManager.HandleConnectionApproval(senderId, response);
|
||||
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace Unity.Netcode
|
||||
ObjectInfo.Deserialize(reader);
|
||||
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
m_ReceivedNetworkVariableData = reader;
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
@@ -64,6 +64,16 @@ namespace Unity.Netcode
|
||||
shouldWrite = false;
|
||||
}
|
||||
|
||||
// The object containing the behaviour we're about to process is about to be shown to this client
|
||||
// As a result, the client will get the fully serialized NetworkVariable and would be confused by
|
||||
// an extraneous delta
|
||||
if (NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
|
||||
NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
|
||||
.Contains(NetworkBehaviour.NetworkObject))
|
||||
{
|
||||
shouldWrite = false;
|
||||
}
|
||||
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
@@ -80,7 +90,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
var tempWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
|
||||
var tempWriter = new FastBufferWriter(NetworkBehaviour.NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkBehaviour.NetworkManager.MessageManager.FragmentedMessageMaxSize);
|
||||
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
|
||||
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
|
||||
|
||||
@@ -95,13 +105,6 @@ namespace Unity.Netcode
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
}
|
||||
|
||||
if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(i))
|
||||
{
|
||||
NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(i);
|
||||
NetworkBehaviour.NetworkVariableIndexesToReset.Add(i);
|
||||
}
|
||||
|
||||
NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
||||
TargetClientId,
|
||||
NetworkBehaviour.NetworkObject,
|
||||
@@ -203,7 +206,6 @@ namespace Unity.Netcode
|
||||
networkBehaviour.__getTypeName(),
|
||||
context.MessageSize);
|
||||
|
||||
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
|
||||
@@ -230,7 +232,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace Unity.Netcode
|
||||
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -23,7 +23,7 @@ namespace Unity.Netcode
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -72,6 +72,14 @@ namespace Unity.Netcode
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(new Exception("Unhandled RPC exception!", ex));
|
||||
if (networkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
Debug.Log($"RPC Table Contents");
|
||||
foreach (var entry in NetworkManager.__rpc_func_table)
|
||||
{
|
||||
Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
30
Runtime/Messaging/NetworkBatchHeader.cs
Normal file
30
Runtime/Messaging/NetworkBatchHeader.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Header placed at the start of each message batch
|
||||
/// </summary>
|
||||
internal struct NetworkBatchHeader : INetworkSerializeByMemcpy
|
||||
{
|
||||
internal const ushort MagicValue = 0x1160;
|
||||
/// <summary>
|
||||
/// A magic number to detect corrupt messages.
|
||||
/// Always set to k_MagicValue
|
||||
/// </summary>
|
||||
public ushort Magic;
|
||||
|
||||
/// <summary>
|
||||
/// Total number of bytes in the batch.
|
||||
/// </summary>
|
||||
public int BatchSize;
|
||||
|
||||
/// <summary>
|
||||
/// Hash of the message to detect corrupt messages.
|
||||
/// </summary>
|
||||
public ulong BatchHash;
|
||||
|
||||
/// <summary>
|
||||
/// Total number of messages in the batch.
|
||||
/// </summary>
|
||||
public ushort BatchCount;
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,7 @@ namespace Unity.Netcode
|
||||
internal ref struct NetworkContext
|
||||
{
|
||||
/// <summary>
|
||||
/// An opaque object used to represent the owner of the MessagingSystem that's receiving the message.
|
||||
/// An opaque object used to represent the owner of the NetworkMessageManager that's receiving the message.
|
||||
/// Outside of testing environments, the type of this variable will be <see cref="NetworkManager"/>
|
||||
/// </summary>
|
||||
public object SystemOwner;
|
||||
@@ -24,7 +24,7 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// The header data that was sent with the message
|
||||
/// </summary>
|
||||
public MessageHeader Header;
|
||||
public NetworkMessageHeader Header;
|
||||
|
||||
/// <summary>
|
||||
/// The actual serialized size of the header when packed into the buffer
|
||||
|
||||
119
Runtime/Messaging/NetworkManagerHooks.cs
Normal file
119
Runtime/Messaging/NetworkManagerHooks.cs
Normal file
@@ -0,0 +1,119 @@
|
||||
using System;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal class NetworkManagerHooks : INetworkHooks
|
||||
{
|
||||
private NetworkManager m_NetworkManager;
|
||||
|
||||
internal NetworkManagerHooks(NetworkManager manager)
|
||||
{
|
||||
m_NetworkManager = manager;
|
||||
}
|
||||
|
||||
public void OnBeforeSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
|
||||
public void OnAfterSendMessage<T>(ulong clientId, ref T message, NetworkDelivery delivery, int messageSizeBytes) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
|
||||
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
|
||||
{
|
||||
}
|
||||
|
||||
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
|
||||
{
|
||||
return !m_NetworkManager.MessageManager.StopProcessing;
|
||||
}
|
||||
|
||||
public bool OnVerifyCanReceive(ulong senderId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
|
||||
{
|
||||
if (m_NetworkManager.IsServer)
|
||||
{
|
||||
if (messageType == typeof(ConnectionApprovedMessage))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from a client on the server side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_NetworkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client) && (client.ConnectionState == PendingClient.State.PendingApproval || (client.ConnectionState == PendingClient.State.PendingConnection && messageType != typeof(ConnectionRequestMessage))))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogWarning($"Message received from {nameof(senderId)}={senderId} before it has been accepted");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_NetworkManager.ConnectedClients.TryGetValue(senderId, out NetworkClient connectedClient) && messageType == typeof(ConnectionRequestMessage))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogError($"A {nameof(ConnectionRequestMessage)} was received from a client when the connection has already been established. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (messageType == typeof(ConnectionRequestMessage))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogError($"A {nameof(ConnectionRequestMessage)} was received from the server on the client side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_NetworkManager.IsConnectedClient && messageType == typeof(ConnectionApprovedMessage))
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(), 0, messageContent.Length)}");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return !m_NetworkManager.MessageManager.StopProcessing;
|
||||
}
|
||||
|
||||
public void OnBeforeHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
|
||||
public void OnAfterHandleMessage<T>(ref T message, ref NetworkContext context) where T : INetworkMessage
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Messaging/NetworkManagerHooks.cs.meta
Normal file
11
Runtime/Messaging/NetworkManagerHooks.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2be7fa492911d549bfca52be96c0906
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -3,13 +3,11 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// This is the header data that's serialized to the network when sending an <see cref="INetworkMessage"/>
|
||||
/// </summary>
|
||||
internal struct MessageHeader : INetworkSerializeByMemcpy
|
||||
internal struct NetworkMessageHeader : INetworkSerializeByMemcpy
|
||||
{
|
||||
/// <summary>
|
||||
/// The byte representation of the message type. This is automatically assigned to each message
|
||||
/// by the MessagingSystem. This value is deterministic only so long as the list of messages remains
|
||||
/// unchanged - if new messages are added or messages are removed, MessageType assignments may be
|
||||
/// calculated differently.
|
||||
/// The byte representation of the message type. This is automatically assigned to each message by the NetworkMessageManager.
|
||||
/// This value is deterministic only so long as the list of messages remains unchanged - if new messages are added or messages are removed, MessageType assignments may be calculated differently.
|
||||
/// </summary>
|
||||
public uint MessageType;
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
using Unity.Collections;
|
||||
using Unity.Collections.LowLevel.Unsafe;
|
||||
using UnityEngine;
|
||||
@@ -10,22 +11,34 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal class HandlerNotRegisteredException : SystemException
|
||||
{
|
||||
public HandlerNotRegisteredException() { }
|
||||
public HandlerNotRegisteredException(string issue) : base(issue) { }
|
||||
public HandlerNotRegisteredException()
|
||||
{
|
||||
}
|
||||
|
||||
public HandlerNotRegisteredException(string issue) : base(issue)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
internal class InvalidMessageStructureException : SystemException
|
||||
{
|
||||
public InvalidMessageStructureException() { }
|
||||
public InvalidMessageStructureException(string issue) : base(issue) { }
|
||||
public InvalidMessageStructureException()
|
||||
{
|
||||
}
|
||||
|
||||
internal class MessagingSystem : IDisposable
|
||||
public InvalidMessageStructureException(string issue) : base(issue)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
internal class NetworkMessageManager : IDisposable
|
||||
{
|
||||
public bool StopProcessing = false;
|
||||
|
||||
private struct ReceiveQueueItem
|
||||
{
|
||||
public FastBufferReader Reader;
|
||||
public MessageHeader Header;
|
||||
public NetworkMessageHeader Header;
|
||||
public ulong SenderId;
|
||||
public float Timestamp;
|
||||
public int MessageHeaderSerializedSize;
|
||||
@@ -33,7 +46,7 @@ namespace Unity.Netcode
|
||||
|
||||
private struct SendQueueItem
|
||||
{
|
||||
public BatchHeader BatchHeader;
|
||||
public NetworkBatchHeader BatchHeader;
|
||||
public FastBufferWriter Writer;
|
||||
public readonly NetworkDelivery NetworkDelivery;
|
||||
|
||||
@@ -41,11 +54,12 @@ namespace Unity.Netcode
|
||||
{
|
||||
Writer = new FastBufferWriter(writerSize, writerAllocator, maxWriterSize);
|
||||
NetworkDelivery = delivery;
|
||||
BatchHeader = default;
|
||||
BatchHeader = new NetworkBatchHeader { Magic = NetworkBatchHeader.MagicValue };
|
||||
}
|
||||
}
|
||||
|
||||
internal delegate void MessageHandler(FastBufferReader reader, ref NetworkContext context, MessagingSystem system);
|
||||
internal delegate void MessageHandler(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager);
|
||||
|
||||
internal delegate int VersionGetter();
|
||||
|
||||
private NativeList<ReceiveQueueItem> m_IncomingMessageQueue = new NativeList<ReceiveQueueItem>(16, Allocator.Persistent);
|
||||
@@ -57,6 +71,8 @@ namespace Unity.Netcode
|
||||
private Dictionary<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
|
||||
private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>();
|
||||
|
||||
private HashSet<ulong> m_DisconnectedClients = new HashSet<ulong>();
|
||||
|
||||
// This is m_PerClientMessageVersion[clientId][messageType] = version
|
||||
private Dictionary<ulong, Dictionary<Type, int>> m_PerClientMessageVersions = new Dictionary<ulong, Dictionary<Type, int>>();
|
||||
private Dictionary<uint, Type> m_MessagesByHash = new Dictionary<uint, Type>();
|
||||
@@ -66,7 +82,7 @@ namespace Unity.Netcode
|
||||
|
||||
private uint m_HighMessageType;
|
||||
private object m_Owner;
|
||||
private IMessageSender m_MessageSender;
|
||||
private INetworkMessageSender m_Sender;
|
||||
private bool m_Disposed;
|
||||
|
||||
internal Type[] MessageTypes => m_ReverseTypeMap;
|
||||
@@ -79,8 +95,9 @@ namespace Unity.Netcode
|
||||
return m_MessageTypes[t];
|
||||
}
|
||||
|
||||
public const int NON_FRAGMENTED_MESSAGE_MAX_SIZE = 1300;
|
||||
public const int FRAGMENTED_MESSAGE_MAX_SIZE = int.MaxValue;
|
||||
public const int DefaultNonFragmentedMessageMaxSize = 1300;
|
||||
public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
|
||||
public int FragmentedMessageMaxSize = int.MaxValue;
|
||||
|
||||
internal struct MessageWithHandler
|
||||
{
|
||||
@@ -93,7 +110,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
var prioritizedTypes = new List<MessageWithHandler>();
|
||||
|
||||
// first pass puts the priority message in the first indices
|
||||
// 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)
|
||||
{
|
||||
@@ -116,17 +133,18 @@ namespace Unity.Netcode
|
||||
return prioritizedTypes;
|
||||
}
|
||||
|
||||
public MessagingSystem(IMessageSender messageSender, object owner, IMessageProvider provider = null)
|
||||
public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_MessageSender = messageSender;
|
||||
m_Sender = sender;
|
||||
m_Owner = owner;
|
||||
|
||||
if (provider == null)
|
||||
{
|
||||
provider = new ILPPMessageProvider();
|
||||
}
|
||||
|
||||
var allowedTypes = provider.GetMessages();
|
||||
|
||||
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
|
||||
@@ -143,20 +161,21 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe void Dispose()
|
||||
public void Dispose()
|
||||
{
|
||||
if (m_Disposed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Can't just iterate SendQueues or SendQueues.Keys because ClientDisconnected removes
|
||||
// from the queue.
