2 Commits
1.3.1 ... 1.5.1

Author SHA1 Message Date
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
210 changed files with 18987 additions and 4783 deletions

View File

@@ -6,6 +6,91 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [1.5.1] - 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

159
Components/HalfVector3.cs Normal file
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@@ -0,0 +1,159 @@
using System.Runtime.CompilerServices;
using Unity.Mathematics;
using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// Half float precision <see cref="Vector3"/>.
/// </summary>
/// <remarks>
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
/// a half float type.
/// </remarks>
public struct HalfVector3 : INetworkSerializable
{
internal const int Length = 3;
/// <summary>
/// The half float precision value of the x-axis as a <see cref="half"/>.
/// </summary>
public half X => Axis.x;
/// <summary>
/// The half float precision value of the y-axis as a <see cref="half"/>.
/// </summary>
public half Y => Axis.y;
/// <summary>
/// The half float precision value of the z-axis as a <see cref="half"/>.
/// </summary>
public half Z => Axis.x;
/// <summary>
/// Used to store the half float precision values as a <see cref="half3"/>
/// </summary>
public half3 Axis;
/// <summary>
/// Determine which axis will be synchronized during serialization
/// </summary>
public bool3 AxisToSynchronize;
private void SerializeWrite(FastBufferWriter writer)
{
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
writer.WriteUnmanagedSafe(Axis[i]);
}
}
}
private void SerializeRead(FastBufferReader reader)
{
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
var axisValue = Axis[i];
reader.ReadUnmanagedSafe(out axisValue);
Axis[i] = axisValue;
}
}
}
/// <summary>
/// The serialization implementation of <see cref="INetworkSerializable"/>.
/// </summary>
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
if (serializer.IsReader)
{
SerializeRead(serializer.GetFastBufferReader());
}
else
{
SerializeWrite(serializer.GetFastBufferWriter());
}
}
/// <summary>
/// Gets the full precision value as a <see cref="Vector3"/>.
/// </summary>
/// <returns>a <see cref="Vector3"/> as the full precision value.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 ToVector3()
{
Vector3 fullPrecision = Vector3.zero;
Vector3 fullConversion = math.float3(Axis);
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
fullPrecision[i] = fullConversion[i];
}
}
return fullPrecision;
}
/// <summary>
/// Converts a full precision <see cref="Vector3"/> to half precision and updates the current instance.
/// </summary>
/// <param name="vector3">The <see cref="Vector3"/> to convert.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdateFrom(ref Vector3 vector3)
{
var half3Full = math.half3(vector3);
for (int i = 0; i < Length; i++)
{
if (AxisToSynchronize[i])
{
Axis[i] = half3Full[i];
}
}
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
/// <param name="vector3AxisToSynchronize">The axis to synchronize.</param>
public HalfVector3(Vector3 vector3, bool3 axisToSynchronize)
{
Axis = half3.zero;
AxisToSynchronize = axisToSynchronize;
UpdateFrom(ref vector3);
}
/// <summary>
/// Constructor that defaults to all axis being synchronized.
/// </summary>
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
public HalfVector3(Vector3 vector3) : this(vector3, math.bool3(true))
{
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
/// <param name="axisToSynchronize">The axis to synchronize.</param>
public HalfVector3(float x, float y, float z, bool3 axisToSynchronize) : this(new Vector3(x, y, z), axisToSynchronize)
{
}
/// <summary>
/// Constructor that defaults to all axis being synchronized.
/// </summary>
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
public HalfVector3(float x, float y, float z) : this(new Vector3(x, y, z), math.bool3(true))
{
}
}
}

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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))
{
}
}
}

View File

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

View File

@@ -312,20 +312,79 @@ namespace Unity.Netcode
/// </remarks>
public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
{
/// <summary>
/// Use <see cref="Quaternion.Slerp"/> when <see cref="true"/>.
/// Use <see cref="Quaternion.Lerp"/> when <see cref="false"/>
/// </summary>
/// <remarks>
/// When using half precision (due to the imprecision) using <see cref="Quaternion.Lerp"/> is
/// less processor intensive (i.e. precision is already "imprecise").
/// When using full precision (to maintain precision) using <see cref="Quaternion.Slerp"/> is
/// more processor intensive yet yields more precise results.
/// </remarks>
public bool IsSlerp;
/// <inheritdoc />
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
{
// Disabling Extrapolation:
// TODO: Add Jira Ticket
return Quaternion.Slerp(start, end, time);
if (IsSlerp)
{
return Quaternion.Slerp(start, end, time);
}
else
{
return Quaternion.Lerp(start, end, time);
}
}
/// <inheritdoc />
protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
{
// Disabling Extrapolation:
// TODO: Add Jira Ticket
return Quaternion.Slerp(start, end, time);
if (IsSlerp)
{
return Quaternion.Slerp(start, end, time);
}
else
{
return Quaternion.Lerp(start, end, time);
}
}
}
/// <summary>
/// A <see cref="BufferedLinearInterpolator<T>"/> <see cref="Vector3"/> implementation.
/// </summary>
public class BufferedLinearInterpolatorVector3 : BufferedLinearInterpolator<Vector3>
{
/// <summary>
/// Use <see cref="Vector3.Slerp"/> when <see cref="true"/>.
/// Use <see cref="Vector3.Lerp"/> when <see cref="false"/>
/// </summary>
public bool IsSlerp;
/// <inheritdoc />
protected override Vector3 InterpolateUnclamped(Vector3 start, Vector3 end, float time)
{
if (IsSlerp)
{
return Vector3.Slerp(start, end, time);
}
else
{
return Vector3.Lerp(start, end, time);
}
}
/// <inheritdoc />
protected override Vector3 Interpolate(Vector3 start, Vector3 end, float time)
{
if (IsSlerp)
{
return Vector3.Slerp(start, end, time);
}
else
{
return Vector3.Lerp(start, end, time);
}
}
}
}

View File

@@ -23,6 +23,13 @@ namespace Unity.Netcode.Components
/// </summary>
private void FlushMessages()
{
foreach (var animationUpdate in m_SendAnimationUpdates)
{
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
}
m_SendAnimationUpdates.Clear();
foreach (var sendEntry in m_SendParameterUpdates)
{
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
@@ -64,9 +71,11 @@ namespace Unity.Netcode.Components
m_NetworkAnimator.UpdateParameters(ref parameterUpdate);
}
m_ProcessParameterUpdates.Clear();
var isServerAuthority = m_NetworkAnimator.IsServerAuthoritative();
// Only owners check for Animator changes
if (m_NetworkAnimator.IsOwner && !m_NetworkAnimator.IsServerAuthoritative() || m_NetworkAnimator.IsServerAuthoritative() && m_NetworkAnimator.NetworkManager.IsServer)
// owners when owner authoritative or the server when server authoritative are the only instances that
// checks for Animator changes
if ((!isServerAuthority && m_NetworkAnimator.IsOwner) || (isServerAuthority && m_NetworkAnimator.IsServer))
{
m_NetworkAnimator.CheckForAnimatorChanges();
}
@@ -157,11 +166,11 @@ namespace Unity.Netcode.Components
[AddComponentMenu("Netcode/Network Animator")]
[RequireComponent(typeof(Animator))]
public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver
{
[Serializable]
internal class TransitionStateinfo
{
public bool IsCrossFadeExit;
public int Layer;
public int OriginatingState;
public int DestinationState;
@@ -279,6 +288,11 @@ namespace Unity.Netcode.Components
{
return;
}
if (m_Animator == null)
{
return;
}
TransitionStateInfoList = new List<TransitionStateinfo>();
var animatorController = m_Animator.runtimeAnimatorController as AnimatorController;
if (animatorController == null)
@@ -312,9 +326,19 @@ namespace Unity.Netcode.Components
internal float NormalizedTime;
internal int Layer;
internal float Weight;
internal float Duration;
// For synchronizing transitions
internal bool Transition;
internal bool CrossFade;
// Flags for bool states
private const byte k_IsTransition = 0x01;
private const byte k_IsCrossFade = 0x02;
// Used to serialize the bool states
private byte m_StateFlags;
// The StateHash is where the transition starts
// and the DestinationStateHash is the destination state
internal int DestinationStateHash;
@@ -324,65 +348,46 @@ namespace Unity.Netcode.Components
if (serializer.IsWriter)
{
var writer = serializer.GetFastBufferWriter();
var writeSize = FastBufferWriter.GetWriteSize(Transition);
writeSize += FastBufferWriter.GetWriteSize(StateHash);
writeSize += FastBufferWriter.GetWriteSize(NormalizedTime);
writeSize += FastBufferWriter.GetWriteSize(Layer);
writeSize += FastBufferWriter.GetWriteSize(Weight);
m_StateFlags = 0x00;
if (Transition)
{
writeSize += FastBufferWriter.GetWriteSize(DestinationStateHash);
m_StateFlags |= k_IsTransition;
}
if (!writer.TryBeginWrite(writeSize))
if (CrossFade)
{
throw new OverflowException($"[{GetType().Name}] Could not serialize: Out of buffer space.");
m_StateFlags |= k_IsCrossFade;
}
serializer.SerializeValue(ref m_StateFlags);
writer.WriteValue(Transition);
writer.WriteValue(StateHash);
writer.WriteValue(NormalizedTime);
writer.WriteValue(Layer);
writer.WriteValue(Weight);
BytePacker.WriteValuePacked(writer, StateHash);
BytePacker.WriteValuePacked(writer, Layer);
if (Transition)
{
writer.WriteValue(DestinationStateHash);
BytePacker.WriteValuePacked(writer, DestinationStateHash);
}
}
else
{
var reader = serializer.GetFastBufferReader();
// Begin reading the Transition flag
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(Transition)))
{
throw new OverflowException($"[{GetType().Name}] Could not deserialize: Out of buffer space.");
}
reader.ReadValue(out Transition);
serializer.SerializeValue(ref m_StateFlags);
Transition = (m_StateFlags & k_IsTransition) == k_IsTransition;
CrossFade = (m_StateFlags & k_IsCrossFade) == k_IsCrossFade;
// Now determine what remains to be read
var readSize = FastBufferWriter.GetWriteSize(StateHash);
readSize += FastBufferWriter.GetWriteSize(NormalizedTime);
readSize += FastBufferWriter.GetWriteSize(Layer);
readSize += FastBufferWriter.GetWriteSize(Weight);
ByteUnpacker.ReadValuePacked(reader, out StateHash);
ByteUnpacker.ReadValuePacked(reader, out Layer);
if (Transition)
{
readSize += FastBufferWriter.GetWriteSize(DestinationStateHash);
ByteUnpacker.ReadValuePacked(reader, out DestinationStateHash);
}
}
// Now read the remaining information about this AnimationState
if (!reader.TryBeginRead(readSize))
{
throw new OverflowException($"[{GetType().Name}] Could not deserialize: Out of buffer space.");
}
serializer.SerializeValue(ref NormalizedTime);
serializer.SerializeValue(ref Weight);
reader.ReadValue(out StateHash);
reader.ReadValue(out NormalizedTime);
reader.ReadValue(out Layer);
reader.ReadValue(out Weight);
if (Transition)
{
reader.ReadValue(out DestinationStateHash);
}
// Cross fading includes the duration of the cross fade.
if (CrossFade)
{
serializer.SerializeValue(ref Duration);
}
}
}
@@ -565,8 +570,10 @@ namespace Unity.Netcode.Components
// We initialize the m_AnimationMessage for all instances in the event that
// ownership or authority changes during runtime.
m_AnimationMessage = new AnimationMessage();
m_AnimationMessage.AnimationStates = new List<AnimationState>();
m_AnimationMessage = new AnimationMessage
{
AnimationStates = new List<AnimationState>()
};
// Store off our current layer weights and create our animation
// state entries per layer.
@@ -588,17 +595,13 @@ namespace Unity.Netcode.Components
m_CachedAnimatorParameters = new NativeArray<AnimatorParamCache>(parameters.Length, Allocator.Persistent);
m_ParametersToUpdate = new List<int>(parameters.Length);
// Include all parameters including any controlled by an AnimationCurve as this could change during runtime.
// We ignore changes to any parameter controlled by an AnimationCurve when we are checking for changes in
// the Animator's parameters.
for (var i = 0; i < parameters.Length; i++)
{
var parameter = parameters[i];
if (m_Animator.IsParameterControlledByCurve(parameter.nameHash))
{
// we are ignoring parameters that are controlled by animation curves - syncing the layer
// states indirectly syncs the values that are driven by the animation curves
continue;
}
var cacheParam = new AnimatorParamCache
{
Type = UnsafeUtility.EnumToInt(parameter.type),
@@ -643,12 +646,22 @@ namespace Unity.Netcode.Components
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
// If there is no assigned Animator then generate a server network warning (logged locally and if applicable on the server-host side as well).
if (m_Animator == null)
{
NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
}
if (IsServer)
{
m_ClientSendList = new List<ulong>(128);
m_ClientRpcParams = new ClientRpcParams();
m_ClientRpcParams.Send = new ClientRpcSendParams();
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_ClientRpcParams = new ClientRpcParams
{
Send = new ClientRpcSendParams
{
TargetClientIds = m_ClientSendList
}
};
}
// Create a handler for state changes
@@ -691,10 +704,7 @@ namespace Unity.Netcode.Components
for (int layer = 0; layer < m_Animator.layerCount; layer++)
{
var synchronizationStateInfo = m_Animator.GetCurrentAnimatorStateInfo(layer);
if (SynchronizationStateInfo != null)
{
SynchronizationStateInfo.Add(synchronizationStateInfo);
}
SynchronizationStateInfo?.Add(synchronizationStateInfo);
var stateHash = synchronizationStateInfo.fullPathHash;
var normalizedTime = synchronizationStateInfo.normalizedTime;
var isInTransition = m_Animator.IsInTransition(layer);
@@ -767,11 +777,97 @@ namespace Unity.Netcode.Components
else
{
var parameters = new ParametersUpdateMessage();
var animationStates = new AnimationMessage();
var animationMessage = new AnimationMessage();
serializer.SerializeValue(ref parameters);
UpdateParameters(ref parameters);
serializer.SerializeValue(ref animationStates);
HandleAnimStateUpdate(ref animationStates);
serializer.SerializeValue(ref animationMessage);
foreach (var animationState in animationMessage.AnimationStates)
{
UpdateAnimationState(animationState);
}
}
}
/// <summary>
/// Checks for animation state changes in:
/// -Layer weights
/// -Cross fades
/// -Transitions
/// -Layer AnimationStates
/// </summary>
private void CheckForStateChange(int layer)
{
var stateChangeDetected = false;
var animState = m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount];
float layerWeightNow = m_Animator.GetLayerWeight(layer);
animState.CrossFade = false;
animState.Transition = false;
animState.NormalizedTime = 0.0f;
animState.Layer = layer;
animState.Duration = 0.0f;
animState.Weight = m_LayerWeights[layer];
animState.DestinationStateHash = 0;
if (layerWeightNow != m_LayerWeights[layer])
{
m_LayerWeights[layer] = layerWeightNow;
stateChangeDetected = true;
animState.Weight = layerWeightNow;
}
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
if (m_Animator.IsInTransition(layer))
{
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(layer);
AnimatorStateInfo nt = m_Animator.GetNextAnimatorStateInfo(layer);
if (tt.anyState && tt.fullPathHash == 0 && m_TransitionHash[layer] != nt.fullPathHash)
{
m_TransitionHash[layer] = nt.fullPathHash;
m_AnimationHash[layer] = 0;
animState.DestinationStateHash = nt.fullPathHash; // Next state is the destination state for cross fade
animState.CrossFade = true;
animState.Transition = true;
animState.Duration = tt.duration;
animState.NormalizedTime = tt.normalizedTime;
stateChangeDetected = true;
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
else
if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
{
// first time in this transition for this layer
m_TransitionHash[layer] = tt.fullPathHash;
m_AnimationHash[layer] = 0;
animState.StateHash = tt.fullPathHash; // Transitioning from state
animState.CrossFade = false;
animState.Transition = true;
animState.NormalizedTime = tt.normalizedTime;
stateChangeDetected = true;
//Debug.Log($"[Transition] TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
}
else
{
if (st.fullPathHash != m_AnimationHash[layer])
{
m_TransitionHash[layer] = 0;
m_AnimationHash[layer] = st.fullPathHash;
// first time in this animation state
if (m_AnimationHash[layer] != 0)
{
// came from another animation directly - from Play()
animState.StateHash = st.fullPathHash;
animState.NormalizedTime = st.normalizedTime;
}
stateChangeDetected = true;
//Debug.Log($"[State] From-Hash: ({m_AnimationHash[layer]}) |SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
}
}
if (stateChangeDetected)
{
m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount] = animState;
m_AnimationMessage.IsDirtyCount++;
}
}
@@ -784,11 +880,6 @@ namespace Unity.Netcode.Components
/// </remarks>
internal void CheckForAnimatorChanges()
{
if (!IsSpawned || (!IsOwner && !IsServerAuthoritative()) || (IsServerAuthoritative() && !IsServer))
{
return;
}
if (CheckParametersChanged())
{
SendParametersUpdate();
@@ -803,9 +894,6 @@ namespace Unity.Netcode.Components
return;
}
int stateHash;
float normalizedTime;
// Reset the dirty count before checking for AnimationState updates
m_AnimationMessage.IsDirtyCount = 0;
@@ -815,26 +903,7 @@ namespace Unity.Netcode.Components
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
var totalSpeed = st.speed * st.speedMultiplier;
var adjustedNormalizedMaxTime = totalSpeed > 0.0f ? 1.0f / totalSpeed : 0.0f;
if (!CheckAnimStateChanged(out stateHash, out normalizedTime, layer))
{
continue;
}
// If we made it here, then we need to synchronize this layer's animation state.
// Get one of the preallocated AnimationState entries and populate it with the
// current layer's state.
var animationState = m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount];
animationState.Transition = false; // Only used during synchronization
animationState.StateHash = stateHash;
animationState.NormalizedTime = normalizedTime;
animationState.Layer = layer;
animationState.Weight = m_LayerWeights[layer];
// Apply the changes
m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount] = animationState;
m_AnimationMessage.IsDirtyCount++;
CheckForStateChange(layer);
}
// Send an AnimationMessage only if there are dirty AnimationStates to send
@@ -851,7 +920,7 @@ namespace Unity.Netcode.Components
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(NetworkManager.LocalClientId);
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
SendAnimStateClientRpc(m_AnimationMessage);
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
}
}
}
@@ -885,7 +954,7 @@ namespace Unity.Netcode.Components
/// <summary>
/// Helper function to get the cached value
/// </summary>
unsafe private T GetValue<T>(ref AnimatorParamCache animatorParamCache)
private unsafe T GetValue<T>(ref AnimatorParamCache animatorParamCache)
{
T currentValue;
fixed (void* value = animatorParamCache.Value)
@@ -900,12 +969,20 @@ namespace Unity.Netcode.Components
/// If so, it fills out m_ParametersToUpdate with the indices of the parameters
/// that have changed. Returns true if any parameters changed.
/// </summary>
unsafe private bool CheckParametersChanged()
private unsafe bool CheckParametersChanged()
{
m_ParametersToUpdate.Clear();
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
{
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), i);
// If a parameter gets controlled by a curve during runtime after initialization of NetworkAnimator
// then ignore changes to this parameter. We are not removing the parameter in the event that
// it no longer is controlled by a curve.
if (m_Animator.IsParameterControlledByCurve(cacheValue.Hash))
{
continue;
}
var hash = cacheValue.Hash;
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
{
@@ -941,52 +1018,6 @@ namespace Unity.Netcode.Components
return m_ParametersToUpdate.Count > 0;
}
/// <summary>
/// Checks if any of the Animator's states have changed
/// </summary>
private bool CheckAnimStateChanged(out int stateHash, out float normalizedTime, int layer)
{
stateHash = 0;
normalizedTime = 0;
float layerWeightNow = m_Animator.GetLayerWeight(layer);
if (layerWeightNow != m_LayerWeights[layer])
{
m_LayerWeights[layer] = layerWeightNow;
return true;
}
if (m_Animator.IsInTransition(layer))
{
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(layer);
if (tt.fullPathHash != m_TransitionHash[layer])
{
// first time in this transition for this layer
m_TransitionHash[layer] = tt.fullPathHash;
m_AnimationHash[layer] = 0;
return true;
}
}
else
{
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
if (st.fullPathHash != m_AnimationHash[layer])
{
// first time in this animation state
if (m_AnimationHash[layer] != 0)
{
// came from another animation directly - from Play()
stateHash = st.fullPathHash;
normalizedTime = st.normalizedTime;
}
m_TransitionHash[layer] = 0;
m_AnimationHash[layer] = st.fullPathHash;
return true;
}
}
return false;
}
/// <summary>
/// Writes all of the Animator's parameters
/// This uses the m_ParametersToUpdate list to write out only
@@ -1110,14 +1141,14 @@ namespace Unity.Netcode.Components
}
// If there is no state transition then return
if (animationState.StateHash == 0)
if (animationState.StateHash == 0 && !animationState.Transition)
{
return;
}
var currentState = m_Animator.GetCurrentAnimatorStateInfo(animationState.Layer);
// If it is a transition, then we are synchronizing transitions in progress when a client late joins
if (animationState.Transition)
if (animationState.Transition && !animationState.CrossFade)
{
// We should have all valid entries for any animation state transition update
// Verify the AnimationState's assigned Layer exists
@@ -1150,9 +1181,14 @@ namespace Unity.Netcode.Components
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
}
}
else if (animationState.Transition && animationState.CrossFade)
{
m_Animator.CrossFade(animationState.DestinationStateHash, animationState.Duration, animationState.Layer, animationState.NormalizedTime);
}
else
{
if (currentState.fullPathHash != animationState.StateHash)
// Make sure we are not just updating the weight of a layer.
if (currentState.fullPathHash != animationState.StateHash && m_Animator.HasState(animationState.Layer, animationState.StateHash))
{
m_Animator.Play(animationState.StateHash, animationState.Layer, animationState.NormalizedTime);
}
@@ -1237,23 +1273,11 @@ namespace Unity.Netcode.Components
}
}
internal void HandleAnimStateUpdate(ref AnimationMessage animationMessage)
{
var isServerAuthoritative = IsServerAuthoritative();
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
{
foreach (var animationState in animationMessage.AnimationStates)
{
UpdateAnimationState(animationState);
}
}
}
/// <summary>
/// Internally-called RPC client receiving function to update some animation state on a client
/// </summary>
[ClientRpc]
private unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
internal unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
{
// This should never happen
if (IsHost)
@@ -1264,7 +1288,10 @@ namespace Unity.Netcode.Components
}
return;
}
HandleAnimStateUpdate(ref animationMessage);
foreach (var animationState in animationMessage.AnimationStates)
{
UpdateAnimationState(animationState);
}
}
/// <summary>
@@ -1274,44 +1301,31 @@ namespace Unity.Netcode.Components
[ServerRpc]
internal void SendAnimTriggerServerRpc(AnimationTriggerMessage animationTriggerMessage, ServerRpcParams serverRpcParams = default)
{
// If it is server authoritative
// Ignore if a non-owner sent this.
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[Owner Authoritative] Detected the a non-authoritative client is sending the server animation trigger updates. If you recently changed ownership of the {name} object, then this could be the reason.");
}
return;
}
// set the trigger locally on the server
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
if (IsServerAuthoritative())
{
// The only condition where this should (be allowed to) happen is when the owner sends the server a trigger message
if (OwnerClientId == serverRpcParams.Receive.SenderClientId)
{
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage);
}
else if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[Server Authoritative] Detected the a non-authoritative client is sending the server animation trigger updates. If you recently changed ownership of the {name} object, then this could be the reason.");
}
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
}
else
else if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{
// Ignore if a non-owner sent this.
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
{
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[Owner Authoritative] Detected the a non-authoritative client is sending the server animation trigger updates. If you recently changed ownership of the {name} object, then this could be the reason.");
}
return;
}
// set the trigger locally on the server
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
// send the message to all non-authority clients excluding the server and the owner
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
}
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
}
}

