6 Commits
1.2.0 ... 1.7.0

Author SHA1 Message Date
Unity Technologies
ffef45b50f com.unity.netcode.gameobjects@1.7.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.7.0] - 2023-10-11

### Added

- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)

### Fixed

- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)

### Changed

- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
2023-10-11 00:00:00 +00:00
Unity Technologies
b3bd4727ab com.unity.netcode.gameobjects@1.6.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.6.0] - 2023-08-09

### Added

- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.

### Fixed

- Fixed  issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)

### Changed
2023-08-09 00:00:00 +00:00
Unity Technologies
0581a42b70 com.unity.netcode.gameobjects@1.5.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [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
2023-07-24 00:00:00 +00:00
Unity Technologies
4d70c198bd com.unity.netcode.gameobjects@1.5.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [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)
2023-06-07 00:00:00 +00:00
Unity Technologies
b5abc3ff7c com.unity.netcode.gameobjects@1.4.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [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)
2023-04-10 00:00:00 +00:00
Unity Technologies
8060718e04 com.unity.netcode.gameobjects@1.3.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [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)
2023-03-27 00:00:00 +00:00
241 changed files with 24379 additions and 5726 deletions

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@@ -6,6 +6,192 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [1.7.0] - 2023-10-11
### Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)
### Fixed
- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
### Changed
- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
## [1.6.0] - 2023-08-09
### Added
- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.
### Fixed
- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
- Fixed issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
### Changed
## [1.5.2] - 2023-07-24
### Added
### Fixed
- 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 ## [1.2.0] - 2022-11-21
### Added ### Added
@@ -22,7 +208,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
### Fixed ### 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 `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 `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) - 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)

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@@ -1,10 +1,15 @@
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
#if UNITY_EDITOR #if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")] [assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
[assembly: InternalsVisibleTo("TestProject.EditorTests")] [assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")] #endif // UNITY_EDITOR
#endif
#if UNITY_INCLUDE_TESTS
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")] [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

170
Components/HalfVector3.cs Normal file
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@@ -0,0 +1,170 @@
using System.Runtime.CompilerServices;
using Unity.Mathematics;
using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// Half float precision <see cref="Vector3"/>.
/// </summary>
/// <remarks>
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
/// a half float type.
/// </remarks>
public struct HalfVector3 : INetworkSerializable
{
internal const int Length = 3;
/// <summary>
/// The half float precision value of the x-axis as a <see cref="half"/>.
/// </summary>
public half X => Axis.x;
/// <summary>
/// The half float precision value of the y-axis as a <see cref="half"/>.
/// </summary>
public half Y => Axis.y;
/// <summary>
/// The half float precision value of the z-axis as a <see cref="half"/>.
/// </summary>
public half Z => Axis.z;
/// <summary>
/// Used to store the half float precision values as a <see cref="half3"/>
/// </summary>
public half3 Axis;
/// <summary>
/// Determine which axis will be synchronized during serialization
/// </summary>
public bool3 AxisToSynchronize;
/// <summary>
/// Directly sets each axial value to the passed in full precision values
/// that are converted to half precision
/// </summary>
internal void Set(float x, float y, float z)
{
Axis.x = math.half(x);
Axis.y = math.half(y);
Axis.z = math.half(z);
}
private void SerializeWrite(FastBufferWriter writer)
{
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
writer.WriteUnmanagedSafe(Axis[i]);
}
}
}
private void SerializeRead(FastBufferReader reader)
{
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
var axisValue = Axis[i];
reader.ReadUnmanagedSafe(out axisValue);
Axis[i] = axisValue;
}
}
}
/// <summary>
/// The serialization implementation of <see cref="INetworkSerializable"/>.
/// </summary>
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsReader)
{
SerializeRead(serializer.GetFastBufferReader());
}
else
{
SerializeWrite(serializer.GetFastBufferWriter());
}
}
/// <summary>
/// Gets the full precision value as a <see cref="Vector3"/>.
/// </summary>
/// <returns>a <see cref="Vector3"/> as the full precision value.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 ToVector3()
{
Vector3 fullPrecision = Vector3.zero;
Vector3 fullConversion = math.float3(Axis);
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
fullPrecision[i] = fullConversion[i];
}
}
return fullPrecision;
}
/// <summary>
/// Converts a full precision <see cref="Vector3"/> to half precision and updates the current instance.
/// </summary>
/// <param name="vector3">The <see cref="Vector3"/> to convert.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdateFrom(ref Vector3 vector3)
{
var half3Full = math.half3(vector3);
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
Axis[i] = half3Full[i];
}
}
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
/// <param name="vector3AxisToSynchronize">The axis to synchronize.</param>
public HalfVector3(Vector3 vector3, bool3 axisToSynchronize)
{
Axis = half3.zero;
AxisToSynchronize = axisToSynchronize;
UpdateFrom(ref vector3);
}
/// <summary>
/// Constructor that defaults to all axis being synchronized.
/// </summary>
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
public HalfVector3(Vector3 vector3) : this(vector3, math.bool3(true))
{
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
/// <param name="axisToSynchronize">The axis to synchronize.</param>
public HalfVector3(float x, float y, float z, bool3 axisToSynchronize) : this(new Vector3(x, y, z), axisToSynchronize)
{
}
/// <summary>
/// Constructor that defaults to all axis being synchronized.
/// </summary>
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
public HalfVector3(float x, float y, float z) : this(new Vector3(x, y, z), math.bool3(true))
{
}
}
}

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@@ -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
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@@ -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))
{
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 03c78136f41ff84499e2a6ac4a7dd7a5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -312,20 +312,79 @@ namespace Unity.Netcode
/// </remarks> /// </remarks>
public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion> 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 /> /// <inheritdoc />
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time) protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
{ {
// Disabling Extrapolation: if (IsSlerp)
// TODO: Add Jira Ticket {
return Quaternion.Slerp(start, end, time); return Quaternion.Slerp(start, end, time);
}
else
{
return Quaternion.Lerp(start, end, time);
}
} }
/// <inheritdoc /> /// <inheritdoc />
protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time) protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
{ {
// Disabling Extrapolation: if (IsSlerp)
// TODO: Add Jira Ticket {
return Quaternion.Slerp(start, end, time); 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);
}
} }
} }
} }

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@@ -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))
{
}
}
}

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@@ -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

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@@ -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);
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bb9d8b98d3c8bca469c8ee152353336f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -3,7 +3,8 @@
"rootNamespace": "Unity.Netcode.Components", "rootNamespace": "Unity.Netcode.Components",
"references": [ "references": [
"Unity.Netcode.Runtime", "Unity.Netcode.Runtime",
"Unity.Collections" "Unity.Collections",
"Unity.Mathematics"
], ],
"allowUnsafeCode": true, "allowUnsafeCode": true,
"versionDefines": [ "versionDefines": [

View File

@@ -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: 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) - [Documentation](https://docs-multiplayer.unity3d.com/netcode/current/about)
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/migration/install) - [Installation](https://docs-multiplayer.unity3d.com/netcode/current/installation)
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro) - [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo)
- [API Reference](https://docs-multiplayer.unity3d.com/netcode/current/api/introduction) - [API Reference](https://docs-multiplayer.unity3d.com/netcode/current/api/introduction)
# Technical details # Technical details
@@ -32,4 +32,4 @@ On the following runtime platforms:
|June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0| |June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0|
|August 5, 2021|Update product/package name| |August 5, 2021|Update product/package name|
|September 9,2021|Updated the links and name of the file.| |September 9,2021|Updated the links and name of the file.|
|April 20, 2022|Updated links| |April 20, 2022|Updated links|

View File

@@ -1,3 +1,7 @@
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
#if UNITY_INCLUDE_TESTS
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")] [assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
#endif // UNITY_EDITOR
#endif // UNITY_INCLUDE_TESTS

View File

@@ -10,6 +10,7 @@ using Unity.Collections;
using Unity.CompilationPipeline.Common.Diagnostics; using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing; using Unity.CompilationPipeline.Common.ILPostProcessing;
using UnityEngine; using UnityEngine;
using Object = System.Object;
namespace Unity.Netcode.Editor.CodeGen namespace Unity.Netcode.Editor.CodeGen
{ {
@@ -58,7 +59,7 @@ namespace Unity.Netcode.Editor.CodeGen
public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName) public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName)
{ {
if (!typeDefinition.IsClass) if (typeDefinition == null || !typeDefinition.IsClass)
{ {
return false; return false;
} }
@@ -112,6 +113,64 @@ namespace Unity.Netcode.Editor.CodeGen
return name; 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) public static bool HasInterface(this TypeReference typeReference, string interfaceTypeFullName)
{ {

View File

@@ -1,12 +1,13 @@
using System; using System;
using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Collections.Generic;
using Mono.Cecil; using Mono.Cecil;
using Mono.Cecil.Cil; using Mono.Cecil.Cil;
using Mono.Cecil.Rocks; using Mono.Cecil.Rocks;
using Unity.CompilationPipeline.Common.Diagnostics; using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing; using Unity.CompilationPipeline.Common.ILPostProcessing;
using UnityEngine;
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor; using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
using MethodAttributes = Mono.Cecil.MethodAttributes; using MethodAttributes = Mono.Cecil.MethodAttributes;
@@ -101,54 +102,54 @@ namespace Unity.Netcode.Editor.CodeGen
private ModuleDefinition m_NetcodeModule; private ModuleDefinition m_NetcodeModule;
private PostProcessorAssemblyResolver m_AssemblyResolver; private PostProcessorAssemblyResolver m_AssemblyResolver;
private MethodReference m_MessagingSystem_ReceiveMessage_MethodRef; private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor;
private MethodReference m_MessagingSystem_CreateMessageAndGetVersion_MethodRef;
private TypeReference m_MessagingSystem_MessageWithHandler_TypeRef; private MethodReference m_MessageManager_ReceiveMessage_MethodRef;
private MethodReference m_MessagingSystem_MessageHandler_Constructor_TypeRef; private MethodReference m_MessageManager_CreateMessageAndGetVersion_MethodRef;
private MethodReference m_MessagingSystem_VersionGetter_Constructor_TypeRef; 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_ILPPMessageProvider___network_message_types_FieldRef;
private FieldReference m_MessagingSystem_MessageWithHandler_MessageType_FieldRef; private FieldReference m_MessageManager_MessageWithHandler_MessageType_FieldRef;
private FieldReference m_MessagingSystem_MessageWithHandler_Handler_FieldRef; private FieldReference m_MessageManager_MessageWithHandler_Handler_FieldRef;
private FieldReference m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef; private FieldReference m_MessageManager_MessageWithHandler_GetVersion_FieldRef;
private MethodReference m_Type_GetTypeFromHandle_MethodRef; private MethodReference m_Type_GetTypeFromHandle_MethodRef;
private MethodReference m_List_Add_MethodRef; private MethodReference m_List_Add_MethodRef;
private const string k_ReceiveMessageName = nameof(MessagingSystem.ReceiveMessage); private const string k_ReceiveMessageName = nameof(NetworkMessageManager.ReceiveMessage);
private const string k_CreateMessageAndGetVersionName = nameof(MessagingSystem.CreateMessageAndGetVersion); private const string k_CreateMessageAndGetVersionName = nameof(NetworkMessageManager.CreateMessageAndGetVersion);
private bool ImportReferences(ModuleDefinition moduleDefinition) private bool ImportReferences(ModuleDefinition moduleDefinition)
{ {
// Different environments seem to have different situations... // Different environments seem to have different situations...
// Some have these definitions in netstandard.dll... // Some have these definitions in netstandard.dll, some seem to have them elsewhere...
// 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,
// Since they're standard .net classes they're not going to cause // in theory, since the definitions should be standard and consistent across platforms
// the same issues as referencing other assemblies, in theory, since // (i.e., there's no #if UNITY_EDITOR in them that could create invalid IL code)
// 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 typeTypeDef = moduleDefinition.ImportReference(typeof(Type)).Resolve();
TypeDefinition listTypeDef = moduleDefinition.ImportReference(typeof(List<>)).Resolve(); TypeDefinition listTypeDef = moduleDefinition.ImportReference(typeof(List<>)).Resolve();
m_RuntimeInitializeOnLoadAttribute_Ctor = moduleDefinition.ImportReference(typeof(RuntimeInitializeOnLoadMethodAttribute).GetConstructor(new Type[] { }));
TypeDefinition messageHandlerTypeDef = null; TypeDefinition messageHandlerTypeDef = null;
TypeDefinition versionGetterTypeDef = null; TypeDefinition versionGetterTypeDef = null;
TypeDefinition messageWithHandlerTypeDef = null; TypeDefinition messageWithHandlerTypeDef = null;
TypeDefinition ilppMessageProviderTypeDef = null; TypeDefinition ilppMessageProviderTypeDef = null;
TypeDefinition messagingSystemTypeDef = null; TypeDefinition messageManagerSystemTypeDef = null;
foreach (var netcodeTypeDef in m_NetcodeModule.GetAllTypes()) 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; messageHandlerTypeDef = netcodeTypeDef;
continue; continue;
} }
if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.VersionGetter)) if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.VersionGetter))
{ {
versionGetterTypeDef = netcodeTypeDef; versionGetterTypeDef = netcodeTypeDef;
continue; continue;
} }
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageWithHandler)) if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageWithHandler))
{ {
messageWithHandlerTypeDef = netcodeTypeDef; messageWithHandlerTypeDef = netcodeTypeDef;
continue; continue;
@@ -160,29 +161,29 @@ namespace Unity.Netcode.Editor.CodeGen
continue; continue;
} }
if (messagingSystemTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem)) if (messageManagerSystemTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager))
{ {
messagingSystemTypeDef = netcodeTypeDef; messageManagerSystemTypeDef = netcodeTypeDef;
continue; continue;
} }
} }
m_MessagingSystem_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First()); m_MessageManager_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
m_MessagingSystem_VersionGetter_Constructor_TypeRef = moduleDefinition.ImportReference(versionGetterTypeDef.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) foreach (var fieldDef in messageWithHandlerTypeDef.Fields)
{ {
switch (fieldDef.Name) switch (fieldDef.Name)
{ {
case nameof(MessagingSystem.MessageWithHandler.MessageType): case nameof(NetworkMessageManager.MessageWithHandler.MessageType):
m_MessagingSystem_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef); m_MessageManager_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
break; break;
case nameof(MessagingSystem.MessageWithHandler.Handler): case nameof(NetworkMessageManager.MessageWithHandler.Handler):
m_MessagingSystem_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef); m_MessageManager_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
break; break;
case nameof(MessagingSystem.MessageWithHandler.GetVersion): case nameof(NetworkMessageManager.MessageWithHandler.GetVersion):
m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef); m_MessageManager_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef);
break; break;
} }
} }
@@ -219,15 +220,15 @@ namespace Unity.Netcode.Editor.CodeGen
} }
} }
foreach (var methodDef in messagingSystemTypeDef.Methods) foreach (var methodDef in messageManagerSystemTypeDef.Methods)
{ {
switch (methodDef.Name) switch (methodDef.Name)
{ {
case k_ReceiveMessageName: case k_ReceiveMessageName:
m_MessagingSystem_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef); m_MessageManager_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
break; break;
case k_CreateMessageAndGetVersionName: case k_CreateMessageAndGetVersionName:
m_MessagingSystem_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef); m_MessageManager_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef);
break; break;
} }
} }
@@ -235,48 +236,29 @@ namespace Unity.Netcode.Editor.CodeGen
return true; return true;
} }
private MethodDefinition GetOrCreateStaticConstructor(TypeDefinition typeDefinition)
{
var staticCtorMethodDef = typeDefinition.GetStaticConstructor();
if (staticCtorMethodDef == null)
{
staticCtorMethodDef = new MethodDefinition(
".cctor", // Static Constructor (constant-constructor)
MethodAttributes.HideBySig |
MethodAttributes.SpecialName |
MethodAttributes.RTSpecialName |
MethodAttributes.Static,
typeDefinition.Module.TypeSystem.Void);
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
typeDefinition.Methods.Add(staticCtorMethodDef);
}
return staticCtorMethodDef;
}
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod, MethodReference versionMethod) 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}); // NetworkMessageManager.__network_message_types.Add(new NetworkMessageManager.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
processor.Body.Variables.Add(new VariableDefinition(m_MessagingSystem_MessageWithHandler_TypeRef)); processor.Body.Variables.Add(new VariableDefinition(m_MessageManager_MessageWithHandler_TypeRef));
int messageWithHandlerLocIdx = processor.Body.Variables.Count - 1; int messageWithHandlerLocIdx = processor.Body.Variables.Count - 1;
instructions.Add(processor.Create(OpCodes.Ldsfld, m_ILPPMessageProvider___network_message_types_FieldRef)); instructions.Add(processor.Create(OpCodes.Ldsfld, m_ILPPMessageProvider___network_message_types_FieldRef));
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx)); 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); // tmp.MessageType = typeof(type);
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx)); instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
instructions.Add(processor.Create(OpCodes.Ldtoken, type)); instructions.Add(processor.Create(OpCodes.Ldtoken, type));
instructions.Add(processor.Create(OpCodes.Call, m_Type_GetTypeFromHandle_MethodRef)); 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> // tmp.Handler = MessageHandler.ReceveMessage<type>
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx)); instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
instructions.Add(processor.Create(OpCodes.Ldnull)); instructions.Add(processor.Create(OpCodes.Ldnull));
instructions.Add(processor.Create(OpCodes.Ldftn, receiveMethod)); instructions.Add(processor.Create(OpCodes.Ldftn, receiveMethod));
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_MessageHandler_Constructor_TypeRef)); instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_MessageHandler_Constructor_TypeRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_Handler_FieldRef)); instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_Handler_FieldRef));
// tmp.GetVersion = MessageHandler.CreateMessageAndGetVersion<type> // tmp.GetVersion = MessageHandler.CreateMessageAndGetVersion<type>
@@ -284,43 +266,46 @@ namespace Unity.Netcode.Editor.CodeGen
instructions.Add(processor.Create(OpCodes.Ldnull)); instructions.Add(processor.Create(OpCodes.Ldnull));
instructions.Add(processor.Create(OpCodes.Ldftn, versionMethod)); instructions.Add(processor.Create(OpCodes.Ldftn, versionMethod));
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_VersionGetter_Constructor_TypeRef)); instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_VersionGetter_Constructor_TypeRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef)); instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_GetVersion_FieldRef));
// ILPPMessageProvider.__network_message_types.Add(tmp); // ILPPMessageProvider.__network_message_types.Add(tmp);
instructions.Add(processor.Create(OpCodes.Ldloc, messageWithHandlerLocIdx)); instructions.Add(processor.Create(OpCodes.Ldloc, messageWithHandlerLocIdx));
instructions.Add(processor.Create(OpCodes.Callvirt, m_List_Add_MethodRef)); 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). // 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://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 // https://web.archive.org/web/20100212140402/http://blogs.msdn.com/junfeng/archive/2005/11/19/494914.aspx
private void CreateModuleInitializer(AssemblyDefinition assembly, List<TypeDefinition> networkMessageTypes) private void CreateModuleInitializer(AssemblyDefinition assembly, List<TypeDefinition> networkMessageTypes)
{ {
foreach (var typeDefinition in assembly.MainModule.Types) var typeDefinition = new TypeDefinition("__GEN", "INetworkMessageHelper", TypeAttributes.NotPublic | TypeAttributes.AnsiClass | TypeAttributes.BeforeFieldInit, assembly.MainModule.TypeSystem.Object);
var staticCtorMethodDef = new MethodDefinition(
$"InitializeMessages",
MethodAttributes.Assembly |
MethodAttributes.Static,
assembly.MainModule.TypeSystem.Void);
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_RuntimeInitializeOnLoadAttribute_Ctor));
typeDefinition.Methods.Add(staticCtorMethodDef);
var instructions = new List<Instruction>();
var processor = staticCtorMethodDef.Body.GetILProcessor();
foreach (var type in networkMessageTypes)
{ {
if (typeDefinition.FullName == "<Module>") var receiveMethod = new GenericInstanceMethod(m_MessageManager_ReceiveMessage_MethodRef);
{ receiveMethod.GenericArguments.Add(type);
var staticCtorMethodDef = GetOrCreateStaticConstructor(typeDefinition); var versionMethod = new GenericInstanceMethod(m_MessageManager_CreateMessageAndGetVersion_MethodRef);
versionMethod.GenericArguments.Add(type);
var processor = staticCtorMethodDef.Body.GetILProcessor(); CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
var instructions = new List<Instruction>();
foreach (var type in networkMessageTypes)
{
var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
receiveMethod.GenericArguments.Add(type);
var versionMethod = new GenericInstanceMethod(m_MessagingSystem_CreateMessageAndGetVersion_MethodRef);
versionMethod.GenericArguments.Add(type);
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
}
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
break;
}
} }
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
assembly.MainModule.Types.Add(typeDefinition);
} }
} }
} }