|
||||
// Can't just iterate SendQueues or SendQueues.Keys because ClientDisconnected removes from the queue.
|
||||
foreach (var kvp in m_SendQueues)
|
||||
{
|
||||
CleanupDisconnectedClient(kvp.Key);
|
||||
ClientDisconnected(kvp.Key);
|
||||
}
|
||||
|
||||
CleanupDisconnectedClients();
|
||||
|
||||
for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
|
||||
{
|
||||
// Avoid copies...
|
||||
@@ -168,7 +187,7 @@ namespace Unity.Netcode
|
||||
m_Disposed = true;
|
||||
}
|
||||
|
||||
~MessagingSystem()
|
||||
~NetworkMessageManager()
|
||||
{
|
||||
Dispose();
|
||||
}
|
||||
@@ -185,7 +204,7 @@ namespace Unity.Netcode
|
||||
|
||||
private void RegisterMessageType(MessageWithHandler messageWithHandler)
|
||||
{
|
||||
// if we are out of space, perform amortized linear growth
|
||||
// If we are out of space, perform amortized linear growth
|
||||
if (m_HighMessageType == m_MessageHandlers.Length)
|
||||
{
|
||||
Array.Resize(ref m_MessageHandlers, 2 * m_MessageHandlers.Length);
|
||||
@@ -204,31 +223,60 @@ namespace Unity.Netcode
|
||||
return m_LocalVersions[messageType];
|
||||
}
|
||||
|
||||
internal static string ByteArrayToString(byte[] ba, int offset, int count)
|
||||
{
|
||||
var hex = new StringBuilder(ba.Length * 2);
|
||||
for (int i = offset; i < offset + count; ++i)
|
||||
{
|
||||
hex.AppendFormat("{0:x2} ", ba[i]);
|
||||
}
|
||||
|
||||
return hex.ToString();
|
||||
}
|
||||
|
||||
internal void HandleIncomingData(ulong clientId, ArraySegment<byte> data, float receiveTime)
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* nativeData = data.Array)
|
||||
fixed (byte* dataPtr = data.Array)
|
||||
{
|
||||
var batchReader =
|
||||
new FastBufferReader(nativeData + data.Offset, Allocator.None, data.Count);
|
||||
if (!batchReader.TryBeginRead(sizeof(BatchHeader)))
|
||||
var batchReader = new FastBufferReader(dataPtr + data.Offset, Allocator.None, data.Count);
|
||||
if (!batchReader.TryBeginRead(sizeof(NetworkBatchHeader)))
|
||||
{
|
||||
NetworkLog.LogWarning("Received a packet too small to contain a BatchHeader. Ignoring it.");
|
||||
NetworkLog.LogError("Received a packet too small to contain a BatchHeader. Ignoring it.");
|
||||
return;
|
||||
}
|
||||
|
||||
batchReader.ReadValue(out BatchHeader batchHeader);
|
||||
batchReader.ReadValue(out NetworkBatchHeader batchHeader);
|
||||
|
||||
if (batchHeader.Magic != NetworkBatchHeader.MagicValue)
|
||||
{
|
||||
NetworkLog.LogError($"Received a packet with an invalid Magic Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Offset: {data.Offset}, Size: {data.Count}, Full receive array: {ByteArrayToString(data.Array, 0, data.Array.Length)}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (batchHeader.BatchSize != data.Count)
|
||||
{
|
||||
NetworkLog.LogError($"Received a packet with an invalid Batch Size Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Offset: {data.Offset}, Size: {data.Count}, Expected Size: {batchHeader.BatchSize}, Full receive array: {ByteArrayToString(data.Array, 0, data.Array.Length)}");
|
||||
return;
|
||||
}
|
||||
|
||||
var hash = XXHash.Hash64(batchReader.GetUnsafePtrAtCurrentPosition(), batchReader.Length - batchReader.Position);
|
||||
|
||||
if (hash != batchHeader.BatchHash)
|
||||
{
|
||||
NetworkLog.LogError($"Received a packet with an invalid Hash Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Received Hash: {batchHeader.BatchHash}, Calculated Hash: {hash}, Offset: {data.Offset}, Size: {data.Count}, Full receive array: {ByteArrayToString(data.Array, 0, data.Array.Length)}");
|
||||
return;
|
||||
}
|
||||
|
||||
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
m_Hooks[hookIdx].OnBeforeReceiveBatch(clientId, batchHeader.BatchSize, batchReader.Length);
|
||||
m_Hooks[hookIdx].OnBeforeReceiveBatch(clientId, batchHeader.BatchCount, batchReader.Length);
|
||||
}
|
||||
|
||||
for (var messageIdx = 0; messageIdx < batchHeader.BatchSize; ++messageIdx)
|
||||
for (var messageIdx = 0; messageIdx < batchHeader.BatchCount; ++messageIdx)
|
||||
{
|
||||
|
||||
var messageHeader = new MessageHeader();
|
||||
var messageHeader = new NetworkMessageHeader();
|
||||
var position = batchReader.Position;
|
||||
try
|
||||
{
|
||||
@@ -237,7 +285,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
catch (OverflowException)
|
||||
{
|
||||
NetworkLog.LogWarning("Received a batch that didn't have enough data for all of its batches, ending early!");
|
||||
NetworkLog.LogError("Received a batch that didn't have enough data for all of its batches, ending early!");
|
||||
throw;
|
||||
}
|
||||
|
||||
@@ -245,25 +293,26 @@ namespace Unity.Netcode
|
||||
|
||||
if (!batchReader.TryBeginRead((int)messageHeader.MessageSize))
|
||||
{
|
||||
NetworkLog.LogWarning("Received a message that claimed a size larger than the packet, ending early!");
|
||||
NetworkLog.LogError("Received a message that claimed a size larger than the packet, ending early!");
|
||||
return;
|
||||
}
|
||||
|
||||
m_IncomingMessageQueue.Add(new ReceiveQueueItem
|
||||
{
|
||||
Header = messageHeader,
|
||||
SenderId = clientId,
|
||||
Timestamp = receiveTime,
|
||||
// Copy the data for this message into a new FastBufferReader that owns that memory.
|
||||
// We can't guarantee the memory in the ArraySegment stays valid because we don't own it,
|
||||
// so we must move it to memory we do own.
|
||||
// We can't guarantee the memory in the ArraySegment stays valid because we don't own it, so we must move it to memory we do own.
|
||||
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize),
|
||||
MessageHeaderSerializedSize = receivedHeaderSize,
|
||||
});
|
||||
batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize);
|
||||
}
|
||||
|
||||
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
m_Hooks[hookIdx].OnAfterReceiveBatch(clientId, batchHeader.BatchSize, batchReader.Length);
|
||||
m_Hooks[hookIdx].OnAfterReceiveBatch(clientId, batchHeader.BatchCount, batchReader.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -288,6 +337,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return m_MessagesByHash[messageHash];
|
||||
}
|
||||
|
||||
@@ -297,6 +347,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var messageType = m_MessagesByHash[messageHash];
|
||||
|
||||
if (!m_PerClientMessageVersions.ContainsKey(clientId))
|
||||
@@ -321,6 +372,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var messageType = m_MessagesByHash[messagesInIdOrder[i]];
|
||||
var oldId = oldTypes[messageType];
|
||||
var handler = oldHandlers[oldId];
|
||||
@@ -331,14 +383,16 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
|
||||
public void HandleMessage(in NetworkMessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
|
||||
{
|
||||
using (reader)
|
||||
{
|
||||
if (header.MessageType >= m_HighMessageType)
|
||||
{
|
||||
Debug.LogWarning($"Received a message with invalid message type value {header.MessageType}");
|
||||
reader.Dispose();
|
||||
return;
|
||||
}
|
||||
|
||||
var context = new NetworkContext
|
||||
{
|
||||
SystemOwner = m_Owner,
|
||||
@@ -352,22 +406,18 @@ namespace Unity.Netcode
|
||||
var type = m_ReverseTypeMap[header.MessageType];
|
||||
if (!CanReceive(senderId, type, reader, ref context))
|
||||
{
|
||||
reader.Dispose();
|
||||
return;
|
||||
}
|
||||
|
||||
var handler = m_MessageHandlers[header.MessageType];
|
||||
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
|
||||
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
|
||||
}
|
||||
|
||||
var handler = m_MessageHandlers[header.MessageType];
|
||||
using (reader)
|
||||
{
|
||||
// This will also log an exception is if the server knows about a message type the client doesn't know
|
||||
// about. In this case the handler will be null. It is still an issue the user must deal with: If the
|
||||
// two connecting builds know about different messages, the server should not send a message to a client
|
||||
// that doesn't know about it
|
||||
// This will also log an exception is if the server knows about a message type the client doesn't know about.