View File

@@ -0,0 +1,205 @@
using System.Runtime.CompilerServices;
using Unity.Mathematics;
using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// Used to synchromnize delta position when half float precision is enabled
/// </summary>
public struct NetworkDeltaPosition : INetworkSerializable
{
internal const float MaxDeltaBeforeAdjustment = 64f;
/// <summary>
/// The HalfVector3 used to synchronize the delta in position
/// </summary>
public HalfVector3 HalfVector3;
internal Vector3 CurrentBasePosition;
internal Vector3 PrecisionLossDelta;
internal Vector3 HalfDeltaConvertedBack;
internal Vector3 PreviousPosition;
internal Vector3 DeltaPosition;
internal int NetworkTick;
/// <summary>
/// The serialization implementation of <see cref="INetworkSerializable"/>
/// </summary>
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
HalfVector3.NetworkSerialize(serializer);
}
/// <summary>
/// Gets the full precision value of Vector3 position while also potentially updating the current base position.
/// </summary>
/// <param name="networkTick">Use the current network tick value.</param>
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 ToVector3(int networkTick)
{
// When synchronizing, it is possible to have a state update arrive
// for the same synchronization network tick. Under this scenario,
// we only want to return the existing CurrentBasePosition + DeltaPosition
// values and not process the X, Y, or Z values.
// (See the constructors below)
if (networkTick == NetworkTick)
{
return CurrentBasePosition + DeltaPosition;
}
for (int i = 0; i < HalfVector3.Length; i++)
{
if (HalfVector3.AxisToSynchronize[i])
{
DeltaPosition[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
// If we exceed or are equal to the maximum delta value then we need to
// apply the delta to the CurrentBasePosition value and reset the delta
// position for the axis.
if (Mathf.Abs(DeltaPosition[i]) >= MaxDeltaBeforeAdjustment)
{
CurrentBasePosition[i] += DeltaPosition[i];
DeltaPosition[i] = 0.0f;
HalfVector3.Axis[i] = half.zero;
}
}
}
return CurrentBasePosition + DeltaPosition;
}
/// <summary>
/// Returns the current base position (excluding the delta position offset).
/// </summary>
/// <returns>The current base position as a <see cref="Vector3"/></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 GetCurrentBasePosition()
{
return CurrentBasePosition;
}
/// <summary>
/// Returns the full position which includes the delta offset position.
/// </summary>
/// <returns>The full position as a <see cref="Vector3"/>.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 GetFullPosition()
{
return CurrentBasePosition + DeltaPosition;
}
/// <summary>
/// The half float vector3 version of the current delta position.
/// </summary>
/// <remarks>
/// Only applies to the authoritative side for <see cref="NetworkTransform"/> instances.
/// </remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 GetConvertedDelta()
{
return HalfDeltaConvertedBack;
}
/// <summary>
/// The full precision current delta position.
/// </summary>
/// <remarks>
/// Authoritative: Will have no precision loss
/// Non-Authoritative: Has the current network tick's loss of precision.
/// Precision loss adjustments are one network tick behind on the
/// non-authoritative side.
/// </remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector3 GetDeltaPosition()
{
return DeltaPosition;
}
/// <summary>
/// Updates the position delta based off of the current base position.
/// </summary>
/// <param name="vector3">The full precision <see cref="Vector3"/> value to (converted to half floats) used to determine the delta offset positon.</param>
/// <param name="networkTick">Set the current network tick value when updating.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdateFrom(ref Vector3 vector3, int networkTick)
{
NetworkTick = networkTick;
DeltaPosition = (vector3 + PrecisionLossDelta) - CurrentBasePosition;
for (int i = 0; i < HalfVector3.Length; i++)
{
if (HalfVector3.AxisToSynchronize[i])
{
HalfVector3.Axis[i] = math.half(DeltaPosition[i]);
HalfDeltaConvertedBack[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
PrecisionLossDelta[i] = DeltaPosition[i] - HalfDeltaConvertedBack[i];
if (Mathf.Abs(HalfDeltaConvertedBack[i]) >= MaxDeltaBeforeAdjustment)
{
CurrentBasePosition[i] += HalfDeltaConvertedBack[i];
HalfDeltaConvertedBack[i] = 0.0f;
DeltaPosition[i] = 0.0f;
}
}
}
for (int i = 0; i < HalfVector3.Length; i++)
{
if (HalfVector3.AxisToSynchronize[i])
{
PreviousPosition[i] = vector3[i];
}
}
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
public NetworkDeltaPosition(Vector3 vector3, int networkTick, bool3 axisToSynchronize)
{
NetworkTick = networkTick;
CurrentBasePosition = vector3;
PreviousPosition = vector3;
PrecisionLossDelta = Vector3.zero;
DeltaPosition = Vector3.zero;
HalfDeltaConvertedBack = Vector3.zero;
HalfVector3 = new HalfVector3(vector3, axisToSynchronize);
UpdateFrom(ref vector3, networkTick);
}
/// <summary>
/// Constructor that defaults to all axis being synchronized.
/// </summary>
/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
public NetworkDeltaPosition(Vector3 vector3, int networkTick) : this(vector3, networkTick, math.bool3(true))
{
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
/// <param name="axisToSynchronize">The axis to be synchronized.</param>
public NetworkDeltaPosition(float x, float y, float z, int networkTick, bool3 axisToSynchronize) :
this(new Vector3(x, y, z), networkTick, axisToSynchronize)
{
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
public NetworkDeltaPosition(float x, float y, float z, int networkTick) :
this(new Vector3(x, y, z), networkTick, math.bool3(true))
{
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e45e6886578116f4c92fa0fe0d77fb85
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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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",
"references": [
"Unity.Netcode.Runtime",
"Unity.Collections"
"Unity.Collections",
"Unity.Mathematics"
],
"allowUnsafeCode": true,
"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:
- [Documentation](https://docs-multiplayer.unity3d.com/netcode/current/about)
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/migration/install)
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro)
- [Installation](https://docs-multiplayer.unity3d.com/netcode/current/installation)
- [First Steps](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo)
- [API Reference](https://docs-multiplayer.unity3d.com/netcode/current/api/introduction)
# Technical details

View File

@@ -10,6 +10,7 @@ using Unity.Collections;
using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing;
using UnityEngine;
using Object = System.Object;
namespace Unity.Netcode.Editor.CodeGen
{
@@ -112,6 +113,60 @@ namespace Unity.Netcode.Editor.CodeGen
return name;
}
public static TypeReference MakeGenericType(this TypeReference self, params TypeReference[] arguments)
{
if (self.GenericParameters.Count != arguments.Length)
{
throw new ArgumentException();
}
var instance = new GenericInstanceType(self);
foreach (var argument in arguments)
{
instance.GenericArguments.Add(argument);
}
return instance;
}
public static MethodReference MakeGeneric(this MethodReference self, params TypeReference[] arguments)
{
var reference = new MethodReference(self.Name, self.ReturnType)
{
DeclaringType = self.DeclaringType.MakeGenericType(arguments),
HasThis = self.HasThis,
ExplicitThis = self.ExplicitThis,
CallingConvention = self.CallingConvention,
};
foreach (var parameter in self.Parameters)
{
reference.Parameters.Add(new ParameterDefinition(parameter.ParameterType));
}
foreach (var generic_parameter in self.GenericParameters)
{
reference.GenericParameters.Add(new GenericParameter(generic_parameter.Name, reference));
}
return reference;
}
public static bool IsSubclassOf(this TypeReference typeReference, TypeReference baseClass)
{
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)
{

View File

@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using Mono.Cecil;
using Mono.Cecil.Cil;
using Mono.Cecil.Rocks;
@@ -101,31 +101,28 @@ namespace Unity.Netcode.Editor.CodeGen
private ModuleDefinition m_NetcodeModule;
private PostProcessorAssemblyResolver m_AssemblyResolver;
private MethodReference m_MessagingSystem_ReceiveMessage_MethodRef;
private MethodReference m_MessagingSystem_CreateMessageAndGetVersion_MethodRef;
private TypeReference m_MessagingSystem_MessageWithHandler_TypeRef;
private MethodReference m_MessagingSystem_MessageHandler_Constructor_TypeRef;
private MethodReference m_MessagingSystem_VersionGetter_Constructor_TypeRef;
private MethodReference m_MessageManager_ReceiveMessage_MethodRef;
private MethodReference m_MessageManager_CreateMessageAndGetVersion_MethodRef;
private TypeReference m_MessageManager_MessageWithHandler_TypeRef;
private MethodReference m_MessageManager_MessageHandler_Constructor_TypeRef;
private MethodReference m_MessageManager_VersionGetter_Constructor_TypeRef;
private FieldReference m_ILPPMessageProvider___network_message_types_FieldRef;
private FieldReference m_MessagingSystem_MessageWithHandler_MessageType_FieldRef;
private FieldReference m_MessagingSystem_MessageWithHandler_Handler_FieldRef;
private FieldReference m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef;
private FieldReference m_MessageManager_MessageWithHandler_MessageType_FieldRef;
private FieldReference m_MessageManager_MessageWithHandler_Handler_FieldRef;
private FieldReference m_MessageManager_MessageWithHandler_GetVersion_FieldRef;
private MethodReference m_Type_GetTypeFromHandle_MethodRef;
private MethodReference m_List_Add_MethodRef;
private const string k_ReceiveMessageName = nameof(MessagingSystem.ReceiveMessage);
private const string k_CreateMessageAndGetVersionName = nameof(MessagingSystem.CreateMessageAndGetVersion);
private const string k_ReceiveMessageName = nameof(NetworkMessageManager.ReceiveMessage);
private const string k_CreateMessageAndGetVersionName = nameof(NetworkMessageManager.CreateMessageAndGetVersion);
private bool ImportReferences(ModuleDefinition moduleDefinition)
{
// Different environments seem to have different situations...
// Some have these definitions in netstandard.dll...
// some seem to have them elsewhere...
// Since they're standard .net classes they're not going to cause
// the same issues as referencing other assemblies, in theory, since
// the definitions should be standard and consistent across platforms
// (i.e., there's no #if UNITY_EDITOR in them that could create
// invalid IL code)
// Some have these definitions in netstandard.dll, some seem to have them elsewhere...
// Since they're standard .net classes they're not going to cause the same issues as referencing other assemblies,
// in theory, since the definitions should be standard and consistent across platforms
// (i.e., there's no #if UNITY_EDITOR in them that could create invalid IL code)
TypeDefinition typeTypeDef = moduleDefinition.ImportReference(typeof(Type)).Resolve();
TypeDefinition listTypeDef = moduleDefinition.ImportReference(typeof(List<>)).Resolve();
@@ -133,22 +130,22 @@ namespace Unity.Netcode.Editor.CodeGen
TypeDefinition versionGetterTypeDef = null;
TypeDefinition messageWithHandlerTypeDef = null;
TypeDefinition ilppMessageProviderTypeDef = null;
TypeDefinition messagingSystemTypeDef = null;
TypeDefinition messageManagerSystemTypeDef = null;
foreach (var netcodeTypeDef in m_NetcodeModule.GetAllTypes())
{
if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageHandler))
if (messageHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageHandler))
{
messageHandlerTypeDef = netcodeTypeDef;
continue;
}
if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.VersionGetter))
if (versionGetterTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.VersionGetter))
{
versionGetterTypeDef = netcodeTypeDef;
continue;
}
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem.MessageWithHandler))
if (messageWithHandlerTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager.MessageWithHandler))
{
messageWithHandlerTypeDef = netcodeTypeDef;
continue;
@@ -160,29 +157,29 @@ namespace Unity.Netcode.Editor.CodeGen
continue;
}
if (messagingSystemTypeDef == null && netcodeTypeDef.Name == nameof(MessagingSystem))
if (messageManagerSystemTypeDef == null && netcodeTypeDef.Name == nameof(NetworkMessageManager))
{
messagingSystemTypeDef = netcodeTypeDef;
messageManagerSystemTypeDef = netcodeTypeDef;
continue;
}
}
m_MessagingSystem_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
m_MessagingSystem_VersionGetter_Constructor_TypeRef = moduleDefinition.ImportReference(versionGetterTypeDef.GetConstructors().First());
m_MessageManager_MessageHandler_Constructor_TypeRef = moduleDefinition.ImportReference(messageHandlerTypeDef.GetConstructors().First());
m_MessageManager_VersionGetter_Constructor_TypeRef = moduleDefinition.ImportReference(versionGetterTypeDef.GetConstructors().First());
m_MessagingSystem_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
m_MessageManager_MessageWithHandler_TypeRef = moduleDefinition.ImportReference(messageWithHandlerTypeDef);
foreach (var fieldDef in messageWithHandlerTypeDef.Fields)
{
switch (fieldDef.Name)
{
case nameof(MessagingSystem.MessageWithHandler.MessageType):
m_MessagingSystem_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
case nameof(NetworkMessageManager.MessageWithHandler.MessageType):
m_MessageManager_MessageWithHandler_MessageType_FieldRef = moduleDefinition.ImportReference(fieldDef);
break;
case nameof(MessagingSystem.MessageWithHandler.Handler):
m_MessagingSystem_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
case nameof(NetworkMessageManager.MessageWithHandler.Handler):
m_MessageManager_MessageWithHandler_Handler_FieldRef = moduleDefinition.ImportReference(fieldDef);
break;
case nameof(MessagingSystem.MessageWithHandler.GetVersion):
m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef);
case nameof(NetworkMessageManager.MessageWithHandler.GetVersion):
m_MessageManager_MessageWithHandler_GetVersion_FieldRef = moduleDefinition.ImportReference(fieldDef);
break;
}
}
@@ -219,15 +216,15 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
foreach (var methodDef in messagingSystemTypeDef.Methods)
foreach (var methodDef in messageManagerSystemTypeDef.Methods)
{
switch (methodDef.Name)
{
case k_ReceiveMessageName:
m_MessagingSystem_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
m_MessageManager_ReceiveMessage_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
case k_CreateMessageAndGetVersionName:
m_MessagingSystem_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef);
m_MessageManager_CreateMessageAndGetVersion_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
}
}
@@ -256,27 +253,27 @@ namespace Unity.Netcode.Editor.CodeGen
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod, MethodReference versionMethod)
{
// MessagingSystem.__network_message_types.Add(new MessagingSystem.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
processor.Body.Variables.Add(new VariableDefinition(m_MessagingSystem_MessageWithHandler_TypeRef));
// NetworkMessageManager.__network_message_types.Add(new NetworkMessageManager.MessageWithHandler{MessageType=typeof(type), Handler=type.Receive});
processor.Body.Variables.Add(new VariableDefinition(m_MessageManager_MessageWithHandler_TypeRef));
int messageWithHandlerLocIdx = processor.Body.Variables.Count - 1;
instructions.Add(processor.Create(OpCodes.Ldsfld, m_ILPPMessageProvider___network_message_types_FieldRef));
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
instructions.Add(processor.Create(OpCodes.Initobj, m_MessagingSystem_MessageWithHandler_TypeRef));
instructions.Add(processor.Create(OpCodes.Initobj, m_MessageManager_MessageWithHandler_TypeRef));
// tmp.MessageType = typeof(type);
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
instructions.Add(processor.Create(OpCodes.Ldtoken, type));
instructions.Add(processor.Create(OpCodes.Call, m_Type_GetTypeFromHandle_MethodRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_MessageType_FieldRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_MessageType_FieldRef));
// tmp.Handler = MessageHandler.ReceveMessage<type>
instructions.Add(processor.Create(OpCodes.Ldloca, messageWithHandlerLocIdx));
instructions.Add(processor.Create(OpCodes.Ldnull));
instructions.Add(processor.Create(OpCodes.Ldftn, receiveMethod));
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_MessageHandler_Constructor_TypeRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_Handler_FieldRef));
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_MessageHandler_Constructor_TypeRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_Handler_FieldRef));
// tmp.GetVersion = MessageHandler.CreateMessageAndGetVersion<type>
@@ -284,15 +281,15 @@ namespace Unity.Netcode.Editor.CodeGen
instructions.Add(processor.Create(OpCodes.Ldnull));
instructions.Add(processor.Create(OpCodes.Ldftn, versionMethod));
instructions.Add(processor.Create(OpCodes.Newobj, m_MessagingSystem_VersionGetter_Constructor_TypeRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessagingSystem_MessageWithHandler_GetVersion_FieldRef));
instructions.Add(processor.Create(OpCodes.Newobj, m_MessageManager_VersionGetter_Constructor_TypeRef));
instructions.Add(processor.Create(OpCodes.Stfld, m_MessageManager_MessageWithHandler_GetVersion_FieldRef));
// ILPPMessageProvider.__network_message_types.Add(tmp);
instructions.Add(processor.Create(OpCodes.Ldloc, messageWithHandlerLocIdx));
instructions.Add(processor.Create(OpCodes.Callvirt, m_List_Add_MethodRef));
}
// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with MessagingSystem.
// Creates a static module constructor (which is executed when the module is loaded) that registers all the message types in the assembly with NetworkMessageManager.
// This is the same behavior as annotating a static method with [ModuleInitializer] in standardized C# (that attribute doesn't exist in Unity, but the static module constructor still works).
// https://docs.microsoft.com/en-us/dotnet/api/system.runtime.compilerservices.moduleinitializerattribute?view=net-5.0
// https://web.archive.org/web/20100212140402/http://blogs.msdn.com/junfeng/archive/2005/11/19/494914.aspx
@@ -310,9 +307,9 @@ namespace Unity.Netcode.Editor.CodeGen
foreach (var type in networkMessageTypes)
{
var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
var receiveMethod = new GenericInstanceMethod(m_MessageManager_ReceiveMessage_MethodRef);
receiveMethod.GenericArguments.Add(type);
var versionMethod = new GenericInstanceMethod(m_MessagingSystem_CreateMessageAndGetVersion_MethodRef);
var versionMethod = new GenericInstanceMethod(m_MessageManager_CreateMessageAndGetVersion_MethodRef);
versionMethod.GenericArguments.Add(type);
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
}