View File

@@ -1,7 +1,7 @@
using System; using System;
using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Collections.Generic;
using Mono.Cecil; using Mono.Cecil;
using Mono.Cecil.Cil; using Mono.Cecil.Cil;
using Unity.CompilationPipeline.Common.Diagnostics; using Unity.CompilationPipeline.Common.Diagnostics;

File diff suppressed because it is too large Load Diff

View File

@@ -53,6 +53,7 @@ namespace Unity.Netcode.Editor.CodeGen
ProcessNetworkBehaviour(typeDefinition); ProcessNetworkBehaviour(typeDefinition);
break; break;
case nameof(__RpcParams): case nameof(__RpcParams):
case nameof(RpcFallbackSerialization):
typeDefinition.IsPublic = true; typeDefinition.IsPublic = true;
break; break;
} }
@@ -79,6 +80,9 @@ namespace Unity.Netcode.Editor.CodeGen
return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics); return new ILPostProcessResult(new InMemoryAssembly(pe.ToArray(), pdb.ToArray()), m_Diagnostics);
} }
// TODO: Deprecate...
// This is changing accessibility for values that are no longer used, but since our validator runs
// after ILPP and sees those values as public, they cannot be removed until a major version change.
private void ProcessNetworkManager(TypeDefinition typeDefinition, string[] assemblyDefines) private void ProcessNetworkManager(TypeDefinition typeDefinition, string[] assemblyDefines)
{ {
foreach (var fieldDefinition in typeDefinition.Fields) foreach (var fieldDefinition in typeDefinition.Fields)
@@ -98,6 +102,14 @@ namespace Unity.Netcode.Editor.CodeGen
fieldDefinition.IsPublic = true; fieldDefinition.IsPublic = true;
} }
} }
foreach (var nestedTypeDefinition in typeDefinition.NestedTypes)
{
if (nestedTypeDefinition.Name == nameof(NetworkManager.RpcReceiveHandler))
{
nestedTypeDefinition.IsNestedPublic = true;
}
}
} }
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition) private void ProcessNetworkBehaviour(TypeDefinition typeDefinition)
@@ -108,13 +120,31 @@ namespace Unity.Netcode.Editor.CodeGen
{ {
nestedType.IsNestedFamily = true; nestedType.IsNestedFamily = true;
} }
if (nestedType.Name == nameof(NetworkBehaviour.RpcReceiveHandler))
{
nestedType.IsNestedPublic = true;
}
} }
foreach (var fieldDefinition in typeDefinition.Fields) foreach (var fieldDefinition in typeDefinition.Fields)
{ {
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage)) if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage) || fieldDefinition.Name == nameof(NetworkBehaviour.NetworkVariableFields))
{ {
fieldDefinition.IsFamily = true; fieldDefinition.IsFamilyOrAssembly = true;
}
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_func_table))
{
fieldDefinition.IsFamilyOrAssembly = true;
}
if (fieldDefinition.Name == nameof(NetworkBehaviour.RpcReceiveHandler))
{
fieldDefinition.IsFamilyOrAssembly = true;
}
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_name_table))
{
fieldDefinition.IsFamilyOrAssembly = true;
} }
} }
@@ -123,10 +153,20 @@ namespace Unity.Netcode.Editor.CodeGen
if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) || if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) || methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) || methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc)) methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeVariables) ||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeRpcs) ||
methodDefinition.Name == nameof(NetworkBehaviour.__registerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__nameNetworkVariable) ||
methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
{ {
methodDefinition.IsFamily = true; methodDefinition.IsFamily = true;
} }
if (methodDefinition.Name == nameof(NetworkBehaviour.__getTypeName))
{
methodDefinition.IsFamilyOrAssembly = true;
}
} }
} }
} }

View File

@@ -1,8 +1,3 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 52153943c346dd04e8712ab540ab9c22 guid: b2f70916f7024c66aa5dfe1e43c151a2
folderAsset: yes timeCreated: 1654274400
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,30 @@
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor.Configuration
{
[FilePath("ProjectSettings/NetcodeForGameObjects.asset", FilePathAttribute.Location.ProjectFolder)]
public class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
{
internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
public string TempNetworkPrefabsPath;
private void OnEnable()
{
if (NetworkPrefabsPath == "")
{
NetworkPrefabsPath = DefaultNetworkPrefabsPath;
}
TempNetworkPrefabsPath = NetworkPrefabsPath;
}
[SerializeField]
public bool GenerateDefaultNetworkPrefabs = true;
internal void SaveSettings()
{
Save(true);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2727d53a542a4c1aa312905c3a02d807
timeCreated: 1685564945

View File

@@ -1,9 +1,8 @@
using UnityEditor; using UnityEditor;
namespace Unity.Netcode.Editor.Configuration namespace Unity.Netcode.Editor.Configuration
{ {
internal class NetcodeForGameObjectsSettings internal class NetcodeForGameObjectsEditorSettings
{ {
internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist"; internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed"; internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
@@ -14,6 +13,7 @@ namespace Unity.Netcode.Editor.Configuration
{ {
return EditorPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey); return EditorPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey);
} }
return 0; return 0;
} }
@@ -28,6 +28,7 @@ namespace Unity.Netcode.Editor.Configuration
{ {
return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists); return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
} }
return false; return false;
} }

View File

@@ -1,10 +1,19 @@
using System.Collections.Generic;
using System.IO;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using Directory = UnityEngine.Windows.Directory;
using File = UnityEngine.Windows.File;
namespace Unity.Netcode.Editor.Configuration namespace Unity.Netcode.Editor.Configuration
{ {
internal static class NetcodeSettingsProvider 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] [SettingsProvider]
public static SettingsProvider CreateNetcodeSettingsProvider() public static SettingsProvider CreateNetcodeSettingsProvider()
{ {
@@ -15,30 +24,170 @@ namespace Unity.Netcode.Editor.Configuration
label = "Netcode for GameObjects", label = "Netcode for GameObjects",
keywords = new[] { "netcode", "editor" }, keywords = new[] { "netcode", "editor" },
guiHandler = OnGuiHandler, guiHandler = OnGuiHandler,
deactivateHandler = OnDeactivate
}; };
return provider; return provider;
} }
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20); private static void OnDeactivate()
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); var settings = NetcodeForGameObjectsProjectSettings.instance;
internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display " + if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
"the notification to install the multiplayer tools package.", 20); {
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) private static void OnGuiHandler(string obj)
{ {
var autoAddNetworkObjectSetting = NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting(); // Make sure all NetcodeGUISettings derived classes are instantiated first
var multiplayerToolsTipStatus = NetcodeForGameObjectsSettings.GetNetcodeInstallMultiplayerToolTips() == 0; CheckForInitialize();
var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
var settings = NetcodeForGameObjectsProjectSettings.instance;
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
var networkPrefabsPath = settings.TempNetworkPrefabsPath;
EditorGUI.BeginChangeCheck(); EditorGUI.BeginChangeCheck();
NetworkObjectsSectionLabel.DrawLabel();
autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting); GUILayout.BeginVertical("Box");
MultiplayerToolsLabel.DrawLabel(); s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings");
multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
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()) if (EditorGUI.EndChangeCheck())
{ {
NetcodeForGameObjectsSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting); NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
NetcodeForGameObjectsSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1); 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) public NetcodeSettingsLabel(string labelText, float layoutOffset = 0.0f)
{ {
m_LabelContent = labelText; 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) public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
{ {
AdjustLableSize(labelText, layoutOffset); AdjustLabelSize(labelText, layoutOffset);
m_ToggleContent = new GUIContent(labelText, toolTip); m_ToggleContent = new GUIContent(labelText, toolTip);
} }
} }
@@ -84,7 +233,7 @@ namespace Unity.Netcode.Editor.Configuration
protected GUILayoutOption m_LayoutWidth { get; private set; } 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_LabelSize = Mathf.Min(k_MaxLabelWidth, EditorStyles.label.CalcSize(new GUIContent(labelText)).x);
m_LayoutWidth = GUILayout.Width(m_LabelSize + offset); m_LayoutWidth = GUILayout.Width(m_LabelSize + offset);

View 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;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d8b62a05d80cc444f9c74731c01b8e39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View 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();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8d6d0919fa8ff41c9b1d1241256f7364
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -4,6 +4,7 @@ using Unity.Netcode.Transports.UNET;
#endif #endif
using Unity.Netcode.Transports.UTP; using Unity.Netcode.Transports.UTP;
using UnityEditor; using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor namespace Unity.Netcode.Editor
{ {
@@ -43,7 +44,109 @@ namespace Unity.Netcode.Editor
[CustomEditor(typeof(UnityTransport), true)] [CustomEditor(typeof(UnityTransport), true)]
public class UnityTransportEditor : HiddenScriptEditor 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 #if COM_UNITY_MODULES_ANIMATION

View File

@@ -1,9 +1,9 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection; using System.Reflection;
using UnityEngine;
using UnityEditor;
using Unity.Netcode.Editor.Configuration; using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor namespace Unity.Netcode.Editor
{ {
@@ -20,6 +20,7 @@ namespace Unity.Netcode.Editor
private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>(); private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
private GUIContent m_NetworkVariableLabelGuiContent; private GUIContent m_NetworkVariableLabelGuiContent;
private GUIContent m_NetworkListLabelGuiContent;
private void Init(MonoScript script) private void Init(MonoScript script)
{ {
@@ -30,12 +31,18 @@ namespace Unity.Netcode.Editor
m_NetworkVariableObjects.Clear(); 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_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); var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
for (int i = 0; i < fields.Length; i++) for (int i = 0; i < fields.Length; i++)
{ {
var ft = fields[i].FieldType; var ft = fields[i].FieldType;
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true)) if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
}
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{ {
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name)); m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]); m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
@@ -72,25 +79,82 @@ namespace Unity.Netcode.Editor
EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginHorizontal();
if (genericType.IsValueType) 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); var genericMethod = method.MakeGenericMethod(genericType);
genericMethod.Invoke(this, new[] { (object)index }); genericMethod.Invoke(this, new[] { (object)index });
} }
else else
{ {
EditorGUILayout.LabelField("Type not renderable"); EditorGUILayout.LabelField("Type not renderable");
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
EditorGUILayout.EndHorizontal();
}
}
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
{
try
{
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
RenderNetworkVariableValueType(index, networkVariable);
}
catch (Exception e)
{
Debug.Log(e);
throw;
} }
GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal();
} }
private void RenderNetworkVariableValueType<T>(int index) where T : unmanaged private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
{
try
{
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
RenderNetworkVariableValueType(index, networkVariable);
}
catch (Exception)
{
try
{
var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
RenderNetworkListValueType(index, networkList);
}
catch (Exception e)
{
Debug.Log(e);
throw;
}
}
EditorGUILayout.EndHorizontal();
}
private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
{ {
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
var type = typeof(T); var type = typeof(T);
object val = networkVariable.Value; object val = networkVariable.Value;
string name = m_NetworkVariableNames[index]; string variableName = m_NetworkVariableNames[index];
var behaviour = (NetworkBehaviour)target; var behaviour = (NetworkBehaviour)target;
@@ -99,47 +163,51 @@ namespace Unity.Netcode.Editor
{ {
if (type == typeof(int)) if (type == typeof(int))
{ {
val = EditorGUILayout.IntField(name, (int)val); val = EditorGUILayout.IntField(variableName, (int)val);
} }
else if (type == typeof(uint)) 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)) 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)) 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)) 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)) 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)) else if (type == typeof(long))
{ {
val = EditorGUILayout.LongField(name, (long)val); val = EditorGUILayout.LongField(variableName, (long)val);
} }
else if (type == typeof(ulong)) 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)) else if (type == typeof(bool))
{ {
val = EditorGUILayout.Toggle(name, (bool)val); val = EditorGUILayout.Toggle(variableName, (bool)val);
} }
else if (type == typeof(string)) else if (type == typeof(string))
{ {
val = EditorGUILayout.TextField(name, (string)val); val = EditorGUILayout.TextField(variableName, (string)val);
} }
else if (type.IsEnum) else if (type.IsEnum)
{ {
val = EditorGUILayout.EnumPopup(name, (Enum)val); val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
} }
else else
{ {
@@ -150,11 +218,31 @@ namespace Unity.Netcode.Editor
} }
else else
{ {
EditorGUILayout.LabelField(name, EditorStyles.wordWrappedLabel); EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
EditorGUILayout.SelectableLabel(val.ToString(), 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/> /// <inheritdoc/>
public override void OnInspectorGUI() public override void OnInspectorGUI()
@@ -184,7 +272,7 @@ namespace Unity.Netcode.Editor
bool expanded = true; bool expanded = true;
while (property.NextVisible(expanded)) 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 // Skip rendering of NetworkVars, they have special rendering
continue; continue;
@@ -257,8 +345,9 @@ namespace Unity.Netcode.Editor
/// <param name="networkObjectRemoved">used internally</param> /// <param name="networkObjectRemoved">used internally</param>
public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false) public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
{ {
// If there are no NetworkBehaviours or no gameObject, then exit early // If there are no NetworkBehaviours or gameObjects then exit early
if (gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null)) // If we are in play mode and a user is inspecting something then exit early (we don't add NetworkObjects to something when in play mode)
if (EditorApplication.isPlaying || gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
{ {
return; return;
} }
@@ -310,7 +399,7 @@ namespace Unity.Netcode.Editor
// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement // 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" // then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
// again. // again.
if (networkObjectRemoved && NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting()) if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
{ {
Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}."); Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item."); Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
@@ -319,7 +408,7 @@ namespace Unity.Netcode.Editor
// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it // 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($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}", if (EditorUtility.DisplayDialog($"{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)", $"{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>(); gameObject.AddComponent<NetworkObject>();
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
@@ -328,6 +417,48 @@ namespace Unity.Netcode.Editor
} }
} }
} }
if (networkObject != null)
{
OrderNetworkObject(networkObject);
}
}
// Assures the NetworkObject precedes any NetworkBehaviour on the same GameObject as the NetworkObject
private static void OrderNetworkObject(NetworkObject networkObject)
{
var monoBehaviours = networkObject.gameObject.GetComponents<MonoBehaviour>();
var networkObjectIndex = 0;
var firstNetworkBehaviourIndex = -1;
for (int i = 0; i < monoBehaviours.Length; i++)
{
if (monoBehaviours[i] == networkObject)
{
networkObjectIndex = i;
break;
}
var networkBehaviour = monoBehaviours[i] as NetworkBehaviour;
if (networkBehaviour != null)
{
// Get the index of the first NetworkBehaviour Component
if (firstNetworkBehaviourIndex == -1)
{
firstNetworkBehaviourIndex = i;
}
}
}
if (firstNetworkBehaviourIndex != -1 && networkObjectIndex > firstNetworkBehaviourIndex)
{
var positionsToMove = networkObjectIndex - firstNetworkBehaviourIndex;
for (int i = 0; i < positionsToMove; i++)
{
UnityEditorInternal.ComponentUtility.MoveComponentUp(networkObject);
}
EditorUtility.SetDirty(networkObject.gameObject);
}
} }
} }
} }