|
||||
// In this case the handler will be null. It is still an issue the user must deal with:
|
||||
// If the two connecting builds know about different messages, the server should not send a message to a client that doesn't know about it
|
||||
if (handler == null)
|
||||
{
|
||||
Debug.LogException(new HandlerNotRegisteredException(header.MessageType.ToString()));
|
||||
@@ -376,9 +426,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
// No user-land message handler exceptions should escape the receive loop.
|
||||
// If an exception is throw, the message is ignored.
|
||||
// Example use case: A bad message is received that can't be deserialized and throws
|
||||
// an OverflowException because it specifies a length greater than the number of bytes in it
|
||||
// for some dynamic-length value.
|
||||
// Example use case: A bad message is received that can't be deserialized and throws an OverflowException because it specifies a length greater than the number of bytes in it for some dynamic-length value.
|
||||
try
|
||||
{
|
||||
handler.Invoke(reader, ref context, this);
|
||||
@@ -388,15 +436,21 @@ namespace Unity.Netcode
|
||||
Debug.LogException(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
|
||||
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal unsafe void ProcessIncomingMessageQueue()
|
||||
internal void ProcessIncomingMessageQueue()
|
||||
{
|
||||
if (StopProcessing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
|
||||
{
|
||||
// Avoid copies...
|
||||
@@ -417,21 +471,22 @@ namespace Unity.Netcode
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_SendQueues[clientId] = new NativeList<SendQueueItem>(16, Allocator.Persistent);
|
||||
}
|
||||
|
||||
internal void ClientDisconnected(ulong clientId)
|
||||
{
|
||||
if (!m_SendQueues.ContainsKey(clientId))
|
||||
{
|
||||
return;
|
||||
}
|
||||
CleanupDisconnectedClient(clientId);
|
||||
m_SendQueues.Remove(clientId);
|
||||
m_DisconnectedClients.Add(clientId);
|
||||
}
|
||||
|
||||
private void CleanupDisconnectedClient(ulong clientId)
|
||||
{
|
||||
if (!m_SendQueues.ContainsKey(clientId))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var queue = m_SendQueues[clientId];
|
||||
for (var i = 0; i < queue.Length; ++i)
|
||||
{
|
||||
@@ -439,23 +494,19 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
queue.Dispose();
|
||||
m_SendQueues.Remove(clientId);
|
||||
|
||||
m_PerClientMessageVersions.Remove(clientId);
|
||||
}
|
||||
|
||||
internal void CleanupDisconnectedClients()
|
||||
{
|
||||
var removeList = new NativeList<ulong>(Allocator.Temp);
|
||||
foreach (var clientId in m_PerClientMessageVersions.Keys)
|
||||
foreach (var clientId in m_DisconnectedClients)
|
||||
{
|
||||
if (!m_SendQueues.ContainsKey(clientId))
|
||||
{
|
||||
removeList.Add(clientId);
|
||||
}
|
||||
CleanupDisconnectedClient(clientId);
|
||||
}
|
||||
|
||||
foreach (var clientId in removeList)
|
||||
{
|
||||
m_PerClientMessageVersions.Remove(clientId);
|
||||
}
|
||||
m_DisconnectedClients.Clear();
|
||||
}
|
||||
|
||||
public static int CreateMessageAndGetVersion<T>() where T : INetworkMessage, new()
|
||||
@@ -470,14 +521,15 @@ namespace Unity.Netcode
|
||||
if (forReceive)
|
||||
{
|
||||
Debug.LogWarning($"Trying to receive {type.Name} from client {clientId} which is not in a connected state.");
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Trying to send {type.Name} to client {clientId} which is not in a connected state.");
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (!versionMap.TryGetValue(type, out var messageVersion))
|
||||
{
|
||||
return -1;
|
||||
@@ -486,7 +538,7 @@ namespace Unity.Netcode
|
||||
return messageVersion;
|
||||
}
|
||||
|
||||
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, MessagingSystem system) where T : INetworkMessage, new()
|
||||
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager) where T : INetworkMessage, new()
|
||||
{
|
||||
var message = new T();
|
||||
var messageVersion = 0;
|
||||
@@ -495,24 +547,25 @@ namespace Unity.Netcode
|
||||
// and can't change.
|
||||
if (typeof(T) != typeof(ConnectionRequestMessage) && typeof(T) != typeof(ConnectionApprovedMessage) && typeof(T) != typeof(DisconnectReasonMessage))
|
||||
{
|
||||
messageVersion = system.GetMessageVersion(typeof(T), context.SenderId, true);
|
||||
messageVersion = manager.GetMessageVersion(typeof(T), context.SenderId, true);
|
||||
if (messageVersion < 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (message.Deserialize(reader, ref context, messageVersion))
|
||||
{
|
||||
for (var hookIdx = 0; hookIdx < system.m_Hooks.Count; ++hookIdx)
|
||||
for (var hookIdx = 0; hookIdx < manager.m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
system.m_Hooks[hookIdx].OnBeforeHandleMessage(ref message, ref context);
|
||||
manager.m_Hooks[hookIdx].OnBeforeHandleMessage(ref message, ref context);
|
||||
}
|
||||
|
||||
message.Handle(ref context);
|
||||
|
||||
for (var hookIdx = 0; hookIdx < system.m_Hooks.Count; ++hookIdx)
|
||||
for (var hookIdx = 0; hookIdx < manager.m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
system.m_Hooks[hookIdx].OnAfterHandleMessage(ref message, ref context);
|
||||
manager.m_Hooks[hookIdx].OnAfterHandleMessage(ref message, ref context);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -544,9 +597,8 @@ namespace Unity.Netcode
|
||||
for (var i = 0; i < clientIds.Count; ++i)
|
||||
{
|
||||
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. The first part of this message always has to be the version data
|
||||
// and can't change.
|
||||
// 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.
|
||||
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
|
||||
{
|
||||
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
|
||||
@@ -564,9 +616,9 @@ namespace Unity.Netcode
|
||||
|
||||
sentMessageVersions.Add(messageVersion);
|
||||
|
||||
var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FRAGMENTED_MESSAGE_MAX_SIZE : NON_FRAGMENTED_MESSAGE_MAX_SIZE;
|
||||
var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FragmentedMessageMaxSize : NonFragmentedMessageMaxSize;
|
||||
|
||||
using var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
|
||||
using var tmpSerializer = new FastBufferWriter(NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
|
||||
|
||||
message.Serialize(tmpSerializer, messageVersion);
|
||||
|
||||
@@ -582,9 +634,9 @@ namespace Unity.Netcode
|
||||
internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, in IReadOnlyList<ulong> clientIds, int messageVersionFilter)
|
||||
where TMessageType : INetworkMessage
|
||||
{
|
||||
using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp);
|
||||
using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<NetworkMessageHeader>(), Allocator.Temp);
|
||||
|
||||
var header = new MessageHeader
|
||||
var header = new NetworkMessageHeader
|
||||
{
|
||||
MessageSize = (uint)tmpSerializer.Length,
|
||||
MessageType = m_MessageTypes[typeof(TMessageType)],
|
||||
@@ -594,13 +646,16 @@ namespace Unity.Netcode
|
||||
|
||||
for (var i = 0; i < clientIds.Count; ++i)
|
||||
{
|
||||
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. The first part of this message always has to be the version data
|
||||
// and can't change.
|
||||
if (m_DisconnectedClients.Contains(clientIds[i]))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 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.
|
||||
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
|
||||
{
|
||||
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
|
||||
var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
|
||||
if (messageVersion < 0)
|
||||
{
|
||||
// Client doesn't know this message exists, don't send it at all.
|
||||
@@ -628,20 +683,16 @@ namespace Unity.Netcode
|
||||
var sendQueueItem = m_SendQueues[clientId];
|
||||
if (sendQueueItem.Length == 0)
|
||||
{
|
||||
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
|
||||
maxSize));
|
||||
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(BatchHeader));
|
||||
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
|
||||
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(NetworkBatchHeader));
|
||||
}
|
||||
else
|
||||
{
|
||||
ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
|
||||
if (lastQueueItem.NetworkDelivery != delivery ||
|
||||
lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
|
||||
< tmpSerializer.Length + headerSerializer.Length)
|
||||
if (lastQueueItem.NetworkDelivery != delivery || lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position < tmpSerializer.Length + headerSerializer.Length)
|
||||
{
|
||||
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
|
||||
maxSize));
|
||||
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
|
||||
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
|
||||
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -650,7 +701,7 @@ namespace Unity.Netcode
|
||||
|
||||
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
|
||||
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
|
||||
writeQueueItem.BatchHeader.BatchSize++;
|
||||
writeQueueItem.BatchHeader.BatchCount++;
|
||||
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
m_Hooks[hookIdx].OnAfterSendMessage(clientId, ref message, delivery, tmpSerializer.Length + headerSerializer.Length);
|
||||
@@ -738,6 +789,11 @@ namespace Unity.Netcode
|
||||
|
||||
internal unsafe void ProcessSendQueues()
|
||||
{
|
||||
if (StopProcessing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var kvp in m_SendQueues)
|
||||
{
|
||||
var clientId = kvp.Key;
|
||||
@@ -745,7 +801,16 @@ namespace Unity.Netcode
|
||||
for (var i = 0; i < sendQueueItem.Length; ++i)
|
||||
{
|
||||
ref var queueItem = ref sendQueueItem.ElementAt(i);
|
||||
if (queueItem.BatchHeader.BatchSize == 0)
|
||||
// This is checked at every iteration because
|
||||
// 1) each writer needs to be disposed, so we have to do the full loop regardless, and
|
||||
// 2) the call to m_MessageSender.Send() may result in calling ClientDisconnected(), so the result of this check may change partway through iteration
|
||||
if (m_DisconnectedClients.Contains(clientId))
|
||||
{
|
||||
queueItem.Writer.Dispose();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (queueItem.BatchHeader.BatchCount == 0)
|
||||
{
|
||||
queueItem.Writer.Dispose();
|
||||
continue;
|
||||
@@ -753,23 +818,28 @@ namespace Unity.Netcode
|
||||
|
||||
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
m_Hooks[hookIdx].OnBeforeSendBatch(clientId, queueItem.BatchHeader.BatchSize, queueItem.Writer.Length, queueItem.NetworkDelivery);
|
||||
m_Hooks[hookIdx].OnBeforeSendBatch(clientId, queueItem.BatchHeader.BatchCount, queueItem.Writer.Length, queueItem.NetworkDelivery);
|
||||
}
|
||||
|
||||
queueItem.Writer.Seek(0);
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
// Skipping the Verify and sneaking the write mark in because we know it's fine.