View File

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

View File

@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Mono.Cecil;
using Mono.Cecil.Cil;
@@ -9,15 +9,17 @@ using Mono.Cecil.Rocks;
using Unity.CompilationPipeline.Common.Diagnostics;
using Unity.CompilationPipeline.Common.ILPostProcessing;
using UnityEngine;
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
using MethodAttributes = Mono.Cecil.MethodAttributes;
using ParameterAttributes = Mono.Cecil.ParameterAttributes;
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
namespace Unity.Netcode.Editor.CodeGen
{
internal sealed class NetworkBehaviourILPP : ILPPInterface
{
private const string k_ReadValueMethodName = nameof(FastBufferReader.ReadValueSafe);
private const string k_ReadValueInPlaceMethodName = nameof(FastBufferReader.ReadValueSafeInPlace);
private const string k_ReadValueTempMethodName = nameof(FastBufferReader.ReadValueSafeTemp);
private const string k_WriteValueMethodName = nameof(FastBufferWriter.WriteValueSafe);
public override ILPPInterface GetInstance() => this;
@@ -166,6 +168,11 @@ namespace Unity.Netcode.Editor.CodeGen
foreach (var type in m_WrappedNetworkVariableTypes)
{
if (type.Resolve() == null)
{
continue;
}
if (IsSpecialCaseType(type))
{
continue;
@@ -177,7 +184,72 @@ namespace Unity.Netcode.Editor.CodeGen
GenericInstanceMethod serializeMethod = null;
GenericInstanceMethod equalityMethod;
if (type.IsValueType)
if (type.Resolve().FullName == "Unity.Collections.NativeArray`1")
{
var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
if (IsSpecialCaseType(wrappedType) || wrappedType.HasInterface(typeof(INetworkSerializeByMemcpy).FullName) || wrappedType.Resolve().IsEnum || IsMemcpyableType(wrappedType))
{
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef);
}
else if (wrappedType.HasInterface(typeof(INetworkSerializable).FullName))
{
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef);
}
else if (wrappedType.HasInterface(CodeGenHelpers.IUTF8Bytes_FullName) && wrappedType.HasInterface(k_INativeListBool_FullName))
{
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef);
}
if (wrappedType.HasInterface(typeof(IEquatable<>).FullName + "<" + wrappedType.FullName + ">"))
{
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef);
}
else
{
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(wrappedType);
}
equalityMethod.GenericArguments.Add(wrappedType);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
else if (type.Resolve().FullName == "Unity.Collections.NativeList`1")
{
var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
if (IsSpecialCaseType(wrappedType) || wrappedType.HasInterface(typeof(INetworkSerializeByMemcpy).FullName) || wrappedType.Resolve().IsEnum || IsMemcpyableType(wrappedType))
{
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef);
}
else if (wrappedType.HasInterface(typeof(INetworkSerializable).FullName))
{
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef);
}
else if (wrappedType.HasInterface(CodeGenHelpers.IUTF8Bytes_FullName) && wrappedType.HasInterface(k_INativeListBool_FullName))
{
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef);
}
if (wrappedType.HasInterface(typeof(IEquatable<>).FullName + "<" + wrappedType.FullName + ">"))
{
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef);
}
else
{
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(wrappedType);
}
equalityMethod.GenericArguments.Add(wrappedType);
}
#endif
else if (type.IsValueType)
{
if (type.HasInterface(typeof(INetworkSerializeByMemcpy).FullName) || type.Resolve().IsEnum || IsMemcpyableType(type))
{
@@ -200,11 +272,32 @@ namespace Unity.Netcode.Editor.CodeGen
{
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(type);
}
equalityMethod.GenericArguments.Add(type);
}
else
{
if (type.HasInterface(typeof(INetworkSerializable).FullName))
{
var constructors = type.Resolve().GetConstructors();
var hasEmptyConstructor = false;
foreach (var constructor in constructors)
{
if (constructor.Parameters.Count == 0)
{
hasEmptyConstructor = true;
}
}
if (!hasEmptyConstructor)
{
m_Diagnostics.AddError($"{type} cannot be used in a network variable - Managed {nameof(INetworkSerializable)} instances must meet the `new()` (default empty constructor) constraint.");
continue;
}
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef);
}
@@ -216,14 +309,18 @@ namespace Unity.Netcode.Editor.CodeGen
{
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(type);
}
equalityMethod.GenericArguments.Add(type);
}
if (serializeMethod != null)
{
serializeMethod.GenericArguments.Add(type);
instructions.Add(processor.Create(OpCodes.Call, m_MainModule.ImportReference(serializeMethod)));
}
equalityMethod.GenericArguments.Add(type);
instructions.Add(processor.Create(OpCodes.Call, m_MainModule.ImportReference(equalityMethod)));
}
@@ -251,11 +348,15 @@ namespace Unity.Netcode.Editor.CodeGen
private FieldReference m_NetworkManager_rpc_name_table_FieldRef;
private MethodReference m_NetworkManager_rpc_name_table_Add_MethodRef;
private TypeReference m_NetworkBehaviour_TypeRef;
private TypeReference m_NetworkVariableBase_TypeRef;
private MethodReference m_NetworkVariableBase_Initialize_MethodRef;
private MethodReference m_NetworkBehaviour___nameNetworkVariable_MethodRef;
private MethodReference m_NetworkBehaviour_beginSendServerRpc_MethodRef;
private MethodReference m_NetworkBehaviour_endSendServerRpc_MethodRef;
private MethodReference m_NetworkBehaviour_beginSendClientRpc_MethodRef;
private MethodReference m_NetworkBehaviour_endSendClientRpc_MethodRef;
private FieldReference m_NetworkBehaviour_rpc_exec_stage_FieldRef;
private FieldReference m_NetworkBehaviour_NetworkVariableFields_FieldRef;
private MethodReference m_NetworkBehaviour_getNetworkManager_MethodRef;
private MethodReference m_NetworkBehaviour_getOwnerClientId_MethodRef;
private MethodReference m_NetworkHandlerDelegateCtor_MethodRef;
@@ -267,14 +368,37 @@ namespace Unity.Netcode.Editor.CodeGen
private FieldReference m_ServerRpcParams_Receive_SenderClientId_FieldRef;
private TypeReference m_ClientRpcParams_TypeRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef;
#endif
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef;
#endif
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef;
#endif
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef;
#endif
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef;
#endif
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef;
private MethodReference m_ExceptionCtorMethodReference;
private MethodReference m_List_NetworkVariableBase_Add;
private MethodReference m_BytePacker_WriteValueBitPacked_Short_MethodRef;
private MethodReference m_BytePacker_WriteValueBitPacked_UShort_MethodRef;
private MethodReference m_BytePacker_WriteValueBitPacked_Int_MethodRef;
@@ -289,6 +413,8 @@ namespace Unity.Netcode.Editor.CodeGen
private MethodReference m_ByteUnpacker_ReadValueBitPacked_Long_MethodRef;
private MethodReference m_ByteUnpacker_ReadValueBitPacked_ULong_MethodRef;
private MethodReference m_NetworkBehaviour_createNativeList_MethodRef;
private TypeReference m_FastBufferWriter_TypeRef;
private readonly Dictionary<string, MethodReference> m_FastBufferWriter_WriteValue_MethodRefs = new Dictionary<string, MethodReference>();
private readonly List<MethodReference> m_FastBufferWriter_ExtensionMethodRefs = new List<MethodReference>();
@@ -348,12 +474,18 @@ namespace Unity.Netcode.Editor.CodeGen
private const string k_NetworkManager_rpc_name_table = nameof(NetworkManager.__rpc_name_table);
private const string k_NetworkBehaviour_rpc_exec_stage = nameof(NetworkBehaviour.__rpc_exec_stage);
private const string k_NetworkBehaviour_NetworkVariableFields = nameof(NetworkBehaviour.NetworkVariableFields);
private const string k_NetworkBehaviour_beginSendServerRpc = nameof(NetworkBehaviour.__beginSendServerRpc);
private const string k_NetworkBehaviour_endSendServerRpc = nameof(NetworkBehaviour.__endSendServerRpc);
private const string k_NetworkBehaviour_beginSendClientRpc = nameof(NetworkBehaviour.__beginSendClientRpc);
private const string k_NetworkBehaviour_endSendClientRpc = nameof(NetworkBehaviour.__endSendClientRpc);
private const string k_NetworkBehaviour___initializeVariables = nameof(NetworkBehaviour.__initializeVariables);
private const string k_NetworkBehaviour_createNativeList = nameof(NetworkBehaviour.__createNativeList);
private const string k_NetworkBehaviour_NetworkManager = nameof(NetworkBehaviour.NetworkManager);
private const string k_NetworkBehaviour_OwnerClientId = nameof(NetworkBehaviour.OwnerClientId);
private const string k_NetworkBehaviour___nameNetworkVariable = nameof(NetworkBehaviour.__nameNetworkVariable);
private const string k_NetworkVariableBase_Initialize = nameof(NetworkVariableBase.Initialize);
private const string k_RpcAttribute_Delivery = nameof(RpcAttribute.Delivery);
private const string k_ServerRpcAttribute_RequireOwnership = nameof(ServerRpcAttribute.RequireOwnership);
@@ -379,6 +511,7 @@ namespace Unity.Netcode.Editor.CodeGen
TypeDefinition networkManagerTypeDef = null;
TypeDefinition networkBehaviourTypeDef = null;
TypeDefinition networkVariableBaseTypeDef = null;
TypeDefinition networkHandlerDelegateTypeDef = null;
TypeDefinition rpcParamsTypeDef = null;
TypeDefinition serverRpcParamsTypeDef = null;
@@ -402,6 +535,12 @@ namespace Unity.Netcode.Editor.CodeGen
continue;
}
if (networkVariableBaseTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableBase))
{
networkVariableBaseTypeDef = netcodeTypeDef;
continue;
}
if (networkHandlerDelegateTypeDef == null && netcodeTypeDef.Name == nameof(NetworkManager.RpcReceiveHandler))
{
networkHandlerDelegateTypeDef = netcodeTypeDef;
@@ -548,6 +687,12 @@ namespace Unity.Netcode.Editor.CodeGen
case k_NetworkBehaviour_endSendClientRpc:
m_NetworkBehaviour_endSendClientRpc_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
case k_NetworkBehaviour_createNativeList:
m_NetworkBehaviour_createNativeList_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
case k_NetworkBehaviour___nameNetworkVariable:
m_NetworkBehaviour___nameNetworkVariable_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
}
}
@@ -558,6 +703,21 @@ namespace Unity.Netcode.Editor.CodeGen
case k_NetworkBehaviour_rpc_exec_stage:
m_NetworkBehaviour_rpc_exec_stage_FieldRef = moduleDefinition.ImportReference(fieldDef);
break;
case k_NetworkBehaviour_NetworkVariableFields:
m_NetworkBehaviour_NetworkVariableFields_FieldRef = moduleDefinition.ImportReference(fieldDef);
break;
}
}
m_NetworkVariableBase_TypeRef = moduleDefinition.ImportReference(networkVariableBaseTypeDef);
foreach (var methodDef in networkVariableBaseTypeDef.Methods)
{
switch (methodDef.Name)
{
case k_NetworkVariableBase_Initialize:
m_NetworkVariableBase_Initialize_MethodRef = moduleDefinition.ImportReference(methodDef);
break;
}
}
@@ -685,24 +845,69 @@ namespace Unity.Netcode.Editor.CodeGen
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpy):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyList):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializable):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableList):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_ManagedINetworkSerializable):
m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedString):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringList):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedIEquatable):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatable):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableArray):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableList):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEquals):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsArray):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef = method;
break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsList):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef = method;
break;
#endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedClassEquals):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef = method;
break;
@@ -785,6 +990,16 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
// Standard types are really hard to reliably find using the Mono Cecil way, they resolve differently in Mono vs .NET Core
// Importing with typeof() is less dangerous for standard framework types though, so we can just do it
var exceptionType = typeof(Exception);
var exceptionCtor = exceptionType.GetConstructor(new[] { typeof(string) });
m_ExceptionCtorMethodReference = m_MainModule.ImportReference(exceptionCtor);
var listType = typeof(List<NetworkVariableBase>);
var addMethod = listType.GetMethod(nameof(List<NetworkVariableBase>.Add), new[] { typeof(NetworkVariableBase) });
m_List_NetworkVariableBase_Add = moduleDefinition.ImportReference(addMethod);
return true;
}
@@ -837,6 +1052,58 @@ namespace Unity.Netcode.Editor.CodeGen
GetAllFieldsAndResolveGenerics(resolved, ref fieldTypes, genericParams);
}
private void GetAllBaseTypesAndResolveGenerics(TypeDefinition type, ref List<TypeReference> baseTypes, Dictionary<string, TypeReference> genericParameters)
{
if (type == null || type.BaseType == null || type.BaseType.Name == "Object")
{
return;
}
var baseType = type.BaseType;
var genericParams = new Dictionary<string, TypeReference>();
if (baseType.IsGenericInstance)
{
var genericType = (GenericInstanceType)baseType;
var newGenericType = new GenericInstanceType(baseType.Resolve());
for (var i = 0; i < genericType.GenericArguments.Count; ++i)
{
var argument = genericType.GenericArguments[i];
if (genericParameters != null && genericParameters.ContainsKey(argument.Name))
{
newGenericType.GenericArguments.Add(genericParameters[argument.Name]);
genericParams[baseType.Resolve().GenericParameters[newGenericType.GenericArguments.Count - 1].Name] = genericParameters[argument.Name];
}
else
{
newGenericType.GenericArguments.Add(argument);
}
}
baseTypes.Add(newGenericType);
}
else
{
baseTypes.Add(baseType);
}
var resolved = type.BaseType.Resolve();
if (type.BaseType.IsGenericInstance)
{
var genericType = (GenericInstanceType)type.BaseType;
for (var i = 0; i < genericType.GenericArguments.Count; ++i)
{
if (!genericParams.ContainsKey(resolved.GenericParameters[i].Name))
{
genericParams[resolved.GenericParameters[i].Name] = genericType.GenericArguments[i];
}
}
}
GetAllBaseTypesAndResolveGenerics(resolved, ref baseTypes, genericParams);
}
private void ProcessNetworkBehaviour(TypeDefinition typeDefinition, string[] assemblyDefines)
{
var rpcHandlers = new List<(uint RpcMethodId, MethodDefinition RpcHandler)>();
@@ -879,6 +1146,8 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
GenerateVariableInitialization(typeDefinition);
if (!typeDefinition.HasGenericParameters && !typeDefinition.IsGenericInstance)
{
var fieldTypes = new List<TypeReference>();
@@ -898,6 +1167,34 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
}
{
var baseTypes = new List<TypeReference>();
var genericParams = new Dictionary<string, TypeReference>();
var resolved = type.Resolve();
if (type.IsGenericInstance)
{
var genericType = (GenericInstanceType)type;
for (var i = 0; i < genericType.GenericArguments.Count; ++i)
{
genericParams[resolved.GenericParameters[i].Name] = genericType.GenericArguments[i];
}
}
GetAllBaseTypesAndResolveGenerics(type.Resolve(), ref baseTypes, genericParams);
foreach (var baseType in baseTypes)
{
if (baseType.Resolve().Name == typeof(NetworkVariable<>).Name || baseType.Resolve().Name == typeof(NetworkList<>).Name)
{
var genericInstanceType = (GenericInstanceType)baseType;
var wrappedType = genericInstanceType.GenericArguments[0];
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
}
}
}
}
}
@@ -1067,28 +1364,48 @@ namespace Unity.Netcode.Editor.CodeGen
continue;
}
var checkType = paramType.Resolve();
var checkType = paramType;
if (paramType.IsArray)
{
checkType = ((ArrayType)paramType).ElementType.Resolve();
}
if ((parameters[0].ParameterType.Resolve() == checkType ||
(parameters[0].ParameterType.Resolve() == checkType.MakeByReferenceType().Resolve() && parameters[0].IsIn)))
if (!method.HasGenericParameters)
{
return method;
}
if (!paramType.IsGenericInstance && (parameters[0].ParameterType.Resolve() == checkType ||
(parameters[0].ParameterType.Resolve() == checkType.MakeByReferenceType().Resolve() && parameters[0].IsIn)))
{
return method;
}
if (parameters[0].ParameterType == paramType ||
(parameters[0].ParameterType == paramType.MakeByReferenceType() && parameters[0].IsIn))
{
return method;
if (parameters[0].ParameterType == paramType || parameters[0].ParameterType.FullName == paramType.FullName ||
(parameters[0].ParameterType == paramType.MakeByReferenceType() && parameters[0].IsIn))
{
return method;
}
}
if (method.HasGenericParameters && method.GenericParameters.Count == 1)
else if (method.GenericParameters.Count == 1)
{
var resolved = method.Parameters[0].ParameterType.Resolve();
if (resolved != null && resolved != paramType.Resolve())
{
continue;
}
if (method.GenericParameters[0].HasConstraints)
{
if (paramType.IsGenericInstance && (
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
#endif
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
{
if (method.Parameters[0].ParameterType.Resolve() != paramType.Resolve())
{
continue;
}
var instanceType = (GenericInstanceType)paramType;
checkType = instanceType.GenericArguments[0];
}
var meetsConstraints = true;
foreach (var constraint in method.GenericParameters[0].Constraints)
{
@@ -1121,7 +1438,17 @@ namespace Unity.Netcode.Editor.CodeGen
if (meetsConstraints)
{
var instanceMethod = new GenericInstanceMethod(method);
if (paramType.IsArray)
if (paramType.IsGenericInstance && (
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
#endif
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
{
var wrappedType = ((GenericInstanceType)paramType).GenericArguments[0];
instanceMethod.GenericArguments.Add(wrappedType);
}
else if (paramType.IsArray)
{
instanceMethod.GenericArguments.Add(((ArrayType)paramType).ElementType);
}
@@ -1230,9 +1557,9 @@ namespace Unity.Netcode.Editor.CodeGen
continue;
}
if (!parameters[0].IsOut)
if (!parameters[0].IsOut && !parameters[0].ParameterType.IsByReference)
{
return null;
continue;
}
var methodParam = ((ByReferenceType)parameters[0].ParameterType).ElementType;
@@ -1242,24 +1569,56 @@ namespace Unity.Netcode.Editor.CodeGen
continue;
}
var checkType = paramType.Resolve();
var checkType = (TypeReference)paramType.Resolve();
if (paramType.IsArray)
{
checkType = ((ArrayType)paramType).ElementType.Resolve();
}
if (methodParam.Resolve() == checkType.Resolve() || methodParam.Resolve() == checkType.MakeByReferenceType().Resolve())
if (!method.HasGenericParameters)
{
return method;
}
if (!paramType.IsGenericInstance && (methodParam.Resolve() == checkType.Resolve() || methodParam.Resolve() == checkType.MakeByReferenceType().Resolve()))
{
return method;
}
if (methodParam.Resolve() == paramType || methodParam.Resolve() == paramType.MakeByReferenceType().Resolve())
{
return method;
if (methodParam.Resolve() == paramType || methodParam.FullName == paramType.FullName)
{
return method;
}
}
if (method.HasGenericParameters && method.GenericParameters.Count == 1)
else if (method.GenericParameters.Count == 1)
{
var resolved = method.Parameters[0].ParameterType.Resolve();
if (resolved != null && resolved != paramType.Resolve())
{
continue;
}
if (paramType.IsGenericInstance && (
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
#endif
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
{
if (method.Name == "OnSendGlobalCounterClientRpc")
{
m_Diagnostics.AddWarning(
$"{method}: {method.Parameters[0].ParameterType} | {paramType}"
);
}
if (method.Parameters[0].ParameterType.Resolve() != paramType.Resolve())
{
if (method.Name == "OnSendGlobalCounterClientRpc")
{
m_Diagnostics.AddWarning(
$"{method}: Not suitable"
);
}
continue;
}
var instanceType = (GenericInstanceType)paramType;
checkType = instanceType.GenericArguments[0];
}
if (method.GenericParameters[0].HasConstraints)
{
var meetsConstraints = true;
@@ -1296,7 +1655,16 @@ namespace Unity.Netcode.Editor.CodeGen
if (meetsConstraints)
{
var instanceMethod = new GenericInstanceMethod(method);
if (paramType.IsArray)
if (paramType.IsGenericInstance && (
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
paramType.Resolve().FullName == "Unity.Collections.NativeList`1" ||
#endif
paramType.Resolve().FullName == "Unity.Collections.NativeArray`1"))
{
var wrappedType = ((GenericInstanceType)paramType).GenericArguments[0];
instanceMethod.GenericArguments.Add(wrappedType);
}
else if (paramType.IsArray)
{
instanceMethod.GenericArguments.Add(((ArrayType)paramType).ElementType);
}
@@ -1304,7 +1672,6 @@ namespace Unity.Netcode.Editor.CodeGen
{
instanceMethod.GenericArguments.Add(paramType);
}
return instanceMethod;
}
}
@@ -1366,7 +1733,22 @@ namespace Unity.Netcode.Editor.CodeGen
}
}
var typeMethod = GetFastBufferReaderReadMethod(k_ReadValueMethodName, paramType);
MethodReference typeMethod;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
if (paramType.Resolve().FullName == "Unity.Collections.NativeList`1")
{
typeMethod = GetFastBufferReaderReadMethod(k_ReadValueInPlaceMethodName, paramType);
}
else
#endif
if (paramType.Resolve().FullName == "Unity.Collections.NativeArray`1")
{
typeMethod = GetFastBufferReaderReadMethod(k_ReadValueTempMethodName, paramType);
}
else
{
typeMethod = GetFastBufferReaderReadMethod(k_ReadValueMethodName, paramType);
}
if (typeMethod != null)
{
methodRef = m_MainModule.ImportReference(typeMethod);
@@ -1706,7 +2088,7 @@ namespace Unity.Netcode.Editor.CodeGen
}
else
{
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to serialize {paramType.Name}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to serialize {paramType}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
continue;
}
@@ -1809,6 +2191,132 @@ namespace Unity.Netcode.Editor.CodeGen
instructions.ForEach(instruction => processor.Body.Instructions.Insert(0, instruction));
}
private void GenerateVariableInitialization(TypeDefinition type)
{
foreach (var methodDefinition in type.Methods)
{
if (methodDefinition.Name == k_NetworkBehaviour___initializeVariables)
{
// If this hits, we've already generated the method for this class because a child class got processed first.
return;
}
}
var method = new MethodDefinition(
k_NetworkBehaviour___initializeVariables,
MethodAttributes.Family | MethodAttributes.Virtual | MethodAttributes.HideBySig,
m_MainModule.TypeSystem.Void);
var processor = method.Body.GetILProcessor();
method.Body.Variables.Add(new VariableDefinition(m_MainModule.TypeSystem.Boolean));
processor.Emit(OpCodes.Nop);
foreach (var fieldDefinition in type.Fields)
{
FieldReference field = fieldDefinition;
if (type.HasGenericParameters)
{
var genericType = new GenericInstanceType(fieldDefinition.DeclaringType);
foreach (var parameter in fieldDefinition.DeclaringType.GenericParameters)
{
genericType.GenericArguments.Add(parameter);
}
field = new FieldReference(fieldDefinition.Name, fieldDefinition.FieldType, genericType);
}
if (!field.FieldType.IsArray && !field.FieldType.Resolve().IsArray && field.FieldType.IsSubclassOf(m_NetworkVariableBase_TypeRef))
{
// if({variable} == null) {
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Ldfld, field);
processor.Emit(OpCodes.Ldnull);
processor.Emit(OpCodes.Ceq);
processor.Emit(OpCodes.Stloc_0);
processor.Emit(OpCodes.Ldloc_0);
var afterThrowInstruction = processor.Create(OpCodes.Nop);
processor.Emit(OpCodes.Brfalse, afterThrowInstruction);
// throw new Exception("...");
processor.Emit(OpCodes.Nop);
processor.Emit(OpCodes.Ldstr, $"{type.Name}.{field.Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
processor.Emit(OpCodes.Newobj, m_ExceptionCtorMethodReference);
processor.Emit(OpCodes.Throw);
// }
processor.Append(afterThrowInstruction);
// {variable}.Initialize(this);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Ldfld, field);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Callvirt, m_NetworkVariableBase_Initialize_MethodRef);
// __nameNetworkVariable({variable}, "{variable}");
processor.Emit(OpCodes.Nop);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Ldfld, field);
processor.Emit(OpCodes.Ldstr, field.Name.Replace("<", string.Empty).Replace(">k__BackingField", string.Empty));
processor.Emit(OpCodes.Call, m_NetworkBehaviour___nameNetworkVariable_MethodRef);
// NetworkVariableFields.Add({variable});
processor.Emit(OpCodes.Nop);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Ldfld, m_NetworkBehaviour_NetworkVariableFields_FieldRef);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Ldfld, field);
processor.Emit(OpCodes.Callvirt, m_List_NetworkVariableBase_Add);
}
}
// Find the base method...
MethodReference initializeVariablesBaseReference = null;
foreach (var methodDefinition in type.BaseType.Resolve().Methods)
{
if (methodDefinition.Name == k_NetworkBehaviour___initializeVariables)
{
initializeVariablesBaseReference = m_MainModule.ImportReference(methodDefinition);
break;
}
}
if (initializeVariablesBaseReference == null)
{
// If we couldn't find it, we have to go ahead and add it.
// The base class could be in another assembly... that's ok, this won't
// actually save but it'll generate the same method the same way later,
// so this at least allows us to reference it.
GenerateVariableInitialization(type.BaseType.Resolve());
foreach (var methodDefinition in type.BaseType.Resolve().Methods)
{
if (methodDefinition.Name == k_NetworkBehaviour___initializeVariables)
{
initializeVariablesBaseReference = m_MainModule.ImportReference(methodDefinition);
break;
}
}
}
if (type.BaseType.Resolve().HasGenericParameters)
{
var baseTypeInstance = (GenericInstanceType)type.BaseType;
initializeVariablesBaseReference = initializeVariablesBaseReference.MakeGeneric(baseTypeInstance.GenericArguments.ToArray());
}
// base.__initializeVariables();
processor.Emit(OpCodes.Nop);
processor.Emit(OpCodes.Ldarg_0);
processor.Emit(OpCodes.Call, initializeVariablesBaseReference);
processor.Emit(OpCodes.Nop);
processor.Emit(OpCodes.Ret);
type.Methods.Add(method);
}
private MethodDefinition GenerateStaticHandler(MethodDefinition methodDefinition, CustomAttribute rpcAttribute, uint rpcMethodId)
{
var typeSystem = methodDefinition.Module.TypeSystem;
@@ -1968,6 +2476,28 @@ namespace Unity.Netcode.Editor.CodeGen
processor.Emit(OpCodes.Brfalse, jumpInstruction);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
if (paramType.IsGenericInstance && paramType.Resolve().FullName == "Unity.Collections.NativeList`1")
{
// var list = NetworkBehaviour.__createNativeList<T>();
// This simplifies things - easier to call __createNativeList() and have the implementation in C#
// than to try to actually construct a NativeList in IL. This is also more future-proof.
// Unlike other types, NativeList<> calls ReadValueSafeInPlace instead of ReadValueSafe.
// FastBufferReader doesn't support a non-in-place deserializer for NativeList in order to
// avoid users using it without realizing the allocation overhead that would cost. In-place
// is more efficient when an existing value exists, and when it doesn't, it's easy to create one,
// which is what we do here.
var method = new GenericInstanceMethod(m_NetworkBehaviour_createNativeList_MethodRef);
var genericParam = (GenericInstanceType)paramType;
method.GenericArguments.Add(genericParam.GenericArguments[0]);
processor.Emit(OpCodes.Call, method);
processor.Emit(OpCodes.Stloc, localIndex);
}
#endif
var foundMethodRef = GetReadMethodForParameter(paramType, out var methodRef);
if (foundMethodRef)
{
@@ -2020,7 +2550,7 @@ namespace Unity.Netcode.Editor.CodeGen
}
else
{
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to serialize {paramType.Name}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
m_Diagnostics.AddError(methodDefinition, $"{methodDefinition.Name} - Don't know how to deserialize {paramType}. RPC parameter types must either implement {nameof(INetworkSerializeByMemcpy)} or {nameof(INetworkSerializable)}. If this type is external and you are sure its memory layout makes it serializable by memcpy, you can replace {paramType} with {typeof(ForceNetworkSerializeByMemcpy<>).Name}<{paramType}>, or you can create extension methods for {nameof(FastBufferReader)}.{nameof(FastBufferReader.ReadValueSafe)}(this {nameof(FastBufferReader)}, out {paramType}) and {nameof(FastBufferWriter)}.{nameof(FastBufferWriter.WriteValueSafe)}(this {nameof(FastBufferWriter)}, in {paramType}) to define serialization for this type.");
continue;
}

View File

@@ -112,7 +112,7 @@ namespace Unity.Netcode.Editor.CodeGen
foreach (var fieldDefinition in typeDefinition.Fields)
{
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage))
if (fieldDefinition.Name == nameof(NetworkBehaviour.__rpc_exec_stage) || fieldDefinition.Name == nameof(NetworkBehaviour.NetworkVariableFields))
{
fieldDefinition.IsFamily = true;
}
@@ -123,7 +123,10 @@ namespace Unity.Netcode.Editor.CodeGen
if (methodDefinition.Name == nameof(NetworkBehaviour.__beginSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendServerRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__beginSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc))
methodDefinition.Name == nameof(NetworkBehaviour.__endSendClientRpc) ||
methodDefinition.Name == nameof(NetworkBehaviour.__initializeVariables) ||
methodDefinition.Name == nameof(NetworkBehaviour.__nameNetworkVariable) ||
methodDefinition.Name == nameof(NetworkBehaviour.__createNativeList))
{
methodDefinition.IsFamily = true;
}

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;
internal void SaveSettings()
{
Save(true);
}
}
}

View File

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

View File

@@ -1,6 +1,4 @@
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor.Configuration
{
@@ -39,15 +37,4 @@ namespace Unity.Netcode.Editor.Configuration
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
}
}
[FilePath("ProjectSettings/NetcodeForGameObjects.settings", FilePathAttribute.Location.ProjectFolder)]
internal class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
{
[SerializeField] public bool GenerateDefaultNetworkPrefabs = true;
internal void SaveSettings()
{
Save(true);
}
}
}

View File

@@ -1,5 +1,9 @@
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using Directory = UnityEngine.Windows.Directory;
using File = UnityEngine.Windows.File;
namespace Unity.Netcode.Editor.Configuration
{
@@ -20,11 +24,60 @@ namespace Unity.Netcode.Editor.Configuration
label = "Netcode for GameObjects",
keywords = new[] { "netcode", "editor" },
guiHandler = OnGuiHandler,
deactivateHandler = OnDeactivate
};
return provider;
}
private static void OnDeactivate()
{
var settings = NetcodeForGameObjectsProjectSettings.instance;
if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
{
var newPath = settings.TempNetworkPrefabsPath;
if (newPath == "")
{
newPath = NetcodeForGameObjectsProjectSettings.DefaultNetworkPrefabsPath;
settings.TempNetworkPrefabsPath = newPath;
}
var oldPath = settings.NetworkPrefabsPath;
settings.NetworkPrefabsPath = settings.TempNetworkPrefabsPath;
var dirName = Path.GetDirectoryName(newPath);
if (!Directory.Exists(dirName))
{
var dirs = dirName.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar });
var dirsQueue = new Queue<string>(dirs);
var parent = dirsQueue.Dequeue();
while (dirsQueue.Count != 0)
{
var child = dirsQueue.Dequeue();
var together = Path.Combine(parent, child);
if (!Directory.Exists(together))
{
AssetDatabase.CreateFolder(parent, child);
}
parent = together;
}
}
if (Directory.Exists(dirName))
{
if (File.Exists(oldPath))
{
AssetDatabase.MoveAsset(oldPath, newPath);
if (File.Exists(oldPath))
{
File.Delete(oldPath);
}
AssetDatabase.Refresh();
}
}
settings.SaveSettings();
}
}
internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
@@ -70,6 +123,7 @@ namespace Unity.Netcode.Editor.Configuration
var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
var settings = NetcodeForGameObjectsProjectSettings.instance;
var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
var networkPrefabsPath = settings.TempNetworkPrefabsPath;
EditorGUI.BeginChangeCheck();
@@ -97,6 +151,7 @@ namespace Unity.Netcode.Editor.Configuration
{
GUILayout.BeginVertical("Box");
const string generateNetworkPrefabsString = "Generate Default Network Prefabs List";
const string networkPrefabsLocationString = "Default Network Prefabs List path";
if (s_MaxLabelWidth == 0)
{
@@ -114,6 +169,14 @@ namespace Unity.Netcode.Editor.Configuration
"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();
@@ -123,6 +186,7 @@ namespace Unity.Netcode.Editor.Configuration
NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
settings.TempNetworkPrefabsPath = networkPrefabsPath;
settings.SaveSettings();
}
}

View File

@@ -9,16 +9,15 @@ namespace Unity.Netcode.Editor.Configuration
/// </summary>
public class NetworkPrefabProcessor : AssetPostprocessor
{
private static string s_DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
public static string DefaultNetworkPrefabsPath
{
get
{
return s_DefaultNetworkPrefabsPath;
return NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath;
}
internal set
{
s_DefaultNetworkPrefabsPath = value;
NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath = value;
// Force a recache of the prefab list
s_PrefabsList = null;
}

View File

@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEditor;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
namespace Unity.Netcode.Editor
{
@@ -41,13 +41,11 @@ namespace Unity.Netcode.Editor
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
Debug.Log($"Adding NetworkVariable {fields[i].Name}");
}
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
Debug.Log($"Adding NetworkList {fields[i].Name}");
}
}
}
@@ -81,7 +79,25 @@ namespace Unity.Netcode.Editor
EditorGUILayout.BeginHorizontal();
if (genericType.IsValueType)
{
var method = typeof(NetworkBehaviourEditor).GetMethod("RenderNetworkContainerValueType", BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
var isEquatable = false;
foreach (var iface in genericType.GetInterfaces())
{
if (iface.IsGenericType && iface.GetGenericTypeDefinition() == typeof(IEquatable<>))
{
isEquatable = true;
}
}
MethodInfo method;
if (isEquatable)
{
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueTypeIEquatable), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
}
else
{
method = typeof(NetworkBehaviourEditor).GetMethod(nameof(RenderNetworkContainerValueType), BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
}
var genericMethod = method.MakeGenericMethod(genericType);
genericMethod.Invoke(this, new[] { (object)index });
}
@@ -94,7 +110,23 @@ namespace Unity.Netcode.Editor
}
}
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged, IEquatable<T>
private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged
{
try
{
var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
RenderNetworkVariableValueType(index, networkVariable);
}
catch (Exception e)
{
Debug.Log(e);
throw;
}
EditorGUILayout.EndHorizontal();
}
private void RenderNetworkContainerValueTypeIEquatable<T>(int index) where T : unmanaged, IEquatable<T>
{
try
{
@@ -135,23 +167,23 @@ namespace Unity.Netcode.Editor
}
else if (type == typeof(uint))
{
val = (uint)EditorGUILayout.LongField(variableName, (long)((uint)val));
val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
}
else if (type == typeof(short))
{
val = (short)EditorGUILayout.IntField(variableName, (int)((short)val));
val = (short)EditorGUILayout.IntField(variableName, (short)val);
}
else if (type == typeof(ushort))
{
val = (ushort)EditorGUILayout.IntField(variableName, (int)((ushort)val));
val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
}
else if (type == typeof(sbyte))
{
val = (sbyte)EditorGUILayout.IntField(variableName, (int)((sbyte)val));
val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
}
else if (type == typeof(byte))
{
val = (byte)EditorGUILayout.IntField(variableName, (int)((byte)val));
val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
}
else if (type == typeof(long))
{
@@ -161,6 +193,10 @@ namespace Unity.Netcode.Editor
{
val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
}
else if (type == typeof(float))
{
val = EditorGUILayout.FloatField(variableName, (float)((float)val));
}
else if (type == typeof(bool))
{
val = EditorGUILayout.Toggle(variableName, (bool)val);
@@ -236,7 +272,7 @@ namespace Unity.Netcode.Editor
bool expanded = true;
while (property.NextVisible(expanded))
{
if (m_NetworkVariableNames.Contains(property.name))
if (m_NetworkVariableNames.Contains(ObjectNames.NicifyVariableName(property.name)))
{
// Skip rendering of NetworkVars, they have special rendering
continue;

View File

@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using System.IO;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
using Unity.Netcode.Editor.Configuration;
namespace Unity.Netcode.Editor
{
@@ -231,13 +231,7 @@ namespace Unity.Netcode.Editor
{
ReloadTransports();
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]);
if (transportComponent == null)
{
transportComponent = m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
}
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
Repaint();
@@ -345,7 +339,7 @@ namespace Unity.Netcode.Editor
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
const string openDocsButtonText = "Open Docs";
const string dismissButtonText = "Dismiss";
const string targetUrl = "https://docs-multiplayer.unity3d.com/netcode/current/tools/install-tools";
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
const string infoIconName = "console.infoicon";
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
@@ -355,15 +349,19 @@ namespace Unity.Netcode.Editor
if (s_CenteredWordWrappedLabelStyle == null)
{
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label);
s_CenteredWordWrappedLabelStyle.wordWrap = true;
s_CenteredWordWrappedLabelStyle.alignment = TextAnchor.MiddleLeft;
s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
{
wordWrap = true,
alignment = TextAnchor.MiddleLeft
};
}
if (s_HelpBoxStyle == null)
{
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox);
s_HelpBoxStyle.padding = new RectOffset(10, 10, 10, 10);
s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
{
padding = new RectOffset(10, 10, 10, 10)
};
}
var openDocsButtonStyle = GUI.skin.button;