View File

@@ -1,9 +1,9 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO;
using Unity.Netcode.Editor.Configuration;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using UnityEditorInternal;
using Unity.Netcode.Editor.Configuration;
namespace Unity.Netcode.Editor namespace Unity.Netcode.Editor
{ {
@@ -40,8 +40,7 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_NetworkIdRecycleDelayProperty; private SerializedProperty m_NetworkIdRecycleDelayProperty;
private SerializedProperty m_RpcHashSizeProperty; private SerializedProperty m_RpcHashSizeProperty;
private SerializedProperty m_LoadSceneTimeOutProperty; private SerializedProperty m_LoadSceneTimeOutProperty;
private SerializedProperty m_PrefabsList;
private ReorderableList m_NetworkPrefabsList;
private NetworkManager m_NetworkManager; private NetworkManager m_NetworkManager;
private bool m_Initialized; private bool m_Initialized;
@@ -106,7 +105,9 @@ namespace Unity.Netcode.Editor
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay"); m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize"); m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut"); m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
ReloadTransports(); ReloadTransports();
} }
@@ -132,76 +133,9 @@ namespace Unity.Netcode.Editor
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay"); m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize"); m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut"); m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
} m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
private void OnEnable() .FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
{
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");
} }
/// <inheritdoc/> /// <inheritdoc/>
@@ -224,7 +158,62 @@ namespace Unity.Netcode.Editor
EditorGUILayout.PropertyField(m_PlayerPrefabProperty); EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
EditorGUILayout.Space(); 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.Space();
EditorGUILayout.LabelField("General", EditorStyles.boldLabel); EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
@@ -242,13 +231,7 @@ namespace Unity.Netcode.Editor
{ {
ReloadTransports(); ReloadTransports();
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]); var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
if (transportComponent == null)
{
transportComponent = m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
}
m_NetworkTransportProperty.objectReferenceValue = transportComponent; m_NetworkTransportProperty.objectReferenceValue = transportComponent;
Repaint(); 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 getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
const string openDocsButtonText = "Open Docs"; const string openDocsButtonText = "Open Docs";
const string dismissButtonText = "Dismiss"; const string dismissButtonText = "Dismiss";
const string targetUrl = "https://docs-multiplayer.unity3d.com/netcode/current/tools/install-tools"; const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
const string infoIconName = "console.infoicon"; const string infoIconName = "console.infoicon";
if (NetcodeForGameObjectsSettings.GetNetcodeInstallMultiplayerToolTips() != 0) if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
{ {
return; return;
} }
if (s_CenteredWordWrappedLabelStyle == null) if (s_CenteredWordWrappedLabelStyle == null)
{ {
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label); s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
s_CenteredWordWrappedLabelStyle.wordWrap = true; {
s_CenteredWordWrappedLabelStyle.alignment = TextAnchor.MiddleLeft; wordWrap = true,
alignment = TextAnchor.MiddleLeft
};
} }
if (s_HelpBoxStyle == null) if (s_HelpBoxStyle == null)
{ {
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox); s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
s_HelpBoxStyle.padding = new RectOffset(10, 10, 10, 10); {
padding = new RectOffset(10, 10, 10, 10)
};
} }
var openDocsButtonStyle = GUI.skin.button; var openDocsButtonStyle = GUI.skin.button;
@@ -405,7 +392,7 @@ namespace Unity.Netcode.Editor
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false))) if (GUILayout.Button(dismissButtonText, dismissButtonStyle, GUILayout.ExpandWidth(false)))
{ {
NetcodeForGameObjectsSettings.SetNetcodeInstallMultiplayerToolTips(1); NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(1);
} }
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link); EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();

View File

@@ -1,8 +1,9 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEditor;
namespace Unity.Netcode.Editor namespace Unity.Netcode.Editor
{ {
@@ -32,6 +33,24 @@ namespace Unity.Netcode.Editor
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged; EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
EditorApplication.hierarchyChanged += EditorApplication_hierarchyChanged; 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) private static void EditorApplication_playModeStateChanged(PlayModeStateChange playModeStateChange)

View File

@@ -1,6 +1,6 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine;
using UnityEditor; using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor namespace Unity.Netcode.Editor
{ {

View File

@@ -1,6 +1,6 @@
using Unity.Netcode.Components;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using Unity.Netcode.Components;
namespace Unity.Netcode.Editor namespace Unity.Netcode.Editor
{ {
@@ -25,6 +25,11 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_InLocalSpaceProperty; private SerializedProperty m_InLocalSpaceProperty;
private SerializedProperty m_InterpolateProperty; 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 int s_ToggleOffset = 45;
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5; private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
private static GUIContent s_PositionLabel = EditorGUIUtility.TrTextContent("Position"); private static GUIContent s_PositionLabel = EditorGUIUtility.TrTextContent("Position");
@@ -48,6 +53,10 @@ namespace Unity.Netcode.Editor
m_ScaleThresholdProperty = serializedObject.FindProperty(nameof(NetworkTransform.ScaleThreshold)); m_ScaleThresholdProperty = serializedObject.FindProperty(nameof(NetworkTransform.ScaleThreshold));
m_InLocalSpaceProperty = serializedObject.FindProperty(nameof(NetworkTransform.InLocalSpace)); m_InLocalSpaceProperty = serializedObject.FindProperty(nameof(NetworkTransform.InLocalSpace));
m_InterpolateProperty = serializedObject.FindProperty(nameof(NetworkTransform.Interpolate)); 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/> /// <inheritdoc/>
@@ -71,6 +80,8 @@ namespace Unity.Netcode.Editor
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
if (!m_UseQuaternionSynchronization.boolValue)
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
@@ -88,6 +99,13 @@ namespace Unity.Netcode.Editor
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
else
{
m_SyncRotationXProperty.boolValue = true;
m_SyncRotationYProperty.boolValue = true;
m_SyncRotationZProperty.boolValue = true;
}
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
@@ -116,6 +134,17 @@ namespace Unity.Netcode.Editor
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel); EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_InLocalSpaceProperty); EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
EditorGUILayout.PropertyField(m_InterpolateProperty); 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 COM_UNITY_MODULES_PHYSICS
// if rigidbody is present but network rigidbody is not present // if rigidbody is present but network rigidbody is not present

View File

@@ -1,15 +1,25 @@
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Unity.Netcode.Components")]
#if UNITY_EDITOR #if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")] [assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")] [assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
#endif #endif // UNITY_EDITOR
[assembly: InternalsVisibleTo("TestProject.ToolsIntegration.RuntimeTests")] #if MULTIPLAYER_TOOLS
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")] [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.RuntimeTests")]
[assembly: InternalsVisibleTo("Unity.Netcode.TestHelpers.Runtime")] [assembly: InternalsVisibleTo("Unity.Netcode.TestHelpers.Runtime")]
[assembly: InternalsVisibleTo("Unity.Netcode.Adapter.UTP")] [assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
[assembly: InternalsVisibleTo("Unity.Multiplayer.Tools.Adapters.Ngo1WithUtp2")] #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

View File

@@ -1,8 +1,9 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine;
using System.Linq; using System.Linq;
using Unity.Collections; using Unity.Collections;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Netcode 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.")] [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; public GameObject PlayerPrefab;
/// <summary>
/// A list of prefabs that can be dynamically spawned.
/// </summary>
[SerializeField] [SerializeField]
[Tooltip("The prefabs that can be spawned across the network")] public NetworkPrefabs Prefabs = new NetworkPrefabs();
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>();
/// <summary> /// <summary>
@@ -167,7 +156,7 @@ namespace Unity.Netcode
public string ToBase64() public string ToBase64()
{ {
NetworkConfig config = this; NetworkConfig config = this;
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp); var writer = new FastBufferWriter(1024, Allocator.Temp);
using (writer) using (writer)
{ {
writer.WriteValueSafe(config.ProtocolVersion); writer.WriteValueSafe(config.ProtocolVersion);
@@ -219,6 +208,14 @@ namespace Unity.Netcode
private ulong? m_ConfigHash = null; 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> /// <summary>
/// Gets a SHA256 hash of parts of the NetworkConfig instance /// Gets a SHA256 hash of parts of the NetworkConfig instance
/// </summary> /// </summary>
@@ -231,7 +228,7 @@ namespace Unity.Netcode
return m_ConfigHash.Value; 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) using (writer)
{ {
writer.WriteValueSafe(ProtocolVersion); writer.WriteValueSafe(ProtocolVersion);
@@ -239,7 +236,7 @@ namespace Unity.Netcode
if (ForceSamePrefabs) if (ForceSamePrefabs)
{ {
var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key); var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
foreach (var sortedEntry in sortedDictionary) foreach (var sortedEntry in sortedDictionary)
{ {
@@ -273,6 +270,75 @@ namespace Unity.Netcode
{ {
return hash == GetConfig(); 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&lt;NetworkPrefab&gt; 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&lt;NetworkPrefab&gt; 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;
} }
} }

View File

@@ -3,10 +3,25 @@ using UnityEngine;
namespace Unity.Netcode 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, None,
/// <summary>
/// Override the prefab when the given SourcePrefabToOverride is requested
/// </summary>
Prefab, 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 Hash
} }
@@ -14,10 +29,10 @@ namespace Unity.Netcode
/// Class that represents a NetworkPrefab /// Class that represents a NetworkPrefab
/// </summary> /// </summary>
[Serializable] [Serializable]
internal class NetworkPrefab public class NetworkPrefab
{ {
/// <summary> /// <summary>
/// The override setttings for this NetworkPrefab /// The override settings for this NetworkPrefab
/// </summary> /// </summary>
public NetworkPrefabOverride Override; public NetworkPrefabOverride Override;
@@ -41,5 +56,177 @@ namespace Unity.Netcode
/// The prefab to replace (override) the source prefab with /// The prefab to replace (override) the source prefab with
/// </summary> /// </summary>
public GameObject OverridingTargetPrefab; 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}}}";
}
} }
} }

View 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;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -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;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -7,6 +7,32 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public class NetworkClient 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> /// <summary>
/// The ClientId of the NetworkClient /// The ClientId of the NetworkClient
/// </summary> /// </summary>
@@ -18,19 +44,33 @@ namespace Unity.Netcode
public NetworkObject PlayerObject; public NetworkObject PlayerObject;
/// <summary> /// <summary>
/// The NetworkObject's owned by this Client /// The list of NetworkObject's owned by this client instance
/// </summary> /// </summary>
public List<NetworkObject> OwnedObjects public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>();
{
get
{
if (PlayerObject != null && PlayerObject.NetworkManager != null && PlayerObject.NetworkManager.IsListening)
{
return PlayerObject.NetworkManager.SpawnManager.GetClientOwnedObjects(ClientId);
}
return new List<NetworkObject>(); internal NetworkSpawnManager SpawnManager { get; private set; }
internal void SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
{
IsServer = isServer;
IsClient = isClient;
if (!IsServer && !isClient)
{
PlayerObject = null;
ClientId = 0;
IsConnected = false;
IsApproved = false;
} }
if (networkManager != null)
{
SpawnManager = networkManager.SpawnManager;
}
}
internal void AssignPlayerObject(ref NetworkObject networkObject)
{
PlayerObject = networkObject;
} }
} }
} }

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@@ -0,0 +1,11 @@
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@@ -1,10 +1,15 @@
using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
/// <summary> /// <summary>
/// Server-Side Only:
/// A class representing a client that is currently in the process of connecting /// A class representing a client that is currently in the process of connecting
/// </summary> /// </summary>
public class PendingClient public class PendingClient
{ {
internal Coroutine ApprovalCoroutine = null;
/// <summary> /// <summary>
/// The ClientId of the client /// The ClientId of the client
/// </summary> /// </summary>

View File

@@ -51,7 +51,9 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public static void SetDefaults() 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) private static void SetDefault<T>(CreateObjectDelegate creator)