|
||||
queueItem.Writer.Handle->AllowedWriteMark = 2;
|
||||
queueItem.Writer.Handle->AllowedWriteMark = sizeof(NetworkBatchHeader);
|
||||
#endif
|
||||
queueItem.BatchHeader.BatchHash = XXHash.Hash64(queueItem.Writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), queueItem.Writer.Length - sizeof(NetworkBatchHeader));
|
||||
|
||||
queueItem.BatchHeader.BatchSize = queueItem.Writer.Length;
|
||||
|
||||
queueItem.Writer.WriteValue(queueItem.BatchHeader);
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
m_MessageSender.Send(clientId, queueItem.NetworkDelivery, queueItem.Writer);
|
||||
m_Sender.Send(clientId, queueItem.NetworkDelivery, queueItem.Writer);
|
||||
|
||||
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
|
||||
{
|
||||
m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchSize, queueItem.Writer.Length, queueItem.NetworkDelivery);
|
||||
m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchCount, queueItem.Writer.Length, queueItem.NetworkDelivery);
|
||||
}
|
||||
}
|
||||
finally
|
||||
@@ -777,6 +847,7 @@ namespace Unity.Netcode
|
||||
queueItem.Writer.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
sendQueueItem.Clear();
|
||||
}
|
||||
}
|
||||
44
Runtime/Metrics/NetworkMetricsManager.cs
Normal file
44
Runtime/Metrics/NetworkMetricsManager.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
#if MULTIPLAYER_TOOLS
|
||||
using Unity.Multiplayer.Tools;
|
||||
#endif
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// This probably needs to all be migrated into <see cref="NetworkConnectionManager"/>, but
|
||||
/// keeping it separated for the time being
|
||||
/// </summary>
|
||||
internal class NetworkMetricsManager
|
||||
{
|
||||
internal INetworkMetrics NetworkMetrics { get; private set; }
|
||||
|
||||
private NetworkManager m_NetworkManager;
|
||||
|
||||
public void UpdateMetrics()
|
||||
{
|
||||
NetworkMetrics.UpdateNetworkObjectsCount(m_NetworkManager.SpawnManager.SpawnedObjects.Count);
|
||||
NetworkMetrics.UpdateConnectionsCount((m_NetworkManager.IsServer) ? m_NetworkManager.ConnectionManager.ConnectedClients.Count : 1);
|
||||
NetworkMetrics.DispatchFrame();
|
||||
}
|
||||
|
||||
public void Initialize(NetworkManager networkManager)
|
||||
{
|
||||
m_NetworkManager = networkManager;
|
||||
if (NetworkMetrics == null)
|
||||
{
|
||||
#if MULTIPLAYER_TOOLS
|
||||
NetworkMetrics = new NetworkMetrics();
|
||||
#else
|
||||
NetworkMetrics = new NullNetworkMetrics();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if MULTIPLAYER_TOOLS
|
||||
NetworkSolutionInterface.SetInterface(new NetworkSolutionInterfaceParameters
|
||||
{
|
||||
NetworkObjectProvider = new NetworkObjectProvider(networkManager),
|
||||
});
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Metrics/NetworkMetricsManager.cs.meta
Normal file
11
Runtime/Metrics/NetworkMetricsManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b20a0fe127a24d48867c2ee448bdb1b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -75,7 +75,7 @@ namespace Unity.Netcode
|
||||
return;
|
||||
}
|
||||
|
||||
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
|
||||
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
@@ -490,12 +490,14 @@ namespace Unity.Netcode
|
||||
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
|
||||
}
|
||||
|
||||
var value = m_List[index];
|
||||
m_List.RemoveAt(index);
|
||||
|
||||
var listEvent = new NetworkListEvent<T>()
|
||||
{
|
||||
Type = NetworkListEvent<T>.EventType.RemoveAt,
|
||||
Index = index
|
||||
Index = index,
|
||||
Value = value
|
||||
};
|
||||
|
||||
HandleAddListEvent(listEvent);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -33,6 +33,13 @@ namespace Unity.Netcode
|
||||
: base(readPerm, writePerm)
|
||||
{
|
||||
m_InternalValue = value;
|
||||
// Since we start with IsDirty = true, this doesn't need to be duplicated
|
||||
// right away. It won't get read until after ResetDirty() is called, and
|
||||
// the duplicate will be made there. Avoiding calling
|
||||
// NetworkVariableSerialization<T>.Duplicate() is important because calling
|
||||
// it in the constructor might not give users enough time to set the
|
||||
// DuplicateValue callback if they're using UserNetworkVariableSerialization
|
||||
m_PreviousValue = default;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -41,6 +48,11 @@ namespace Unity.Netcode
|
||||
[SerializeField]
|
||||
private protected T m_InternalValue;
|
||||
|
||||
private protected T m_PreviousValue;
|
||||
|
||||
private bool m_HasPreviousValue;
|
||||
private bool m_IsDisposed;
|
||||
|
||||
/// <summary>
|
||||
/// The value of the NetworkVariable container
|
||||
/// </summary>
|
||||
@@ -61,9 +73,83 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
Set(value);
|
||||
m_IsDisposed = false;
|
||||
}
|
||||
}
|
||||
|
||||
internal ref T RefValue()
|
||||
{
|
||||
return ref m_InternalValue;
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
if (m_IsDisposed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_IsDisposed = true;
|
||||
if (m_InternalValue is IDisposable internalValueDisposable)
|
||||
{
|
||||
internalValueDisposable.Dispose();
|
||||
}
|
||||
|
||||
m_InternalValue = default;
|
||||
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
|
||||
{
|
||||
m_HasPreviousValue = false;
|
||||
previousValueDisposable.Dispose();
|
||||
}
|
||||
|
||||
m_PreviousValue = default;
|
||||
}
|
||||
|
||||
~NetworkVariable()
|
||||
{
|
||||
Dispose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets Whether or not the container is dirty
|
||||
/// </summary>
|
||||
/// <returns>Whether or not the container is dirty</returns>
|
||||
public override bool IsDirty()
|
||||
{
|
||||
// For most cases we can use the dirty flag.
|
||||
// This doesn't work for cases where we're wrapping more complex types
|
||||
// like INetworkSerializable, NativeList, NativeArray, etc.
|
||||
// Changes to the values in those types don't call the Value.set method,
|
||||
// so we can't catch those changes and need to compare the current value
|
||||
// against the previous one.
|
||||
if (base.IsDirty())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Cache the dirty value so we don't perform this again if we already know we're dirty
|
||||
// Unfortunately we can't cache the NOT dirty state, because that might change
|
||||
// in between to checks... but the DIRTY state won't change until ResetDirty()
|
||||
// is called.
|
||||
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
|
||||
SetDirty(dirty);
|
||||
return dirty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the dirty state and marks the variable as synced / clean
|
||||
/// </summary>
|
||||
public override void ResetDirty()
|
||||
{
|
||||
base.ResetDirty();
|
||||
// Resetting the dirty value declares that the current value is not dirty
|
||||
// Therefore, we set the m_PreviousValue field to a duplicate of the current
|
||||
// field, so that our next dirty check is made against the current "not dirty"
|
||||
// value.
|
||||
m_HasPreviousValue = true;
|
||||
NetworkVariableSerialization<T>.Serializer.Duplicate(m_InternalValue, ref m_PreviousValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
|
||||
/// if there are subscribers to that event.
|
||||
|
||||
@@ -18,6 +18,11 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
private protected NetworkBehaviour m_NetworkBehaviour;
|
||||
|
||||
public NetworkBehaviour GetBehaviour()
|
||||
{
|
||||
return m_NetworkBehaviour;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the NetworkVariable
|
||||
/// </summary>
|
||||
@@ -89,7 +94,8 @@ namespace Unity.Netcode
|
||||
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
|
||||
return;
|
||||
}
|
||||
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
|
||||
|
||||
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -20,6 +20,8 @@ namespace Unity.Netcode
|
||||
// of it to pass it as a ref parameter.