View File

@@ -1,9 +1,9 @@
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode.Editor.Configuration;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditor;
namespace Unity.Netcode.Editor
{

View File

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

View File

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

View File

@@ -1,5 +1,5 @@
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Unity.Netcode.Components")]
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]

View File

@@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Netcode
@@ -156,7 +156,7 @@ namespace Unity.Netcode
public string ToBase64()
{
NetworkConfig config = this;
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp);
var writer = new FastBufferWriter(1024, Allocator.Temp);
using (writer)
{
writer.WriteValueSafe(config.ProtocolVersion);
@@ -208,6 +208,14 @@ namespace Unity.Netcode
private ulong? m_ConfigHash = null;
/// <summary>
/// Clears out the configuration hash value generated for a specific network session
/// </summary>
internal void ClearConfigHash()
{
m_ConfigHash = null;
}
/// <summary>
/// Gets a SHA256 hash of parts of the NetworkConfig instance
/// </summary>
@@ -220,7 +228,7 @@ namespace Unity.Netcode
return m_ConfigHash.Value;
}
var writer = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, int.MaxValue);
var writer = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
using (writer)
{
writer.WriteValueSafe(ProtocolVersion);
@@ -273,8 +281,6 @@ namespace Unity.Netcode
Prefabs.Initialize();
}
#region Legacy Network Prefab List
[NonSerialized]
private bool m_DidWarnOldPrefabList = false;
@@ -334,7 +340,5 @@ namespace Unity.Netcode
[FormerlySerializedAs("NetworkPrefabs")]
[SerializeField]
internal List<NetworkPrefab> OldPrefabList;
#endregion
}
}

View File

@@ -12,10 +12,12 @@ namespace Unity.Netcode
/// No oeverride is present
/// </summary>
None,
/// <summary>
/// Override the prefab when the given SourcePrefabToOverride is requested
/// </summary>
Prefab,
/// <summary>
/// Override the prefab when the given SourceHashToOverride is requested
/// Used in situations where the server assets do not exist in client builds
@@ -71,19 +73,23 @@ namespace Unity.Netcode
switch (Override)
{
case NetworkPrefabOverride.None:
if (Prefab != null && Prefab.TryGetComponent(out NetworkObject no))
{
return no.GlobalObjectIdHash;
}
if (Prefab != null && Prefab.TryGetComponent(out NetworkObject networkObject))
{
return networkObject.GlobalObjectIdHash;
}
throw new InvalidOperationException("Prefab field isn't set or isn't a Network Object");
throw new InvalidOperationException($"Prefab field is not set or is not a {nameof(NetworkObject)}");
}
case NetworkPrefabOverride.Prefab:
if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out no))
{
return no.GlobalObjectIdHash;
}
if (SourcePrefabToOverride != null && SourcePrefabToOverride.TryGetComponent(out NetworkObject networkObject))
{
return networkObject.GlobalObjectIdHash;
}
throw new InvalidOperationException("Source Prefab field isn't set or isn't a Network Object");
throw new InvalidOperationException($"Source Prefab field is not set or is not a {nameof(NetworkObject)}");
}
case NetworkPrefabOverride.Hash:
return SourceHashToOverride;
default:
@@ -102,12 +108,14 @@ namespace Unity.Netcode
return 0;
case NetworkPrefabOverride.Prefab:
case NetworkPrefabOverride.Hash:
if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject no))
{
return no.GlobalObjectIdHash;
}
if (OverridingTargetPrefab != null && OverridingTargetPrefab.TryGetComponent(out NetworkObject networkObject))
{
return networkObject.GlobalObjectIdHash;
}
throw new InvalidOperationException("Target Prefab field isn't set or isn't a Network Object");
throw new InvalidOperationException($"Target Prefab field is not set or is not a {nameof(NetworkObject)}");
}
default:
throw new ArgumentOutOfRangeException();
}
@@ -130,9 +138,9 @@ namespace Unity.Netcode
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{NetworkManager.PrefabDebugHelper(this)} is missing " +
$"a {nameof(NetworkObject)} component (entry will be ignored).");
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} is missing a {nameof(NetworkObject)} component (entry will be ignored).");
}
return false;
}
@@ -148,9 +156,9 @@ namespace Unity.Netcode
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero " +
"(entry will be ignored).");
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(SourceHashToOverride)} is zero (entry will be ignored).");
}
return false;
}
@@ -178,9 +186,9 @@ namespace Unity.Netcode
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) " +
$"is missing a {nameof(NetworkObject)} component (entry will be ignored).");
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({SourcePrefabToOverride.name}) is missing a {nameof(NetworkObject)} component (entry will be ignored).");
}
return false;
}
@@ -195,6 +203,7 @@ namespace Unity.Netcode
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(OverridingTargetPrefab)} is null!");
}
switch (Override)
{
case NetworkPrefabOverride.Hash:
@@ -208,8 +217,10 @@ namespace Unity.Netcode
break;
}
}
return false;
}
return true;
}

View File

@@ -38,10 +38,15 @@ namespace Unity.Netcode
[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);
}
}
@@ -52,6 +57,15 @@ namespace Unity.Netcode
}
~NetworkPrefabs()
{
Shutdown();
}
/// <summary>
/// Deregister from add and remove events
/// Clear the list
/// </summary>
internal void Shutdown()
{
foreach (var list in NetworkPrefabsLists)
{
@@ -66,13 +80,7 @@ namespace Unity.Netcode
/// </summary>
public void Initialize(bool warnInvalid = true)
{
if (NetworkPrefabsLists.Count != 0 && m_Prefabs.Count > 0)
{
NetworkLog.LogWarning("Runtime Network Prefabs was not empty at initialization time. Network " +
"Prefab registrations made before initialization will be replaced by NetworkPrefabsList.");
m_Prefabs.Clear();
}
m_Prefabs.Clear();
foreach (var list in NetworkPrefabsLists)
{
list.OnAdd += AddTriggeredByNetworkPrefabList;
@@ -82,7 +90,7 @@ namespace Unity.Netcode
NetworkPrefabOverrideLinks.Clear();
OverrideToNetworkPrefab.Clear();
var prefabs = NetworkPrefabsLists.Count != 0 ? new List<NetworkPrefab>() : m_Prefabs;
var prefabs = new List<NetworkPrefab>();
if (NetworkPrefabsLists.Count != 0)
{
@@ -115,6 +123,18 @@ namespace Unity.Netcode
}
}
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)
{
@@ -141,6 +161,7 @@ namespace Unity.Netcode
if (AddPrefabRegistration(networkPrefab))
{
m_Prefabs.Add(networkPrefab);
m_RuntimeAddedPrefabs.Add(networkPrefab);
return true;
}
@@ -164,6 +185,7 @@ namespace Unity.Netcode
}
m_Prefabs.Remove(prefab);
m_RuntimeAddedPrefabs.Remove(prefab);
OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
}
@@ -192,6 +214,15 @@ namespace Unity.Netcode
return;
}
}
for (int i = 0; i < m_RuntimeAddedPrefabs.Count; i++)
{
if (m_RuntimeAddedPrefabs[i].Prefab == prefab)
{
Remove(m_RuntimeAddedPrefabs[i]);
return;
}
}
}
/// <summary>

View File

@@ -7,30 +7,74 @@ namespace Unity.Netcode
/// </summary>
public class NetworkClient
{
/// <summary>
/// Returns true if the session instance is considered a server
/// </summary>
internal bool IsServer { get; set; }
/// <summary>
/// Returns true if the session instance is considered a client
/// </summary>
internal bool IsClient { get; set; }
/// <summary>
/// Returns true if the session instance is considered a host
/// </summary>
internal bool IsHost => IsClient && IsServer;
/// <summary>
/// When true, the client is connected, approved, and synchronized with
/// the server.
/// </summary>
internal bool IsConnected { get; set; }
/// <summary>
/// Is true when the client has been approved.
/// </summary>
internal bool IsApproved { get; set; }
/// <summary>
/// The ClientId of the NetworkClient
/// </summary>
// TODO-2023-Q2: Determine if we want to make this property a public get and internal/private set
// There is no reason for a user to want to set this, but this will fail the package-validation-suite
public ulong ClientId;
/// <summary>
/// The PlayerObject of the Client
/// </summary>
// TODO-2023-Q2: Determine if we want to make this property a public get and internal/private set
// There is no reason for a user to want to set this, but this will fail the package-validation-suite
public NetworkObject PlayerObject;
/// <summary>
/// The NetworkObject's owned by this Client
/// The list of NetworkObject's owned by this client instance
/// </summary>
public List<NetworkObject> OwnedObjects
{
get
{
if (PlayerObject != null && PlayerObject.NetworkManager != null && PlayerObject.NetworkManager.IsListening)
{
return PlayerObject.NetworkManager.SpawnManager.GetClientOwnedObjects(ClientId);
}
public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>();
return new List<NetworkObject>();
internal NetworkSpawnManager SpawnManager { get; private set; }
internal 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;
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d98eff74d73bc2a42bd5624c47ce8fe1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

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

View File

@@ -51,7 +51,9 @@ namespace Unity.Netcode
/// </summary>
public static void SetDefaults()
{
SetDefault<IDeferredMessageManager>(networkManager => new DeferredMessageManager(networkManager));
SetDefault<IDeferredNetworkMessageManager>(networkManager => new DeferredMessageManager(networkManager));
SetDefault<IRealTimeProvider>(networkManager => new RealTimeProvider());
}
private static void SetDefault<T>(CreateObjectDelegate creator)

View File

@@ -1,9 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System.Reflection;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
@@ -65,7 +63,7 @@ namespace Unity.Netcode
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
break;
case RpcDelivery.Unreliable:
if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
{
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
}
@@ -82,11 +80,11 @@ namespace Unity.Netcode
var context = new NetworkContext
{
SenderId = NetworkManager.ServerClientId,
Timestamp = Time.realtimeSinceStartup,
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = NetworkManager,
// header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty.
Header = new MessageHeader(),
Header = new NetworkMessageHeader(),
SerializedHeaderSize = 0,
MessageSize = 0
};
@@ -96,7 +94,7 @@ namespace Unity.Netcode
}
else
{
rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
}
bufferWriter.Dispose();
@@ -146,7 +144,7 @@ namespace Unity.Netcode
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
break;
case RpcDelivery.Unreliable:
if (bufferWriter.Length > MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE)
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize)
{
throw new OverflowException("RPC parameters are too large for unreliable delivery.");
}
@@ -176,7 +174,7 @@ namespace Unity.Netcode
}
}
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
}
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
{
@@ -195,7 +193,7 @@ namespace Unity.Netcode
}
}
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
}
else
{
@@ -208,7 +206,7 @@ namespace Unity.Netcode
shouldSendToHost = true;
continue;
}
rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
}
}
@@ -219,11 +217,11 @@ namespace Unity.Netcode
var context = new NetworkContext
{
SenderId = NetworkManager.ServerClientId,
Timestamp = Time.realtimeSinceStartup,
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = NetworkManager,
// header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty.
Header = new MessageHeader(),
Header = new NetworkMessageHeader(),
SerializedHeaderSize = 0,
MessageSize = 0
};
@@ -277,6 +275,14 @@ namespace Unity.Netcode
#endif
}
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal static NativeList<T> __createNativeList<T>() where T : unmanaged
#pragma warning restore IDE1006 // restore naming rule violation check
{
return new NativeList<T>(Allocator.Temp);
}
internal string GenerateObserverErrorMessage(ClientRpcParams clientRpcParams, ulong targetClientId)
{
var containerNameHoldingId = clientRpcParams.Send.TargetClientIds != null ? nameof(ClientRpcParams.Send.TargetClientIds) : nameof(ClientRpcParams.Send.TargetClientIdsNativeArray);
@@ -551,38 +557,25 @@ namespace Unity.Netcode
private readonly List<HashSet<int>> m_DeliveryMappedNetworkVariableIndices = new List<HashSet<int>>();
private readonly List<NetworkDelivery> m_DeliveryTypesForNetworkVariableGroups = new List<NetworkDelivery>();
// RuntimeAccessModifiersILPP will make this `protected`
internal readonly List<NetworkVariableBase> NetworkVariableFields = new List<NetworkVariableBase>();
private static Dictionary<Type, FieldInfo[]> s_FieldTypes = new Dictionary<Type, FieldInfo[]>();
private static FieldInfo[] GetFieldInfoForType(Type type)
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal virtual void __initializeVariables()
#pragma warning restore IDE1006 // restore naming rule violation check
{
if (!s_FieldTypes.ContainsKey(type))
{
s_FieldTypes.Add(type, GetFieldInfoForTypeRecursive(type));
}
return s_FieldTypes[type];
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's network variables.
}
private static FieldInfo[] GetFieldInfoForTypeRecursive(Type type, List<FieldInfo> list = null)
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
internal void __nameNetworkVariable(NetworkVariableBase variable, string varName)
#pragma warning restore IDE1006 // restore naming rule violation check
{
if (list == null)
{
list = new List<FieldInfo>();
list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
}
else
{
list.AddRange(type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
}
if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
{
return GetFieldInfoForTypeRecursive(type.BaseType, list);
}
return list.OrderBy(x => x.Name, StringComparer.Ordinal).ToArray();
variable.Name = varName;
}
internal void InitializeVariables()
@@ -594,28 +587,7 @@ namespace Unity.Netcode
m_VarInit = true;
var sortedFields = GetFieldInfoForType(GetType());
for (int i = 0; i < sortedFields.Length; i++)
{
var fieldType = sortedFields[i].FieldType;
if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
{
var instance = (NetworkVariableBase)sortedFields[i].GetValue(this);
if (instance == null)
{
throw new Exception($"{GetType().FullName}.{sortedFields[i].Name} cannot be null. All {nameof(NetworkVariableBase)} instances must be initialized.");
}
instance.Initialize(this);
var instanceNameProperty = fieldType.GetProperty(nameof(NetworkVariableBase.Name));
var sanitizedVariableName = sortedFields[i].Name.Replace("<", string.Empty).Replace(">k__BackingField", string.Empty);
instanceNameProperty?.SetValue(instance, sanitizedVariableName);
NetworkVariableFields.Add(instance);
}
}
__initializeVariables();
{
// Create index map for delivery types
@@ -727,7 +699,7 @@ namespace Unity.Netcode
// so we don't have to do this serialization work if we're not going to use the result.
if (IsServer && targetClientId == NetworkManager.ServerClientId)
{
var tmpWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
var tmpWriter = new FastBufferWriter(NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkManager.MessageManager.FragmentedMessageMaxSize);
using (tmpWriter)
{
message.Serialize(tmpWriter, message.Version);
@@ -735,7 +707,7 @@ namespace Unity.Netcode
}
else
{
NetworkManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
NetworkManager.ConnectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
}
}
}
@@ -899,11 +871,23 @@ namespace Unity.Netcode
/// Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer
/// is in read mode or write mode.
/// </typeparam>
/// <param name="targetClientId">the relative client identifier being synchronized</param>
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
{
}
/// <summary>
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
/// </summary>
/// <remarks>
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
/// For writing (server-side), this is useful to know which client will receive the serialized data.
/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
/// When synchronization of this instance is complete, this value will be reset to 0
/// </remarks>
protected ulong m_TargetIdBeingSynchronized { get; private set; }
/// <summary>
/// Internal method that determines if a NetworkBehaviour has additional synchronization data to
/// be synchronized when first instantiated prior to its associated NetworkObject being spawned.
@@ -913,8 +897,9 @@ namespace Unity.Netcode
/// synchronize any remaining NetworkBehaviours.
/// </remarks>
/// <returns>true if it wrote synchronization data and false if it did not</returns>
internal bool Synchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
internal bool Synchronize<T>(ref BufferSerializer<T> serializer, ulong targetClientId = 0) where T : IReaderWriter
{
m_TargetIdBeingSynchronized = targetClientId;
if (serializer.IsWriter)
{
// Get the writer to handle seeking and determining how many bytes were written
@@ -949,6 +934,8 @@ namespace Unity.Netcode
}
var finalPosition = writer.Position;
// Reset before exiting
m_TargetIdBeingSynchronized = default;
// If we wrote nothing then skip writing anything for this NetworkBehaviour
if (finalPosition == positionBeforeSynchronize || threwException)
{
@@ -1002,6 +989,9 @@ namespace Unity.Netcode
synchronizationError = true;
}
// Reset before exiting
m_TargetIdBeingSynchronized = default;
// Skip over the entry if deserialization fails
if (synchronizationError)
{

View File

@@ -8,6 +8,8 @@ namespace Unity.Netcode
/// </summary>
public class NetworkBehaviourUpdater
{
private NetworkManager m_NetworkManager;
private NetworkConnectionManager m_ConnectionManager;
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
@@ -19,7 +21,7 @@ namespace Unity.Netcode
m_DirtyNetworkObjects.Add(networkObject);
}
internal void NetworkBehaviourUpdate(NetworkManager networkManager)
internal void NetworkBehaviourUpdate()
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
m_NetworkBehaviourUpdate.Begin();
@@ -30,7 +32,7 @@ namespace Unity.Netcode
// trying to process them, even if they were previously marked as dirty.
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
if (networkManager.IsServer)
if (m_ConnectionManager.LocalClient.IsServer)
{
foreach (var dirtyObj in m_DirtyNetworkObjects)
{
@@ -39,9 +41,9 @@ namespace Unity.Netcode
dirtyObj.ChildNetworkBehaviours[k].PreVariableUpdate();
}
for (int i = 0; i < networkManager.ConnectedClientsList.Count; i++)
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
{
var client = networkManager.ConnectedClientsList[i];
var client = m_ConnectionManager.ConnectedClientsList[i];
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
{
@@ -104,5 +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;
}
// TODO 2023-Q2: 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

@@ -17,6 +17,28 @@ namespace Unity.Netcode
[SerializeField]
internal uint GlobalObjectIdHash;
/// <summary>
/// Gets the Prefab Hash Id of this object if the object is registerd as a prefab otherwise it returns 0
/// </summary>
[HideInInspector]
public uint PrefabIdHash
{
get
{
foreach (var prefab in NetworkManager.NetworkConfig.Prefabs.Prefabs)
{
if (prefab.Prefab == gameObject)
{
return GlobalObjectIdHash;
}
}
return 0;
}
}
private bool m_IsPrefab;
#if UNITY_EDITOR
private void OnValidate()
{
@@ -75,6 +97,18 @@ namespace Unity.Netcode
/// </summary>
public bool IsPlayerObject { get; internal set; }
/// <summary>
/// Determines if the associated NetworkObject's transform will get
/// synchronized when spawned.
/// </summary>
/// <remarks>
/// For things like in-scene placed NetworkObjects that have no visual
/// components can help reduce the instance's initial synchronization
/// bandwidth cost. This can also be useful for UI elements that have
/// a predetermined fixed position.
/// </remarks>
public bool SynchronizeTransform = true;
/// <summary>
/// Gets if the object is the personal clients player object
/// </summary>
@@ -105,6 +139,61 @@ namespace Unity.Netcode
/// </summary>
public bool DestroyWithScene { get; set; }
/// <summary>
/// When set to true and the active scene is changed, this will automatically migrate the <see cref="NetworkObject"/>
/// into the new active scene on both the server and client instances.
/// </summary>
/// <remarks>
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
///
/// If there are more than one scenes loaded and the currently active scene is unloaded, then typically
/// the <see cref="SceneManager"/> will automatically assign a new active scene. Similar to <see cref="DestroyWithScene"/>
/// being set to <see cref="false"/>, this prevents any <see cref="NetworkObject"/> from being destroyed
/// with the unloaded active scene by migrating it into the automatically assigned active scene.
/// Additionally, this is can be useful in some seamless scene streaming implementations.
/// Note:
/// Only having <see cref="ActiveSceneSynchronization"/> set to true will *not* synchronize clients when
/// changing a <see cref="NetworkObject"/>'s scene via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>.
/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
/// </remarks>
public bool ActiveSceneSynchronization;
/// <summary>
/// When enabled (the default), if a <see cref="NetworkObject"/> is migrated to a different scene (active or not)
/// via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/> on the server side all client
/// instances will be synchronized and the <see cref="NetworkObject"/> migrated into the newly assigned scene.
/// The updated scene migration will get synchronized with late joining clients as well.
/// </summary>
/// <remarks>
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
/// Note:
/// You can have both <see cref="ActiveSceneSynchronization"/> and <see cref="SceneMigrationSynchronization"/> enabled.
/// The primary difference between the two is that <see cref="SceneMigrationSynchronization"/> only synchronizes clients
/// when the server migrates a <see cref="NetworkObject"/> to a new scene. If the scene is unloaded and <see cref="DestroyWithScene"/>
/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
/// </remarks>
public bool SceneMigrationSynchronization = true;
/// <summary>
/// Notifies when the NetworkObject is migrated into a new scene
/// </summary>
/// <remarks>
/// - <see cref="ActiveSceneSynchronization"/> or <see cref="SceneMigrationSynchronization"/> (or both) need to be enabled
/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
/// </remarks>
public Action OnMigratedToNewScene;
/// <summary>
/// When set to false, the NetworkObject will be spawned with no observers initially (other than the server)
/// </summary>
[Tooltip("When false, the NetworkObject will spawn with no observers initially. (default is true)")]
public bool SpawnWithObservers = true;
/// <summary>
/// Delegate type for checking visibility
/// </summary>
@@ -188,6 +277,11 @@ namespace Unity.Netcode
/// </summary>
internal int SceneOriginHandle = 0;
/// <summary>
/// The server-side scene origin handle
/// </summary>
internal int NetworkSceneHandle = 0;
private Scene m_SceneOrigin;
/// <summary>
/// The scene where the NetworkObject was first instantiated
@@ -265,7 +359,15 @@ namespace Unity.Netcode
throw new VisibilityChangeException("The object is already visible");
}
NetworkManager.MarkObjectForShowingTo(this, clientId);
if (CheckObjectVisibility != null && !CheckObjectVisibility(clientId))
{
if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"[NetworkShow] Trying to make {nameof(NetworkObject)} {gameObject.name} visible to client ({clientId}) but {nameof(CheckObjectVisibility)} returned false!");
}
return;
}
NetworkManager.SpawnManager.MarkObjectForShowingTo(this, clientId);
Observers.Add(clientId);
}
@@ -355,7 +457,7 @@ namespace Unity.Netcode
throw new VisibilityChangeException("Cannot hide an object from the server");
}
if (!NetworkManager.RemoveObjectFromShowingTo(this, clientId))
if (!NetworkManager.SpawnManager.RemoveObjectFromShowingTo(this, clientId))
{
if (!Observers.Contains(clientId))
{
@@ -369,7 +471,7 @@ namespace Unity.Netcode
DestroyGameObject = !IsSceneObject.Value
};
// Send destroy call
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
NetworkManager.NetworkMetrics.TrackObjectDestroySent(clientId, this, size);
}
}
@@ -435,14 +537,30 @@ namespace Unity.Netcode
private void OnDestroy()
{
if (NetworkManager != null && NetworkManager.IsListening && NetworkManager.IsServer == false && IsSpawned &&
(IsSceneObject == null || (IsSceneObject.Value != true)))
// If no NetworkManager is assigned, then just exit early
if (!NetworkManager)
{
throw new NotServerException($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
return;
}
if (NetworkManager != null && NetworkManager.SpawnManager != null &&
NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
if (NetworkManager.IsListening && !NetworkManager.IsServer && IsSpawned &&
(IsSceneObject == null || (IsSceneObject.Value != true)))
{
// Clients should not despawn NetworkObjects while connected to a session, but we don't want to destroy the current call stack
// if this happens. Instead, we should just generate a network log error and exit early (as long as we are not shutting down).
if (!NetworkManager.ShutdownInProgress)
{
// Since we still have a session connection, log locally and on the server to inform user of this issue.
if (NetworkManager.LogLevel <= LogLevel.Error)
{
NetworkLog.LogErrorServer($"Destroy a spawned {nameof(NetworkObject)} on a non-host client is not valid. Call {nameof(Destroy)} or {nameof(Despawn)} on the server/host instead.");
}
return;
}
// Otherwise, clients can despawn NetworkObjects while shutting down and should not generate any messages when this happens
}
if (NetworkManager.SpawnManager != null && NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{
if (this == networkObject)
{
@@ -578,6 +696,22 @@ namespace Unity.Netcode
private Transform m_CachedParent; // What is our last set parent Transform reference?
private bool m_CachedWorldPositionStays = true; // Used to preserve the world position stays parameter passed in TrySetParent
/// <summary>
/// Returns the last known cached WorldPositionStays value for this NetworkObject
/// </summary>
/// <remarks>
/// When parenting NetworkObjects, the optional WorldPositionStays value is cached and synchronized with clients.
/// This method provides access to the instance relative cached value.
/// <see cref="TrySetParent(GameObject, bool)"/>
/// <see cref="TrySetParent(NetworkObject, bool)"/>
/// <see cref="TrySetParent(Transform, bool)"/>
/// </remarks>
/// <returns><see cref="true"/> or <see cref="false"/></returns>
public bool WorldPositionStays()
{
return m_CachedWorldPositionStays;
}
internal void SetCachedParent(Transform parentTransform)
{
m_CachedParent = parentTransform;
@@ -785,7 +919,7 @@ namespace Unity.Netcode
}
}
NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
}
}
@@ -1118,6 +1252,18 @@ namespace Unity.Netcode
set => ByteUtility.SetBit(ref m_BitField, 5, value);
}
/// <summary>
/// Even though the server sends notifications for NetworkObjects that get
/// destroyed when a scene is unloaded, we want to synchronize this so
/// the client side can use it as part of a filter for automatically migrating
/// to the current active scene when its scene is unloaded. (only for dynamically spawned)
/// </summary>
public bool DestroyWithScene
{
get => ByteUtility.GetBit(m_BitField, 6);
set => ByteUtility.SetBit(ref m_BitField, 6, value);
}
//If(Metadata.HasParent)
public ulong ParentObjectId;
@@ -1160,7 +1306,7 @@ namespace Unity.Netcode
var writeSize = 0;
writeSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
writeSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
writeSize += FastBufferWriter.GetWriteSize<int>();
if (!writer.TryBeginWrite(writeSize))
{
@@ -1172,14 +1318,9 @@ namespace Unity.Netcode
writer.WriteValue(Transform);
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
// this to locate their local instance of the in-scene placed NetworkObject instance.
// Only written for in-scene placed NetworkObjects.
if (IsSceneObject)
{
writer.WriteValue(OwnerObject.GetSceneOriginHandle());
}
// The NetworkSceneHandle is the server-side relative
// scene handle that the NetworkObject resides in.
writer.WriteValue(OwnerObject.GetSceneOriginHandle());
// Synchronize NetworkVariables and NetworkBehaviours
var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
@@ -1205,7 +1346,7 @@ namespace Unity.Netcode
var readSize = 0;
readSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
readSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
readSize += FastBufferWriter.GetWriteSize<int>();
// Try to begin reading the remaining bytes
if (!reader.TryBeginRead(readSize))
@@ -1218,14 +1359,9 @@ namespace Unity.Netcode
reader.ReadValue(out Transform);
}
// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
// this to locate their local instance of the in-scene placed NetworkObject instance.
// Only read for in-scene placed NetworkObjects
if (IsSceneObject)
{
reader.ReadValue(out NetworkSceneHandle);
}
// The NetworkSceneHandle is the server-side relative
// scene handle that the NetworkObject resides in.
reader.ReadValue(out NetworkSceneHandle);
}
}
@@ -1265,7 +1401,7 @@ namespace Unity.Netcode
var synchronizationCount = (byte)0;
foreach (var childBehaviour in ChildNetworkBehaviours)
{
if (childBehaviour.Synchronize(ref serializer))
if (childBehaviour.Synchronize(ref serializer, targetClientId))
{
synchronizationCount++;
}
@@ -1304,7 +1440,7 @@ namespace Unity.Netcode
{
serializer.SerializeValue(ref networkBehaviourId);
var networkBehaviour = GetNetworkBehaviourAtOrderIndex(networkBehaviourId);
networkBehaviour.Synchronize(ref serializer);
networkBehaviour.Synchronize(ref serializer, targetClientId);
}
}
}
@@ -1317,6 +1453,7 @@ namespace Unity.Netcode
OwnerClientId = OwnerClientId,
IsPlayerObject = IsPlayerObject,
IsSceneObject = IsSceneObject ?? true,
DestroyWithScene = DestroyWithScene,
Hash = HostCheckForGlobalObjectIdHashOverride(),
OwnerObject = this,
TargetClientId = targetClientId
@@ -1352,7 +1489,7 @@ namespace Unity.Netcode
if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(OwnerClientId))
{
obj.HasTransform = true;
obj.HasTransform = SynchronizeTransform;
// We start with the default AutoObjectParentSync values to determine which transform space we will
// be synchronizing clients with.
@@ -1435,11 +1572,126 @@ namespace Unity.Netcode
networkObject.SynchronizeNetworkBehaviours(ref bufferSerializer, networkManager.LocalClientId);
// Spawn the NetworkObject
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, false);
networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, sceneObject.DestroyWithScene);
return networkObject;
}
/// <summary>
/// Subscribes to changes in the currently active scene
/// </summary>
/// <remarks>
/// Only for dynamically spawned NetworkObjects
/// </remarks>
internal void SubscribeToActiveSceneForSynch()
{
if (ActiveSceneSynchronization)
{
if (IsSceneObject.HasValue && !IsSceneObject.Value)
{
// Just in case it is a recycled NetworkObject, unsubscribe first
SceneManager.activeSceneChanged -= CurrentlyActiveSceneChanged;
SceneManager.activeSceneChanged += CurrentlyActiveSceneChanged;
}
}
}
/// <summary>
/// If AutoSynchActiveScene is enabled, then this is the callback that handles updating
/// a NetworkObject's scene information.
/// </summary>
private void CurrentlyActiveSceneChanged(Scene current, Scene next)
{
// Early exit if there is no NetworkManager assigned, the NetworkManager is shutting down, the NetworkObject
// is not spawned, or an in-scene placed NetworkObject
if (NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned || IsSceneObject != false)
{
return;
}
// This check is here in the event a user wants to disable this for some reason but also wants
// the NetworkObject to synchronize to changes in the currently active scene at some later time.
if (ActiveSceneSynchronization)
{
// Only dynamically spawned NetworkObjects that are not already in the newly assigned active scene will migrate
// and update their scene handles
if (IsSceneObject.HasValue && !IsSceneObject.Value && gameObject.scene != next && gameObject.transform.parent == null)
{
SceneManager.MoveGameObjectToScene(gameObject, next);
SceneChangedUpdate(next);
}
}
}
/// <summary>
/// Handles updating the NetworkObject's tracked scene handles
/// </summary>
internal void SceneChangedUpdate(Scene scene, bool notify = false)
{
// Avoiding edge case scenarios, if no NetworkSceneManager exit early
if (NetworkManager.SceneManager == null)
{
return;
}
SceneOriginHandle = scene.handle;
// Clients need to update the NetworkSceneHandle
if (!NetworkManager.IsServer && NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle.ContainsKey(SceneOriginHandle))
{
NetworkSceneHandle = NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle[SceneOriginHandle];
}
else if (NetworkManager.IsServer)
{
// Since the server is the source of truth for the NetworkSceneHandle,
// the NetworkSceneHandle is the same as the SceneOriginHandle.
NetworkSceneHandle = SceneOriginHandle;
}
else // Otherwise, the client did not find the client to server scene handle
if (NetworkManager.LogLevel == LogLevel.Developer)
{
// There could be a scenario where a user has some client-local scene loaded that they migrate the NetworkObject
// into, but that scenario seemed very edge case and under most instances a user should be notified that this
// server - client scene handle mismatch has occurred. It also seemed pertinent to make the message replicate to
// the server-side too.
NetworkLog.LogWarningServer($"[Client-{NetworkManager.LocalClientId}][{gameObject.name}] Server - " +
$"client scene mismatch detected! Client-side scene handle ({SceneOriginHandle}) for scene ({gameObject.scene.name})" +
$"has no associated server side (network) scene handle!");
}
OnMigratedToNewScene?.Invoke();
// Only the server side will notify clients of non-parented NetworkObject scene changes
if (NetworkManager.IsServer && notify && transform.parent == null)
{
NetworkManager.SceneManager.NotifyNetworkObjectSceneChanged(this);
}
}
/// <summary>
/// Update
/// Detects if a NetworkObject's scene has changed for both server and client instances
/// </summary>
/// <remarks>
/// About In-Scene Placed NetworkObjects:
/// Since the same scene can be loaded more than once and in-scene placed NetworkObjects GlobalObjectIdHash
/// values are only unique to the scene asset itself (and not per scene instance loaded), we will not be able
/// to add this same functionality to in-scene placed NetworkObjects until we have a way to generate
/// per-NetworkObject-instance unique GlobalObjectIdHash values for in-scene placed NetworkObjects.
/// </remarks>
private void Update()
{
// Early exit if SceneMigrationSynchronization is disabled, there is no NetworkManager assigned,
// the NetworkManager is shutting down, the NetworkObject is not spawned, it is an in-scene placed
// NetworkObject, or the GameObject's current scene handle is the same as the SceneOriginHandle
if (!SceneMigrationSynchronization || NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned
|| IsSceneObject != false || gameObject.scene.handle == SceneOriginHandle)
{
return;
}
// Otherwise, this has to be a dynamically spawned NetworkObject that has been
// migrated to a new scene.
SceneChangedUpdate(gameObject.scene, true);
}
/// <summary>
/// Only applies to Host mode.
/// Will return the registered source NetworkPrefab's GlobalObjectIdHash if one exists.