View File

@@ -1,9 +1,8 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System.Reflection;
using Unity.Collections; using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
@@ -13,6 +12,18 @@ namespace Unity.Netcode
public abstract class NetworkBehaviour : MonoBehaviour public abstract class NetworkBehaviour : MonoBehaviour
{ {
#pragma warning disable IDE1006 // disable naming rule violation check #pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
#endif
// RuntimeAccessModifiersILPP will make this `protected` // RuntimeAccessModifiersILPP will make this `protected`
internal enum __RpcExecStage internal enum __RpcExecStage
{ {
@@ -20,8 +31,6 @@ namespace Unity.Netcode
Server = 1, Server = 1,
Client = 2 Client = 2
} }
// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type // NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
internal virtual string __getTypeName() => nameof(NetworkBehaviour); internal virtual string __getTypeName() => nameof(NetworkBehaviour);
@@ -65,7 +74,7 @@ namespace Unity.Netcode
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced; networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
break; break;
case RpcDelivery.Unreliable: 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."); throw new OverflowException("RPC parameters are too large for unreliable delivery.");
} }
@@ -82,11 +91,11 @@ namespace Unity.Netcode
var context = new NetworkContext var context = new NetworkContext
{ {
SenderId = NetworkManager.ServerClientId, SenderId = NetworkManager.ServerClientId,
Timestamp = Time.realtimeSinceStartup, Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = NetworkManager, SystemOwner = NetworkManager,
// header information isn't valid since it's not a real message. // header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty. // RpcMessage doesn't access this stuff so it's just left empty.
Header = new MessageHeader(), Header = new NetworkMessageHeader(),
SerializedHeaderSize = 0, SerializedHeaderSize = 0,
MessageSize = 0 MessageSize = 0
}; };
@@ -96,13 +105,12 @@ namespace Unity.Netcode
} }
else else
{ {
rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId); rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
} }
bufferWriter.Dispose(); bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName)) if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{ {
NetworkManager.NetworkMetrics.TrackRpcSent( NetworkManager.NetworkMetrics.TrackRpcSent(
NetworkManager.ServerClientId, NetworkManager.ServerClientId,
@@ -146,7 +154,7 @@ namespace Unity.Netcode
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced; networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
break; break;
case RpcDelivery.Unreliable: 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."); throw new OverflowException("RPC parameters are too large for unreliable delivery.");
} }
@@ -176,7 +184,7 @@ 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) else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
{ {
@@ -195,7 +203,7 @@ 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 else
{ {
@@ -208,7 +216,7 @@ namespace Unity.Netcode
shouldSendToHost = true; shouldSendToHost = true;
continue; continue;
} }
rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current); rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
} }
} }
@@ -219,11 +227,11 @@ namespace Unity.Netcode
var context = new NetworkContext var context = new NetworkContext
{ {
SenderId = NetworkManager.ServerClientId, SenderId = NetworkManager.ServerClientId,
Timestamp = Time.realtimeSinceStartup, Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = NetworkManager, SystemOwner = NetworkManager,
// header information isn't valid since it's not a real message. // header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty. // RpcMessage doesn't access this stuff so it's just left empty.
Header = new MessageHeader(), Header = new NetworkMessageHeader(),
SerializedHeaderSize = 0, SerializedHeaderSize = 0,
MessageSize = 0 MessageSize = 0
}; };
@@ -232,9 +240,8 @@ namespace Unity.Netcode
} }
bufferWriter.Dispose(); bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName)) if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{ {
if (clientRpcParams.Send.TargetClientIds != null) if (clientRpcParams.Send.TargetClientIds != null)
{ {
@@ -277,6 +284,14 @@ namespace Unity.Netcode
#endif #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) internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
{ {
var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray); var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
@@ -314,18 +329,18 @@ namespace Unity.Netcode
/// <summary> /// <summary>
/// Gets if we are executing as server /// Gets if we are executing as server
/// </summary> /// </summary>
protected bool IsServer { get; private set; } public bool IsServer { get; private set; }
/// <summary> /// <summary>
/// Gets if we are executing as client /// Gets if we are executing as client
/// </summary> /// </summary>
protected bool IsClient { get; private set; } public bool IsClient { get; private set; }
/// <summary> /// <summary>
/// Gets if we are executing as Host, I.E Server and Client /// Gets if we are executing as Host, I.E Server and Client
/// </summary> /// </summary>
protected bool IsHost { get; private set; } public bool IsHost { get; private set; }
/// <summary> /// <summary>
/// Gets Whether or not the object has a owner /// Gets Whether or not the object has a owner
@@ -530,6 +545,23 @@ namespace Unity.Netcode
OnGainedOwnership(); OnGainedOwnership();
} }
/// <summary>
/// Invoked on all clients, override this method to be notified of any
/// ownership changes (even if the instance was niether the previous or
/// newly assigned current owner).
/// </summary>
/// <param name="previous">the previous owner</param>
/// <param name="current">the current owner</param>
protected virtual void OnOwnershipChanged(ulong previous, ulong current)
{
}
internal void InternalOnOwnershipChanged(ulong previous, ulong current)
{
OnOwnershipChanged(previous, current);
}
/// <summary> /// <summary>
/// Gets called when we loose ownership of this object /// Gets called when we loose ownership of this object
/// </summary> /// </summary>
@@ -551,38 +583,44 @@ namespace Unity.Netcode
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>(); private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>(); private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>();
// RuntimeAccessModifiersILPP will make this `protected`
internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>(); internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>();
private static Dictionary<Type, FieldInfo[]> s_FieldTypes = new Dictionary<Type, FieldInfo[]>(); #pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
private static FieldInfo[] GetFieldInfoForType(Type type) internal virtual void __initializeVariables()
#pragma warning restore IDE1006 // restore naming rule violation check
{ {
if (!s_FieldTypes.ContainsKey(type)) // ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
{
s_FieldTypes.Add(type, GetFieldInfoForTypeRecursive(type));
}
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`
internal virtual void __initializeRpcs()
#pragma warning restore IDE1006 // restore naming rule violation check
{ {
if (list == null) // ILPP generates code for all NetworkBehaviour subtypes to initialize each type's RPCs.
{ }
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)) #pragma warning disable IDE1006 // disable naming rule violation check
{ // RuntimeAccessModifiersILPP will make this `protected`
return GetFieldInfoForTypeRecursive(type.BaseType, list); internal void __registerRpc(uint hash, RpcReceiveHandler handler, string rpcMethodName)
} #pragma warning restore IDE1006 // restore naming rule violation check
{
__rpc_func_table[GetType()][hash] = handler;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
__rpc_name_table[GetType()][hash] = rpcMethodName;
#endif
}
return list.OrderBy(x => x.Name, StringComparer.Ordinal).ToArray(); #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
{
variable.Name = varName;
} }
internal void InitializeVariables() internal void InitializeVariables()
@@ -594,28 +632,15 @@ namespace Unity.Netcode
m_VarInit = true; m_VarInit = true;
var sortedFields = GetFieldInfoForType(GetType()); if (!__rpc_func_table.ContainsKey(GetType()))
for (int i = 0; i < sortedFields.Length; i++)
{ {
var fieldType = sortedFields[i].FieldType; __rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
if (fieldType.IsSubclassOf(typeof(NetworkVariableBase))) #if UNITY_EDITOR || DEVELOPMENT_BUILD
{ __rpc_name_table[GetType()] = new Dictionary<uint, string>();
var instance = (NetworkVariableBase)sortedFields[i].GetValue(this); #endif
__initializeRpcs();
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 // Create index map for delivery types
@@ -727,7 +752,7 @@ namespace Unity.Netcode
// so we don't have to do this serialization work if we're not going to use the result. // so we don't have to do this serialization work if we're not going to use the result.
if (IsServer && targetClientId == NetworkManager.ServerClientId) 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) using (tmpWriter)
{ {
message.Serialize(tmpWriter, message.Version); message.Serialize(tmpWriter, message.Version);
@@ -735,7 +760,7 @@ namespace Unity.Netcode
} }
else else
{ {
NetworkManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId); NetworkManager.ConnectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
} }
} }
} }
@@ -899,11 +924,23 @@ namespace Unity.Netcode
/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer /// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
/// is in read mode or write mode. /// is in read mode or write mode.
/// </typeparam> /// </typeparam>
/// <param name="targetClientId">the relative client identifier being synchronized</param>
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter 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> /// <summary>
/// Internal method that determines if a NetworkBehaviour has additional synchronization data to /// Internal method that determines if a NetworkBehaviour has additional synchronization data to
/// be synchronized when first instantiated prior to its associated NetworkObject being spawned. /// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
@@ -913,8 +950,9 @@ namespace Unity.Netcode
/// synchronize any remaining NetworkBehaviours. /// synchronize any remaining NetworkBehaviours.
/// </remarks> /// </remarks>
/// <returns>true if it wrote synchronization data and false if it did not</returns> /// <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) if (serializer.IsWriter)
{ {
// Get the writer to handle seeking and determining how many bytes were written // Get the writer to handle seeking and determining how many bytes were written
@@ -949,6 +987,8 @@ namespace Unity.Netcode
} }
var finalPosition = writer.Position; var finalPosition = writer.Position;
// Reset before exiting
m_TargetIdBeingSynchronized = default;
// If we wrote nothing then skip writing anything for this NetworkBehaviour // If we wrote nothing then skip writing anything for this NetworkBehaviour
if (finalPosition == positionBeforeSynchronize || threwException) if (finalPosition == positionBeforeSynchronize || threwException)
{ {
@@ -1002,6 +1042,9 @@ namespace Unity.Netcode
synchronizationError = true; synchronizationError = true;
} }
// Reset before exiting
m_TargetIdBeingSynchronized = default;
// Skip over the entry if deserialization fails // Skip over the entry if deserialization fails
if (synchronizationError) if (synchronizationError)
{ {

View File

@@ -8,6 +8,8 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public class NetworkBehaviourUpdater public class NetworkBehaviourUpdater
{ {
private NetworkManager m_NetworkManager;
private NetworkConnectionManager m_ConnectionManager;
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>(); private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
@@ -19,7 +21,7 @@ namespace Unity.Netcode
m_DirtyNetworkObjects.Add(networkObject); m_DirtyNetworkObjects.Add(networkObject);
} }
internal void NetworkBehaviourUpdate(NetworkManager networkManager) internal void NetworkBehaviourUpdate()
{ {
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
m_NetworkBehaviourUpdate.Begin(); m_NetworkBehaviourUpdate.Begin();
@@ -30,7 +32,7 @@ namespace Unity.Netcode
// trying to process them, even if they were previously marked as dirty. // trying to process them, even if they were previously marked as dirty.
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null); m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
if (networkManager.IsServer) if (m_ConnectionManager.LocalClient.IsServer)
{ {
foreach (var dirtyObj in m_DirtyNetworkObjects) foreach (var dirtyObj in m_DirtyNetworkObjects)
{ {
@@ -39,9 +41,9 @@ namespace Unity.Netcode
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate(); 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)) 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 // Now, reset all the no-longer-dirty variables
foreach (var dirtyobj in m_DirtyNetworkObjects) 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