|
||||
public void Write(FastBufferWriter writer, ref T value);
|
||||
public void Read(FastBufferReader reader, ref T value);
|
||||
internal void ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator);
|
||||
public void Duplicate(in T value, ref T duplicatedValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -35,6 +37,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<short>.ReadWithAllocator(FastBufferReader reader, out short value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in short value, ref short duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -50,6 +62,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<ushort>.ReadWithAllocator(FastBufferReader reader, out ushort value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in ushort value, ref ushort duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -65,6 +87,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<int>.ReadWithAllocator(FastBufferReader reader, out int value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in int value, ref int duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -80,6 +112,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<uint>.ReadWithAllocator(FastBufferReader reader, out uint value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in uint value, ref uint duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -95,6 +137,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<long>.ReadWithAllocator(FastBufferReader reader, out long value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in long value, ref long duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -110,6 +162,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<ulong>.ReadWithAllocator(FastBufferReader reader, out ulong value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in ulong value, ref ulong duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -130,8 +192,84 @@ namespace Unity.Netcode
|
||||
{
|
||||
reader.ReadUnmanagedSafe(out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in T value, ref T duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
internal class UnmanagedArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged
|
||||
{
|
||||
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(value);
|
||||
}
|
||||
public void Read(FastBufferReader reader, ref NativeArray<T> value)
|
||||
{
|
||||
value.Dispose();
|
||||
reader.ReadUnmanagedSafe(out value, Allocator.Persistent);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<NativeArray<T>>.ReadWithAllocator(FastBufferReader reader, out NativeArray<T> value, Allocator allocator)
|
||||
{
|
||||
reader.ReadUnmanagedSafe(out value, allocator);
|
||||
}
|
||||
|
||||
public void Duplicate(in NativeArray<T> value, ref NativeArray<T> duplicatedValue)
|
||||
{
|
||||
if (!duplicatedValue.IsCreated || duplicatedValue.Length != value.Length)
|
||||
{
|
||||
if (duplicatedValue.IsCreated)
|
||||
{
|
||||
duplicatedValue.Dispose();
|
||||
}
|
||||
|
||||
duplicatedValue = new NativeArray<T>(value.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
|
||||
}
|
||||
|
||||
duplicatedValue.CopyFrom(value);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
internal class UnmanagedListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged
|
||||
{
|
||||
public void Write(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
writer.WriteUnmanagedSafe(value);
|
||||
}
|
||||
public void Read(FastBufferReader reader, ref NativeList<T> value)
|
||||
{
|
||||
reader.ReadUnmanagedSafeInPlace(ref value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<NativeList<T>>.ReadWithAllocator(FastBufferReader reader, out NativeList<T> value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in NativeList<T> value, ref NativeList<T> duplicatedValue)
|
||||
{
|
||||
if (!duplicatedValue.IsCreated)
|
||||
{
|
||||
duplicatedValue = new NativeList<T>(value.Length, Allocator.Persistent);
|
||||
}
|
||||
else if (value.Length != duplicatedValue.Length)
|
||||
{
|
||||
duplicatedValue.ResizeUninitialized(value.Length);
|
||||
}
|
||||
|
||||
duplicatedValue.CopyFrom(value);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Serializer for FixedStrings
|
||||
/// </summary>
|
||||
@@ -146,8 +284,92 @@ namespace Unity.Netcode
|
||||
{
|
||||
reader.ReadValueSafeInPlace(ref value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in T value, ref T duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serializer for FixedStrings
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class FixedStringArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
writer.WriteValueSafe(value);
|
||||
}
|
||||
public void Read(FastBufferReader reader, ref NativeArray<T> value)
|
||||
{
|
||||
value.Dispose();
|
||||
reader.ReadValueSafe(out value, Allocator.Persistent);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<NativeArray<T>>.ReadWithAllocator(FastBufferReader reader, out NativeArray<T> value, Allocator allocator)
|
||||
{
|
||||
reader.ReadValueSafe(out value, allocator);
|
||||
}
|
||||
|
||||
public void Duplicate(in NativeArray<T> value, ref NativeArray<T> duplicatedValue)
|
||||
{
|
||||
if (!duplicatedValue.IsCreated || duplicatedValue.Length != value.Length)
|
||||
{
|
||||
if (duplicatedValue.IsCreated)
|
||||
{
|
||||
duplicatedValue.Dispose();
|
||||
}
|
||||
|
||||
duplicatedValue = new NativeArray<T>(value.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
|
||||
}
|
||||
|
||||
duplicatedValue.CopyFrom(value);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Serializer for FixedStrings
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class FixedStringListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
public void Write(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
writer.WriteValueSafe(value);
|
||||
}
|
||||
public void Read(FastBufferReader reader, ref NativeList<T> value)
|
||||
{
|
||||
reader.ReadValueSafeInPlace(ref value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<NativeList<T>>.ReadWithAllocator(FastBufferReader reader, out NativeList<T> value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in NativeList<T> value, ref NativeList<T> duplicatedValue)
|
||||
{
|
||||
if (!duplicatedValue.IsCreated)
|
||||
{
|
||||
duplicatedValue = new NativeList<T>(value.Length, Allocator.Persistent);
|
||||
}
|
||||
else if (value.Length != duplicatedValue.Length)
|
||||
{
|
||||
duplicatedValue.ResizeUninitialized(value.Length);
|
||||
}
|
||||
|
||||
duplicatedValue.CopyFrom(value);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Serializer for unmanaged INetworkSerializable types
|
||||
/// </summary>
|
||||
@@ -163,10 +385,93 @@ namespace Unity.Netcode
|
||||
{
|
||||
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader));
|
||||
value.NetworkSerialize(bufferSerializer);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in T value, ref T duplicatedValue)
|
||||
{
|
||||
duplicatedValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serializer for unmanaged INetworkSerializable types
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class UnmanagedNetworkSerializableArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INetworkSerializable
|
||||
{
|
||||
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
|
||||
{
|
||||
writer.WriteNetworkSerializable(value);
|
||||
}
|
||||
public void Read(FastBufferReader reader, ref NativeArray<T> value)
|
||||
{
|
||||
value.Dispose();
|
||||
reader.ReadNetworkSerializable(out value, Allocator.Persistent);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<NativeArray<T>>.ReadWithAllocator(FastBufferReader reader, out NativeArray<T> value, Allocator allocator)
|
||||
{
|
||||
reader.ReadNetworkSerializable(out value, allocator);
|
||||
}
|
||||
|
||||
public void Duplicate(in NativeArray<T> value, ref NativeArray<T> duplicatedValue)
|
||||
{
|
||||
if (!duplicatedValue.IsCreated || duplicatedValue.Length != value.Length)
|
||||
{
|
||||
if (duplicatedValue.IsCreated)
|
||||
{
|
||||
duplicatedValue.Dispose();
|
||||
}
|
||||
|
||||
duplicatedValue = new NativeArray<T>(value.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
|
||||
}
|
||||
|
||||
duplicatedValue.CopyFrom(value);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Serializer for unmanaged INetworkSerializable types
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
internal class UnmanagedNetworkSerializableListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INetworkSerializable
|
||||
{
|
||||
public void Write(FastBufferWriter writer, ref NativeList<T> value)
|
||||
{
|
||||
writer.WriteNetworkSerializable(value);
|
||||
}
|
||||
public void Read(FastBufferReader reader, ref NativeList<T> value)
|
||||
{
|
||||
reader.ReadNetworkSerializableInPlace(ref value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<NativeList<T>>.ReadWithAllocator(FastBufferReader reader, out NativeList<T> value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in NativeList<T> value, ref NativeList<T> duplicatedValue)
|
||||
{
|
||||
if (!duplicatedValue.IsCreated)
|
||||
{
|
||||
duplicatedValue = new NativeList<T>(value.Length, Allocator.Persistent);
|
||||
}
|
||||
else if (value.Length != duplicatedValue.Length)
|
||||
{
|
||||
duplicatedValue.ResizeUninitialized(value.Length);
|
||||
}
|
||||
|
||||
duplicatedValue.CopyFrom(value);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Serializer for managed INetworkSerializable types, which differs from the unmanaged implementation in that it
|
||||
/// has to be null-aware
|
||||
@@ -201,6 +506,21 @@ namespace Unity.Netcode
|
||||
value.NetworkSerialize(bufferSerializer);
|
||||
}
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in T value, ref T duplicatedValue)
|
||||
{
|
||||
using var writer = new FastBufferWriter(256, Allocator.Temp);
|
||||
var refValue = value;
|
||||
Write(writer, ref refValue);
|
||||
|
||||
using var reader = new FastBufferReader(writer, Allocator.None);
|
||||
Read(reader, ref duplicatedValue);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -227,14 +547,26 @@ namespace Unity.Netcode
|
||||
public delegate void ReadValueDelegate(FastBufferReader reader, out T value);
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="WriteValueDelegate"/> delegate handler declaration
|
||||
/// The read value delegate handler definition
|
||||
/// </summary>
|
||||
/// <param name="reader">The <see cref="FastBufferReader"/> to read the value of type `T`</param>
|
||||
/// <param name="value">The value of type `T` to be read</param>
|
||||
public delegate void DuplicateValueDelegate(in T value, ref T duplicatedValue);
|
||||
|
||||
/// <summary>
|
||||
/// Callback to write a value
|
||||
/// </summary>
|
||||
public static WriteValueDelegate WriteValue;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="ReadValueDelegate"/> delegate handler declaration
|
||||
/// Callback to read a value
|
||||
/// </summary>
|
||||
public static ReadValueDelegate ReadValue;
|
||||
|
||||
/// <summary>
|
||||
/// Callback to create a duplicate of a value, used to check for dirty status.
|
||||
/// </summary>
|
||||
public static DuplicateValueDelegate DuplicateValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -250,20 +582,34 @@ namespace Unity.Netcode
|
||||
{
|
||||
public void Write(FastBufferWriter writer, ref T value)
|
||||
{
|
||||
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
|
||||
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||
{
|
||||
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
||||
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
||||
}
|
||||
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
|
||||
}
|
||||
public void Read(FastBufferReader reader, ref T value)
|
||||
{
|
||||
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
|
||||
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||
{
|
||||
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
||||
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
||||
}
|
||||
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
|
||||
}
|
||||
|
||||
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Duplicate(in T value, ref T duplicatedValue)
|
||||
{
|
||||
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
|
||||
{
|
||||
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
|
||||
}
|
||||
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -309,6 +655,26 @@ namespace Unity.Netcode
|
||||
NetworkVariableSerialization<T>.Serializer = new UnmanagedTypeSerializer<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeSerializer_UnmanagedByMemcpyArray<T>() where T : unmanaged
|
||||
{
|
||||
NetworkVariableSerialization<NativeArray<T>>.Serializer = new UnmanagedArraySerializer<T>();
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeSerializer_UnmanagedByMemcpyList<T>() where T : unmanaged
|
||||
{
|
||||
NetworkVariableSerialization<NativeList<T>>.Serializer = new UnmanagedListSerializer<T>();
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
|
||||
/// NetworkSerialize
|
||||
@@ -319,6 +685,28 @@ namespace Unity.Netcode
|
||||
NetworkVariableSerialization<T>.Serializer = new UnmanagedNetworkSerializableSerializer<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