View File

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

View File

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

View File

@@ -51,35 +51,58 @@ namespace Unity.Netcode
/// <param name="message">The message to log</param>
public static void LogErrorServer(string message) => LogServer(message, LogType.Error);
internal static NetworkManager NetworkManagerOverride;
private static void LogServer(string message, LogType logType)
{
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
// Get the sender of the local log
ulong localId = NetworkManager.Singleton != null ? NetworkManager.Singleton.LocalClientId : 0;
ulong localId = networkManager?.LocalClientId ?? 0;
bool isServer = networkManager?.IsServer ?? true;
switch (logType)
{
case LogType.Info:
LogInfoServerLocal(message, localId);
if (isServer)
{
LogInfoServerLocal(message, localId);
}
else
{
LogInfo(message);
}
break;
case LogType.Warning:
LogWarningServerLocal(message, localId);
if (isServer)
{
LogWarningServerLocal(message, localId);
}
else
{
LogWarning(message);
}
break;
case LogType.Error:
LogErrorServerLocal(message, localId);
if (isServer)
{
LogErrorServerLocal(message, localId);
}
else
{
LogError(message);
}
break;
}
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer && NetworkManager.Singleton.NetworkConfig.EnableNetworkLogs)
if (!isServer && networkManager.NetworkConfig.EnableNetworkLogs)
{
var networkMessage = new ServerLogMessage
{
LogType = logType,
Message = message
};
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

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

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 Unity.Collections;
using Time = UnityEngine.Time;
namespace Unity.Netcode
{
internal class DeferredMessageManager : IDeferredMessageManager
internal class DeferredMessageManager : IDeferredNetworkMessageManager
{
protected struct TriggerData
{
public FastBufferReader Reader;
public MessageHeader Header;
public NetworkMessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int SerializedHeaderSize;
@@ -20,7 +19,7 @@ namespace Unity.Netcode
public NativeList<TriggerData> TriggerData;
}
protected readonly Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
protected readonly Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>> m_Triggers = new Dictionary<IDeferredNetworkMessageManager.TriggerType, Dictionary<ulong, TriggerInfo>>();
private readonly NetworkManager m_NetworkManager;
@@ -37,7 +36,7 @@ namespace Unity.Netcode
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
/// without the requested object ID being spawned, the triggers for it are automatically deleted.
/// </summary>
public virtual unsafe void DeferMessage(IDeferredMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
public virtual unsafe void DeferMessage(IDeferredNetworkMessageManager.TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context)
{
if (!m_Triggers.TryGetValue(trigger, out var triggers))
{
@@ -49,7 +48,7 @@ namespace Unity.Netcode
{
triggerInfo = new TriggerInfo
{
Expiry = Time.realtimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
};
triggers[key] = triggerInfo;
@@ -77,7 +76,7 @@ namespace Unity.Netcode
int index = 0;
foreach (var kvp2 in kvp.Value)
{
if (kvp2.Value.Expiry < Time.realtimeSinceStartup)
if (kvp2.Value.Expiry < m_NetworkManager.RealTimeProvider.RealTimeSinceStartup)
{
staleKeys[index++] = kvp2.Key;
PurgeTrigger(kvp.Key, kvp2.Key, kvp2.Value);
@@ -91,7 +90,7 @@ namespace Unity.Netcode
}
}
protected virtual void PurgeTrigger(IDeferredMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
@@ -106,7 +105,7 @@ namespace Unity.Netcode
triggerInfo.TriggerData.Dispose();
}
public virtual void ProcessTriggers(IDeferredMessageManager.TriggerType trigger, ulong key)
public virtual void ProcessTriggers(IDeferredNetworkMessageManager.TriggerType trigger, ulong key)
{
if (m_Triggers.TryGetValue(trigger, out var triggers))
{
@@ -117,7 +116,7 @@ namespace Unity.Netcode
foreach (var deferredMessage in triggerInfo.TriggerData)
{
// Reader will be disposed within HandleMessage
m_NetworkManager.MessagingSystem.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
m_NetworkManager.ConnectionManager.MessageManager.HandleMessage(deferredMessage.Header, deferredMessage.Reader, deferredMessage.SenderId, deferredMessage.Timestamp, deferredMessage.SerializedHeaderSize);
}
triggerInfo.TriggerData.Dispose();

View File

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

View File

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

View File

@@ -2,14 +2,14 @@ using System.Collections.Generic;
namespace Unity.Netcode
{
internal struct ILPPMessageProvider : IMessageProvider
internal struct ILPPMessageProvider : INetworkMessageProvider
{
#pragma warning disable IDE1006 // disable naming rule violation check
// This is NOT modified by RuntimeAccessModifiersILPP right now, but is populated by ILPP.
internal static readonly List<MessagingSystem.MessageWithHandler> __network_message_types = new List<MessagingSystem.MessageWithHandler>();
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
#pragma warning restore IDE1006 // restore naming rule violation check
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return __network_message_types;
}

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
{

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
{
internal interface IMessageSender
internal interface INetworkMessageSender
{
void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData);
}

View File

@@ -24,7 +24,7 @@ namespace Unity.Netcode
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
return false;
}

View File

@@ -84,18 +84,18 @@ namespace Unity.Netcode
{
var messageVersion = new MessageVersionData();
messageVersion.Deserialize(reader);
networkManager.MessagingSystem.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
messageHashesInOrder[i] = messageVersion.Hash;
// Update the received version since this message will always be passed version 0, due to the map not
// being initialized until just now.
var messageType = networkManager.MessagingSystem.GetMessageForHash(messageVersion.Hash);
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
if (messageType == typeof(ConnectionApprovedMessage))
{
receivedMessageVersion = messageVersion.Version;
}
}
networkManager.MessagingSystem.SetServerMessageOrder(messageHashesInOrder);
networkManager.ConnectionManager.MessageManager.SetServerMessageOrder(messageHashesInOrder);
messageHashesInOrder.Dispose();
// ============================================================
// END FORBIDDEN SEGMENT
@@ -117,8 +117,11 @@ namespace Unity.Netcode
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
networkManager.LocalClient = new NetworkClient() { ClientId = networkManager.LocalClientId };
networkManager.IsApproved = true;
networkManager.ConnectionManager.LocalClient.SetRole(false, true, networkManager);
networkManager.ConnectionManager.LocalClient.IsApproved = true;
networkManager.ConnectionManager.LocalClient.ClientId = OwnerClientId;
// Stop the client-side approval timeout coroutine since we are approved.
networkManager.ConnectionManager.StopClientApprovalCoroutine();
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
if (!networkManager.NetworkConfig.EnableSceneManagement)
@@ -138,7 +141,7 @@ namespace Unity.Netcode
// Mark the client being connected
networkManager.IsConnectedClient = true;
// When scene management is disabled we notify after everything is synchronized
networkManager.InvokeOnClientConnectedCallback(context.SenderId);
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
}
}
}

View File

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

View File

@@ -23,7 +23,7 @@ namespace Unity.Netcode
ObjectInfo.Deserialize(reader);
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
return false;
}
m_ReceivedNetworkVariableData = reader;

View File

@@ -26,7 +26,7 @@ namespace Unity.Netcode
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
return false;
}
return true;

View File

@@ -67,8 +67,8 @@ namespace Unity.Netcode
// 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.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
NetworkBehaviour.NetworkManager.ObjectsToShowToClient[TargetClientId]
if (NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
.Contains(NetworkBehaviour.NetworkObject))
{
shouldWrite = false;
@@ -90,7 +90,7 @@ namespace Unity.Netcode
{
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
var tempWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
var tempWriter = new FastBufferWriter(NetworkBehaviour.NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkBehaviour.NetworkManager.MessageManager.FragmentedMessageMaxSize);
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
@@ -234,7 +234,7 @@ namespace Unity.Netcode
}
else
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
}
}
}

View File

@@ -85,7 +85,7 @@ namespace Unity.Netcode
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
return false;
}
return true;

View File

@@ -1,6 +1,6 @@
using System;
using UnityEngine;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
@@ -23,7 +23,7 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context);
return false;
}

View File

@@ -3,7 +3,7 @@ namespace Unity.Netcode
/// <summary>
/// Header placed at the start of each message batch
/// </summary>
internal struct BatchHeader : INetworkSerializeByMemcpy
internal struct NetworkBatchHeader : INetworkSerializeByMemcpy
{
internal const ushort MagicValue = 0x1160;
/// <summary>

View File

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

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

View File

@@ -11,22 +11,34 @@ namespace Unity.Netcode
{
internal class HandlerNotRegisteredException : SystemException
{
public HandlerNotRegisteredException() { }
public HandlerNotRegisteredException(string issue) : base(issue) { }
public HandlerNotRegisteredException()
{
}
public HandlerNotRegisteredException(string issue) : base(issue)
{
}
}
internal class InvalidMessageStructureException : SystemException
{
public InvalidMessageStructureException() { }
public InvalidMessageStructureException(string issue) : base(issue) { }
public InvalidMessageStructureException()
{
}
public InvalidMessageStructureException(string issue) : base(issue)
{
}
}
internal class MessagingSystem : IDisposable
internal class NetworkMessageManager : IDisposable
{
public bool StopProcessing = false;
private struct ReceiveQueueItem
{
public FastBufferReader Reader;
public MessageHeader Header;
public NetworkMessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int MessageHeaderSerializedSize;
@@ -34,7 +46,7 @@ namespace Unity.Netcode
private struct SendQueueItem
{
public BatchHeader BatchHeader;
public NetworkBatchHeader BatchHeader;
public FastBufferWriter Writer;
public readonly NetworkDelivery NetworkDelivery;
@@ -42,11 +54,12 @@ namespace Unity.Netcode
{
Writer = new FastBufferWriter(writerSize, writerAllocator, maxWriterSize);
NetworkDelivery = delivery;
BatchHeader = new BatchHeader { Magic = BatchHeader.MagicValue };
BatchHeader = new NetworkBatchHeader { Magic = NetworkBatchHeader.MagicValue };
}
}
internal delegate void MessageHandler(FastBufferReader reader, ref NetworkContext context, MessagingSystem system);
internal delegate void MessageHandler(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager);
internal delegate int VersionGetter();
private NativeList<ReceiveQueueItem> m_IncomingMessageQueue = new NativeList<ReceiveQueueItem>(16, Allocator.Persistent);
@@ -58,6 +71,8 @@ namespace Unity.Netcode
private Dictionary<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>();
private HashSet<ulong> m_DisconnectedClients = new HashSet<ulong>();
// This is m_PerClientMessageVersion[clientId][messageType] = version
private Dictionary<ulong, Dictionary<Type, int>> m_PerClientMessageVersions = new Dictionary<ulong, Dictionary<Type, int>>();
private Dictionary<uint, Type> m_MessagesByHash = new Dictionary<uint, Type>();
@@ -67,7 +82,7 @@ namespace Unity.Netcode
private uint m_HighMessageType;
private object m_Owner;
private IMessageSender m_MessageSender;
private INetworkMessageSender m_Sender;
private bool m_Disposed;
internal Type[] MessageTypes => m_ReverseTypeMap;
@@ -80,8 +95,9 @@ namespace Unity.Netcode
return m_MessageTypes[t];
}
public const int NON_FRAGMENTED_MESSAGE_MAX_SIZE = 1300;
public const int FRAGMENTED_MESSAGE_MAX_SIZE = int.MaxValue;
public const int DefaultNonFragmentedMessageMaxSize = 1300;
public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
public int FragmentedMessageMaxSize = int.MaxValue;
internal struct MessageWithHandler
{
@@ -94,7 +110,7 @@ namespace Unity.Netcode
{
var prioritizedTypes = new List<MessageWithHandler>();
// first pass puts the priority message in the first indices
// First pass puts the priority message in the first indices
// Those are the messages that must be delivered in order to allow re-ordering the others later
foreach (var t in allowedTypes)
{
@@ -117,17 +133,18 @@ namespace Unity.Netcode
return prioritizedTypes;
}
public MessagingSystem(IMessageSender messageSender, object owner, IMessageProvider provider = null)
public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
{
try
{
m_MessageSender = messageSender;
m_Sender = sender;
m_Owner = owner;
if (provider == null)
{
provider = new ILPPMessageProvider();
}
var allowedTypes = provider.GetMessages();
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
@@ -144,20 +161,21 @@ namespace Unity.Netcode
}
}
public unsafe void Dispose()
public void Dispose()
{
if (m_Disposed)
{
return;
}
// Can't just iterate SendQueues or SendQueues.Keys because ClientDisconnected removes
// from the queue.
// Can't just iterate SendQueues or SendQueues.Keys because ClientDisconnected removes from the queue.
foreach (var kvp in m_SendQueues)
{
CleanupDisconnectedClient(kvp.Key);
ClientDisconnected(kvp.Key);
}
CleanupDisconnectedClients();
for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
{
// Avoid copies...
@@ -169,7 +187,7 @@ namespace Unity.Netcode
m_Disposed = true;
}
~MessagingSystem()
~NetworkMessageManager()
{
Dispose();
}
@@ -186,7 +204,7 @@ namespace Unity.Netcode
private void RegisterMessageType(MessageWithHandler messageWithHandler)
{
// if we are out of space, perform amortized linear growth
// If we are out of space, perform amortized linear growth
if (m_HighMessageType == m_MessageHandlers.Length)
{
Array.Resize(ref m_MessageHandlers, 2 * m_MessageHandlers.Length);
@@ -220,19 +238,18 @@ namespace Unity.Netcode
{
unsafe
{
fixed (byte* nativeData = data.Array)
fixed (byte* dataPtr = data.Array)
{
var batchReader =
new FastBufferReader(nativeData + data.Offset, Allocator.None, data.Count);
if (!batchReader.TryBeginRead(sizeof(BatchHeader)))
var batchReader = new FastBufferReader(dataPtr + data.Offset, Allocator.None, data.Count);
if (!batchReader.TryBeginRead(sizeof(NetworkBatchHeader)))
{
NetworkLog.LogError("Received a packet too small to contain a BatchHeader. Ignoring it.");
return;
}
batchReader.ReadValue(out BatchHeader batchHeader);
batchReader.ReadValue(out NetworkBatchHeader batchHeader);
if (batchHeader.Magic != BatchHeader.MagicValue)
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;
@@ -259,8 +276,7 @@ namespace Unity.Netcode
for (var messageIdx = 0; messageIdx < batchHeader.BatchCount; ++messageIdx)
{
var messageHeader = new MessageHeader();
var messageHeader = new NetworkMessageHeader();
var position = batchReader.Position;
try
{
@@ -280,19 +296,20 @@ namespace Unity.Netcode
NetworkLog.LogError("Received a message that claimed a size larger than the packet, ending early!");
return;
}
m_IncomingMessageQueue.Add(new ReceiveQueueItem
{
Header = messageHeader,
SenderId = clientId,
Timestamp = receiveTime,
// Copy the data for this message into a new FastBufferReader that owns that memory.
// We can't guarantee the memory in the ArraySegment stays valid because we don't own it,
// so we must move it to memory we do own.
// We can't guarantee the memory in the ArraySegment stays valid because we don't own it, so we must move it to memory we do own.
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize),
MessageHeaderSerializedSize = receivedHeaderSize,
});
batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize);
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveBatch(clientId, batchHeader.BatchCount, batchReader.Length);
@@ -320,6 +337,7 @@ namespace Unity.Netcode
{
return null;
}
return m_MessagesByHash[messageHash];
}
@@ -329,6 +347,7 @@ namespace Unity.Netcode
{
return;
}
var messageType = m_MessagesByHash[messageHash];
if (!m_PerClientMessageVersions.ContainsKey(clientId))
@@ -353,6 +372,7 @@ namespace Unity.Netcode
{
continue;
}
var messageType = m_MessagesByHash[messagesInIdOrder[i]];
var oldId = oldTypes[messageType];
var handler = oldHandlers[oldId];
@@ -363,43 +383,41 @@ 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)
{
// 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 (header.MessageType >= m_HighMessageType)
{
Debug.LogWarning($"Received a message with invalid message type value {header.MessageType}");
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)
{
Debug.LogException(new HandlerNotRegisteredException(header.MessageType.ToString()));
@@ -408,9 +426,7 @@ namespace Unity.Netcode
{
// No user-land message handler exceptions should escape the receive loop.
// If an exception is throw, the message is ignored.
// Example use case: A bad message is received that can't be deserialized and throws
// an OverflowException because it specifies a length greater than the number of bytes in it
// for some dynamic-length value.
// Example use case: A bad message is received that can't be deserialized and throws an OverflowException because it specifies a length greater than the number of bytes in it for some dynamic-length value.
try
{
handler.Invoke(reader, ref context, this);
@@ -420,15 +436,21 @@ namespace Unity.Netcode
Debug.LogException(e);
}
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
}
}
}
internal unsafe void ProcessIncomingMessageQueue()
internal void ProcessIncomingMessageQueue()
{
if (StopProcessing)
{
return;
}
for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
{
// Avoid copies...
@@ -449,21 +471,22 @@ namespace Unity.Netcode
{
return;
}
m_SendQueues[clientId] = new NativeList<SendQueueItem>(16, Allocator.Persistent);
}
internal void ClientDisconnected(ulong clientId)
{
if (!m_SendQueues.ContainsKey(clientId))
{
return;
}
CleanupDisconnectedClient(clientId);
m_SendQueues.Remove(clientId);
m_DisconnectedClients.Add(clientId);
}
private void CleanupDisconnectedClient(ulong clientId)
{
if (!m_SendQueues.ContainsKey(clientId))
{
return;
}
var queue = m_SendQueues[clientId];
for (var i = 0; i < queue.Length; ++i)
{
@@ -471,23 +494,19 @@ namespace Unity.Netcode
}
queue.Dispose();
m_SendQueues.Remove(clientId);
m_PerClientMessageVersions.Remove(clientId);
}
internal void CleanupDisconnectedClients()
{
var removeList = new NativeList<ulong>(Allocator.Temp);
foreach (var clientId in m_PerClientMessageVersions.Keys)
foreach (var clientId in m_DisconnectedClients)
{
if (!m_SendQueues.ContainsKey(clientId))
{
removeList.Add(clientId);
}
CleanupDisconnectedClient(clientId);
}
foreach (var clientId in removeList)
{
m_PerClientMessageVersions.Remove(clientId);
}
m_DisconnectedClients.Clear();
}
public static int CreateMessageAndGetVersion<T>() where T : INetworkMessage, new()
@@ -502,14 +521,15 @@ namespace Unity.Netcode
if (forReceive)
{
Debug.LogWarning($"Trying to receive {type.Name} from client {clientId} which is not in a connected state.");
}
else
{
Debug.LogWarning($"Trying to send {type.Name} to client {clientId} which is not in a connected state.");
}
return -1;
}
if (!versionMap.TryGetValue(type, out var messageVersion))
{
return -1;
@@ -518,7 +538,7 @@ namespace Unity.Netcode
return messageVersion;
}
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, MessagingSystem system) where T : INetworkMessage, new()
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager) where T : INetworkMessage, new()
{
var message = new T();
var messageVersion = 0;
@@ -527,24 +547,25 @@ namespace Unity.Netcode
// and can't change.
if (typeof(T) != typeof(ConnectionRequestMessage) && typeof(T) != typeof(ConnectionApprovedMessage) && typeof(T) != typeof(DisconnectReasonMessage))
{
messageVersion = system.GetMessageVersion(typeof(T), context.SenderId, true);
messageVersion = manager.GetMessageVersion(typeof(T), context.SenderId, true);
if (messageVersion < 0)
{
return;
}
}
if (message.Deserialize(reader, ref context, messageVersion))
{
for (var hookIdx = 0; hookIdx < system.m_Hooks.Count; ++hookIdx)
for (var hookIdx = 0; hookIdx < manager.m_Hooks.Count; ++hookIdx)
{
system.m_Hooks[hookIdx].OnBeforeHandleMessage(ref message, ref context);
manager.m_Hooks[hookIdx].OnBeforeHandleMessage(ref message, ref context);
}
message.Handle(ref context);
for (var hookIdx = 0; hookIdx < system.m_Hooks.Count; ++hookIdx)
for (var hookIdx = 0; hookIdx < manager.m_Hooks.Count; ++hookIdx)
{
system.m_Hooks[hookIdx].OnAfterHandleMessage(ref message, ref context);
manager.m_Hooks[hookIdx].OnAfterHandleMessage(ref message, ref context);
}
}
}
@@ -576,9 +597,8 @@ namespace Unity.Netcode
for (var i = 0; i < clientIds.Count; ++i)
{
var messageVersion = 0;
// Special case because this is the message that carries the version info - thus the version info isn't
// populated yet when we get this. The first part of this message always has to be the version data
// and can't change.
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// The first part of this message always has to be the version data and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
{
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
@@ -596,9 +616,9 @@ namespace Unity.Netcode
sentMessageVersions.Add(messageVersion);
var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FRAGMENTED_MESSAGE_MAX_SIZE : NON_FRAGMENTED_MESSAGE_MAX_SIZE;
var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FragmentedMessageMaxSize : NonFragmentedMessageMaxSize;
using var tmpSerializer = new FastBufferWriter(NON_FRAGMENTED_MESSAGE_MAX_SIZE - FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<MessageHeader>());
using var tmpSerializer = new FastBufferWriter(NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
message.Serialize(tmpSerializer, messageVersion);
@@ -614,9 +634,9 @@ namespace Unity.Netcode
internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, in IReadOnlyList<ulong> clientIds, int messageVersionFilter)
where TMessageType : INetworkMessage
{
using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<MessageHeader>(), Allocator.Temp);
using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<NetworkMessageHeader>(), Allocator.Temp);
var header = new MessageHeader
var header = new NetworkMessageHeader
{
MessageSize = (uint)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)],
@@ -626,13 +646,16 @@ namespace Unity.Netcode
for (var i = 0; i < clientIds.Count; ++i)
{
var messageVersion = 0;
// Special case because this is the message that carries the version info - thus the version info isn't
// populated yet when we get this. The first part of this message always has to be the version data
// and can't change.
if (m_DisconnectedClients.Contains(clientIds[i]))
{
continue;
}
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// The first part of this message always has to be the version data and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
{
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
if (messageVersion < 0)
{
// Client doesn't know this message exists, don't send it at all.
@@ -660,20 +683,16 @@ namespace Unity.Netcode
var sendQueueItem = m_SendQueues[clientId];
if (sendQueueItem.Length == 0)
{
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
maxSize));
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(BatchHeader));
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(NetworkBatchHeader));
}
else
{
ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery ||
lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position
< tmpSerializer.Length + headerSerializer.Length)
if (lastQueueItem.NetworkDelivery != delivery || lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position < tmpSerializer.Length + headerSerializer.Length)
{
sendQueueItem.Add(new SendQueueItem(delivery, NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.TempJob,
maxSize));
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(BatchHeader));
sendQueueItem.Add(new SendQueueItem(delivery, NonFragmentedMessageMaxSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
}
}
@@ -770,6 +789,11 @@ namespace Unity.Netcode
internal unsafe void ProcessSendQueues()
{
if (StopProcessing)
{
return;
}
foreach (var kvp in m_SendQueues)
{
var clientId = kvp.Key;
@@ -777,6 +801,15 @@ namespace Unity.Netcode
for (var i = 0; i < sendQueueItem.Length; ++i)
{
ref var queueItem = ref sendQueueItem.ElementAt(i);
// 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();
@@ -791,9 +824,9 @@ namespace Unity.Netcode
queueItem.Writer.Seek(0);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// Skipping the Verify and sneaking the write mark in because we know it's fine.
queueItem.Writer.Handle->AllowedWriteMark = sizeof(BatchHeader);
queueItem.Writer.Handle->AllowedWriteMark = sizeof(NetworkBatchHeader);
#endif
queueItem.BatchHeader.BatchHash = XXHash.Hash64(queueItem.Writer.GetUnsafePtr() + sizeof(BatchHeader), queueItem.Writer.Length - sizeof(BatchHeader));
queueItem.BatchHeader.BatchHash = XXHash.Hash64(queueItem.Writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), queueItem.Writer.Length - sizeof(NetworkBatchHeader));
queueItem.BatchHeader.BatchSize = queueItem.Writer.Length;
@@ -802,7 +835,7 @@ namespace Unity.Netcode
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)
{
@@ -814,6 +847,7 @@ namespace Unity.Netcode
queueItem.Writer.Dispose();
}
}
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