View File

@@ -1,9 +1,18 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
#if UNITY_EDITOR
using UnityEditor;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#else
using UnityEditor.Experimental.SceneManagement;
#endif
#endif
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
namespace Unity.Netcode namespace Unity.Netcode
{ {
/// <summary> /// <summary>
@@ -17,28 +26,191 @@ namespace Unity.Netcode
[SerializeField] [SerializeField]
internal uint GlobalObjectIdHash; internal uint GlobalObjectIdHash;
#if UNITY_EDITOR /// <summary>
private void OnValidate() /// 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
{ {
GenerateGlobalObjectIdHash(); get
{
foreach (var prefab in NetworkManager.NetworkConfig.Prefabs.Prefabs)
{
if (prefab.Prefab == gameObject)
{
return GlobalObjectIdHash;
}
}
return 0;
}
} }
internal void GenerateGlobalObjectIdHash() #if UNITY_EDITOR
private const string k_GlobalIdTemplate = "GlobalObjectId_V1-{0}-{1}-{2}-{3}";
/// <summary>
/// Object Types <see href="https://docs.unity3d.com/ScriptReference/GlobalObjectId.html"/>
/// Parameter 0 of <see cref="k_GlobalIdTemplate"/>
/// </summary>
// 0 = Null (when considered a null object type we can ignore)
// 1 = Imported Asset
// 2 = Scene Object
// 3 = Source Asset.
private const int k_NullObjectType = 0;
private const int k_ImportedAssetObjectType = 1;
private const int k_SceneObjectType = 2;
private const int k_SourceAssetObjectType = 3;
[ContextMenu("Refresh In-Scene Prefab Instances")]
internal void RefreshAllPrefabInstances()
{
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
if (!PrefabUtility.IsPartOfAnyPrefab(this) || instanceGlobalId.identifierType != k_ImportedAssetObjectType)
{
EditorUtility.DisplayDialog("Network Prefab Assets Only", "This action can only be performed on a network prefab asset.", "Ok");
return;
}
// Handle updating the currently active scene
var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var networkObject in networkObjects)
{
networkObject.OnValidate();
}
NetworkObjectRefreshTool.ProcessActiveScene();
// Refresh all build settings scenes
var activeScene = SceneManager.GetActiveScene();
foreach (var editorScene in EditorBuildSettings.scenes)
{
// skip disabled scenes and the currently active scene
if (!editorScene.enabled || activeScene.path == editorScene.path)
{
continue;
}
// Add the scene to be processed
NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
}
// Process all added scenes
NetworkObjectRefreshTool.ProcessScenes();
}
private void OnValidate()
{ {
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode // do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
if (UnityEditor.EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name)) if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
{ {
return; return;
} }
// do NOT regenerate GlobalObjectIdHash if Editor is transitioning into or out of PlayMode // do NOT regenerate GlobalObjectIdHash if Editor is transitioning into or out of PlayMode
if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
{ {
return; return;
} }
var globalObjectIdString = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this).ToString(); // Get a global object identifier for this network prefab
GlobalObjectIdHash = XXHash.Hash32(globalObjectIdString); var globalId = GetGlobalId();
// if the identifier type is 0, then don't update the GlobalObjectIdHash
if (globalId.identifierType == k_NullObjectType)
{
return;
}
var oldValue = GlobalObjectIdHash;
GlobalObjectIdHash = globalId.ToString().Hash32();
// If the GlobalObjectIdHash value changed, then mark the asset dirty
if (GlobalObjectIdHash != oldValue)
{
// Check if this is an in-scnee placed NetworkObject (Special Case for In-Scene Placed)
if (!IsEditingPrefab() && gameObject.scene.name != null && gameObject.scene.name != gameObject.name)
{
// Sanity check to make sure this is a scene placed object
if (globalId.identifierType != k_SceneObjectType)
{
// This should never happen, but in the event it does throw and error
Debug.LogError($"[{gameObject.name}] is detected as an in-scene placed object but its identifier is of type {globalId.identifierType}! **Report this error**");
}
// If this is a prefab instance
if (PrefabUtility.IsPartOfAnyPrefab(this))
{
// We must invoke this in order for the modifications to get saved with the scene (does not mark scene as dirty)
PrefabUtility.RecordPrefabInstancePropertyModifications(this);
}
}
else // Otherwise, this is a standard network prefab asset so we just mark it dirty for the AssetDatabase to update it
{
EditorUtility.SetDirty(this);
}
}
}
private bool IsEditingPrefab()
{
// Check if we are directly editing the prefab
var stage = PrefabStageUtility.GetPrefabStage(gameObject);
// if we are not editing the prefab directly (or a sub-prefab), then return the object identifier
if (stage == null || stage.assetPath == null)
{
return false;
}
return true;
}
private GlobalObjectId GetGlobalId()
{
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
// If not editing a prefab, then just use the generated id
if (!IsEditingPrefab())
{
return instanceGlobalId;
}
// If the asset doesn't exist at the given path, then return the object identifier
var prefabStageAssetPath = PrefabStageUtility.GetPrefabStage(gameObject).assetPath;
// If (for some reason) the asset path is null return the generated id
if (prefabStageAssetPath == null)
{
return instanceGlobalId;
}
var theAsset = AssetDatabase.LoadAssetAtPath<NetworkObject>(prefabStageAssetPath);
// If there is no asset at that path (for some odd/edge case reason), return the generated id
if (theAsset == null)
{
return instanceGlobalId;
}
// If we can't get the asset GUID and/or the file identifier, then return the object identifier
if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(theAsset, out var guid, out long localFileId))
{
return instanceGlobalId;
}
// Note: If we reached this point, then we are most likely opening a prefab to edit.
// The instanceGlobalId will be constructed as if it is a scene object, however when it
// is serialized its value will be treated as a file asset (the "why" to the below code).
// Construct an imported asset identifier with the type being a source asset object type
var prefabGlobalIdText = string.Format(k_GlobalIdTemplate, k_SourceAssetObjectType, guid, (ulong)localFileId, 0);
// If we can't parse the result log an error and return the instanceGlobalId
if (!GlobalObjectId.TryParse(prefabGlobalIdText, out var prefabGlobalId))
{
Debug.LogError($"[GlobalObjectId Gen] Failed to parse ({prefabGlobalIdText}) returning default ({instanceGlobalId})! ** Please Report This Error **");
return instanceGlobalId;
}
// Otherwise, return the constructed identifier for the source prefab asset
return prefabGlobalId;
} }
#endif // UNITY_EDITOR #endif // UNITY_EDITOR
@@ -75,6 +247,18 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public bool IsPlayerObject { get; internal set; } 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> /// <summary>
/// Gets if the object is the personal clients player object /// Gets if the object is the personal clients player object
/// </summary> /// </summary>
@@ -105,6 +289,61 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public bool DestroyWithScene { get; set; } 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> /// <summary>
/// Delegate type for checking visibility /// Delegate type for checking visibility
/// </summary> /// </summary>
@@ -188,6 +427,11 @@ namespace Unity.Netcode
/// </summary> /// </summary>
internal int SceneOriginHandle = 0; internal int SceneOriginHandle = 0;
/// <summary>
/// The server-side scene origin handle
/// </summary>
internal int NetworkSceneHandle = 0;
private Scene m_SceneOrigin; private Scene m_SceneOrigin;
/// <summary> /// <summary>
/// The scene where the NetworkObject was first instantiated /// The scene where the NetworkObject was first instantiated
@@ -265,9 +509,16 @@ namespace Unity.Netcode
throw new VisibilityChangeException("The object is already visible"); 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); Observers.Add(clientId);
NetworkManager.SpawnManager.SendSpawnCallForObject(clientId, this);
} }
@@ -351,26 +602,28 @@ namespace Unity.Netcode
throw new NotServerException("Only server can change visibility"); throw new NotServerException("Only server can change visibility");
} }
if (!Observers.Contains(clientId))
{
throw new VisibilityChangeException("The object is already hidden");
}
if (clientId == NetworkManager.ServerClientId) if (clientId == NetworkManager.ServerClientId)
{ {
throw new VisibilityChangeException("Cannot hide an object from the server"); throw new VisibilityChangeException("Cannot hide an object from the server");
} }
Observers.Remove(clientId); if (!NetworkManager.SpawnManager.RemoveObjectFromShowingTo(this, clientId))
var message = new DestroyObjectMessage
{ {
NetworkObjectId = NetworkObjectId, if (!Observers.Contains(clientId))
DestroyGameObject = !IsSceneObject.Value {
}; throw new VisibilityChangeException("The object is already hidden");
// Send destroy call }
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId); Observers.Remove(clientId);
NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
var message = new DestroyObjectMessage
{
NetworkObjectId = NetworkObjectId,
DestroyGameObject = !IsSceneObject.Value
};
// Send destroy call
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
}
} }
/// <summary> /// <summary>
@@ -434,14 +687,30 @@ namespace Unity.Netcode
private void OnDestroy() private void OnDestroy()
{ {
if (NetworkManager != null && NetworkManager.IsListening && NetworkManager.IsServer == false && IsSpawned && // If no NetworkManager is assigned, then just exit early
(IsSceneObject == null || (IsSceneObject.Value != true))) 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 && if (NetworkManager.IsListening && !NetworkManager.IsServer && IsSpawned &&
NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject)) (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($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
}
return;
}
// Otherwise, clients can despawn NetworkObjects while shutting down and should not generate any messages when this happens
}
if (NetworkManager.SpawnManager != null && NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{ {
if (this == networkObject) if (this == networkObject)
{ {
@@ -565,6 +834,21 @@ namespace Unity.Netcode
} }
} }
internal void InvokeOwnershipChanged(ulong previous, ulong next)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnOwnershipChanged(previous, next);
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
}
}
}
internal void InvokeBehaviourOnNetworkObjectParentChanged(NetworkObject parentNetworkObject) internal void InvokeBehaviourOnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{ {
for (int i = 0; i < ChildNetworkBehaviours.Count; i++) for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
@@ -577,6 +861,22 @@ namespace Unity.Netcode
private Transform m_CachedParent; // What is our last set parent Transform reference? 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 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) internal void SetCachedParent(Transform parentTransform)
{ {
m_CachedParent = parentTransform; m_CachedParent = parentTransform;
@@ -598,6 +898,12 @@ namespace Unity.Netcode
/// <returns>Whether or not reparenting was successful.</returns> /// <returns>Whether or not reparenting was successful.</returns>
public bool TrySetParent(Transform parent, bool worldPositionStays = true) 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>(); var networkObject = parent.GetComponent<NetworkObject>();
// If the parent doesn't have a NetworkObjet then return false, otherwise continue trying to parent // If the parent doesn't have a NetworkObjet then return false, otherwise continue trying to parent
@@ -784,7 +1090,7 @@ namespace Unity.Netcode
} }
} }
NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx); NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
} }
} }
@@ -1049,7 +1355,7 @@ namespace Unity.Netcode
return 0; return 0;
} }
internal NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index) public NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
{ {
if (index >= ChildNetworkBehaviours.Count) if (index >= ChildNetworkBehaviours.Count)
{ {
@@ -1057,7 +1363,6 @@ namespace Unity.Netcode
{ {
NetworkLog.LogError($"{nameof(NetworkBehaviour)} index {index} was out of bounds for {name}. NetworkBehaviours must be the same, and in the same order, between server and client."); NetworkLog.LogError($"{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) if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{ {
var currentKnownChildren = new System.Text.StringBuilder(); var currentKnownChildren = new System.Text.StringBuilder();
@@ -1070,7 +1375,6 @@ namespace Unity.Netcode
} }
NetworkLog.LogInfo(currentKnownChildren.ToString()); NetworkLog.LogInfo(currentKnownChildren.ToString());
} }
return null; return null;
} }
@@ -1117,6 +1421,18 @@ namespace Unity.Netcode
set => ByteUtility.SetBit(ref m_BitField, 5, value); 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) //If(Metadata.HasParent)
public ulong ParentObjectId; public ulong ParentObjectId;
@@ -1159,7 +1475,7 @@ namespace Unity.Netcode
var writeSize = 0; var writeSize = 0;
writeSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0; writeSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
writeSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0; writeSize += FastBufferWriter.GetWriteSize<int>();
if (!writer.TryBeginWrite(writeSize)) if (!writer.TryBeginWrite(writeSize))
{ {
@@ -1171,14 +1487,9 @@ namespace Unity.Netcode
writer.WriteValue(Transform); writer.WriteValue(Transform);
} }
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their // The NetworkSceneHandle is the server-side relative
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use // scene handle that the NetworkObject resides in.
// this to locate their local instance of the in-scene placed NetworkObject instance. writer.WriteValue(OwnerObject.GetSceneOriginHandle());
// Only written for in-scene placed NetworkObjects.
if (IsSceneObject)
{
writer.WriteValue(OwnerObject.GetSceneOriginHandle());
}
// Synchronize NetworkVariables and NetworkBehaviours // Synchronize NetworkVariables and NetworkBehaviours
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer)); var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
@@ -1204,7 +1515,7 @@ namespace Unity.Netcode
var readSize = 0; var readSize = 0;
readSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0; readSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
readSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0; readSize += FastBufferWriter.GetWriteSize<int>();
// Try to begin reading the remaining bytes // Try to begin reading the remaining bytes
if (!reader.TryBeginRead(readSize)) if (!reader.TryBeginRead(readSize))
@@ -1217,14 +1528,9 @@ namespace Unity.Netcode
reader.ReadValue(out Transform); reader.ReadValue(out Transform);
} }
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their // The NetworkSceneHandle is the server-side relative
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use // scene handle that the NetworkObject resides in.
// this to locate their local instance of the in-scene placed NetworkObject instance. reader.ReadValue(out NetworkSceneHandle);
// Only read for in-scene placed NetworkObjects
if (IsSceneObject)
{
reader.ReadValue(out NetworkSceneHandle);
}
} }
} }
@@ -1264,7 +1570,7 @@ namespace Unity.Netcode
var synchronizationCount = (byte)0; var synchronizationCount = (byte)0;
foreach (var childBehaviour in ChildNetworkBehaviours) foreach (var childBehaviour in ChildNetworkBehaviours)
{ {
if (childBehaviour.Synchronize(ref serializer)) if (childBehaviour.Synchronize(ref serializer, targetClientId))
{ {
synchronizationCount++; synchronizationCount++;
} }
@@ -1303,7 +1609,7 @@ namespace Unity.Netcode
{ {
serializer.SerializeValue(ref networkBehaviourId); serializer.SerializeValue(ref networkBehaviourId);
var networkBehaviour = GetNetworkBehaviourAtOrderIndex(networkBehaviourId); var networkBehaviour = GetNetworkBehaviourAtOrderIndex(networkBehaviourId);
networkBehaviour.Synchronize(ref serializer); networkBehaviour.Synchronize(ref serializer, targetClientId);
} }
} }
} }
@@ -1316,6 +1622,7 @@ namespace Unity.Netcode
OwnerClientId = OwnerClientId, OwnerClientId = OwnerClientId,
IsPlayerObject = IsPlayerObject, IsPlayerObject = IsPlayerObject,
IsSceneObject = IsSceneObject ?? true, IsSceneObject = IsSceneObject ?? true,
DestroyWithScene = DestroyWithScene,
Hash = HostCheckForGlobalObjectIdHashOverride(), Hash = HostCheckForGlobalObjectIdHashOverride(),
OwnerObject = this, OwnerObject = this,
TargetClientId = targetClientId TargetClientId = targetClientId
@@ -1351,7 +1658,7 @@ namespace Unity.Netcode
if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(OwnerClientId)) 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 // We start with the default AutoObjectParentSync values to determine which transform space we will
// be synchronizing clients with. // be synchronizing clients with.
@@ -1434,11 +1741,126 @@ namespace Unity.Netcode
networkObject.SynchronizeNetworkBehaviours(ref bufferSerializer, networkManager.LocalClientId); networkObject.SynchronizeNetworkBehaviours(ref bufferSerializer, networkManager.LocalClientId);
// Spawn the NetworkObject // Spawn the NetworkObject
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, false); networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, sceneObject.DestroyWithScene);
return networkObject; 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> /// <summary>
/// Only applies to Host mode. /// Only applies to Host mode.
/// Will return the registered source NetworkPrefab's GlobalObjectIdHash if one exists. /// Will return the registered source NetworkPrefab's GlobalObjectIdHash if one exists.
@@ -1454,9 +1876,9 @@ namespace Unity.Netcode
var globalObjectIdHash = NetworkManager.PrefabHandler.GetSourceGlobalObjectIdHash(GlobalObjectIdHash); var globalObjectIdHash = NetworkManager.PrefabHandler.GetSourceGlobalObjectIdHash(GlobalObjectIdHash);
return globalObjectIdHash == 0 ? GlobalObjectIdHash : 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;
} }
} }

View File

@@ -0,0 +1,118 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
/// This is a helper tool to update all in-scene placed instances of a prefab that
/// originally did not have a NetworkObject component but one was added to the prefab
/// later.
/// </summary>
internal class NetworkObjectRefreshTool
{
private static List<string> s_ScenesToUpdate = new List<string>();
private static bool s_ProcessScenes;
private static bool s_CloseScenes;
internal static Action AllScenesProcessed;
internal static void ProcessScene(string scenePath, bool processScenes = true)
{
if (!s_ScenesToUpdate.Contains(scenePath))
{
if (s_ScenesToUpdate.Count == 0)
{
EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
}
s_ScenesToUpdate.Add(scenePath);
}
s_ProcessScenes = processScenes;
}
internal static void ProcessActiveScene()
{
var activeScene = SceneManager.GetActiveScene();
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
{
SceneOpened(activeScene);
}
}
internal static void ProcessScenes()
{
if (s_ScenesToUpdate.Count != 0)
{
s_CloseScenes = true;
var scenePath = s_ScenesToUpdate.First();
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
}
else
{
s_CloseScenes = false;
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
AllScenesProcessed?.Invoke();
}
}
private static void FinishedProcessingScene(Scene scene, bool refreshed = false)
{
if (s_ScenesToUpdate.Contains(scene.path))
{
// Provide a log of all scenes that were modified to the user
if (refreshed)
{
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
}
s_ProcessScenes = false;
s_ScenesToUpdate.Remove(scene.path);
if (scene != SceneManager.GetActiveScene())
{
EditorSceneManager.CloseScene(scene, s_CloseScenes);
}
ProcessScenes();
}
}
private static void EditorSceneManager_sceneSaved(Scene scene)
{
FinishedProcessingScene(scene, true);
}
private static void SceneOpened(Scene scene)
{
if (s_ScenesToUpdate.Contains(scene.path))
{
if (s_ProcessScenes)
{
if (!EditorSceneManager.MarkSceneDirty(scene))
{
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
FinishedProcessingScene(scene);
}
else
{
EditorSceneManager.SaveScene(scene);
}
}
else
{
FinishedProcessingScene(scene);
}
}
}
private static void EditorSceneManager_sceneOpened(Scene scene, OpenSceneMode mode)
{
SceneOpened(scene);
}
}
}
#endif // UNITY_EDITOR

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d24d5e8371c3cca4890e2713bdeda288
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -167,7 +167,7 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public static NetworkUpdateStage UpdateStage; public static NetworkUpdateStage UpdateStage;
private static void RunNetworkUpdateStage(NetworkUpdateStage updateStage) internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
{ {
UpdateStage = updateStage; UpdateStage = updateStage;

View File

@@ -1,6 +1,6 @@
using System; using System;
using System.Text;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Text;
namespace Unity.Netcode namespace Unity.Netcode
{ {

View File

@@ -51,35 +51,58 @@ namespace Unity.Netcode
/// <param name="message">The message to log</param> /// <param name="message">The message to log</param>
public static void LogErrorServer(string message) => LogServer(message, LogType.Error); public static void LogErrorServer(string message) => LogServer(message, LogType.Error);
internal static NetworkManager NetworkManagerOverride;
private static void LogServer(string message, LogType logType) private static void LogServer(string message, LogType logType)
{ {
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
// Get the sender of the local log // 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) switch (logType)
{ {
case LogType.Info: case LogType.Info:
LogInfoServerLocal(message, localId); if (isServer)
{
LogInfoServerLocal(message, localId);
}
else
{
LogInfo(message);
}
break; break;
case LogType.Warning: case LogType.Warning:
LogWarningServerLocal(message, localId); if (isServer)
{
LogWarningServerLocal(message, localId);
}
else
{
LogWarning(message);
}
break; break;
case LogType.Error: case LogType.Error:
LogErrorServerLocal(message, localId); if (isServer)
{
LogErrorServerLocal(message, localId);
}
else
{
LogError(message);
}
break; break;
} }
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer && NetworkManager.Singleton.NetworkConfig.EnableNetworkLogs) if (!isServer && networkManager.NetworkConfig.EnableNetworkLogs)
{ {
var networkMessage = new ServerLogMessage var networkMessage = new ServerLogMessage
{ {
LogType = logType, LogType = logType,
Message = message 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);
} }
} }

View File

@@ -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;
}
}

View File

@@ -90,7 +90,7 @@ namespace Unity.Netcode
{ {
SendData = messageBuffer 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. // Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0) if (size != 0)
@@ -123,7 +123,7 @@ namespace Unity.Netcode
{ {
SendData = messageBuffer 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. // Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0) if (size != 0)
{ {
@@ -151,14 +151,18 @@ namespace Unity.Netcode
// We dont know what size to use. Try every (more collision prone) // We dont know what size to use. Try every (more collision prone)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32)) if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader); messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
} }
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64)) if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader); messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
} }
} }
else else
@@ -169,15 +173,19 @@ namespace Unity.Netcode
case HashSize.VarIntFourBytes: case HashSize.VarIntFourBytes:
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32)) if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader); messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
} }
break; break;
case HashSize.VarIntEightBytes: case HashSize.VarIntEightBytes:
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64)) if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader); messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
} }
break; break;
} }
@@ -267,7 +275,7 @@ namespace Unity.Netcode
Hash = hash, Hash = hash,
SendData = messageStream, 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. // Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0) if (size != 0)
@@ -325,7 +333,7 @@ namespace Unity.Netcode
Hash = hash, Hash = hash,
SendData = messageStream 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. // Size is zero if we were only sending the message to ourself in which case it isn't sent.
if (size != 0) if (size != 0)

View 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);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5ea6bdd38832d9947bb21c4b35bf61d0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,15 +1,14 @@
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Collections; using Unity.Collections;
using Time = UnityEngine.Time;
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal class DeferredMessageManager : IDeferredMessageManager internal class DeferredMessageManager : IDeferredNetworkMessageManager
{ {
protected struct TriggerData protected struct TriggerData
{ {
public FastBufferReader Reader; public FastBufferReader Reader;
public MessageHeader Header; public NetworkMessageHeader Header;
public ulong SenderId; public ulong SenderId;
public float Timestamp; public float Timestamp;
public int SerializedHeaderSize; public int SerializedHeaderSize;
@@ -20,7 +19,7 @@ namespace Unity.Netcode
public NativeList<TriggerData> TriggerData; 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; 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 /// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
/// without the requested object ID being spawned, the triggers for it are automatically deleted. /// without the requested object ID being spawned, the triggers for it are automatically deleted.
/// </summary> /// </summary>
public virtual unsafe void DeferMessage(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)) if (!m_Triggers.TryGetValue(trigger, out var triggers))
{ {
@@ -49,7 +48,7 @@ namespace Unity.Netcode
{ {
triggerInfo = new TriggerInfo 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) TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
}; };
triggers[key] = triggerInfo; triggers[key] = triggerInfo;
@@ -77,7 +76,7 @@ namespace Unity.Netcode
int index = 0; int index = 0;
foreach (var kvp2 in kvp.Value) foreach (var kvp2 in kvp.Value)
{ {
if (kvp2.Value.Expiry < Time.realtimeSinceStartup) if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
{ {
staleKeys[index++] = kvp2.Key; staleKeys[index++] = kvp2.Key;
PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value); 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) if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{ {
@@ -106,7 +105,7 @@ namespace Unity.Netcode
triggerInfo.TriggerData.Dispose(); 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)) if (m_Triggers.TryGetValue(trigger, out var triggers))
{ {
@@ -117,7 +116,7 @@ namespace Unity.Netcode
foreach (var deferredMessage in triggerInfo.TriggerData) foreach (var deferredMessage in triggerInfo.TriggerData)
{ {
// Reader will be disposed within HandleMessage // 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(); triggerInfo.TriggerData.Dispose();