|
||||
/// NetworkSerialize
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeSerializer_UnmanagedINetworkSerializableArray<T>() where T : unmanaged, INetworkSerializable
|
||||
{
|
||||
NetworkVariableSerialization<NativeArray<T>>.Serializer = new UnmanagedNetworkSerializableArraySerializer<T>();
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
|
||||
/// NetworkSerialize
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeSerializer_UnmanagedINetworkSerializableList<T>() where T : unmanaged, INetworkSerializable
|
||||
{
|
||||
NetworkVariableSerialization<NativeList<T>>.Serializer = new UnmanagedNetworkSerializableListSerializer<T>();
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Registers a managed type that implements INetworkSerializable and will be serialized through a call to
|
||||
/// NetworkSerialize
|
||||
@@ -339,6 +727,28 @@ namespace Unity.Netcode
|
||||
NetworkVariableSerialization<T>.Serializer = new FixedStringSerializer<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
|
||||
/// serializers
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeSerializer_FixedStringArray<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
NetworkVariableSerialization<NativeArray<T>>.Serializer = new FixedStringArraySerializer<T>();
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
|
||||
/// serializers
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeSerializer_FixedStringList<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
NetworkVariableSerialization<NativeList<T>>.Serializer = new FixedStringListSerializer<T>();
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Registers a managed type that will be checked for equality using T.Equals()
|
||||
/// </summary>
|
||||
@@ -357,6 +767,26 @@ namespace Unity.Netcode
|
||||
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.EqualityEquals;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that will be checked for equality using T.Equals()
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeEqualityChecker_UnmanagedIEquatableArray<T>() where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
NetworkVariableSerialization<NativeArray<T>>.AreEqual = NetworkVariableSerialization<T>.EqualityEqualsArray;
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that will be checked for equality using T.Equals()
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeEqualityChecker_UnmanagedIEquatableList<T>() where T : unmanaged, IEquatable<T>
|
||||
{
|
||||
NetworkVariableSerialization<NativeList<T>>.AreEqual = NetworkVariableSerialization<T>.EqualityEqualsList;
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
|
||||
/// equal if they are bitwise equivalent in memory
|
||||
@@ -367,6 +797,28 @@ namespace Unity.Netcode
|
||||
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.ValueEquals;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
|
||||
/// equal if they are bitwise equivalent in memory
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeEqualityChecker_UnmanagedValueEqualsArray<T>() where T : unmanaged
|
||||
{
|
||||
NetworkVariableSerialization<NativeArray<T>>.AreEqual = NetworkVariableSerialization<T>.ValueEqualsArray;
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
|
||||
/// equal if they are bitwise equivalent in memory
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static void InitializeEqualityChecker_UnmanagedValueEqualsList<T>() where T : unmanaged
|
||||
{
|
||||
NetworkVariableSerialization<NativeList<T>>.AreEqual = NetworkVariableSerialization<T>.ValueEqualsList;
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Registers a managed type that will be checked for equality using the == operator
|
||||
/// </summary>
|
||||
@@ -405,6 +857,58 @@ namespace Unity.Netcode
|
||||
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType)) == 0;
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
// Compares two values of the same unmanaged type by underlying memory
|
||||
// Ignoring any overridden value checks
|
||||
// Size is fixed
|
||||
internal static unsafe bool ValueEqualsList<TValueType>(ref NativeList<TValueType> a, ref NativeList<TValueType> b) where TValueType : unmanaged
|
||||
{
|
||||
if (a.IsCreated != b.IsCreated)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!a.IsCreated)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (a.Length != b.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var aptr = (TValueType*)a.GetUnsafePtr();
|
||||
var bptr = (TValueType*)b.GetUnsafePtr();
|
||||
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType) * a.Length) == 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Compares two values of the same unmanaged type by underlying memory
|
||||
// Ignoring any overridden value checks
|
||||
// Size is fixed
|
||||
internal static unsafe bool ValueEqualsArray<TValueType>(ref NativeArray<TValueType> a, ref NativeArray<TValueType> b) where TValueType : unmanaged
|
||||
{
|
||||
if (a.IsCreated != b.IsCreated)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!a.IsCreated)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (a.Length != b.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var aptr = (TValueType*)a.GetUnsafePtr();
|
||||
var bptr = (TValueType*)b.GetUnsafePtr();
|
||||
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType) * a.Length) == 0;
|
||||
}
|
||||
|
||||
internal static bool EqualityEqualsObject<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class, IEquatable<TValueType>
|
||||
{
|
||||
if (a == null)
|
||||
@@ -425,6 +929,74 @@ namespace Unity.Netcode
|
||||
return a.Equals(b);
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
// Compares two values of the same unmanaged type by underlying memory
|
||||
// Ignoring any overridden value checks
|
||||
// Size is fixed
|
||||
internal static unsafe bool EqualityEqualsList<TValueType>(ref NativeList<TValueType> a, ref NativeList<TValueType> b) where TValueType : unmanaged, IEquatable<TValueType>
|
||||
{
|
||||
if (a.IsCreated != b.IsCreated)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!a.IsCreated)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (a.Length != b.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var aptr = (TValueType*)a.GetUnsafePtr();
|
||||
var bptr = (TValueType*)b.GetUnsafePtr();
|
||||
for (var i = 0; i < a.Length; ++i)
|
||||
{
|
||||
if (!EqualityEquals(ref aptr[i], ref bptr[i]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Compares two values of the same unmanaged type by underlying memory
|
||||
// Ignoring any overridden value checks
|
||||
// Size is fixed
|
||||
internal static unsafe bool EqualityEqualsArray<TValueType>(ref NativeArray<TValueType> a, ref NativeArray<TValueType> b) where TValueType : unmanaged, IEquatable<TValueType>
|
||||
{
|
||||
if (a.IsCreated != b.IsCreated)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!a.IsCreated)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (a.Length != b.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var aptr = (TValueType*)a.GetUnsafePtr();
|
||||
var bptr = (TValueType*)b.GetUnsafePtr();
|
||||
for (var i = 0; i < a.Length; ++i)
|
||||
{
|
||||
if (!EqualityEquals(ref aptr[i], ref bptr[i]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
internal static bool ClassEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class
|
||||
{
|
||||
return a == b;
|
||||
|
||||
@@ -8,8 +8,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
private Dictionary<Type, ProfilerMarker> m_HandlerProfilerMarkers = new Dictionary<Type, ProfilerMarker>();
|
||||
private Dictionary<Type, ProfilerMarker> m_SenderProfilerMarkers = new Dictionary<Type, ProfilerMarker>();
|
||||
private readonly ProfilerMarker m_SendBatch = new ProfilerMarker($"{nameof(MessagingSystem)}.SendBatch");
|
||||
private readonly ProfilerMarker m_ReceiveBatch = new ProfilerMarker($"{nameof(MessagingSystem)}.ReceiveBatchBatch");
|
||||
private readonly ProfilerMarker m_SendBatch = new ProfilerMarker($"{nameof(NetworkMessageManager)}.SendBatch");
|
||||
private readonly ProfilerMarker m_ReceiveBatch = new ProfilerMarker($"{nameof(NetworkMessageManager)}.ReceiveBatchBatch");
|
||||
|
||||
private ProfilerMarker GetHandlerProfilerMarker(Type type)
|
||||
{
|
||||
@@ -19,7 +19,7 @@ namespace Unity.Netcode
|
||||
return marker;
|
||||
}
|
||||
|
||||
marker = new ProfilerMarker($"{nameof(MessagingSystem)}.DeserializeAndHandle.{type.Name}");
|
||||
marker = new ProfilerMarker($"{nameof(NetworkMessageManager)}.DeserializeAndHandle.{type.Name}");
|
||||
m_HandlerProfilerMarkers[type] = marker;
|
||||
return marker;
|
||||
}
|
||||
@@ -32,7 +32,7 @@ namespace Unity.Netcode
|
||||
return marker;
|
||||
}
|
||||
|
||||
marker = new ProfilerMarker($"{nameof(MessagingSystem)}.SerializeAndEnqueue.{type.Name}");
|
||||
marker = new ProfilerMarker($"{nameof(NetworkMessageManager)}.SerializeAndEnqueue.{type.Name}");
|
||||
m_SenderProfilerMarkers[type] = marker;
|
||||
return marker;
|
||||
}
|
||||
|
||||
377
Runtime/SceneManagement/DefaultSceneManagerHandler.cs
Normal file
377
Runtime/SceneManagement/DefaultSceneManagerHandler.cs
Normal file
@@ -0,0 +1,377 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// The default SceneManagerHandler that interfaces between the SceneManager and NetworkSceneManager
|
||||
/// </summary>
|
||||
internal class DefaultSceneManagerHandler : ISceneManagerHandler
|
||||
{
|
||||
private Scene m_InvalidScene = new Scene();
|
||||
|
||||
internal struct SceneEntry
|
||||
{
|
||||
public bool IsAssigned;
|
||||
public Scene Scene;
|
||||
}
|
||||
|
||||
internal Dictionary<string, Dictionary<int, SceneEntry>> SceneNameToSceneHandles = new Dictionary<string, Dictionary<int, SceneEntry>>();
|
||||
|
||||
public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
|
||||
{
|
||||
var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
|
||||
sceneEventProgress.SetAsyncOperation(operation);
|
||||
return operation;
|
||||
}
|
||||
|
||||
public AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
|
||||
{
|
||||
var operation = SceneManager.UnloadSceneAsync(scene);
|
||||
sceneEventProgress.SetAsyncOperation(operation);
|
||||
return operation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets scene tracking
|
||||
/// </summary>
|
||||
public void ClearSceneTracking(NetworkManager networkManager)
|
||||
{
|
||||
SceneNameToSceneHandles.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops tracking a specific scene
|
||||
/// </summary>
|
||||
public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
|
||||
{
|
||||
if (SceneNameToSceneHandles.ContainsKey(name))
|
||||
{
|
||||
if (SceneNameToSceneHandles[name].ContainsKey(handle))
|
||||
{
|
||||
SceneNameToSceneHandles[name].Remove(handle);
|
||||
if (SceneNameToSceneHandles[name].Count == 0)
|
||||
{
|
||||
SceneNameToSceneHandles.Remove(name);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts tracking a specific scene
|
||||
/// </summary>
|
||||
public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
|
||||
{
|
||||
if (!SceneNameToSceneHandles.ContainsKey(scene.name))
|
||||
{
|
||||
SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
|
||||
}
|
||||
|
||||
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
|
||||
{
|
||||
var sceneEntry = new SceneEntry()
|
||||
{
|
||||
IsAssigned = true,
|
||||
Scene = scene
|
||||
};
|
||||
SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if there is an existing scene loaded that matches the scene name but has not been assigned
|
||||
/// </summary>
|
||||
public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
|
||||
{
|
||||
var scenesWithSceneName = new List<Scene>();
|
||||
|
||||
// Get all loaded scenes with the same name
|
||||
for (int i = 0; i < SceneManager.sceneCount; i++)
|
||||
{
|
||||
var scene = SceneManager.GetSceneAt(i);
|
||||
if (scene.name == sceneName)
|
||||
{
|
||||
scenesWithSceneName.Add(scene);
|
||||
}
|
||||
}
|
||||
|
||||
// If there are no scenes of this name loaded then we have no loaded scenes
|
||||
// to use
|
||||
if (scenesWithSceneName.Count == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If we have 1 or more scenes with the name and we have no entries, then we do have
|
||||
// a scene to use
|
||||
if (scenesWithSceneName.Count > 0 && !SceneNameToSceneHandles.ContainsKey(sceneName))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Determine if any of the loaded scenes has been used for synchronizing
|
||||
foreach (var scene in scenesWithSceneName)
|
||||
{
|
||||
// If we don't have the handle, then we can use that scene
|
||||
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If we have an entry, but it is not yet assigned (i.e. preloaded)
|
||||
// then we can use that.
|
||||
if (!SceneNameToSceneHandles[scene.name][scene.handle].IsAssigned)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// If none were found, then we have no available scene (which most likely means one will get loaded)
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This will find any scene entry that hasn't been used/assigned, set the entry to assigned, and
|
||||
/// return the associated scene. If none are found it returns an invalid scene.