@@ -75,7 +75,7 @@ namespace Unity.Netcode
return;
}
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
}
/// <inheritdoc />
@@ -490,12 +490,14 @@ namespace Unity.Netcode
throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
}
var value = m_List[index];
m_List.RemoveAt(index);
var listEvent = new NetworkListEvent<T>()
{
Type = NetworkListEvent<T>.EventType.RemoveAt,
Index = index
Index = index,
Value = value
};
HandleAddListEvent(listEvent);

View File

@@ -1,5 +1,5 @@
using UnityEngine;
using System;
using UnityEngine;
namespace Unity.Netcode
{
@@ -33,6 +33,13 @@ namespace Unity.Netcode
: base(readPerm, writePerm)
{
m_InternalValue = value;
// Since we start with IsDirty = true, this doesn't need to be duplicated
// right away. It won't get read until after ResetDirty() is called, and
// the duplicate will be made there. Avoiding calling
// NetworkVariableSerialization<T>.Duplicate() is important because calling
// it in the constructor might not give users enough time to set the
// DuplicateValue callback if they're using UserNetworkVariableSerialization
m_PreviousValue = default;
}
/// <summary>
@@ -41,6 +48,11 @@ namespace Unity.Netcode
[SerializeField]
private protected T m_InternalValue;
private protected T m_PreviousValue;
private bool m_HasPreviousValue;
private bool m_IsDisposed;
/// <summary>
/// The value of the NetworkVariable container
/// </summary>
@@ -61,9 +73,83 @@ namespace Unity.Netcode
}
Set(value);
m_IsDisposed = false;
}
}
internal ref T RefValue()
{
return ref m_InternalValue;
}
public override void Dispose()
{
if (m_IsDisposed)
{
return;
}
m_IsDisposed = true;
if (m_InternalValue is IDisposable internalValueDisposable)
{
internalValueDisposable.Dispose();
}
m_InternalValue = default;
if (m_HasPreviousValue && m_PreviousValue is IDisposable previousValueDisposable)
{
m_HasPreviousValue = false;
previousValueDisposable.Dispose();
}
m_PreviousValue = default;
}
~NetworkVariable()
{
Dispose();
}
/// <summary>
/// Gets Whether or not the container is dirty
/// </summary>
/// <returns>Whether or not the container is dirty</returns>
public override bool IsDirty()
{
// For most cases we can use the dirty flag.
// This doesn't work for cases where we're wrapping more complex types
// like INetworkSerializable, NativeList, NativeArray, etc.
// Changes to the values in those types don't call the Value.set method,
// so we can't catch those changes and need to compare the current value
// against the previous one.
if (base.IsDirty())
{
return true;
}
// Cache the dirty value so we don't perform this again if we already know we're dirty
// Unfortunately we can't cache the NOT dirty state, because that might change
// in between to checks... but the DIRTY state won't change until ResetDirty()
// is called.
var dirty = !NetworkVariableSerialization<T>.AreEqual(ref m_PreviousValue, ref m_InternalValue);
SetDirty(dirty);
return dirty;
}
/// <summary>
/// Resets the dirty state and marks the variable as synced / clean
/// </summary>
public override void ResetDirty()
{
base.ResetDirty();
// Resetting the dirty value declares that the current value is not dirty
// Therefore, we set the m_PreviousValue field to a duplicate of the current
// field, so that our next dirty check is made against the current "not dirty"
// value.
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Serializer.Duplicate(m_InternalValue, ref m_PreviousValue);
}
/// <summary>
/// Sets the <see cref="Value"/>, marks the <see cref="NetworkVariable{T}"/> dirty, and invokes the <see cref="OnValueChanged"/> callback
/// if there are subscribers to that event.

View File

@@ -94,7 +94,8 @@ namespace Unity.Netcode
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
}
}

View File

@@ -20,6 +20,8 @@ namespace Unity.Netcode
// of it to pass it as a ref parameter.
public void Write(FastBufferWriter writer, ref T value);
public void Read(FastBufferReader reader, ref T value);
internal void ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator);
public void Duplicate(in T value, ref T duplicatedValue);
}
/// <summary>
@@ -35,6 +37,16 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out value);
}
void INetworkVariableSerializer<short>.ReadWithAllocator(FastBufferReader reader, out short value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in short value, ref short duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
@@ -50,6 +62,16 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out value);
}
void INetworkVariableSerializer<ushort>.ReadWithAllocator(FastBufferReader reader, out ushort value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in ushort value, ref ushort duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
@@ -65,6 +87,16 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out value);
}
void INetworkVariableSerializer<int>.ReadWithAllocator(FastBufferReader reader, out int value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in int value, ref int duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
@@ -80,6 +112,16 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out value);
}
void INetworkVariableSerializer<uint>.ReadWithAllocator(FastBufferReader reader, out uint value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in uint value, ref uint duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
@@ -95,6 +137,16 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out value);
}
void INetworkVariableSerializer<long>.ReadWithAllocator(FastBufferReader reader, out long value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in long value, ref long duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
@@ -110,6 +162,16 @@ namespace Unity.Netcode
{
ByteUnpacker.ReadValueBitPacked(reader, out value);
}
void INetworkVariableSerializer<ulong>.ReadWithAllocator(FastBufferReader reader, out ulong value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in ulong value, ref ulong duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
@@ -130,8 +192,84 @@ namespace Unity.Netcode
{
reader.ReadUnmanagedSafe(out value);
}
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in T value, ref T duplicatedValue)
{
duplicatedValue = value;
}
}
internal class UnmanagedArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged
{
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
{
writer.WriteUnmanagedSafe(value);
}
public void Read(FastBufferReader reader, ref NativeArray<T> value)
{
value.Dispose();
reader.ReadUnmanagedSafe(out value, Allocator.Persistent);
}
void INetworkVariableSerializer<NativeArray<T>>.ReadWithAllocator(FastBufferReader reader, out NativeArray<T> value, Allocator allocator)
{
reader.ReadUnmanagedSafe(out value, allocator);
}
public void Duplicate(in NativeArray<T> value, ref NativeArray<T> duplicatedValue)
{
if (!duplicatedValue.IsCreated || duplicatedValue.Length != value.Length)
{
if (duplicatedValue.IsCreated)
{
duplicatedValue.Dispose();
}
duplicatedValue = new NativeArray<T>(value.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
}
duplicatedValue.CopyFrom(value);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
internal class UnmanagedListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged
{
public void Write(FastBufferWriter writer, ref NativeList<T> value)
{
writer.WriteUnmanagedSafe(value);
}
public void Read(FastBufferReader reader, ref NativeList<T> value)
{
reader.ReadUnmanagedSafeInPlace(ref value);
}
void INetworkVariableSerializer<NativeList<T>>.ReadWithAllocator(FastBufferReader reader, out NativeList<T> value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in NativeList<T> value, ref NativeList<T> duplicatedValue)
{
if (!duplicatedValue.IsCreated)
{
duplicatedValue = new NativeList<T>(value.Length, Allocator.Persistent);
}
else if (value.Length != duplicatedValue.Length)
{
duplicatedValue.ResizeUninitialized(value.Length);
}
duplicatedValue.CopyFrom(value);
}
}
#endif
/// <summary>
/// Serializer for FixedStrings
/// </summary>
@@ -146,8 +284,92 @@ namespace Unity.Netcode
{
reader.ReadValueSafeInPlace(ref value);
}
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in T value, ref T duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
/// Serializer for FixedStrings
/// </summary>
/// <typeparam name="T"></typeparam>
internal class FixedStringArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
{
writer.WriteValueSafe(value);
}
public void Read(FastBufferReader reader, ref NativeArray<T> value)
{
value.Dispose();
reader.ReadValueSafe(out value, Allocator.Persistent);
}
void INetworkVariableSerializer<NativeArray<T>>.ReadWithAllocator(FastBufferReader reader, out NativeArray<T> value, Allocator allocator)
{
reader.ReadValueSafe(out value, allocator);
}
public void Duplicate(in NativeArray<T> value, ref NativeArray<T> duplicatedValue)
{
if (!duplicatedValue.IsCreated || duplicatedValue.Length != value.Length)
{
if (duplicatedValue.IsCreated)
{
duplicatedValue.Dispose();
}
duplicatedValue = new NativeArray<T>(value.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
}
duplicatedValue.CopyFrom(value);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Serializer for FixedStrings
/// </summary>
/// <typeparam name="T"></typeparam>
internal class FixedStringListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
public void Write(FastBufferWriter writer, ref NativeList<T> value)
{
writer.WriteValueSafe(value);
}
public void Read(FastBufferReader reader, ref NativeList<T> value)
{
reader.ReadValueSafeInPlace(ref value);
}
void INetworkVariableSerializer<NativeList<T>>.ReadWithAllocator(FastBufferReader reader, out NativeList<T> value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in NativeList<T> value, ref NativeList<T> duplicatedValue)
{
if (!duplicatedValue.IsCreated)
{
duplicatedValue = new NativeList<T>(value.Length, Allocator.Persistent);
}
else if (value.Length != duplicatedValue.Length)
{
duplicatedValue.ResizeUninitialized(value.Length);
}
duplicatedValue.CopyFrom(value);
}
}
#endif
/// <summary>
/// Serializer for unmanaged INetworkSerializable types
/// </summary>
@@ -163,10 +385,93 @@ namespace Unity.Netcode
{
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(reader));
value.NetworkSerialize(bufferSerializer);
}
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in T value, ref T duplicatedValue)
{
duplicatedValue = value;
}
}
/// <summary>
/// Serializer for unmanaged INetworkSerializable types
/// </summary>
/// <typeparam name="T"></typeparam>
internal class UnmanagedNetworkSerializableArraySerializer<T> : INetworkVariableSerializer<NativeArray<T>> where T : unmanaged, INetworkSerializable
{
public void Write(FastBufferWriter writer, ref NativeArray<T> value)
{
writer.WriteNetworkSerializable(value);
}
public void Read(FastBufferReader reader, ref NativeArray<T> value)
{
value.Dispose();
reader.ReadNetworkSerializable(out value, Allocator.Persistent);
}
void INetworkVariableSerializer<NativeArray<T>>.ReadWithAllocator(FastBufferReader reader, out NativeArray<T> value, Allocator allocator)
{
reader.ReadNetworkSerializable(out value, allocator);
}
public void Duplicate(in NativeArray<T> value, ref NativeArray<T> duplicatedValue)
{
if (!duplicatedValue.IsCreated || duplicatedValue.Length != value.Length)
{
if (duplicatedValue.IsCreated)
{
duplicatedValue.Dispose();
}
duplicatedValue = new NativeArray<T>(value.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
}
duplicatedValue.CopyFrom(value);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Serializer for unmanaged INetworkSerializable types
/// </summary>
/// <typeparam name="T"></typeparam>
internal class UnmanagedNetworkSerializableListSerializer<T> : INetworkVariableSerializer<NativeList<T>> where T : unmanaged, INetworkSerializable
{
public void Write(FastBufferWriter writer, ref NativeList<T> value)
{
writer.WriteNetworkSerializable(value);
}
public void Read(FastBufferReader reader, ref NativeList<T> value)
{
reader.ReadNetworkSerializableInPlace(ref value);
}
void INetworkVariableSerializer<NativeList<T>>.ReadWithAllocator(FastBufferReader reader, out NativeList<T> value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in NativeList<T> value, ref NativeList<T> duplicatedValue)
{
if (!duplicatedValue.IsCreated)
{
duplicatedValue = new NativeList<T>(value.Length, Allocator.Persistent);
}
else if (value.Length != duplicatedValue.Length)
{
duplicatedValue.ResizeUninitialized(value.Length);
}
duplicatedValue.CopyFrom(value);
}
}
#endif
/// <summary>
/// Serializer for managed INetworkSerializable types, which differs from the unmanaged implementation in that it
/// has to be null-aware
@@ -201,6 +506,21 @@ namespace Unity.Netcode
value.NetworkSerialize(bufferSerializer);
}
}
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in T value, ref T duplicatedValue)
{
using var writer = new FastBufferWriter(256, Allocator.Temp);
var refValue = value;
Write(writer, ref refValue);
using var reader = new FastBufferReader(writer, Allocator.None);
Read(reader, ref duplicatedValue);
}
}
/// <summary>
@@ -227,14 +547,26 @@ namespace Unity.Netcode
public delegate void ReadValueDelegate(FastBufferReader reader, out T value);
/// <summary>
/// The <see cref="WriteValueDelegate"/> delegate handler declaration
/// The read value delegate handler definition
/// </summary>
/// <param name="reader">The <see cref="FastBufferReader"/> to read the value of type `T`</param>
/// <param name="value">The value of type `T` to be read</param>
public delegate void DuplicateValueDelegate(in T value, ref T duplicatedValue);
/// <summary>
/// Callback to write a value
/// </summary>
public static WriteValueDelegate WriteValue;
/// <summary>
/// The <see cref="ReadValueDelegate"/> delegate handler declaration
/// Callback to read a value
/// </summary>
public static ReadValueDelegate ReadValue;
/// <summary>
/// Callback to create a duplicate of a value, used to check for dirty status.
/// </summary>
public static DuplicateValueDelegate DuplicateValue;
}
/// <summary>
@@ -250,20 +582,34 @@ namespace Unity.Netcode
{
public void Write(FastBufferWriter writer, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
}
public void Read(FastBufferReader reader, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
}
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in T value, ref T duplicatedValue)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
}
}
/// <summary>
@@ -309,6 +655,26 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.Serializer = new UnmanagedTypeSerializer<T>();
}
/// <summary>
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedByMemcpyArray<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeArray<T>>.Serializer = new UnmanagedArraySerializer<T>();
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registeres an unmanaged type that will be serialized by a direct memcpy into a buffer
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedByMemcpyList<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeList<T>>.Serializer = new UnmanagedListSerializer<T>();
}
#endif
/// <summary>
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
@@ -319,6 +685,28 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.Serializer = new UnmanagedNetworkSerializableSerializer<T>();
}
/// <summary>
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedINetworkSerializableArray<T>() where T : unmanaged, INetworkSerializable
{
NetworkVariableSerialization<NativeArray<T>>.Serializer = new UnmanagedNetworkSerializableArraySerializer<T>();
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers an unmanaged type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_UnmanagedINetworkSerializableList<T>() where T : unmanaged, INetworkSerializable
{
NetworkVariableSerialization<NativeList<T>>.Serializer = new UnmanagedNetworkSerializableListSerializer<T>();
}
#endif
/// <summary>
/// Registers a managed type that implements INetworkSerializable and will be serialized through a call to
/// NetworkSerialize
@@ -339,6 +727,28 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.Serializer = new FixedStringSerializer<T>();
}
/// <summary>
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
/// serializers
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_FixedStringArray<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
NetworkVariableSerialization<NativeArray<T>>.Serializer = new FixedStringArraySerializer<T>();
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers a FixedString type that will be serialized through FastBufferReader/FastBufferWriter's FixedString
/// serializers
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeSerializer_FixedStringList<T>() where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
NetworkVariableSerialization<NativeList<T>>.Serializer = new FixedStringListSerializer<T>();
}
#endif
/// <summary>
/// Registers a managed type that will be checked for equality using T.Equals()
/// </summary>
@@ -357,6 +767,26 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.EqualityEquals;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedIEquatableArray<T>() where T : unmanaged, IEquatable<T>
{
NetworkVariableSerialization<NativeArray<T>>.AreEqual = NetworkVariableSerialization<T>.EqualityEqualsArray;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers an unmanaged type that will be checked for equality using T.Equals()
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedIEquatableList<T>() where T : unmanaged, IEquatable<T>
{
NetworkVariableSerialization<NativeList<T>>.AreEqual = NetworkVariableSerialization<T>.EqualityEqualsList;
}
#endif
/// <summary>
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
/// equal if they are bitwise equivalent in memory
@@ -367,6 +797,28 @@ namespace Unity.Netcode
NetworkVariableSerialization<T>.AreEqual = NetworkVariableSerialization<T>.ValueEquals;
}
/// <summary>
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
/// equal if they are bitwise equivalent in memory
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedValueEqualsArray<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeArray<T>>.AreEqual = NetworkVariableSerialization<T>.ValueEqualsArray;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Registers an unmanaged type that will be checked for equality using memcmp and only considered
/// equal if they are bitwise equivalent in memory
/// </summary>
/// <typeparam name="T"></typeparam>
public static void InitializeEqualityChecker_UnmanagedValueEqualsList<T>() where T : unmanaged
{
NetworkVariableSerialization<NativeList<T>>.AreEqual = NetworkVariableSerialization<T>.ValueEqualsList;
}
#endif
/// <summary>
/// Registers a managed type that will be checked for equality using the == operator
/// </summary>
@@ -405,6 +857,58 @@ namespace Unity.Netcode
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType)) == 0;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool ValueEqualsList<TValueType>(ref NativeList<TValueType> a, ref NativeList<TValueType> b) where TValueType : unmanaged
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType) * a.Length) == 0;
}
#endif
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool ValueEqualsArray<TValueType>(ref NativeArray<TValueType> a, ref NativeArray<TValueType> b) where TValueType : unmanaged
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
return UnsafeUtility.MemCmp(aptr, bptr, sizeof(TValueType) * a.Length) == 0;
}
internal static bool EqualityEqualsObject<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class, IEquatable<TValueType>
{
if (a == null)
@@ -425,6 +929,74 @@ namespace Unity.Netcode
return a.Equals(b);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool EqualityEqualsList<TValueType>(ref NativeList<TValueType> a, ref NativeList<TValueType> b) where TValueType : unmanaged, IEquatable<TValueType>
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
for (var i = 0; i < a.Length; ++i)
{
if (!EqualityEquals(ref aptr[i], ref bptr[i]))
{
return false;
}
}
return true;
}
#endif
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
// Size is fixed
internal static unsafe bool EqualityEqualsArray<TValueType>(ref NativeArray<TValueType> a, ref NativeArray<TValueType> b) where TValueType : unmanaged, IEquatable<TValueType>
{
if (a.IsCreated != b.IsCreated)
{
return false;
}
if (!a.IsCreated)
{
return true;
}
if (a.Length != b.Length)
{
return false;
}
var aptr = (TValueType*)a.GetUnsafePtr();
var bptr = (TValueType*)b.GetUnsafePtr();
for (var i = 0; i < a.Length; ++i)
{
if (!EqualityEquals(ref aptr[i], ref bptr[i]))
{
return false;
}
}
return true;
}
internal static bool ClassEquals<TValueType>(ref TValueType a, ref TValueType b) where TValueType : class
{
return a == b;

View File

@@ -8,8 +8,8 @@ namespace Unity.Netcode
{
private Dictionary<Type, ProfilerMarker> m_HandlerProfilerMarkers = new Dictionary<Type, ProfilerMarker>();
private Dictionary<Type, ProfilerMarker> m_SenderProfilerMarkers = new Dictionary<Type, ProfilerMarker>();
private readonly ProfilerMarker m_SendBatch = new ProfilerMarker($"{nameof(MessagingSystem)}.SendBatch");
private readonly ProfilerMarker m_ReceiveBatch = new ProfilerMarker($"{nameof(MessagingSystem)}.ReceiveBatchBatch");
private readonly ProfilerMarker m_SendBatch = new ProfilerMarker($"{nameof(NetworkMessageManager)}.SendBatch");
private readonly ProfilerMarker m_ReceiveBatch = new ProfilerMarker($"{nameof(NetworkMessageManager)}.ReceiveBatchBatch");
private ProfilerMarker GetHandlerProfilerMarker(Type type)
{
@@ -19,7 +19,7 @@ namespace Unity.Netcode
return marker;
}
marker = new ProfilerMarker($"{nameof(MessagingSystem)}.DeserializeAndHandle.{type.Name}");
marker = new ProfilerMarker($"{nameof(NetworkMessageManager)}.DeserializeAndHandle.{type.Name}");
m_HandlerProfilerMarkers[type] = marker;
return marker;
}
@@ -32,7 +32,7 @@ namespace Unity.Netcode
return marker;
}
marker = new ProfilerMarker($"{nameof(MessagingSystem)}.SerializeAndEnqueue.{type.Name}");
marker = new ProfilerMarker($"{nameof(NetworkMessageManager)}.SerializeAndEnqueue.{type.Name}");
m_SenderProfilerMarkers[type] = marker;
return marker;
}