View File

@@ -8,17 +8,11 @@ namespace Unity.Netcode
public void Serialize(FastBufferWriter writer, int targetVersion) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
string reasonSent = Reason; string reasonSent = Reason ?? string.Empty;
if (reasonSent == null)
{
reasonSent = string.Empty;
}
// Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message // Since we don't send a ConnectionApprovedMessage, the version for this message is encded with the message itself.
// itself. However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion // However, note that we HAVE received a ConnectionRequestMessage, so we DO have a valid targetVersion on this side of things.
// on this side of things - we just have to make sure the receiving side knows what version we sent it, // 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 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); BytePacker.WriteValueBitPacked(writer, Version);
if (writer.TryBeginWrite(FastBufferWriter.GetWriteSize(reasonSent))) if (writer.TryBeginWrite(FastBufferWriter.GetWriteSize(reasonSent)))
@@ -28,15 +22,14 @@ namespace Unity.Netcode
else else
{ {
writer.WriteValueSafe(string.Empty); writer.WriteValueSafe(string.Empty);
NetworkLog.LogWarning( NetworkLog.LogWarning("Disconnect reason didn't fit. Disconnected without sending a reason. Consider shortening the reason string.");
"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) 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 // Since we don't get a ConnectionApprovedMessage, the version for this message is encded with the message itself.
// itself. This will override what we got from MessagingSystem... which will always be 0 here. // This will override what we got from MessageManager... which will always be 0 here.
ByteUnpacker.ReadValueBitPacked(reader, out receivedMessageVersion); ByteUnpacker.ReadValueBitPacked(reader, out receivedMessageVersion);
reader.ReadValueSafe(out Reason); reader.ReadValueSafe(out Reason);
return true; return true;
@@ -44,7 +37,7 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
((NetworkManager)context.SystemOwner).DisconnectReason = Reason; ((NetworkManager)context.SystemOwner).ConnectionManager.DisconnectReason = Reason;
} }
}; };
} }

View File

@@ -0,0 +1,82 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Marks a generic parameter in this class as a type that should be serialized through
/// <see cref="NetworkVariableSerialization{T}"/>. This enables the use of the following methods to support
/// serialization within a Network Variable type:
/// <br/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Read"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Write"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.AreEqual"/>
/// <br/>
/// <see cref="NetworkVariableSerialization{T}"/>.<see cref="NetworkVariableSerialization{T}.Duplicate"/>
/// <br/>
/// <br/>
/// The parameter is indicated by index (and is 0-indexed); for example:
/// <br/>
/// <code>
/// [SerializesGenericParameter(1)]
/// public class MyClass&lt;TTypeOne, TTypeTwo&gt;
/// {
/// }
/// </code>
/// <br/>
/// This tells the code generation for <see cref="NetworkVariableSerialization{T}"/> to generate
/// serialized code for <b>TTypeTwo</b> (generic parameter 1).
/// <br/>
/// <br/>
/// Note that this is primarily intended to support subtypes of <see cref="NetworkVariableBase"/>,
/// and as such, the type resolution is done by examining fields of <see cref="NetworkBehaviour"/>
/// subclasses. If your type is not used in a <see cref="NetworkBehaviour"/>, the codegen will
/// not find the types, even with this attribute.
/// <br/>
/// <br/>
/// This attribute is properly inherited by subclasses. For example:
/// <br/>
/// <code>
/// [SerializesGenericParameter(0)]
/// public class MyClass&lt;T&gt;
/// {
/// }
/// <br/>
/// public class MySubclass1 : MyClass&lt;Foo&gt;
/// {
/// }
/// <br/>
/// public class MySubclass2&lt;T&gt; : MyClass&lt;T&gt;
/// {
/// }
/// <br/>
/// [SerializesGenericParameter(1)]
/// public class MySubclass3&lt;TTypeOne, TTypeTwo&gt; : MyClass&lt;TTypeOne&gt;
/// {
/// }
/// <br/>
/// public class MyBehaviour : NetworkBehaviour
/// {
/// public MySubclass1 TheValue;
/// public MySubclass2&lt;Bar&gt; TheValue;
/// public MySubclass3&lt;Baz, Qux&gt; TheValue;
/// }
/// </code>
/// <br/>
/// The above code will trigger generation of serialization code for <b>Foo</b> (passed directly to the
/// base class), <b>Bar</b> (passed indirectly to the base class), <b>Baz</b> (passed indirectly to the base class),
/// and <b>Qux</b> (marked as serializable in the subclass).
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
public class GenerateSerializationForGenericParameterAttribute : Attribute
{
internal int ParameterIndex;
public GenerateSerializationForGenericParameterAttribute(int parameterIndex)
{
ParameterIndex = parameterIndex;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 18cdaa9c2f6446279b0c5948fcd34eec
timeCreated: 1694029524

View File

@@ -0,0 +1,26 @@
using System;
namespace Unity.Netcode
{
/// <summary>
/// Specifies a specific type that needs serialization to be generated by codegen.
/// This is only needed in special circumstances where manual serialization is being done.
/// If you are making a generic network variable-style class, use <see cref="GenerateSerializationForGenericParameterAttribute"/>.
/// <br />
/// <br />
/// This attribute can be attached to any class or method anywhere in the codebase and
/// will trigger codegen to generate serialization code for the provided type. It only needs
/// to be included once type per codebase, but including it multiple times for the same type
/// is safe.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method, AllowMultiple = true)]
public class GenerateSerializationForTypeAttribute : Attribute
{
internal Type Type;
public GenerateSerializationForTypeAttribute(Type type)
{
Type = type;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1bd80306706f4054b9ba514a72076df5
timeCreated: 1694103021

View File

@@ -1,6 +1,6 @@
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal interface IDeferredMessageManager internal interface IDeferredNetworkMessageManager
{ {
internal enum TriggerType internal enum TriggerType
{ {

View File

@@ -1,17 +1,39 @@
using System.Collections.Generic; using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal struct ILPPMessageProvider : IMessageProvider internal struct ILPPMessageProvider : INetworkMessageProvider
{ {
#pragma warning disable IDE1006 // disable naming rule violation check #pragma warning disable IDE1006 // disable naming rule violation check
// This is NOT modified by RuntimeAccessModifiersILPP right now, but is populated by ILPP. // 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 #pragma warning restore IDE1006 // restore naming rule violation check
public List<MessagingSystem.MessageWithHandler> GetMessages() public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{ {
return __network_message_types; return __network_message_types;
} }
#if UNITY_EDITOR
[InitializeOnLoadMethod]
public static void NotifyOnPlayStateChange()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
public static void OnPlayModeStateChanged(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingPlayMode)
{
// Clear out the network message types, because ILPP-generated RuntimeInitializeOnLoad code will
// run again and add more messages to it.
__network_message_types.Clear();
}
}
#endif
} }
} }

View File

@@ -1,9 +0,0 @@
using System.Collections.Generic;
namespace Unity.Netcode
{
internal interface IMessageProvider
{
List<MessagingSystem.MessageWithHandler> GetMessages();
}
}

View File

@@ -1,4 +1,3 @@
using Unity.Collections;
namespace Unity.Netcode namespace Unity.Netcode
{ {

View File

@@ -0,0 +1,9 @@
using System.Collections.Generic;
namespace Unity.Netcode
{
internal interface INetworkMessageProvider
{
List<NetworkMessageManager.MessageWithHandler> GetMessages();
}
}

View File

@@ -1,6 +1,6 @@
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal interface IMessageSender internal interface INetworkMessageSender
{ {
void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData); void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData);
} }

View File

@@ -24,7 +24,7 @@ namespace Unity.Netcode
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId); ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId)) 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 false;
} }
@@ -60,6 +60,8 @@ namespace Unity.Netcode
} }
} }
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize); networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
} }
} }

View File

@@ -37,6 +37,9 @@ namespace Unity.Netcode
BytePacker.WriteValueBitPacked(writer, NetworkTick); BytePacker.WriteValueBitPacked(writer, NetworkTick);
uint sceneObjectCount = 0; uint sceneObjectCount = 0;
// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
// all observed and spawned NetworkObjects that the approved client needs to synchronize.
if (SpawnedObjectsList != null) if (SpawnedObjectsList != null)
{ {
var pos = writer.Position; var pos = writer.Position;
@@ -45,7 +48,7 @@ namespace Unity.Netcode
// Serialize NetworkVariable data // Serialize NetworkVariable data
foreach (var sobj in SpawnedObjectsList) foreach (var sobj in SpawnedObjectsList)
{ {
if (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)) if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
{ {
sobj.Observers.Add(OwnerClientId); sobj.Observers.Add(OwnerClientId);
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId); var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);
@@ -84,18 +87,18 @@ namespace Unity.Netcode
{ {
var messageVersion = new MessageVersionData(); var messageVersion = new MessageVersionData();
messageVersion.Deserialize(reader); 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; messageHashesInOrder[i] = messageVersion.Hash;
// Update the received version since this message will always be passed version 0, due to the map not // Update the received version since this message will always be passed version 0, due to the map not
// being initialized until just now. // being initialized until just now.
var messageType = networkManager.MessagingSystem.GetMessageForHash(messageVersion.Hash); var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
if (messageType == typeof(ConnectionApprovedMessage)) if (messageType == typeof(ConnectionApprovedMessage))
{ {
receivedMessageVersion = messageVersion.Version; receivedMessageVersion = messageVersion.Version;
} }
} }
networkManager.MessagingSystem.SetServerMessageOrder(messageHashesInOrder); networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
messageHashesInOrder.Dispose(); messageHashesInOrder.Dispose();
// ============================================================ // ============================================================
// END FORBIDDEN SEGMENT // END FORBIDDEN SEGMENT
@@ -117,8 +120,11 @@ 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.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime); networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
networkManager.LocalClient = new NetworkClient() { ClientId = networkManager.LocalClientId }; networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
networkManager.IsApproved = true; 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 // Only if scene management is disabled do we handle NetworkObject synchronization at this point
if (!networkManager.NetworkConfig.EnableSceneManagement) if (!networkManager.NetworkConfig.EnableSceneManagement)
@@ -138,7 +144,7 @@ namespace Unity.Netcode
// Mark the client being connected // Mark the client being connected
networkManager.IsConnectedClient = true; networkManager.IsConnectedClient = true;
// When scene management is disabled we notify after everything is synchronized // When scene management is disabled we notify after everything is synchronized
networkManager.InvokeOnClientConnectedCallback(context.SenderId); networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
} }
} }
} }

View File

@@ -59,11 +59,11 @@ namespace Unity.Netcode
{ {
var messageVersion = new MessageVersionData(); var messageVersion = new MessageVersionData();
messageVersion.Deserialize(reader); 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 // Update the received version since this message will always be passed version 0, due to the map not
// being initialized until just now. // being initialized until just now.
var messageType = networkManager.MessagingSystem.GetMessageForHash(messageVersion.Hash); var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
if (messageType == typeof(ConnectionRequestMessage)) if (messageType == typeof(ConnectionRequestMessage))
{ {
receivedMessageVersion = messageVersion.Version; receivedMessageVersion = messageVersion.Version;
@@ -135,7 +135,7 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
var senderId = context.SenderId; 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 // Set to pending approval to prevent future connection requests from being approved
client.ConnectionState = PendingClient.State.PendingApproval; client.ConnectionState = PendingClient.State.PendingApproval;
@@ -143,17 +143,8 @@ namespace Unity.Netcode
if (networkManager.NetworkConfig.ConnectionApproval) if (networkManager.NetworkConfig.ConnectionApproval)
{ {
// Note: Delegate creation allocates. var messageRequest = this;
// Note: ToArray() also allocates. :( networkManager.ConnectionManager.ApproveConnection(ref messageRequest, ref context);
var response = new NetworkManager.ConnectionApprovalResponse();
networkManager.ClientsToApprove[senderId] = response;
networkManager.ConnectionApprovalCallback(
new NetworkManager.ConnectionApprovalRequest
{
Payload = ConnectionData,
ClientNetworkId = senderId
}, response);
} }
else else
{ {
@@ -162,7 +153,7 @@ namespace Unity.Netcode
Approved = true, Approved = true,
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
}; };
networkManager.HandleConnectionApproval(senderId, response); networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
} }
} }
} }

View File

@@ -23,7 +23,7 @@ namespace Unity.Netcode
ObjectInfo.Deserialize(reader); ObjectInfo.Deserialize(reader);
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo)) 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; return false;
} }
m_ReceivedNetworkVariableData = reader; m_ReceivedNetworkVariableData = reader;

View File

@@ -26,7 +26,7 @@ namespace Unity.Netcode
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject)) 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 false;
} }
return true; return true;

View File

@@ -24,7 +24,11 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeNamedMessage(Hash, context.SenderId, m_ReceiveData, context.SerializedHeaderSize); var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.ShutdownInProgress)
{
((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeNamedMessage(Hash, context.SenderId, m_ReceiveData, context.SerializedHeaderSize);
}
} }
} }
} }

View File

@@ -64,6 +64,16 @@ namespace Unity.Netcode
shouldWrite = false; 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 (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{ {
if (!shouldWrite) if (!shouldWrite)
@@ -80,7 +90,7 @@ namespace Unity.Netcode
{ {
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) 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); NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length); BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
@@ -95,13 +105,6 @@ namespace Unity.Netcode
{ {
networkVariable.WriteDelta(writer); networkVariable.WriteDelta(writer);
} }
if (!NetworkBehaviour.NetworkVariableIndexesToResetSet.Contains(i))
{
NetworkBehaviour.NetworkVariableIndexesToResetSet.Add(i);
NetworkBehaviour.NetworkVariableIndexesToReset.Add(i);
}
NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent( NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
TargetClientId, TargetClientId,
NetworkBehaviour.NetworkObject, NetworkBehaviour.NetworkObject,
@@ -203,7 +206,6 @@ namespace Unity.Netcode
networkBehaviour.__getTypeName(), networkBehaviour.__getTypeName(),
context.MessageSize); context.MessageSize);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{ {
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize)) if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
@@ -230,7 +232,7 @@ namespace Unity.Netcode
} }
else else
{ {
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context); networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
} }
} }
} }

View File

@@ -85,7 +85,7 @@ namespace Unity.Netcode
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId)) 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 false;
} }
return true; return true;

View File

@@ -1,6 +1,6 @@
using System; using System;
using UnityEngine;
using Unity.Collections; using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
@@ -23,7 +23,7 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId)) if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
{ {
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context); networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
return false; return false;
} }
@@ -34,7 +34,7 @@ namespace Unity.Netcode
return false; return false;
} }
if (!NetworkManager.__rpc_func_table.ContainsKey(metadata.NetworkRpcMethodId)) if (!NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()].ContainsKey(metadata.NetworkRpcMethodId))
{ {
return false; return false;
} }
@@ -42,7 +42,7 @@ namespace Unity.Netcode
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position); payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName)) if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
{ {
networkManager.NetworkMetrics.TrackRpcReceived( networkManager.NetworkMetrics.TrackRpcReceived(
context.SenderId, context.SenderId,
@@ -67,11 +67,19 @@ namespace Unity.Netcode
try try
{ {
NetworkManager.__rpc_func_table[metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams); NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()][metadata.NetworkRpcMethodId](networkBehaviour, payload, rpcParams);
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogException(new Exception("Unhandled RPC exception!", ex)); Debug.LogException(new Exception("Unhandled RPC exception!", ex));
if (networkManager.LogLevel == LogLevel.Developer)
{
Debug.Log($"RPC Table Contents");
foreach (var entry in NetworkBehaviour.__rpc_func_table[networkBehaviour.GetType()])
{
Debug.Log($"{entry.Key} | {entry.Value.Method.Name}");
}
}
} }
} }
} }

View File

@@ -0,0 +1,31 @@
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 messages in the batch.
/// </summary>
public ushort BatchCount;
/// <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;
}
}

View File

@@ -6,7 +6,7 @@ namespace Unity.Netcode
internal ref struct NetworkContext internal ref struct NetworkContext
{ {
/// <summary> /// <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"/> /// Outside of testing environments, the type of this variable will be <see cref="NetworkManager"/>
/// </summary> /// </summary>
public object SystemOwner; public object SystemOwner;
@@ -24,7 +24,7 @@ namespace Unity.Netcode
/// <summary> /// <summary>
/// The header data that was sent with the message /// The header data that was sent with the message
/// </summary> /// </summary>
public MessageHeader Header; public NetworkMessageHeader Header;
/// <summary> /// <summary>
/// The actual serialized size of the header when packed into the buffer /// The actual serialized size of the header when packed into the buffer