|
||||
/// </summary>
|
||||
public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
|
||||
{
|
||||
if (SceneNameToSceneHandles.ContainsKey(sceneName))
|
||||
{
|
||||
foreach (var sceneHandleEntry in SceneNameToSceneHandles[sceneName])
|
||||
{
|
||||
if (!sceneHandleEntry.Value.IsAssigned)
|
||||
{
|
||||
var sceneEntry = sceneHandleEntry.Value;
|
||||
sceneEntry.IsAssigned = true;
|
||||
SceneNameToSceneHandles[sceneName][sceneHandleEntry.Key] = sceneEntry;
|
||||
return sceneEntry.Scene;
|
||||
}
|
||||
}
|
||||
}
|
||||
// If we found nothing return an invalid scene
|
||||
return m_InvalidScene;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only invoked is client synchronization is additive, this will generate the scene tracking table
|
||||
/// in order to re-use the same scenes the server is synchronizing instead of having to unload the
|
||||
/// scenes and reload them when synchronizing (i.e. client disconnects due to external reason, the
|
||||
/// same application instance is still running, the same scenes are still loaded on the client, and
|
||||
/// upon reconnecting the client doesn't have to unload the scenes and then reload them)
|
||||
/// </summary>
|
||||
public void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager)
|
||||
{
|
||||
SceneNameToSceneHandles.Clear();
|
||||
var sceneCount = SceneManager.sceneCount;
|
||||
for (int i = 0; i < sceneCount; i++)
|
||||
{
|
||||
var scene = SceneManager.GetSceneAt(i);
|
||||
if (!SceneNameToSceneHandles.ContainsKey(scene.name))
|
||||
{
|
||||
SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
|
||||
}
|
||||
|
||||
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
|
||||
{
|
||||
var sceneEntry = new SceneEntry()
|
||||
{
|
||||
IsAssigned = false,
|
||||
Scene = scene
|
||||
};
|
||||
SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
|
||||
if (!scenesLoaded.ContainsKey(scene.handle))
|
||||
{
|
||||
scenesLoaded.Add(scene.handle, scene);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private List<Scene> m_ScenesToUnload = new List<Scene>();
|
||||
|
||||
/// <summary>
|
||||
/// Unloads any scenes that have not been assigned.
|
||||
/// </summary>
|
||||
/// <param name="networkManager"></param>
|
||||
public void UnloadUnassignedScenes(NetworkManager networkManager = null)
|
||||
{
|
||||
var sceneManager = networkManager.SceneManager;
|
||||
SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
|
||||
foreach (var sceneEntry in SceneNameToSceneHandles)
|
||||
{
|
||||
var scenHandleEntries = SceneNameToSceneHandles[sceneEntry.Key];
|
||||
foreach (var sceneHandleEntry in scenHandleEntries)
|
||||
{
|
||||
if (!sceneHandleEntry.Value.IsAssigned)
|
||||
{
|
||||
if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
|
||||
{
|
||||
m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (var sceneToUnload in m_ScenesToUnload)
|
||||
{
|
||||
SceneManager.UnloadSceneAsync(sceneToUnload);
|
||||
}
|
||||
}
|
||||
|
||||
private void SceneManager_SceneUnloaded(Scene scene)
|
||||
{
|
||||
if (SceneNameToSceneHandles.ContainsKey(scene.name))
|
||||
{
|
||||
if (SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
|
||||
{
|
||||
SceneNameToSceneHandles[scene.name].Remove(scene.handle);
|
||||
}
|
||||
if (SceneNameToSceneHandles[scene.name].Count == 0)
|
||||
{
|
||||
SceneNameToSceneHandles.Remove(scene.name);
|
||||
}
|
||||
m_ScenesToUnload.Remove(scene);
|
||||
if (m_ScenesToUnload.Count == 0)
|
||||
{
|
||||
SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles determining if a client should attempt to load a scene during synchronization.
|
||||
/// </summary>
|
||||
/// <param name="sceneName">name of the scene to be loaded</param>
|
||||
/// <param name="isPrimaryScene">when in client synchronization mode single, this determines if the scene is the primary active scene</param>
|
||||
/// <param name="clientSynchronizationMode">the current client synchronization mode</param>
|
||||
/// <param name="networkManager"><see cref="NetworkManager"/> instance</param>
|
||||
/// <returns></returns>
|
||||
public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
|
||||
{
|
||||
var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
|
||||
var activeScene = SceneManager.GetActiveScene();
|
||||
|
||||
// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
|
||||
if (!shouldPassThrough && sceneName == activeScene.name)
|
||||
{
|
||||
// In additive mode we always pass through, but in LoadSceneMode.Single we only pass through if the currently active scene
|
||||
// is the primary scene to be loaded
|
||||
if (clientSynchronizationMode == LoadSceneMode.Additive || (isPrimaryScene && clientSynchronizationMode == LoadSceneMode.Single))
|
||||
{
|
||||
// don't try to reload this scene and pass through to post load processing.
|
||||
shouldPassThrough = true;
|
||||
}
|
||||
}
|
||||
return shouldPassThrough;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles migrating dynamically spawned NetworkObjects to the DDOL when a scene is unloaded
|
||||
/// </summary>
|
||||
/// <param name="networkManager"><see cref="NetworkManager"/>relative instance</param>
|
||||
/// <param name="scene">scene being unloaded</param>
|
||||
public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
|
||||
{
|
||||
bool isActiveScene = scene == SceneManager.GetActiveScene();
|
||||
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
|
||||
// are despawned.
|
||||
var localSpawnedObjectsHashSet = new HashSet<NetworkObject>(networkManager.SpawnManager.SpawnedObjectsList);
|
||||
foreach (var networkObject in localSpawnedObjectsHashSet)
|
||||
{
|
||||
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
|
||||
if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
|
||||
{
|
||||
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
|
||||
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
|
||||
{
|
||||
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
|
||||
}
|
||||
}
|
||||
else if (networkManager.IsServer)
|
||||
{
|
||||
networkObject.Despawn();
|
||||
}
|
||||
else // We are a client, migrate the object into the DDOL temporarily until it receives the destroy command from the server
|
||||
{
|
||||
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
|
||||
/// starting the <see cref="NetworkManager"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="LoadSceneMode.Single"/>: Does not take preloaded scenes into consideration
|
||||
/// <see cref="LoadSceneMode.Single"/>: Does take preloaded scenes into consideration
|
||||
/// </remarks>
|
||||
/// <param name="networkManager">relative <see cref="NetworkManager"/> instance</param>
|
||||
/// <param name="mode"><see cref="LoadSceneMode.Single"/> or <see cref="LoadSceneMode.Additive"/></param>
|
||||
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
|
||||
{
|
||||
var sceneManager = networkManager.SceneManager;
|
||||
// Don't let client's set this value
|
||||
if (!networkManager.IsServer)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
else // Warn users if they are changing this after there are clients already connected and synchronized
|
||||
if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
|
||||
}
|
||||
}
|
||||
|
||||
// For additive client synchronization, we take into consideration scenes
|
||||
// already loaded.
|
||||
if (mode == LoadSceneMode.Additive)
|
||||
{
|
||||
for (int i = 0; i < SceneManager.sceneCount; i++)
|
||||
{
|
||||
var scene = SceneManager.GetSceneAt(i);
|
||||
|
||||
// If using scene verification
|
||||
if (sceneManager.VerifySceneBeforeLoading != null)
|
||||
{
|
||||
// Determine if we should take this scene into consideration
|
||||
if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// If the scene is not already in the ScenesLoaded list, then add it
|
||||
if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
|
||||
{
|
||||
sceneManager.ScenesLoaded.Add(scene.handle, scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Set the client synchronization mode
|
||||
sceneManager.ClientSynchronizationMode = mode;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/SceneManagement/DefaultSceneManagerHandler.cs.meta
Normal file
11
Runtime/SceneManagement/DefaultSceneManagerHandler.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c18076bb9734cf4ea7297f85b7729be
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
@@ -12,5 +13,24 @@ namespace Unity.Netcode
|
||||
AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress);
|
||||
|
||||
AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress);
|
||||
|
||||
void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager = null);
|
||||
Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager = null);
|
||||
|
||||
bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager = null);
|
||||
|
||||
void StopTrackingScene(int handle, string name, NetworkManager networkManager = null);
|
||||
|
||||
void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager = null);
|
||||
|
||||
void ClearSceneTracking(NetworkManager networkManager = null);
|
||||
|
||||
void UnloadUnassignedScenes(NetworkManager networkManager = null);
|
||||
|
||||
void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene);
|
||||
|
||||
void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode);
|
||||
|
||||
bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager);
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.Collections;
|
||||
using UnityEngine.SceneManagement;
|
||||
@@ -80,6 +80,16 @@ namespace Unity.Netcode
|
||||
/// <b>Event Notification:</b> Both server and client receive a local notification.
|
||||
/// </summary>
|
||||
SynchronizeComplete,
|
||||
/// <summary>
|
||||
/// Synchronizes clients when the active scene has changed
|
||||
/// See: <see cref="NetworkObject.ActiveSceneSynchronization"/>
|
||||
/// </summary>
|
||||
ActiveSceneChanged,
|
||||
/// <summary>
|
||||
/// Synchronizes clients when one or more NetworkObjects are migrated into a new scene
|
||||
/// See: <see cref="NetworkObject.SceneMigrationSynchronization"/>
|
||||
/// </summary>
|
||||
ObjectSceneChanged,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -94,7 +104,7 @@ namespace Unity.Netcode
|
||||
internal ForceNetworkSerializeByMemcpy<Guid> SceneEventProgressId;
|
||||
internal uint SceneEventId;
|
||||
|
||||
|
||||
internal uint ActiveSceneHash;
|
||||
internal uint SceneHash;
|
||||
internal int SceneHandle;
|
||||
|
||||
@@ -139,6 +149,8 @@ namespace Unity.Netcode
|
||||
internal Queue<uint> ScenesToSynchronize;
|
||||
internal Queue<uint> SceneHandlesToSynchronize;
|
||||
|
||||
internal LoadSceneMode ClientSynchronizationMode;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Server Side:
|
||||
@@ -315,6 +327,8 @@ namespace Unity.Netcode
|
||||
case SceneEventType.ReSynchronize:
|
||||
case SceneEventType.LoadEventCompleted:
|
||||
case SceneEventType.UnloadEventCompleted:
|
||||
case SceneEventType.ActiveSceneChanged:
|
||||
case SceneEventType.ObjectSceneChanged:
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -384,6 +398,18 @@ namespace Unity.Netcode
|
||||
// Write the scene event type
|
||||
writer.WriteValueSafe(SceneEventType);
|
||||
|
||||
if (SceneEventType == SceneEventType.ActiveSceneChanged)
|
||||
{
|
||||
writer.WriteValueSafe(ActiveSceneHash);
|
||||
return;
|
||||
}
|
||||
|
||||
if (SceneEventType == SceneEventType.ObjectSceneChanged)
|
||||
{
|
||||
SerializeObjectsMovedIntoNewScene(writer);
|
||||
return;
|
||||
}
|
||||
|
||||
// Write the scene loading mode
|
||||
writer.WriteValueSafe((byte)LoadSceneMode);
|
||||
|
||||
@@ -392,6 +418,10 @@ namespace Unity.Netcode
|
||||
{
|
||||
writer.WriteValueSafe(SceneEventProgressId);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.WriteValueSafe(ClientSynchronizationMode);
|
||||
}
|
||||
|
||||
// Write the scene index and handle
|
||||
writer.WriteValueSafe(SceneHash);
|
||||
@@ -401,6 +431,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
case SceneEventType.Synchronize:
|
||||
{
|
||||
writer.WriteValueSafe(ActiveSceneHash);
|
||||
WriteSceneSynchronizationData(writer);
|
||||
break;
|
||||
}
|
||||
@@ -445,7 +476,7 @@ namespace Unity.Netcode
|
||||
// Size Place Holder -- Start
|
||||
// !!NOTE!!: Since this is a placeholder to be set after we know how much we have written,
|
||||
// for stream offset purposes this MUST not be a packed value!