View File

@@ -0,0 +1,377 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
/// The default SceneManagerHandler that interfaces between the SceneManager and NetworkSceneManager
/// </summary>
internal class DefaultSceneManagerHandler : ISceneManagerHandler
{
private Scene m_InvalidScene = new Scene();
internal struct SceneEntry
{
public bool IsAssigned;
public Scene Scene;
}
internal Dictionary<string, Dictionary<int, SceneEntry>> SceneNameToSceneHandles = new Dictionary<string, Dictionary<int, SceneEntry>>();
public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
{
var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
sceneEventProgress.SetAsyncOperation(operation);
return operation;
}
public AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
{
var operation = SceneManager.UnloadSceneAsync(scene);
sceneEventProgress.SetAsyncOperation(operation);
return operation;
}
/// <summary>
/// Resets scene tracking
/// </summary>
public void ClearSceneTracking(NetworkManager networkManager)
{
SceneNameToSceneHandles.Clear();
}
/// <summary>
/// Stops tracking a specific scene
/// </summary>
public void StopTrackingScene(int handle, string name, NetworkManager networkManager)
{
if (SceneNameToSceneHandles.ContainsKey(name))
{
if (SceneNameToSceneHandles[name].ContainsKey(handle))
{
SceneNameToSceneHandles[name].Remove(handle);
if (SceneNameToSceneHandles[name].Count == 0)
{
SceneNameToSceneHandles.Remove(name);
}
}
}
}
/// <summary>
/// Starts tracking a specific scene
/// </summary>
public void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager)
{
if (!SceneNameToSceneHandles.ContainsKey(scene.name))
{
SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
}
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = true,
Scene = scene
};
SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
}
else
{
throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
}
}
/// <summary>
/// Determines if there is an existing scene loaded that matches the scene name but has not been assigned
/// </summary>
public bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager)
{
var scenesWithSceneName = new List<Scene>();
// Get all loaded scenes with the same name
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.name == sceneName)
{
scenesWithSceneName.Add(scene);
}
}
// If there are no scenes of this name loaded then we have no loaded scenes
// to use
if (scenesWithSceneName.Count == 0)
{
return false;
}
// If we have 1 or more scenes with the name and we have no entries, then we do have
// a scene to use
if (scenesWithSceneName.Count > 0 && !SceneNameToSceneHandles.ContainsKey(sceneName))
{
return true;
}
// Determine if any of the loaded scenes has been used for synchronizing
foreach (var scene in scenesWithSceneName)
{
// If we don't have the handle, then we can use that scene
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
return true;
}
// If we have an entry, but it is not yet assigned (i.e. preloaded)
// then we can use that.
if (!SceneNameToSceneHandles[scene.name][scene.handle].IsAssigned)
{
return true;
}
}
// If none were found, then we have no available scene (which most likely means one will get loaded)
return false;
}
/// <summary>
/// This will find any scene entry that hasn't been used/assigned, set the entry to assigned, and
/// return the associated scene. If none are found it returns an invalid scene.
/// </summary>
public Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager)
{
if (SceneNameToSceneHandles.ContainsKey(sceneName))
{
foreach (var sceneHandleEntry in SceneNameToSceneHandles[sceneName])
{
if (!sceneHandleEntry.Value.IsAssigned)
{
var sceneEntry = sceneHandleEntry.Value;
sceneEntry.IsAssigned = true;
SceneNameToSceneHandles[sceneName][sceneHandleEntry.Key] = sceneEntry;
return sceneEntry.Scene;
}
}
}
// If we found nothing return an invalid scene
return m_InvalidScene;
}
/// <summary>
/// Only invoked is client synchronization is additive, this will generate the scene tracking table
/// in order to re-use the same scenes the server is synchronizing instead of having to unload the
/// scenes and reload them when synchronizing (i.e. client disconnects due to external reason, the
/// same application instance is still running, the same scenes are still loaded on the client, and
/// upon reconnecting the client doesn't have to unload the scenes and then reload them)
/// </summary>
public void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager)
{
SceneNameToSceneHandles.Clear();
var sceneCount = SceneManager.sceneCount;
for (int i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (!SceneNameToSceneHandles.ContainsKey(scene.name))
{
SceneNameToSceneHandles.Add(scene.name, new Dictionary<int, SceneEntry>());
}
if (!SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
var sceneEntry = new SceneEntry()
{
IsAssigned = false,
Scene = scene
};
SceneNameToSceneHandles[scene.name].Add(scene.handle, sceneEntry);
if (!scenesLoaded.ContainsKey(scene.handle))
{
scenesLoaded.Add(scene.handle, scene);
}
}
else
{
throw new Exception($"[Duplicate Handle] Scene {scene.name} already has scene handle {scene.handle} registered!");
}
}
}
private List<Scene> m_ScenesToUnload = new List<Scene>();
/// <summary>
/// Unloads any scenes that have not been assigned.
/// </summary>
/// <param name="networkManager"></param>
public void UnloadUnassignedScenes(NetworkManager networkManager = null)
{
var sceneManager = networkManager.SceneManager;
SceneManager.sceneUnloaded += SceneManager_SceneUnloaded;
foreach (var sceneEntry in SceneNameToSceneHandles)
{
var scenHandleEntries = SceneNameToSceneHandles[sceneEntry.Key];
foreach (var sceneHandleEntry in scenHandleEntries)
{
if (!sceneHandleEntry.Value.IsAssigned)
{
if (sceneManager.VerifySceneBeforeUnloading == null || sceneManager.VerifySceneBeforeUnloading.Invoke(sceneHandleEntry.Value.Scene))
{
m_ScenesToUnload.Add(sceneHandleEntry.Value.Scene);
}
}
}
}
foreach (var sceneToUnload in m_ScenesToUnload)
{
SceneManager.UnloadSceneAsync(sceneToUnload);
}
}
private void SceneManager_SceneUnloaded(Scene scene)
{
if (SceneNameToSceneHandles.ContainsKey(scene.name))
{
if (SceneNameToSceneHandles[scene.name].ContainsKey(scene.handle))
{
SceneNameToSceneHandles[scene.name].Remove(scene.handle);
}
if (SceneNameToSceneHandles[scene.name].Count == 0)
{
SceneNameToSceneHandles.Remove(scene.name);
}
m_ScenesToUnload.Remove(scene);
if (m_ScenesToUnload.Count == 0)
{
SceneManager.sceneUnloaded -= SceneManager_SceneUnloaded;
}
}
}
/// <summary>
/// Handles determining if a client should attempt to load a scene during synchronization.
/// </summary>
/// <param name="sceneName">name of the scene to be loaded</param>
/// <param name="isPrimaryScene">when in client synchronization mode single, this determines if the scene is the primary active scene</param>
/// <param name="clientSynchronizationMode">the current client synchronization mode</param>
/// <param name="networkManager"><see cref="NetworkManager"/> instance</param>
/// <returns></returns>
public bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager)
{
var shouldPassThrough = clientSynchronizationMode == LoadSceneMode.Single ? false : DoesSceneHaveUnassignedEntry(sceneName, networkManager);
var activeScene = SceneManager.GetActiveScene();
// If shouldPassThrough is not yet true and the scene to be loaded is the currently active scene
if (!shouldPassThrough && sceneName == activeScene.name)
{
// In additive mode we always pass through, but in LoadSceneMode.Single we only pass through if the currently active scene
// is the primary scene to be loaded
if (clientSynchronizationMode == LoadSceneMode.Additive || (isPrimaryScene && clientSynchronizationMode == LoadSceneMode.Single))
{
// don't try to reload this scene and pass through to post load processing.
shouldPassThrough = true;
}
}
return shouldPassThrough;
}
/// <summary>
/// Handles migrating dynamically spawned NetworkObjects to the DDOL when a scene is unloaded
/// </summary>
/// <param name="networkManager"><see cref="NetworkManager"/>relative instance</param>
/// <param name="scene">scene being unloaded</param>
public void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene)
{
bool isActiveScene = scene == SceneManager.GetActiveScene();
// Create a local copy of the spawned objects list since the spawn manager will adjust the list as objects
// are despawned.
var localSpawnedObjectsHashSet = new HashSet<NetworkObject>(networkManager.SpawnManager.SpawnedObjectsList);
foreach (var networkObject in localSpawnedObjectsHashSet)
{
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene.handle != scene.handle))
{
continue;
}
// Only NetworkObjects marked to not be destroyed with the scene and are not already in the DDOL are preserved
if (!networkObject.DestroyWithScene && networkObject.gameObject.scene != networkManager.SceneManager.DontDestroyOnLoadScene)
{
// Only move dynamically spawned NetworkObjects with no parent as the children will follow
if (networkObject.gameObject.transform.parent == null && networkObject.IsSceneObject != null && !networkObject.IsSceneObject.Value)
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
else if (networkManager.IsServer)
{
networkObject.Despawn();
}
else // We are a client, migrate the object into the DDOL temporarily until it receives the destroy command from the server
{
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
}
/// <summary>
/// Sets the client synchronization mode which impacts whether both the server or client take into consideration scenes loaded before
/// starting the <see cref="NetworkManager"/>.
/// </summary>
/// <remarks>
/// <see cref="LoadSceneMode.Single"/>: Does not take preloaded scenes into consideration
/// <see cref="LoadSceneMode.Single"/>: Does take preloaded scenes into consideration
/// </remarks>
/// <param name="networkManager">relative <see cref="NetworkManager"/> instance</param>
/// <param name="mode"><see cref="LoadSceneMode.Single"/> or <see cref="LoadSceneMode.Additive"/></param>
public void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode)
{
var sceneManager = networkManager.SceneManager;
// Don't let client's set this value
if (!networkManager.IsServer)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Clients should not set this value as it is automatically synchronized with the server's setting!");
}
return;
}
else // Warn users if they are changing this after there are clients already connected and synchronized
if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Server is changing client synchronization mode after clients have been synchronized! It is recommended to do this before clients are connected!");
}
}
// For additive client synchronization, we take into consideration scenes
// already loaded.
if (mode == LoadSceneMode.Additive)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
// If using scene verification
if (sceneManager.VerifySceneBeforeLoading != null)
{
// Determine if we should take this scene into consideration
if (!sceneManager.VerifySceneBeforeLoading.Invoke(scene.buildIndex, scene.name, LoadSceneMode.Additive))
{
continue;
}
}
// If the scene is not already in the ScenesLoaded list, then add it
if (!sceneManager.ScenesLoaded.ContainsKey(scene.handle))
{
sceneManager.ScenesLoaded.Add(scene.handle, scene);
}
}
}
// Set the client synchronization mode
sceneManager.ClientSynchronizationMode = mode;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8c18076bb9734cf4ea7297f85b7729be
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -12,5 +13,24 @@ namespace Unity.Netcode
AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress);
AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress);
void PopulateLoadedScenes(ref Dictionary<int, Scene> scenesLoaded, NetworkManager networkManager = null);
Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager = null);
bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager = null);
void StopTrackingScene(int handle, string name, NetworkManager networkManager = null);
void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager = null);
void ClearSceneTracking(NetworkManager networkManager = null);
void UnloadUnassignedScenes(NetworkManager networkManager = null);
void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene);
void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode);
bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager);
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine.SceneManagement;
@@ -80,6 +80,16 @@ namespace Unity.Netcode
/// <b>Event Notification:</b> Both server and client receive a local notification.
/// </summary>
SynchronizeComplete,
/// <summary>
/// Synchronizes clients when the active scene has changed
/// See: <see cref="NetworkObject.ActiveSceneSynchronization"/>
/// </summary>
ActiveSceneChanged,
/// <summary>
/// Synchronizes clients when one or more NetworkObjects are migrated into a new scene
/// See: <see cref="NetworkObject.SceneMigrationSynchronization"/>
/// </summary>
ObjectSceneChanged,
}
/// <summary>
@@ -94,7 +104,7 @@ namespace Unity.Netcode
internal ForceNetworkSerializeByMemcpy<Guid> SceneEventProgressId;
internal uint SceneEventId;
internal uint ActiveSceneHash;
internal uint SceneHash;
internal int SceneHandle;
@@ -139,6 +149,8 @@ namespace Unity.Netcode
internal Queue<uint> ScenesToSynchronize;
internal Queue<uint> SceneHandlesToSynchronize;
internal LoadSceneMode ClientSynchronizationMode;
/// <summary>
/// Server Side:
@@ -315,6 +327,8 @@ namespace Unity.Netcode
case SceneEventType.ReSynchronize:
case SceneEventType.LoadEventCompleted:
case SceneEventType.UnloadEventCompleted:
case SceneEventType.ActiveSceneChanged:
case SceneEventType.ObjectSceneChanged:
{
return true;
}
@@ -384,6 +398,18 @@ namespace Unity.Netcode
// Write the scene event type
writer.WriteValueSafe(SceneEventType);
if (SceneEventType == SceneEventType.ActiveSceneChanged)
{
writer.WriteValueSafe(ActiveSceneHash);
return;
}
if (SceneEventType == SceneEventType.ObjectSceneChanged)
{
SerializeObjectsMovedIntoNewScene(writer);
return;
}
// Write the scene loading mode
writer.WriteValueSafe((byte)LoadSceneMode);
@@ -392,6 +418,10 @@ namespace Unity.Netcode
{
writer.WriteValueSafe(SceneEventProgressId);
}
else
{
writer.WriteValueSafe(ClientSynchronizationMode);
}
// Write the scene index and handle
writer.WriteValueSafe(SceneHash);
@@ -401,6 +431,7 @@ namespace Unity.Netcode
{
case SceneEventType.Synchronize:
{
writer.WriteValueSafe(ActiveSceneHash);
WriteSceneSynchronizationData(writer);
break;
}
@@ -445,7 +476,7 @@ namespace Unity.Netcode
// Size Place Holder -- Start
// !!NOTE!!: Since this is a placeholder to be set after we know how much we have written,
// for stream offset purposes this MUST not be a packed value!
writer.WriteValueSafe((int)0);
writer.WriteValueSafe(0);
int totalBytes = 0;
// Write the number of NetworkObjects we are serializing
@@ -458,7 +489,7 @@ namespace Unity.Netcode
var sceneObject = m_NetworkObjectsSync[i].GetMessageSceneObject(TargetClientId);
sceneObject.Serialize(writer);
var noStop = writer.Position;
totalBytes += (int)(noStop - noStart);
totalBytes += noStop - noStart;
}
// Write the number of despawned in-scene placed NetworkObjects
@@ -470,7 +501,7 @@ namespace Unity.Netcode
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GetSceneOriginHandle());
writer.WriteValueSafe(m_DespawnedInSceneObjectsSync[i].GlobalObjectIdHash);
var noStop = writer.Position;
totalBytes += (int)(noStop - noStart);
totalBytes += noStop - noStart;
}
// Size Place Holder -- End
@@ -536,6 +567,26 @@ namespace Unity.Netcode
internal void Deserialize(FastBufferReader reader)
{
reader.ReadValueSafe(out SceneEventType);
if (SceneEventType == SceneEventType.ActiveSceneChanged)
{
reader.ReadValueSafe(out ActiveSceneHash);
return;
}
if (SceneEventType == SceneEventType.ObjectSceneChanged)
{
// Defer these scene event types if a client hasn't finished synchronizing
if (!m_NetworkManager.IsConnectedClient)
{
DeferObjectsMovedIntoNewScene(reader);
}
else
{
DeserializeObjectsMovedIntoNewScene(reader);
}
return;
}
reader.ReadValueSafe(out byte loadSceneMode);
LoadSceneMode = (LoadSceneMode)loadSceneMode;
@@ -543,6 +594,10 @@ namespace Unity.Netcode
{
reader.ReadValueSafe(out SceneEventProgressId);
}
else
{
reader.ReadValueSafe(out ClientSynchronizationMode);
}
reader.ReadValueSafe(out SceneHash);
reader.ReadValueSafe(out SceneHandle);
@@ -551,6 +606,7 @@ namespace Unity.Netcode
{
case SceneEventType.Synchronize:
{
reader.ReadValueSafe(out ActiveSceneHash);
CopySceneSynchronizationData(reader);
break;
}
@@ -939,6 +995,143 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Serialize scene handles and associated NetworkObjects that were migrated
/// into a new scene.
/// </summary>
private void SerializeObjectsMovedIntoNewScene(FastBufferWriter writer)
{
var sceneManager = m_NetworkManager.SceneManager;
// Write the number of scene handles
writer.WriteValueSafe(sceneManager.ObjectsMigratedIntoNewScene.Count);
foreach (var sceneHandleObjects in sceneManager.ObjectsMigratedIntoNewScene)
{
// Write the scene handle
writer.WriteValueSafe(sceneHandleObjects.Key);
// Write the number of NetworkObjectIds to expect
writer.WriteValueSafe(sceneHandleObjects.Value.Count);
foreach (var networkObject in sceneHandleObjects.Value)
{
writer.WriteValueSafe(networkObject.NetworkObjectId);
}
}
// Once we are done, clear the table
sceneManager.ObjectsMigratedIntoNewScene.Clear();
}
/// <summary>
/// Deserialize scene handles and associated NetworkObjects that need to
/// be migrated into a new scene.
/// </summary>
private void DeserializeObjectsMovedIntoNewScene(FastBufferReader reader)
{
var sceneManager = m_NetworkManager.SceneManager;
var spawnManager = m_NetworkManager.SpawnManager;
// Just always assure this has no entries
sceneManager.ObjectsMigratedIntoNewScene.Clear();
var numberOfScenes = 0;
var sceneHandle = 0;
var objectCount = 0;
var networkObjectId = (ulong)0;
reader.ReadValueSafe(out numberOfScenes);
for (int i = 0; i < numberOfScenes; i++)
{
reader.ReadValueSafe(out sceneHandle);
sceneManager.ObjectsMigratedIntoNewScene.Add(sceneHandle, new List<NetworkObject>());
reader.ReadValueSafe(out objectCount);
for (int j = 0; j < objectCount; j++)
{
reader.ReadValueSafe(out networkObjectId);
if (!spawnManager.SpawnedObjects.ContainsKey(networkObjectId))
{
NetworkLog.LogError($"[Object Scene Migration] Trying to synchronize NetworkObjectId ({networkObjectId}) but it was not spawned or no longer exists!!");
continue;
}
// Add NetworkObject scene migration to ObjectsMigratedIntoNewScene dictionary that is processed
//
sceneManager.ObjectsMigratedIntoNewScene[sceneHandle].Add(spawnManager.SpawnedObjects[networkObjectId]);
}
}
}
/// <summary>
/// While a client is synchronizing ObjectSceneChanged messages could be received.
/// This defers any ObjectSceneChanged message processing to occur after the client
/// has completed synchronization to assure the associated NetworkObjects being
/// migrated to a new scene are instantiated and spawned.
/// </summary>
private void DeferObjectsMovedIntoNewScene(FastBufferReader reader)
{
var sceneManager = m_NetworkManager.SceneManager;
var spawnManager = m_NetworkManager.SpawnManager;
var numberOfScenes = 0;
var sceneHandle = 0;
var objectCount = 0;
var networkObjectId = (ulong)0;
var deferredObjectsMovedEvent = new NetworkSceneManager.DeferredObjectsMovedEvent()
{
ObjectsMigratedTable = new Dictionary<int, List<ulong>>()
};
reader.ReadValueSafe(out numberOfScenes);
for (int i = 0; i < numberOfScenes; i++)
{
reader.ReadValueSafe(out sceneHandle);
deferredObjectsMovedEvent.ObjectsMigratedTable.Add(sceneHandle, new List<ulong>());
reader.ReadValueSafe(out objectCount);
for (int j = 0; j < objectCount; j++)
{
reader.ReadValueSafe(out networkObjectId);
deferredObjectsMovedEvent.ObjectsMigratedTable[sceneHandle].Add(networkObjectId);
}
}
sceneManager.DeferredObjectsMovedEvents.Add(deferredObjectsMovedEvent);
}
internal void ProcessDeferredObjectSceneChangedEvents()
{
var sceneManager = m_NetworkManager.SceneManager;
var spawnManager = m_NetworkManager.SpawnManager;
if (sceneManager.DeferredObjectsMovedEvents.Count == 0)
{
return;
}
foreach (var objectsMovedEvent in sceneManager.DeferredObjectsMovedEvents)
{
foreach (var keyEntry in objectsMovedEvent.ObjectsMigratedTable)
{
if (!sceneManager.ObjectsMigratedIntoNewScene.ContainsKey(keyEntry.Key))
{
sceneManager.ObjectsMigratedIntoNewScene.Add(keyEntry.Key, new List<NetworkObject>());
}
foreach (var objectId in keyEntry.Value)
{
if (!spawnManager.SpawnedObjects.ContainsKey(objectId))
{
NetworkLog.LogWarning($"[Deferred][Object Scene Migration] Trying to synchronize NetworkObjectId ({objectId}) but it was not spawned or no longer exists!");
continue;
}
var networkObject = spawnManager.SpawnedObjects[objectId];
if (!sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Contains(networkObject))
{
sceneManager.ObjectsMigratedIntoNewScene[keyEntry.Key].Add(networkObject);
}
}
}
objectsMovedEvent.ObjectsMigratedTable.Clear();
}
sceneManager.DeferredObjectsMovedEvents.Clear();
// If there are any pending objects to migrate, then migrate them
if (sceneManager.ObjectsMigratedIntoNewScene.Count > 0)
{
sceneManager.MigrateNetworkObjectsIntoScenes();
}
}
/// <summary>
/// Used to release the pooled network buffer
/// </summary>

View File

@@ -83,7 +83,7 @@ namespace Unity.Netcode
/// </summary>
internal bool HasTimedOut()
{
return WhenSceneEventHasTimedOut <= Time.realtimeSinceStartup;
return WhenSceneEventHasTimedOut <= m_NetworkManager.RealTimeProvider.RealTimeSinceStartup;
}
/// <summary>
@@ -164,7 +164,7 @@ namespace Unity.Netcode
ClientsProcessingSceneEvent.Add(connectedClientId, false);
}
WhenSceneEventHasTimedOut = Time.realtimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
WhenSceneEventHasTimedOut = networkManager.RealTimeProvider.RealTimeSinceStartup + networkManager.NetworkConfig.LoadSceneTimeOut;
m_TimeOutCoroutine = m_NetworkManager.StartCoroutine(TimeOutSceneEventProgress());
}
}

View File

@@ -124,6 +124,25 @@ namespace Unity.Netcode
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a NativeArray of struct values implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValue(ref value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read or write a NativeList of struct values implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValue(ref value);
#endif
/// <summary>
/// Read or write a struct or class value implementing INetworkSerializable
/// </summary>
@@ -266,6 +285,7 @@ namespace Unity.Netcode
// Those two are necessary to serialize FixedStrings efficiently
// - otherwise we'd just be memcpy'ing the whole thing even if
// most of it isn't used.
/// <summary>
/// Read or write a FixedString value
/// </summary>
@@ -275,6 +295,27 @@ namespace Unity.Netcode
public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a NativeArray of FixedString values
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read or write a NativeList of FixedString values
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
public void SerializeValue<T>(ref NativeList<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
#endif
/// <summary>
/// Read or write a NetworkSerializable value.
/// SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.
@@ -381,6 +422,31 @@ namespace Unity.Netcode
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a NativeArray of structs, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable types in an array</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
public void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValuePreChecked(ref value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Serialize a NativeList of structs, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable types in an array</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
public void SerializeValuePreChecked<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValuePreChecked(ref value);
#endif
/// <summary>
/// Serialize a Vector2, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
@@ -463,7 +529,7 @@ namespace Unity.Netcode
public void SerializeValuePreChecked(ref Vector4 value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector4Array, "pre-checked", which skips buffer checks.
/// Serialize a Vector4 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.