View 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
{
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c2be7fa492911d549bfca52be96c0906
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -3,13 +3,11 @@ namespace Unity.Netcode
/// <summary> /// <summary>
/// This is the header data that's serialized to the network when sending an <see cref="INetworkMessage"/> /// This is the header data that's serialized to the network when sending an <see cref="INetworkMessage"/>
/// </summary> /// </summary>
internal struct MessageHeader : INetworkSerializeByMemcpy internal struct NetworkMessageHeader : INetworkSerializeByMemcpy
{ {
/// <summary> /// <summary>
/// The byte representation of the message type. This is automatically assigned to each message /// The byte representation of the message type. This is automatically assigned to each message by the NetworkMessageManager.
/// by the MessagingSystem. This value is deterministic only so long as the list of messages remains /// 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.
/// unchanged - if new messages are added or messages are removed, MessageType assignments may be
/// calculated differently.
/// </summary> /// </summary>
public uint MessageType; public uint MessageType;

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Text;
using Unity.Collections; using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe; using Unity.Collections.LowLevel.Unsafe;
using UnityEngine; using UnityEngine;
@@ -10,22 +11,34 @@ namespace Unity.Netcode
{ {
internal class HandlerNotRegisteredException : SystemException internal class HandlerNotRegisteredException : SystemException
{ {
public HandlerNotRegisteredException() { } public HandlerNotRegisteredException()
public HandlerNotRegisteredException(string issue) : base(issue) { } {
}
public HandlerNotRegisteredException(string issue) : base(issue)
{
}
} }
internal class InvalidMessageStructureException : SystemException internal class InvalidMessageStructureException : SystemException
{ {
public InvalidMessageStructureException() { } public InvalidMessageStructureException()
public InvalidMessageStructureException(string issue) : base(issue) { } {
}
public InvalidMessageStructureException(string issue) : base(issue)
{
}
} }
internal class MessagingSystem : IDisposable internal class NetworkMessageManager : IDisposable
{ {
public bool StopProcessing = false;
private struct ReceiveQueueItem private struct ReceiveQueueItem
{ {
public FastBufferReader Reader; public FastBufferReader Reader;
public MessageHeader Header; public NetworkMessageHeader Header;
public ulong SenderId; public ulong SenderId;
public float Timestamp; public float Timestamp;
public int MessageHeaderSerializedSize; public int MessageHeaderSerializedSize;
@@ -33,7 +46,7 @@ namespace Unity.Netcode
private struct SendQueueItem private struct SendQueueItem
{ {
public BatchHeader BatchHeader; public NetworkBatchHeader BatchHeader;
public FastBufferWriter Writer; public FastBufferWriter Writer;
public readonly NetworkDelivery NetworkDelivery; public readonly NetworkDelivery NetworkDelivery;
@@ -41,11 +54,12 @@ namespace Unity.Netcode
{ {
Writer = new FastBufferWriter(writerSize, writerAllocator, maxWriterSize); Writer = new FastBufferWriter(writerSize, writerAllocator, maxWriterSize);
NetworkDelivery = delivery; 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(); internal delegate int VersionGetter();
private NativeList<ReceiveQueueItem> m_IncomingMessageQueue = new NativeList<ReceiveQueueItem>(16, Allocator.Persistent); 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<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>(); 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 // This is m_PerClientMessageVersion[clientId][messageType] = version
private Dictionary<ulong, Dictionary<Type, int>> m_PerClientMessageVersions = new Dictionary<ulong, Dictionary<Type, int>>(); private Dictionary<ulong, Dictionary<Type, int>> m_PerClientMessageVersions = new Dictionary<ulong, Dictionary<Type, int>>();
private Dictionary<uint, Type> m_MessagesByHash = new Dictionary<uint, Type>(); private Dictionary<uint, Type> m_MessagesByHash = new Dictionary<uint, Type>();
@@ -66,7 +82,7 @@ namespace Unity.Netcode
private uint m_HighMessageType; private uint m_HighMessageType;
private object m_Owner; private object m_Owner;
private IMessageSender m_MessageSender; private INetworkMessageSender m_Sender;
private bool m_Disposed; private bool m_Disposed;
internal Type[] MessageTypes => m_ReverseTypeMap; internal Type[] MessageTypes => m_ReverseTypeMap;
@@ -79,8 +95,11 @@ namespace Unity.Netcode
return m_MessageTypes[t]; return m_MessageTypes[t];
} }
public const int NON_FRAGMENTED_MESSAGE_MAX_SIZE = 1300; public const int DefaultNonFragmentedMessageMaxSize = 1300 & ~7; // Round down to nearest word aligned size (1296)
public const int FRAGMENTED_MESSAGE_MAX_SIZE = int.MaxValue; public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
public int FragmentedMessageMaxSize = int.MaxValue;
public Dictionary<ulong, int> PeerMTUSizes = new Dictionary<ulong, int>();
internal struct MessageWithHandler internal struct MessageWithHandler
{ {
@@ -93,7 +112,7 @@ namespace Unity.Netcode
{ {
var prioritizedTypes = new List<MessageWithHandler>(); 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 // Those are the messages that must be delivered in order to allow re-ordering the others later
foreach (var t in allowedTypes) foreach (var t in allowedTypes)
{ {
@@ -116,17 +135,18 @@ namespace Unity.Netcode
return prioritizedTypes; return prioritizedTypes;
} }
public MessagingSystem(IMessageSender messageSender, object owner, IMessageProvider provider = null) public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
{ {
try try
{ {
m_MessageSender = messageSender; m_Sender = sender;
m_Owner = owner; m_Owner = owner;
if (provider == null) if (provider == null)
{ {
provider = new ILPPMessageProvider(); provider = new ILPPMessageProvider();
} }
var allowedTypes = provider.GetMessages(); var allowedTypes = provider.GetMessages();
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName)); allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
@@ -143,20 +163,21 @@ namespace Unity.Netcode
} }
} }
public unsafe void Dispose() public void Dispose()
{ {
if (m_Disposed) if (m_Disposed)
{ {
return; return;
} }
// Can't just iterate SendQueues or SendQueues.Keys because ClientDisconnected removes // Can't just iterate SendQueues or SendQueues.Keys because ClientDisconnected removes from the queue.
// from the queue.
foreach (var kvp in m_SendQueues) foreach (var kvp in m_SendQueues)
{ {
CleanupDisconnectedClient(kvp.Key); ClientDisconnected(kvp.Key);
} }
CleanupDisconnectedClients();
for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex) for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
{ {
// Avoid copies... // Avoid copies...
@@ -168,7 +189,7 @@ namespace Unity.Netcode
m_Disposed = true; m_Disposed = true;
} }
~MessagingSystem() ~NetworkMessageManager()
{ {
Dispose(); Dispose();
} }
@@ -185,7 +206,7 @@ namespace Unity.Netcode
private void RegisterMessageType(MessageWithHandler messageWithHandler) 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) if (m_HighMessageType == m_MessageHandlers.Length)
{ {
Array.Resize(ref m_MessageHandlers, 2 * m_MessageHandlers.Length); Array.Resize(ref m_MessageHandlers, 2 * m_MessageHandlers.Length);
@@ -204,31 +225,60 @@ namespace Unity.Netcode
return m_LocalVersions[messageType]; 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) internal void HandleIncomingData(ulong clientId, ArraySegment<byte> data, float receiveTime)
{ {
unsafe unsafe
{ {
fixed (byte* nativeData = data.Array) fixed (byte* dataPtr = data.Array)
{ {
var batchReader = var batchReader = new FastBufferReader(dataPtr + data.Offset, Allocator.None, data.Count);
new FastBufferReader(nativeData + data.Offset, Allocator.None, data.Count); if (!batchReader.TryBeginRead(sizeof(NetworkBatchHeader)))
if (!batchReader.TryBeginRead(sizeof(BatchHeader)))
{ {
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; 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) 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 NetworkMessageHeader();
var messageHeader = new MessageHeader();
var position = batchReader.Position; var position = batchReader.Position;
try try
{ {
@@ -237,7 +287,7 @@ namespace Unity.Netcode
} }
catch (OverflowException) 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; throw;
} }
@@ -245,25 +295,26 @@ namespace Unity.Netcode
if (!batchReader.TryBeginRead((int)messageHeader.MessageSize)) 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; return;
} }
m_IncomingMessageQueue.Add(new ReceiveQueueItem m_IncomingMessageQueue.Add(new ReceiveQueueItem
{ {
Header = messageHeader, Header = messageHeader,
SenderId = clientId, SenderId = clientId,
Timestamp = receiveTime, Timestamp = receiveTime,
// Copy the data for this message into a new FastBufferReader that owns that memory. // 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, // 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.
// so we must move it to memory we do own.
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize), Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize),
MessageHeaderSerializedSize = receivedHeaderSize, MessageHeaderSerializedSize = receivedHeaderSize,
}); });
batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize); batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize);
} }
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx) 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 +339,7 @@ namespace Unity.Netcode
{ {
return null; return null;
} }
return m_MessagesByHash[messageHash]; return m_MessagesByHash[messageHash];
} }
@@ -297,6 +349,7 @@ namespace Unity.Netcode
{ {
return; return;
} }
var messageType = m_MessagesByHash[messageHash]; var messageType = m_MessagesByHash[messageHash];
if (!m_PerClientMessageVersions.ContainsKey(clientId)) if (!m_PerClientMessageVersions.ContainsKey(clientId))
@@ -321,6 +374,7 @@ namespace Unity.Netcode
{ {
continue; continue;
} }
var messageType = m_MessagesByHash[messagesInIdOrder[i]]; var messageType = m_MessagesByHash[messagesInIdOrder[i]];
var oldId = oldTypes[messageType]; var oldId = oldTypes[messageType];
var handler = oldHandlers[oldId]; var handler = oldHandlers[oldId];
@@ -331,43 +385,41 @@ 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)
{ {
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,
SenderId = senderId,
Timestamp = timestamp,
Header = header,
SerializedHeaderSize = serializedHeaderSize,
MessageSize = header.MessageSize,
};
var type = m_ReverseTypeMap[header.MessageType];
if (!CanReceive(senderId, type, reader, ref context))
{
reader.Dispose();
return;
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
}
var handler = m_MessageHandlers[header.MessageType];
using (reader) using (reader)
{ {
// This will also log an exception is if the server knows about a message type the client doesn't know if (header.MessageType >= m_HighMessageType)
// 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 Debug.LogWarning($"Received a message with invalid message type value {header.MessageType}");
// that doesn't know about it return;
}
var context = new NetworkContext
{
SystemOwner = m_Owner,
SenderId = senderId,
Timestamp = timestamp,
Header = header,
SerializedHeaderSize = serializedHeaderSize,
MessageSize = header.MessageSize,
};
var type = m_ReverseTypeMap[header.MessageType];
if (!CanReceive(senderId, type, reader, ref context))
{
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<NetworkMessageHeader>());
}
// 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) if (handler == null)
{ {
Debug.LogException(new HandlerNotRegisteredException(header.MessageType.ToString())); Debug.LogException(new HandlerNotRegisteredException(header.MessageType.ToString()));
@@ -376,9 +428,7 @@ namespace Unity.Netcode
{ {
// No user-land message handler exceptions should escape the receive loop. // No user-land message handler exceptions should escape the receive loop.
// If an exception is throw, the message is ignored. // If an exception is throw, the message is ignored.
// Example use case: A bad message is received that can't be deserialized and throws // 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.
// an OverflowException because it specifies a length greater than the number of bytes in it
// for some dynamic-length value.
try try
{ {
handler.Invoke(reader, ref context, this); handler.Invoke(reader, ref context, this);
@@ -388,15 +438,21 @@ namespace Unity.Netcode
Debug.LogException(e); Debug.LogException(e);
} }
} }
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx) 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) for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
{ {
// Avoid copies... // Avoid copies...
@@ -417,21 +473,22 @@ namespace Unity.Netcode
{ {
return; return;
} }
m_SendQueues[clientId] = new NativeList<SendQueueItem>(16, Allocator.Persistent); m_SendQueues[clientId] = new NativeList<SendQueueItem>(16, Allocator.Persistent);
} }
internal void ClientDisconnected(ulong clientId) internal void ClientDisconnected(ulong clientId)
{ {
if (!m_SendQueues.ContainsKey(clientId)) m_DisconnectedClients.Add(clientId);
{
return;
}
CleanupDisconnectedClient(clientId);
m_SendQueues.Remove(clientId);
} }
private void CleanupDisconnectedClient(ulong clientId) private void CleanupDisconnectedClient(ulong clientId)
{ {
if (!m_SendQueues.ContainsKey(clientId))
{
return;
}
var queue = m_SendQueues[clientId]; var queue = m_SendQueues[clientId];
for (var i = 0; i < queue.Length; ++i) for (var i = 0; i < queue.Length; ++i)
{ {
@@ -439,23 +496,20 @@ namespace Unity.Netcode
} }
queue.Dispose(); queue.Dispose();
m_SendQueues.Remove(clientId);
m_PerClientMessageVersions.Remove(clientId);
PeerMTUSizes.Remove(clientId);
} }
internal void CleanupDisconnectedClients() internal void CleanupDisconnectedClients()
{ {
var removeList = new NativeList<ulong>(Allocator.Temp); foreach (var clientId in m_DisconnectedClients)
foreach (var clientId in m_PerClientMessageVersions.Keys)
{ {
if (!m_SendQueues.ContainsKey(clientId)) CleanupDisconnectedClient(clientId);
{
removeList.Add(clientId);
}
} }
foreach (var clientId in removeList) m_DisconnectedClients.Clear();
{
m_PerClientMessageVersions.Remove(clientId);
}
} }
public static int CreateMessageAndGetVersion<T>() where T : INetworkMessage, new() public static int CreateMessageAndGetVersion<T>() where T : INetworkMessage, new()
@@ -467,17 +521,21 @@ namespace Unity.Netcode
{ {
if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap)) if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap))
{ {
if (forReceive) var networkManager = NetworkManager.Singleton;
if (networkManager != null && networkManager.LogLevel == LogLevel.Developer)
{ {
Debug.LogWarning($"Trying to receive {type.Name} from client {clientId} which is not in a connected state."); if (forReceive)
{
} NetworkLog.LogWarning($"Trying to receive {type.Name} from client {clientId} which is not in a connected state.");
else }
{ else
Debug.LogWarning($"Trying to send {type.Name} to client {clientId} which is not in a connected state."); {
NetworkLog.LogWarning($"Trying to send {type.Name} to client {clientId} which is not in a connected state.");
}
} }
return -1; return -1;
} }
if (!versionMap.TryGetValue(type, out var messageVersion)) if (!versionMap.TryGetValue(type, out var messageVersion))
{ {
return -1; return -1;
@@ -486,7 +544,7 @@ namespace Unity.Netcode
return messageVersion; 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 message = new T();
var messageVersion = 0; var messageVersion = 0;
@@ -495,24 +553,25 @@ namespace Unity.Netcode
// and can't change. // and can't change.
if (typeof(T) != typeof(ConnectionRequestMessage) && typeof(T) != typeof(ConnectionApprovedMessage) && typeof(T) != typeof(DisconnectReasonMessage)) 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) if (messageVersion < 0)
{ {
return; return;
} }
} }
if (message.Deserialize(reader, ref context, messageVersion)) 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); 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 +603,8 @@ namespace Unity.Netcode
for (var i = 0; i < clientIds.Count; ++i) for (var i = 0; i < clientIds.Count; ++i)
{ {
var messageVersion = 0; var messageVersion = 0;
// Special case because this is the message that carries the version info - thus the version info isn't // Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// populated yet when we get this. The first part of this message always has to be the version data // The first part of this message always has to be the version data and can't change.
// and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage)) if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
{ {
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]); messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
@@ -564,9 +622,9 @@ namespace Unity.Netcode
sentMessageVersions.Add(messageVersion); 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); message.Serialize(tmpSerializer, messageVersion);
@@ -582,9 +640,9 @@ namespace Unity.Netcode
internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, in IReadOnlyList<ulong> clientIds, int messageVersionFilter) internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, in IReadOnlyList<ulong> clientIds, int messageVersionFilter)
where TMessageType : INetworkMessage 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, MessageSize = (uint)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)], MessageType = m_MessageTypes[typeof(TMessageType)],
@@ -594,13 +652,16 @@ namespace Unity.Netcode
for (var i = 0; i < clientIds.Count; ++i) for (var i = 0; i < clientIds.Count; ++i)
{ {
var messageVersion = 0; if (m_DisconnectedClients.Contains(clientIds[i]))
// 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 continue;
// 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)) if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
{ {
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]); var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
if (messageVersion < 0) if (messageVersion < 0)
{ {
// Client doesn't know this message exists, don't send it at all. // Client doesn't know this message exists, don't send it at all.
@@ -620,6 +681,21 @@ namespace Unity.Netcode
continue; continue;
} }
var startSize = NonFragmentedMessageMaxSize;
if (delivery != NetworkDelivery.ReliableFragmentedSequenced)
{
if (PeerMTUSizes.TryGetValue(clientId, out var clientMaxSize))
{
maxSize = clientMaxSize;
}
startSize = maxSize;
if (tmpSerializer.Position >= maxSize)
{
Debug.LogError($"MTU size for {clientId} is too small to contain a message of type {typeof(TMessageType).FullName}");
continue;
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx) for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{ {
m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery); m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery);
@@ -628,20 +704,16 @@ namespace Unity.Netcode
var sendQueueItem = m_SendQueues[clientId]; var sendQueueItem = m_SendQueues[clientId];
if (sendQueueItem.Length == 0) if (sendQueueItem.Length == 0)
{ {
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob, sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
maxSize)); sendQueueItem.ElementAt(0).Writer.Seek(sizeof(NetworkBatchHeader));
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(BatchHeader));
} }
else else
{ {
ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1); ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery || if (lastQueueItem.NetworkDelivery != delivery || lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position < tmpSerializer.Length + headerSerializer.Length)
lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
< tmpSerializer.Length + headerSerializer.Length)
{ {
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob, sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
maxSize)); sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
} }
} }
@@ -650,7 +722,7 @@ namespace Unity.Netcode
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length); writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length); writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
writeQueueItem.BatchHeader.BatchSize++; writeQueueItem.BatchHeader.BatchCount++;
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx) for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{ {
m_Hooks[hookIdx].OnAfterSendMessage(clientId, ref message, delivery, tmpSerializer.Length + headerSerializer.Length); m_Hooks[hookIdx].OnAfterSendMessage(clientId, ref message, delivery, tmpSerializer.Length + headerSerializer.Length);
@@ -738,6 +810,11 @@ namespace Unity.Netcode
internal unsafe void ProcessSendQueues() internal unsafe void ProcessSendQueues()
{ {
if (StopProcessing)
{
return;
}
foreach (var kvp in m_SendQueues) foreach (var kvp in m_SendQueues)
{ {
var clientId = kvp.Key; var clientId = kvp.Key;
@@ -745,7 +822,16 @@ namespace Unity.Netcode
for (var i = 0; i < sendQueueItem.Length; ++i) for (var i = 0; i < sendQueueItem.Length; ++i)
{ {
ref var queueItem = ref sendQueueItem.ElementAt(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(); queueItem.Writer.Dispose();
continue; continue;
@@ -753,23 +839,34 @@ namespace Unity.Netcode
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx) 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); queueItem.Writer.Seek(0);
#if UNITY_EDITOR || DEVELOPMENT_BUILD #if UNITY_EDITOR || DEVELOPMENT_BUILD
// Skipping the Verify and sneaking the write mark in because we know it's fine. // 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 #endif
var alignedLength = (queueItem.Writer.Length + 7) & ~7;
queueItem.Writer.TryBeginWrite(alignedLength);
queueItem.BatchHeader.BatchHash = XXHash.Hash64(queueItem.Writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), alignedLength - sizeof(NetworkBatchHeader));
queueItem.BatchHeader.BatchSize = alignedLength;
queueItem.Writer.WriteValue(queueItem.BatchHeader); queueItem.Writer.WriteValue(queueItem.BatchHeader);
queueItem.Writer.Seek(alignedLength);
try 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) 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 finally
@@ -777,6 +874,7 @@ namespace Unity.Netcode
queueItem.Writer.Dispose(); queueItem.Writer.Dispose();
} }
} }
sendQueueItem.Clear(); sendQueueItem.Clear();
} }
} }