|
||||
writer.WriteValueSafe((int)0);
|
||||
writer.WriteValueSafe(0);
|
||||
int totalBytes = 0;
|
||||
|
||||
// Write the number of NetworkObjects we are serializing
|
||||
@@ -458,7 +489,7 @@ namespace Unity.Netcode
|
||||
var sceneObject = m_NetworkObjectsSync[i].GetMessageSceneObject(TargetClientId);
|
||||
sceneObject.Serialize(writer);
|
||||
var noStop = writer.Position;
|
||||
totalBytes += (int)(noStop - noStart);
|
||||
totalBytes += noStop - noStart;
|
||||
}
|
||||
|
||||
// Write the number of despawned in-scene placed NetworkObjects
|
||||
@@ -470,7 +501,7 @@ namespace Unity.Netcode
|
||||
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
|
||||
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
|
||||
var noStop = writer.Position;
|
||||
totalBytes += (int)(noStop - noStart);
|
||||
totalBytes += noStop - noStart;
|
||||
}
|
||||
|
||||
// Size Place Holder -- End
|
||||
@@ -536,6 +567,26 @@ namespace Unity.Netcode
|
||||
internal void Deserialize(FastBufferReader reader)
|
||||
{
|
||||
reader.ReadValueSafe(out SceneEventType);
|
||||
if (SceneEventType == SceneEventType.ActiveSceneChanged)
|
||||
{
|
||||
reader.ReadValueSafe(out ActiveSceneHash);
|
||||
return;
|
||||
}
|
||||
|
||||
if (SceneEventType == SceneEventType.ObjectSceneChanged)
|
||||
{
|
||||
// Defer these scene event types if a client hasn't finished synchronizing
|
||||
if (!m_NetworkManager.IsConnectedClient)
|
||||
{
|
||||
DeferObjectsMovedIntoNewScene(reader);
|
||||
}
|
||||
else
|
||||
{
|
||||
DeserializeObjectsMovedIntoNewScene(reader);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out byte loadSceneMode);
|
||||
LoadSceneMode = (LoadSceneMode)loadSceneMode;
|
||||
|
||||
@@ -543,6 +594,10 @@ namespace Unity.Netcode
|
||||
{
|
||||
reader.ReadValueSafe(out SceneEventProgressId);
|
||||
}
|
||||
else
|
||||
{
|
||||
reader.ReadValueSafe(out ClientSynchronizationMode);
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out SceneHash);
|
||||
reader.ReadValueSafe(out SceneHandle);
|
||||
@@ -551,6 +606,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
case SceneEventType.Synchronize:
|
||||
{
|
||||
reader.ReadValueSafe(out ActiveSceneHash);
|
||||
CopySceneSynchronizationData(reader);
|
||||
break;
|
||||
}
|
||||
@@ -939,6 +995,143 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialize scene handles and associated NetworkObjects that were migrated
|
||||
/// into a new scene.
|
||||
/// </summary>
|
||||
private void SerializeObjectsMovedIntoNewScene(FastBufferWriter writer)
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
// Write the number of scene handles
|
||||
writer.WriteValueSafe(sceneManager.ObjectsMigratedIntoNewScene.Count);
|
||||
foreach (var sceneHandleObjects in sceneManager.ObjectsMigratedIntoNewScene)
|
||||
{
|
||||
// Write the scene handle
|
||||
writer.WriteValueSafe(sceneHandleObjects.Key);
|
||||
// Write the number of NetworkObjectIds to expect
|
||||
writer.WriteValueSafe(sceneHandleObjects.Value.Count);
|
||||
foreach (var networkObject in sceneHandleObjects.Value)
|
||||
{
|
||||
writer.WriteValueSafe(networkObject.NetworkObjectId);
|
||||
}
|
||||
}
|
||||
// Once we are done, clear the table
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deserialize scene handles and associated NetworkObjects that need to
|
||||
/// be migrated into a new scene.
|
||||
/// </summary>
|
||||
private void DeserializeObjectsMovedIntoNewScene(FastBufferReader reader)
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
var spawnManager = m_NetworkManager.SpawnManager;
|
||||
// Just always assure this has no entries
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Clear();
|
||||
var numberOfScenes = 0;
|
||||
var sceneHandle = 0;
|
||||
var objectCount = 0;
|
||||
var networkObjectId = (ulong)0;
|
||||
reader.ReadValueSafe(out numberOfScenes);
|
||||
for (int i = 0; i < numberOfScenes; i++)
|
||||
{
|
||||
reader.ReadValueSafe(out sceneHandle);
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Add(sceneHandle, new List<NetworkObject>());
|
||||
reader.ReadValueSafe(out objectCount);
|
||||
for (int j = 0; j < objectCount; j++)
|
||||
{
|
||||
reader.ReadValueSafe(out networkObjectId);
|
||||
if (!spawnManager.SpawnedObjects.ContainsKey(networkObjectId))
|
||||
{
|
||||
NetworkLog.LogError($"[Object Scene Migration] Trying to synchronize NetworkObjectId ({networkObjectId}) but it was not spawned or no longer exists!!");
|
||||
continue;
|
||||
}
|
||||
// Add NetworkObject scene migration to ObjectsMigratedIntoNewScene dictionary that is processed
|
||||
//
|
||||
sceneManager.ObjectsMigratedIntoNewScene[sceneHandle].Add(spawnManager.SpawnedObjects[networkObjectId]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// While a client is synchronizing ObjectSceneChanged messages could be received.
|
||||
/// This defers any ObjectSceneChanged message processing to occur after the client
|
||||
/// has completed synchronization to assure the associated NetworkObjects being
|
||||
/// migrated to a new scene are instantiated and spawned.
|
||||
/// </summary>
|
||||
private void DeferObjectsMovedIntoNewScene(FastBufferReader reader)
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
var spawnManager = m_NetworkManager.SpawnManager;
|
||||
var numberOfScenes = 0;
|
||||
var sceneHandle = 0;
|
||||
var objectCount = 0;
|
||||
var networkObjectId = (ulong)0;
|
||||
|
||||
var deferredObjectsMovedEvent = new NetworkSceneManager.DeferredObjectsMovedEvent()
|
||||
{
|
||||
ObjectsMigratedTable = new Dictionary<int, List<ulong>>()
|
||||
};
|
||||
|
||||
reader.ReadValueSafe(out numberOfScenes);
|
||||
for (int i = 0; i < numberOfScenes; i++)
|
||||
{
|
||||
reader.ReadValueSafe(out sceneHandle);
|
||||
deferredObjectsMovedEvent.ObjectsMigratedTable.Add(sceneHandle, new List<ulong>());
|
||||
reader.ReadValueSafe(out objectCount);
|
||||
for (int j = 0; j < objectCount; j++)
|
||||
{
|
||||
reader.ReadValueSafe(out networkObjectId);
|
||||
deferredObjectsMovedEvent.ObjectsMigratedTable[sceneHandle].Add(networkObjectId);
|
||||
}
|
||||
}
|
||||
sceneManager.DeferredObjectsMovedEvents.Add(deferredObjectsMovedEvent);
|
||||
}
|
||||
|
||||
internal void ProcessDeferredObjectSceneChangedEvents()
|
||||
{
|
||||
var sceneManager = m_NetworkManager.SceneManager;
|
||||
var spawnManager = m_NetworkManager.SpawnManager;
|
||||
if (sceneManager.DeferredObjectsMovedEvents.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var objectsMovedEvent in sceneManager.DeferredObjectsMovedEvents)
|
||||
{
|
||||
foreach (var keyEntry in objectsMovedEvent.ObjectsMigratedTable)
|
||||
{
|
||||
if (!sceneManager.ObjectsMigratedIntoNewScene.ContainsKey(keyEntry.Key))
|
||||
{
|
||||
sceneManager.ObjectsMigratedIntoNewScene.Add(keyEntry.Key, new List<NetworkObject>());
|
||||
}
|
||||
foreach (var objectId in keyEntry.Value)
|
||||
{
|
||||
if (!spawnManager.SpawnedObjects.ContainsKey(objectId))
|
||||
{
|
||||
NetworkLog.LogWarning($"[Deferred][Object Scene Migration] Trying to synchronize NetworkObjectId ({objectId}) but it was not spawned or no longer exists!");
|
||||
continue;
|
||||
}
|
||||
var networkObject = spawnManager.SpawnedObjects[objectId];
|
||||
if (!sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Contains(networkObject))
|
||||
{
|
||||
sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Add(networkObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
objectsMovedEvent.ObjectsMigratedTable.Clear();
|
||||
}
|
||||
|
||||
sceneManager.DeferredObjectsMovedEvents.Clear();
|
||||
|
||||
// If there are any pending objects to migrate, then migrate them
|
||||
if (sceneManager.ObjectsMigratedIntoNewScene.Count > 0)
|
||||
{
|
||||
sceneManager.MigrateNetworkObjectsIntoScenes();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to release the pooled network buffer
|
||||
/// </summary>
|
||||
|
||||
@@ -83,7 +83,7 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
internal bool HasTimedOut()
|
||||
{
|
||||
return WhenSceneEventHasTimedOut <= Time.realtimeSinceStartup;
|
||||
return WhenSceneEventHasTimedOut <= m_NetworkManager.RealTimeProvider.RealTimeSinceStartup;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -164,7 +164,7 @@ namespace Unity.Netcode
|
||||
ClientsProcessingSceneEvent.Add(connectedClientId, false);
|
||||
}
|
||||
|
||||
WhenSceneEventHasTimedOut = Time.realtimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
|
||||
WhenSceneEventHasTimedOut = networkManager.RealTimeProvider.RealTimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
|
||||
m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user