View 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
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3b20a0fe127a24d48867c2ee448bdb1b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,7 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Collections; using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
@@ -9,6 +8,7 @@ namespace Unity.Netcode
/// Event based NetworkVariable container for syncing Lists /// Event based NetworkVariable container for syncing Lists
/// </summary> /// </summary>
/// <typeparam name="T">The type for the list</typeparam> /// <typeparam name="T">The type for the list</typeparam>
[GenerateSerializationForGenericParameter(0)]
public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T> public class NetworkList<T> : NetworkVariableBase where T : unmanaged, IEquatable<T>
{ {
private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent); private NativeList<T> m_List = new NativeList<T>(64, Allocator.Persistent);
@@ -68,14 +68,7 @@ namespace Unity.Netcode
internal void MarkNetworkObjectDirty() internal void MarkNetworkObjectDirty()
{ {
if (m_NetworkBehaviour == null) MarkNetworkBehaviourDirty();
{
Debug.LogWarning($"NetworkList is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkList before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
} }
/// <inheritdoc /> /// <inheritdoc />
@@ -490,12 +483,14 @@ namespace Unity.Netcode
throw new InvalidOperationException("Client is not allowed to write to this NetworkList"); throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
} }
var value = m_List[index];
m_List.RemoveAt(index); m_List.RemoveAt(index);
var listEvent = new NetworkListEvent<T>() var listEvent = new NetworkListEvent<T>()
{ {
Type = NetworkListEvent<T>.EventType.RemoveAt, Type = NetworkListEvent<T>.EventType.RemoveAt,
Index = index Index = index,
Value = value
}; };
HandleAddListEvent(listEvent); HandleAddListEvent(listEvent);

View File

@@ -1,5 +1,5 @@
using UnityEngine;
using System; using System;
using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
@@ -8,6 +8,7 @@ namespace Unity.Netcode
/// </summary> /// </summary>
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam> /// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
[Serializable] [Serializable]
[GenerateSerializationForGenericParameter(0)]
public class NetworkVariable<T> : NetworkVariableBase public class NetworkVariable<T> : NetworkVariableBase
{ {
/// <summary> /// <summary>
@@ -33,6 +34,13 @@ namespace Unity.Netcode
: base(readPerm, writePerm) : base(readPerm, writePerm)
{ {
m_InternalValue = value; 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> /// <summary>
@@ -41,6 +49,11 @@ namespace Unity.Netcode
[SerializeField] [SerializeField]
private protected T m_InternalValue; private protected T m_InternalValue;
private protected T m_PreviousValue;
private bool m_HasPreviousValue;
private bool m_IsDisposed;
/// <summary> /// <summary>
/// The value of the NetworkVariable container /// The value of the NetworkVariable container
/// </summary> /// </summary>
@@ -61,6 +74,83 @@ namespace Unity.Netcode
} }
Set(value); 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.
if (!m_HasPreviousValue || !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_PreviousValue))
{
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
} }
} }

View File

@@ -18,6 +18,11 @@ namespace Unity.Netcode
/// </summary> /// </summary>
private protected NetworkBehaviour m_NetworkBehaviour; private protected NetworkBehaviour m_NetworkBehaviour;
public NetworkBehaviour GetBehaviour()
{
return m_NetworkBehaviour;
}
/// <summary> /// <summary>
/// Initializes the NetworkVariable /// Initializes the NetworkVariable
/// </summary> /// </summary>
@@ -83,16 +88,22 @@ namespace Unity.Netcode
if (m_IsDirty) if (m_IsDirty)
{ {
if (m_NetworkBehaviour == null) MarkNetworkBehaviourDirty();
{
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
} }
} }
protected void MarkNetworkBehaviourDirty()
{
if (m_NetworkBehaviour == null)
{
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
}
/// <summary> /// <summary>
/// Resets the dirty state and marks the variable as synced / clean /// Resets the dirty state and marks the variable as synced / clean
/// </summary> /// </summary>

View File

@@ -20,6 +20,8 @@ namespace Unity.Netcode
// of it to pass it as a ref parameter. // of it to pass it as a ref parameter.
public void Write(FastBufferWriter writer, ref T value); public void Write(FastBufferWriter writer, ref T value);
public void Read(FastBufferReader reader, 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> /// <summary>
@@ -35,6 +37,16 @@ namespace Unity.Netcode
{ {
ByteUnpacker.ReadValueBitPacked(reader, out value); 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> /// <summary>
@@ -50,6 +62,16 @@ namespace Unity.Netcode
{ {
ByteUnpacker.ReadValueBitPacked(reader, out value); 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> /// <summary>
@@ -65,6 +87,16 @@ namespace Unity.Netcode
{ {
ByteUnpacker.ReadValueBitPacked(reader, out value); 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> /// <summary>
@@ -80,6 +112,16 @@ namespace Unity.Netcode
{ {
ByteUnpacker.ReadValueBitPacked(reader, out value); 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> /// <summary>
@@ -95,6 +137,16 @@ namespace Unity.Netcode
{ {
ByteUnpacker.ReadValueBitPacked(reader, out value); 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> /// <summary>
@@ -110,6 +162,16 @@ namespace Unity.Netcode
{ {
ByteUnpacker.ReadValueBitPacked(reader, out value); 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> /// <summary>
@@ -130,8 +192,84 @@ namespace Unity.Netcode
{ {
reader.ReadUnmanagedSafe(out value); 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> /// <summary>
/// Serializer for FixedStrings /// Serializer for FixedStrings
/// </summary> /// </summary>
@@ -146,8 +284,92 @@ namespace Unity.Netcode
{ {
reader.ReadValueSafeInPlace(ref value); 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> /// <summary>
/// Serializer for unmanaged INetworkSerializable types /// Serializer for unmanaged INetworkSerializable types
/// </summary> /// </summary>
@@ -163,10 +385,93 @@ namespace Unity.Netcode
{ {
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader)); var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader));
value.NetworkSerialize(bufferSerializer); 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> /// <summary>
/// Serializer for managed INetworkSerializable types, which differs from the unmanaged implementation in that it /// Serializer for managed INetworkSerializable types, which differs from the unmanaged implementation in that it
/// has to be null-aware /// has to be null-aware
@@ -201,6 +506,21 @@ namespace Unity.Netcode
value.NetworkSerialize(bufferSerializer); 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, int.MaxValue);
var refValue = value;
Write(writer, ref refValue);
using var reader = new FastBufferReader(writer, Allocator.None);
Read(reader, ref duplicatedValue);
}
} }
/// <summary> /// <summary>
@@ -227,14 +547,26 @@ namespace Unity.Netcode
public delegate void ReadValueDelegate(FastBufferReader reader, out T value); public delegate void ReadValueDelegate(FastBufferReader reader, out T value);
/// <summary> /// <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> /// </summary>
public static WriteValueDelegate WriteValue; public static WriteValueDelegate WriteValue;
/// <summary> /// <summary>
/// The <see cref="ReadValueDelegate"/> delegate handler declaration /// Callback to read a value
/// </summary> /// </summary>
public static ReadValueDelegate ReadValue; 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> /// <summary>
@@ -248,22 +580,41 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam> /// <typeparam name="T"></typeparam>
internal class FallbackSerializer<T> : INetworkVariableSerializer<T> internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
{ {
private void ThrowArgumentError()
{
throw new ArgumentException($"Serialization has not been generated for type {typeof(T).FullName}. This can be addressed by adding a [{nameof(GenerateSerializationForGenericParameterAttribute)}] to your generic class that serializes this value (if you are using one), adding [{nameof(GenerateSerializationForTypeAttribute)}(typeof({typeof(T).FullName})] to the class or method that is attempting to serialize it, or creating a field on a {nameof(NetworkBehaviour)} of type {nameof(NetworkVariable<T>)}. If this error continues to appear after doing one of those things and this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list to enable automatic serialization generation. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
public void Write(FastBufferWriter writer, ref T value) public void Write(FastBufferWriter writer, ref T value)
{ {
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null) if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{ {
throw new ArgumentException($"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}."); ThrowArgumentError();
} }
UserNetworkVariableSerialization<T>.WriteValue(writer, value); UserNetworkVariableSerialization<T>.WriteValue(writer, value);
} }
public void Read(FastBufferReader reader, ref T 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}."); ThrowArgumentError();
} }
UserNetworkVariableSerialization<T>.ReadValue(reader, out value); 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)
{
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
}
} }
/// <summary> /// <summary>
@@ -309,6 +660,26 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.Serializer = new UnmanagedTypeSerializer<T>(); 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> /// <summary>
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to /// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize /// NetworkSerialize
@@ -319,6 +690,28 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.Serializer = new UnmanagedNetworkSerializableSerializer<T>(); 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> /// <summary>
/// Registers a managed type that implements INetworkSerializable and will be serialized through a call to /// Registers a managed type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize /// NetworkSerialize
@@ -339,6 +732,28 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.Serializer = new FixedStringSerializer<T>(); 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> /// <summary>
/// Registers a managed type that will be checked for equality using T.Equals() /// Registers a managed type that will be checked for equality using T.Equals()
/// </summary> /// </summary>
@@ -357,6 +772,26 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.EqualityEquals; 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> /// <summary>
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered /// Registers an unmanaged type that will be checked for equality using memcmp and only considered
/// equal if they are bitwise equivalent in memory /// equal if they are bitwise equivalent in memory
@@ -367,6 +802,28 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.ValueEquals; 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> /// <summary>
/// Registers a managed type that will be checked for equality using the == operator /// Registers a managed type that will be checked for equality using the == operator
/// </summary> /// </summary>
@@ -389,8 +846,95 @@ namespace Unity.Netcode
{ {
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>(); internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
internal delegate bool EqualsDelegate(ref T a, ref T b); /// <summary>
internal static EqualsDelegate AreEqual; /// A callback to check if two values are equal.
/// </summary>
public delegate bool EqualsDelegate(ref T a, ref T b);
/// <summary>
/// Uses the most efficient mechanism for a given type to determine if two values are equal.
/// For types that implement <see cref="IEquatable{T}"/>, it will call the Equals() method.
/// For unmanaged types, it will do a bytewise memory comparison.
/// For other types, it will call the == operator.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to check their equality yourself.
/// </summary>
public static EqualsDelegate AreEqual { get; internal set; }
/// <summary>
/// Serialize a value using the best-known serialization method for a generic value.
/// Will reliably serialize any value that is passed to it correctly with no boxing.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferWriter directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.WriteValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
/// </summary>
/// <param name="writer"></param>
/// <param name="value"></param>
public static void Write(FastBufferWriter writer, ref T value)
{
Serializer.Write(writer, ref value);
}
/// <summary>
/// Deserialize a value using the best-known serialization method for a generic value.
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
/// For types whose deserialization can be determined by codegen (which is most types),
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
/// in which case a new value is created; otherwise, it will be deserialized in-place.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferReader directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.ReadValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
/// </summary>
/// <param name="reader"></param>
/// <param name="value"></param>
public static void Read(FastBufferReader reader, ref T value)
{
Serializer.Read(reader, ref value);
}
/// <summary>
/// Duplicates a value using the most efficient means of creating a complete copy.
/// For most types this is a simple assignment or memcpy.
/// For managed types, this is will serialize and then deserialize the value to ensure
/// a correct copy.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to duplicate it directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.DuplicateValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user duplication callback to it at runtime.
/// </summary>
/// <param name="value"></param>
/// <param name="duplicatedValue"></param>
public static void Duplicate(in T value, ref T duplicatedValue)
{
Serializer.Duplicate(value, ref duplicatedValue);
}
// Compares two values of the same unmanaged type by underlying memory // Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks // Ignoring any overridden value checks
@@ -405,6 +949,58 @@ namespace Unity.Netcode
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType)) == 0; 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> internal static bool EqualityEqualsObject<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class, IEquatable<TValueType>
{ {
if (a == null) if (a == null)
@@ -425,19 +1021,93 @@ namespace Unity.Netcode
return a.Equals(b); 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 internal static bool ClassEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class
{ {
return a == b; return a == b;
} }
}
internal static void Write(FastBufferWriter writer, ref T value) // RuntimeAccessModifiersILPP will make this `public`
// This is just pass-through to NetworkVariableSerialization<T> but is here becaues I could not get ILPP
// to generate code that would successfully call Type<T>.Method(T), but it has no problem calling Type.Method<T>(T)
internal class RpcFallbackSerialization
{
public static void Write<T>(FastBufferWriter writer, ref T value)
{ {
Serializer.Write(writer, ref value); NetworkVariableSerialization<T>.Write(writer, ref value);
} }
internal static void Read(FastBufferReader reader, ref T value) public static void Read<T>(FastBufferReader reader, ref T value)
{ {
Serializer.Read(reader, ref value); NetworkVariableSerialization<T>.Read(reader, ref value);
} }
} }
} }

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