View File

@@ -30,34 +30,56 @@ namespace Unity.Netcode
public void SerializeValue(ref byte value) => m_Reader.ReadByteSafe(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValueSafe(out value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValue<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValueSafeInPlace(ref value);
#endif
public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadNetworkSerializableInPlace(ref value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadValue(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator) where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValueSafe(out value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValue<T>(ref NativeList<T> value) where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValueSafeInPlace(ref value);
#endif
public void SerializeValue(ref Vector2 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector2[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector2Int value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector2Int[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3Int value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3Int[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector4 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector4[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Quaternion value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Quaternion[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color32 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color32[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray2D value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray2D[] value) => m_Reader.ReadValueSafe(out value);
@@ -72,30 +94,48 @@ namespace Unity.Netcode
public void SerializeValuePreChecked(ref byte value) => m_Reader.ReadByte(out value);
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValue(out value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValuePreChecked<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValueInPlace(ref value);
#endif
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2Int value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3Int value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector4 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector4[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Quaternion value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Quaternion[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color32 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color32[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray2D value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray2D[] value) => m_Reader.ReadValue(out value);
}

View File

@@ -30,33 +30,55 @@ namespace Unity.Netcode
public void SerializeValue(ref byte value) => m_Writer.WriteByteSafe(value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Writer.WriteValueSafe(value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Writer.WriteValueSafe(value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValueSafe(value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValueSafe(value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValueSafe(value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValueSafe(value);
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Writer.WriteValueSafe(value);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValue<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Writer.WriteValueSafe(value);
#endif
public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Writer.WriteValueSafe(value);
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator) where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Writer.WriteValueSafe(value);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValue<T>(ref NativeList<T> value) where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Writer.WriteValueSafe(value);
#endif
public void SerializeValue(ref Vector2 value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector2[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector3 value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector3[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector2Int value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector2Int[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector3Int value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector3Int[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector4 value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Vector4[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Quaternion value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Quaternion[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Color value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Color[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Color32 value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Color32[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Ray value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Ray[] value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Ray2D value) => m_Writer.WriteValueSafe(value);
public void SerializeValue(ref Ray2D[] value) => m_Writer.WriteValueSafe(value);
@@ -77,29 +99,44 @@ namespace Unity.Netcode
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValue(value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValue(value);
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value);
public void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Writer.WriteValue(value);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValuePreChecked<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Writer.WriteValue(value);
#endif
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector2 value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector2[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector3 value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector3[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector2Int value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector3Int value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector4 value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Vector4[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Quaternion value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Quaternion[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Color value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Color[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Color32 value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Color32[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Ray value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Ray[] value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Ray2D value) => m_Writer.WriteValue(value);
public void SerializeValuePreChecked(ref Ray2D[] value) => m_Writer.WriteValue(value);
}

View File

@@ -62,7 +62,7 @@ namespace Unity.Netcode
private static unsafe ReaderHandle* CreateHandle(byte* buffer, int length, int offset, Allocator copyAllocator, Allocator internalAllocator)
{
ReaderHandle* readerHandle = null;
ReaderHandle* readerHandle;
if (copyAllocator == Allocator.None)
{
readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle), UnsafeUtility.AlignOf<byte>(), internalAllocator);
@@ -461,6 +461,42 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Read a NativeArray of INetworkSerializables
/// </summary>
/// <param name="value">INetworkSerializable instance</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
/// <typeparam name="T">the array to read the values of type `T` into</typeparam>
/// <exception cref="NotImplementedException"></exception>
public void ReadNetworkSerializable<T>(out NativeArray<T> value, Allocator allocator) where T : unmanaged, INetworkSerializable
{
ReadValueSafe(out int size);
value = new NativeArray<T>(size, allocator);
for (var i = 0; i < size; ++i)
{
ReadNetworkSerializable(out T item);
value[i] = item;
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read a NativeList of INetworkSerializables
/// </summary>
/// <param name="value">INetworkSerializable instance</param>
/// <typeparam name="T">the array to read the values of type `T` into</typeparam>
/// <exception cref="NotImplementedException"></exception>
public void ReadNetworkSerializableInPlace<T>(ref NativeList<T> value) where T : unmanaged, INetworkSerializable
{
ReadValueSafe(out int size);
value.Resize(size, NativeArrayOptions.UninitializedMemory);
for (var i = 0; i < size; ++i)
{
ReadNetworkSerializable(out value.ElementAt(i));
}
}
#endif
/// <summary>
/// Read an INetworkSerializable in-place, without constructing a new one
/// Note that this will NOT check for null before calling NetworkSerialize
@@ -757,6 +793,44 @@ namespace Unity.Netcode
ReadBytesSafe(bytes, sizeInBytes);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void ReadUnmanaged<T>(out NativeArray<T> value, Allocator allocator) where T : unmanaged
{
ReadUnmanaged(out int sizeInTs);
int sizeInBytes = sizeInTs * sizeof(T);
value = new NativeArray<T>(sizeInTs, allocator);
byte* bytes = (byte*)value.GetUnsafePtr();
ReadBytes(bytes, sizeInBytes);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void ReadUnmanagedSafe<T>(out NativeArray<T> value, Allocator allocator) where T : unmanaged
{
ReadUnmanagedSafe(out int sizeInTs);
int sizeInBytes = sizeInTs * sizeof(T);
value = new NativeArray<T>(sizeInTs, allocator);
byte* bytes = (byte*)value.GetUnsafePtr();
ReadBytesSafe(bytes, sizeInBytes);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void ReadUnmanagedInPlace<T>(ref NativeList<T> value) where T : unmanaged
{
ReadUnmanaged(out int sizeInTs);
int sizeInBytes = sizeInTs * sizeof(T);
value.Resize(sizeInTs, NativeArrayOptions.UninitializedMemory);
byte* bytes = (byte*)value.GetUnsafePtr();
ReadBytes(bytes, sizeInBytes);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void ReadUnmanagedSafeInPlace<T>(ref NativeList<T> value) where T : unmanaged
{
ReadUnmanagedSafe(out int sizeInTs);
int sizeInBytes = sizeInTs * sizeof(T);
value.Resize(sizeInTs, NativeArrayOptions.UninitializedMemory);
byte* bytes = (byte*)value.GetUnsafePtr();
ReadBytesSafe(bytes, sizeInBytes);
}
#endif
/// <summary>
/// Read a NetworkSerializable value
@@ -800,6 +874,19 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
/// <summary>
/// Read a NetworkSerializable NativeArray
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out NativeArray<T> value, Allocator allocator, FastBufferWriter.ForNetworkSerializable unused = default) where T : unmanaged, INetworkSerializable => ReadNetworkSerializable(out value, allocator);
/// <summary>
/// Read a struct
@@ -819,6 +906,72 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
/// <summary>
/// Read a struct NativeArray
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, allocator);
}
else
{
ReadUnmanaged(out value, allocator);
}
}
/// <summary>
/// Read a struct NativeArray using a Temp allocator. Equivalent to ReadValue(out value, Allocator.Temp)
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueTemp<T>(out NativeArray<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, Allocator.Temp);
}
else
{
ReadUnmanaged(out value, Allocator.Temp);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read a struct NativeList
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueInPlace<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeList<T>>.Serializer.Read(this, ref value);
}
else
{
ReadUnmanagedInPlace(ref value);
}
}
#endif
/// <summary>
/// Read a struct
///
@@ -843,6 +996,81 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a struct NativeArray
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, allocator);
}
else
{
ReadUnmanagedSafe(out value, allocator);
}
}
/// <summary>
/// Read a struct NativeArray using a Temp allocator. Equivalent to ReadValueSafe(out value, Allocator.Temp)
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafeTemp<T>(out NativeArray<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, Allocator.Temp);
}
else
{
ReadUnmanagedSafe(out value, Allocator.Temp);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read a struct NativeList
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafeInPlace<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeList<T>>.Serializer.Read(this, ref value);
}
else
{
ReadUnmanagedSafeInPlace(ref value);
}
}
#endif
/// <summary>
/// Read a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
@@ -880,7 +1108,7 @@ namespace Unity.Netcode
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a primitive value (int, bool, etc)
/// Read a primitive value (int, bool, etc) array
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
///
@@ -936,6 +1164,7 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector2
/// </summary>
@@ -1299,8 +1528,10 @@ namespace Unity.Netcode
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanaged(out int length);
value = new T();
value.Length = length;
value = new T
{
Length = length
};
ReadBytes(value.GetUnsafePtr(), length);
}
@@ -1319,8 +1550,10 @@ namespace Unity.Netcode
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanagedSafe(out int length);
value = new T();
value.Length = length;
value = new T
{
Length = length
};
ReadBytesSafe(value.GetUnsafePtr(), length);
}
@@ -1342,5 +1575,94 @@ namespace Unity.Netcode
value.Length = length;
ReadBytesSafe(value.GetUnsafePtr(), length);
}
/// <summary>
/// Read a FixedString NativeArray.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValueSafe<T>(out NativeArray<T> value, Allocator allocator)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanagedSafe(out int length);
value = new NativeArray<T>(length, allocator);
var ptr = (T*)value.GetUnsafePtr();
for (var i = 0; i < length; ++i)
{
ReadValueSafeInPlace(ref ptr[i]);
}
}
/// <summary>
/// Read a FixedString NativeArray using a Temp allocator. Equivalent to ReadValueSafe(out value, Allocator.Temp)
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValueSafeTemp<T>(out NativeArray<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanagedSafe(out int length);
value = new NativeArray<T>(length, Allocator.Temp);
var ptr = (T*)value.GetUnsafePtr();
for (var i = 0; i < length; ++i)
{
ReadValueSafeInPlace(ref ptr[i]);
}
}
/// <summary>
/// Read a FixedString NativeArray using a Temp allocator. Equivalent to ReadValueSafe(out value, Allocator.Temp)
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanagedSafe(out int length);
value = new T[length];
for (var i = 0; i < length; ++i)
{
ReadValueSafeInPlace(ref value[i]);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read a FixedString NativeList.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafeInPlace<T>(ref NativeList<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
ReadUnmanagedSafe(out int length);
value.Resize(length, NativeArrayOptions.UninitializedMemory);
for (var i = 0; i < length; ++i)
{
ReadValueSafeInPlace(ref value.ElementAt(i));
}
}
#endif
}
}

View File

@@ -452,6 +452,42 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Write a NativeArray of INetworkSerializables
/// </summary>
/// <param name="array">The value to write</param>
/// <param name="count"></param>
/// <param name="offset"></param>
/// <typeparam name="T"></typeparam>
public void WriteNetworkSerializable<T>(NativeArray<T> array, int count = -1, int offset = 0) where T : unmanaged, INetworkSerializable
{
int sizeInTs = count != -1 ? count : array.Length - offset;
WriteValueSafe(sizeInTs);
foreach (var item in array)
{
WriteNetworkSerializable(item);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Write a NativeList of INetworkSerializables
/// </summary>
/// <param name="array">The value to write</param>
/// <param name="count"></param>
/// <param name="offset"></param>
/// <typeparam name="T"></typeparam>
public void WriteNetworkSerializable<T>(NativeList<T> array, int count = -1, int offset = 0) where T : unmanaged, INetworkSerializable
{
int sizeInTs = count != -1 ? count : array.Length - offset;
WriteValueSafe(sizeInTs);
foreach (var item in array)
{
WriteNetworkSerializable(item);
}
}
#endif
/// <summary>
/// Writes a string
/// </summary>
@@ -536,6 +572,40 @@ namespace Unity.Netcode
return sizeof(int) + sizeInBytes;
}
/// <summary>
/// Get the required size to write a NativeArray
/// </summary>
/// <param name="array">The array to write</param>
/// <param name="count">The amount of elements to write</param>
/// <param name="offset">Where in the array to start</param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe int GetWriteSize<T>(NativeArray<T> array, int count = -1, int offset = 0) where T : unmanaged
{
int sizeInTs = count != -1 ? count : array.Length - offset;
int sizeInBytes = sizeInTs * sizeof(T);
return sizeof(int) + sizeInBytes;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Get the required size to write a NativeList
/// </summary>
/// <param name="array">The array to write</param>
/// <param name="count">The amount of elements to write</param>
/// <param name="offset">Where in the array to start</param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe int GetWriteSize<T>(NativeList<T> array, int count = -1, int offset = 0) where T : unmanaged
{
int sizeInTs = count != -1 ? count : array.Length - offset;
int sizeInBytes = sizeInTs * sizeof(T);
return sizeof(int) + sizeInBytes;
}
#endif
/// <summary>
/// Write a partial value. The specified number of bytes is written from the value and the rest is ignored.
/// </summary>
@@ -680,6 +750,32 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Write multiple bytes to the stream
/// </summary>
/// <param name="value">Value to write</param>
/// <param name="size">Number of bytes to write</param>
/// <param name="offset">Offset into the buffer to begin writing</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void WriteBytes(NativeArray<byte> value, int size = -1, int offset = 0)
{
byte* ptr = (byte*)value.GetUnsafePtr();
WriteBytes(ptr, size == -1 ? value.Length : size, offset);
}
/// <summary>
/// Write multiple bytes to the stream
/// </summary>
/// <param name="value">Value to write</param>
/// <param name="size">Number of bytes to write</param>
/// <param name="offset">Offset into the buffer to begin writing</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void WriteBytes(NativeList<byte> value, int size = -1, int offset = 0)
{
byte* ptr = (byte*)value.GetUnsafePtr();
WriteBytes(ptr, size == -1 ? value.Length : size, offset);
}
/// <summary>
/// Write multiple bytes to the stream
///
@@ -698,6 +794,32 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Write multiple bytes to the stream
/// </summary>
/// <param name="value">Value to write</param>
/// <param name="size">Number of bytes to write</param>
/// <param name="offset">Offset into the buffer to begin writing</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void WriteBytesSafe(NativeArray<byte> value, int size = -1, int offset = 0)
{
byte* ptr = (byte*)value.GetUnsafePtr();
WriteBytesSafe(ptr, size == -1 ? value.Length : size, offset);
}
/// <summary>
/// Write multiple bytes to the stream
/// </summary>
/// <param name="value">Value to write</param>
/// <param name="size">Number of bytes to write</param>
/// <param name="offset">Offset into the buffer to begin writing</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void WriteBytesSafe(NativeList<byte> value, int size = -1, int offset = 0)
{
byte* ptr = (byte*)value.GetUnsafePtr();
WriteBytesSafe(ptr, size == -1 ? value.Length : size, offset);
}
/// <summary>
/// Copy the contents of this writer into another writer.
/// The contents will be copied from the beginning of this writer to its current position.
@@ -749,6 +871,44 @@ namespace Unity.Netcode
return value.Length + sizeof(int);
}
/// <summary>
/// Get the write size for an array of FixedStrings
/// </summary>
/// <param name="value"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static int GetWriteSize<T>(in NativeArray<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
var size = sizeof(int);
foreach (var item in value)
{
size += sizeof(int) + item.Length;
}
return size;
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Get the write size for an array of FixedStrings
/// </summary>
/// <param name="value"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static int GetWriteSize<T>(in NativeList<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
var size = sizeof(int);
foreach (var item in value)
{
size += sizeof(int) + item.Length;
}
return size;
}
#endif
/// <summary>
/// Get the size required to write an unmanaged value of type T
/// </summary>
@@ -799,6 +959,50 @@ namespace Unity.Netcode
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void WriteUnmanaged<T>(NativeArray<T> value) where T : unmanaged
{
WriteUnmanaged(value.Length);
var ptr = (T*)value.GetUnsafePtr();
{
byte* bytes = (byte*)ptr;
WriteBytes(bytes, sizeof(T) * value.Length);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void WriteUnmanagedSafe<T>(NativeArray<T> value) where T : unmanaged
{
WriteUnmanagedSafe(value.Length);
var ptr = (T*)value.GetUnsafePtr();
{
byte* bytes = (byte*)ptr;
WriteBytesSafe(bytes, sizeof(T) * value.Length);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void WriteUnmanaged<T>(NativeList<T> value) where T : unmanaged
{
WriteUnmanaged(value.Length);
var ptr = (T*)value.GetUnsafePtr();
{
byte* bytes = (byte*)ptr;
WriteBytes(bytes, sizeof(T) * value.Length);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void WriteUnmanagedSafe<T>(NativeList<T> value) where T : unmanaged
{
WriteUnmanagedSafe(value.Length);
var ptr = (T*)value.GetUnsafePtr();
{
byte* bytes = (byte*)ptr;
WriteBytesSafe(bytes, sizeof(T) * value.Length);
}
}
#endif
/// <summary>
/// This empty struct exists to allow overloading WriteValue based on generic constraints.
/// At the bytecode level, constraints aren't included in the method signature, so if multiple
@@ -869,6 +1073,20 @@ namespace Unity.Netcode
}
/// <summary>
/// This empty struct exists to allow overloading WriteValue based on generic constraints.
/// At the bytecode level, constraints aren't included in the method signature, so if multiple
/// methods exist with the same signature, it causes a compile error because they would end up
/// being emitted as the same method, even if the constraints are different.
/// Adding an empty struct with a default value gives them different signatures in the bytecode,
/// which then allows the compiler to do overload resolution based on the generic constraints
/// without the user having to pass the struct in themselves.
/// </summary>
public struct ForGeneric
{
}
/// <summary>
/// Write a NetworkSerializable value
/// </summary>
@@ -929,6 +1147,50 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(T[] value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanaged(value);
/// <summary>
/// Write a struct NativeArray
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(NativeArray<T> value, ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeArray<T>>.Serializer.Write(this, ref value);
}
else
{
WriteUnmanaged(value);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Write a struct NativeList
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(NativeList<T> value, ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeList<T>>.Serializer.Write(this, ref value);
}
else
{
WriteUnmanaged(value);
}
}
#endif
/// <summary>
/// Write a struct
///
@@ -953,6 +1215,56 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(T[] value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanagedSafe(value);
/// <summary>
/// Write a struct NativeArray
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(NativeArray<T> value, ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeArray<T>>.Serializer.Write(this, ref value);
}
else
{
WriteUnmanagedSafe(value);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Write a struct NativeList
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(NativeList<T> value, ForGeneric unused = default) where T : unmanaged
{
if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
{
// This calls WriteNetworkSerializable in a way that doesn't require
// any boxing.
NetworkVariableSerialization<NativeList<T>>.Serializer.Write(this, ref value);
}
else
{
WriteUnmanagedSafe(value);
}
}
#endif
/// <summary>
/// Write a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
@@ -1185,7 +1497,6 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Ray2D[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector2
///
@@ -1415,6 +1726,65 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Write an array of FixedString values. Writes only the part of each string that's actually used.
/// When calling TryBeginWrite, ensure you calculate the write size correctly (preferably by calling
/// FastBufferWriter.GetWriteSize())
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(T[] value, ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
WriteUnmanaged(value.Length);
foreach (var str in value)
{
WriteValue(str);
}
}
/// <summary>
/// Write a NativeArray of FixedString values. Writes only the part of each string that's actually used.
/// When calling TryBeginWrite, ensure you calculate the write size correctly (preferably by calling
/// FastBufferWriter.GetWriteSize())
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(in NativeArray<T> value, ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
WriteUnmanaged(value.Length);
foreach (var str in value)
{
WriteValue(str);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Write a NativeList of FixedString values. Writes only the part of each string that's actually used.
/// When calling TryBeginWrite, ensure you calculate the write size correctly (preferably by calling
/// FastBufferWriter.GetWriteSize())
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(in NativeList<T> value, ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
WriteUnmanaged(value.Length);
foreach (var str in value)
{
WriteValue(str);
}
}
#endif
/// <summary>
/// Write a FixedString value. Writes only the part of the string that's actually used.
@@ -1435,5 +1805,76 @@ namespace Unity.Netcode
}
WriteValue(value);
}
/// <summary>
/// Write a NativeArray of FixedString values. Writes only the part of each string that's actually used.
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(T[] value, ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
if (!TryBeginWriteInternal(GetWriteSize(value)))
{
throw new OverflowException("Writing past the end of the buffer");
}
WriteUnmanaged(value.Length);
foreach (var str in value)
{
WriteValue(str);
}
}
/// <summary>
/// Write a NativeArray of FixedString values. Writes only the part of each string that's actually used.
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(in NativeArray<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
if (!TryBeginWriteInternal(GetWriteSize(value)))
{
throw new OverflowException("Writing past the end of the buffer");
}
WriteUnmanaged(value.Length);
foreach (var str in value)
{
WriteValue(str);
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Write a NativeList of FixedString values. Writes only the part of each string that's actually used.
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(in NativeList<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
{
if (!TryBeginWriteInternal(GetWriteSize(value)))
{
throw new OverflowException("Writing past the end of the buffer");
}
WriteUnmanaged(value.Length);
foreach (var str in value)
{
WriteValue(str);
}
}
#endif
}
}

View File

@@ -96,6 +96,25 @@ namespace Unity.Netcode
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
/// <summary>
/// Read or write a NativeArray of struct values implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read or write a NativeList of struct values implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged;
#endif
/// <summary>
/// Read or write a struct or class value implementing INetworkSerializable
/// </summary>
@@ -121,6 +140,27 @@ namespace Unity.Netcode
void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes;
/// <summary>
/// Read or write NativeArray of FixedString values
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator)
where T : unmanaged, INativeList<byte>, IUTF8Bytes;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Read or write a NativeList of FixedString values
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref NativeList<T> value)
where T : unmanaged, INativeList<byte>, IUTF8Bytes;
#endif
/// <summary>
/// Read or write a Vector2 value
/// </summary>
@@ -344,6 +384,31 @@ namespace Unity.Netcode
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
/// <summary>
/// Serialize a NativeArray of structs, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
/// <summary>
/// Serialize a NativeList of structs, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged;
#endif
/// <summary>
/// Serialize a FixedString, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
@@ -438,7 +503,7 @@ namespace Unity.Netcode
void SerializeValuePreChecked(ref Vector4 value);
/// <summary>
/// Serialize a Vector4Array, "pre-checked", which skips buffer checks.
/// Serialize a Vector4 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.

View File

@@ -54,13 +54,7 @@ namespace Unity.Netcode
throw new ArgumentNullException(nameof(gameObject));
}
var networkObject = gameObject.GetComponent<NetworkObject>();
if (networkObject == null)
{
throw new ArgumentException($"Cannot create {nameof(NetworkObjectReference)} from {nameof(GameObject)} without a {nameof(NetworkObject)} component.");
}
var networkObject = gameObject.GetComponent<NetworkObject>() ?? throw new ArgumentException($"Cannot create {nameof(NetworkObjectReference)} from {nameof(GameObject)} without a {nameof(NetworkObject)} component.");
if (networkObject.IsSpawned == false)
{
throw new ArgumentException($"{nameof(NetworkObjectReference)} can only be created from spawned {nameof(NetworkObject)}s.");
@@ -90,7 +84,7 @@ namespace Unity.Netcode
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static NetworkObject Resolve(NetworkObjectReference networkObjectRef, NetworkManager networkManager = null)
{
networkManager = networkManager != null ? networkManager : NetworkManager.Singleton;
networkManager = networkManager ?? NetworkManager.Singleton;
networkManager.SpawnManager.SpawnedObjects.TryGetValue(networkObjectRef.m_NetworkObjectId, out NetworkObject networkObject);
return networkObject;

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using UnityEngine;
@@ -49,6 +50,8 @@ namespace Unity.Netcode
/// </summary>
public class NetworkPrefabHandler
{
private NetworkManager m_NetworkManager;
/// <summary>
/// Links a network prefab asset to a class with the INetworkPrefabInstanceHandler interface
/// </summary>
@@ -60,6 +63,8 @@ namespace Unity.Netcode
/// </summary>
private readonly Dictionary<uint, uint> m_PrefabInstanceToPrefabAsset = new Dictionary<uint, uint>();
internal static string PrefabDebugHelper(NetworkPrefab networkPrefab) => $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.name}\"";
/// <summary>
/// Use a <see cref="GameObject"/> to register a class that implements the <see cref="INetworkPrefabInstanceHandler"/> interface with the <see cref="NetworkPrefabHandler"/>
/// </summary>
@@ -132,23 +137,23 @@ namespace Unity.Netcode
}
else
{
throw new System.Exception($"{targetNetworkObject.name} does not have a {nameof(NetworkObject)} component!");
throw new Exception($"{targetNetworkObject.name} does not have a {nameof(NetworkObject)} component!");
}
}
}
else
{
throw new System.Exception($"{sourceNetworkPrefab.name} does not have a {nameof(NetworkObject)} component!");
throw new Exception($"{sourceNetworkPrefab.name} does not have a {nameof(NetworkObject)} component!");
}
}
else
{
throw new System.Exception($"You should only call {nameof(RegisterHostGlobalObjectIdHashValues)} as a Host!");
throw new Exception($"You should only call {nameof(RegisterHostGlobalObjectIdHashValues)} as a Host!");
}
}
else
{
throw new System.Exception($"You can only call {nameof(RegisterHostGlobalObjectIdHashValues)} once NetworkManager is listening!");
throw new Exception($"You can only call {nameof(RegisterHostGlobalObjectIdHashValues)} once NetworkManager is listening!");
}
}
@@ -190,6 +195,7 @@ namespace Unity.Netcode
break;
}
}
m_PrefabInstanceToPrefabAsset.Remove(networkPrefabHashKey);
}
@@ -201,30 +207,21 @@ namespace Unity.Netcode
/// </summary>
/// <param name="networkPrefab"></param>
/// <returns>true or false</returns>
internal bool ContainsHandler(GameObject networkPrefab)
{
return ContainsHandler(networkPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
}
internal bool ContainsHandler(GameObject networkPrefab) => ContainsHandler(networkPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
/// <summary>
/// Check to see if a <see cref="NetworkObject"/> is registered to an <see cref="INetworkPrefabInstanceHandler"/> implementation
/// </summary>
/// <param name="networkObject"></param>
/// <returns>true or false</returns>
internal bool ContainsHandler(NetworkObject networkObject)
{
return ContainsHandler(networkObject.GlobalObjectIdHash);
}
internal bool ContainsHandler(NetworkObject networkObject) => ContainsHandler(networkObject.GlobalObjectIdHash);
/// <summary>
/// Check to see if a <see cref="NetworkObject.GlobalObjectIdHash"/> is registered to an <see cref="INetworkPrefabInstanceHandler"/> implementation
/// </summary>
/// <param name="networkPrefabHash"></param>
/// <returns>true or false</returns>
internal bool ContainsHandler(uint networkPrefabHash)
{
return m_PrefabAssetToPrefabHandler.ContainsKey(networkPrefabHash) || m_PrefabInstanceToPrefabAsset.ContainsKey(networkPrefabHash);
}
internal bool ContainsHandler(uint networkPrefabHash) => m_PrefabAssetToPrefabHandler.ContainsKey(networkPrefabHash) || m_PrefabInstanceToPrefabAsset.ContainsKey(networkPrefabHash);
/// <summary>
/// Returns the source NetworkPrefab's <see cref="NetworkObject.GlobalObjectIdHash"/>
@@ -237,9 +234,10 @@ namespace Unity.Netcode
{
return networkPrefabHash;
}
else if (m_PrefabInstanceToPrefabAsset.ContainsKey(networkPrefabHash))
if (m_PrefabInstanceToPrefabAsset.TryGetValue(networkPrefabHash, out var hash))
{
return m_PrefabInstanceToPrefabAsset[networkPrefabHash];
return hash;
}
return 0;
@@ -256,9 +254,9 @@ namespace Unity.Netcode
/// <returns></returns>
internal NetworkObject HandleNetworkPrefabSpawn(uint networkPrefabAssetHash, ulong ownerClientId, Vector3 position, Quaternion rotation)
{
if (m_PrefabAssetToPrefabHandler.ContainsKey(networkPrefabAssetHash))
if (m_PrefabAssetToPrefabHandler.TryGetValue(networkPrefabAssetHash, out var prefabInstanceHandler))
{
var networkObjectInstance = m_PrefabAssetToPrefabHandler[networkPrefabAssetHash].Instantiate(ownerClientId, position, rotation);
var networkObjectInstance = prefabInstanceHandler.Instantiate(ownerClientId, position, rotation);
//Now we must make sure this alternate PrefabAsset spawned in place of the prefab asset with the networkPrefabAssetHash (GlobalObjectIdHash)
//is registered and linked to the networkPrefabAssetHash so during the HandleNetworkPrefabDestroy process we can identify the alternate prefab asset.
@@ -282,19 +280,146 @@ namespace Unity.Netcode
var networkObjectInstanceHash = networkObjectInstance.GlobalObjectIdHash;
// Do we have custom overrides registered?
if (m_PrefabInstanceToPrefabAsset.ContainsKey(networkObjectInstanceHash))
if (m_PrefabInstanceToPrefabAsset.TryGetValue(networkObjectInstanceHash, out var networkPrefabAssetHash))
{
var networkPrefabAssetHash = m_PrefabInstanceToPrefabAsset[networkObjectInstanceHash];
if (m_PrefabAssetToPrefabHandler.ContainsKey(networkPrefabAssetHash))
if (m_PrefabAssetToPrefabHandler.TryGetValue(networkPrefabAssetHash, out var prefabInstanceHandler))
{
m_PrefabAssetToPrefabHandler[networkPrefabAssetHash].Destroy(networkObjectInstance);
prefabInstanceHandler.Destroy(networkObjectInstance);
}
}
else // Otherwise the NetworkObject is the source NetworkPrefab
if (m_PrefabAssetToPrefabHandler.ContainsKey(networkObjectInstanceHash))
if (m_PrefabAssetToPrefabHandler.TryGetValue(networkObjectInstanceHash, out var prefabInstanceHandler))
{
m_PrefabAssetToPrefabHandler[networkObjectInstanceHash].Destroy(networkObjectInstance);
prefabInstanceHandler.Destroy(networkObjectInstance);
}
}
/// <summary>
/// Returns the <see cref="GameObject"/> to use as the override as could be defined within the NetworkPrefab list
/// Note: This should be used to create <see cref="GameObject"/> pools (with <see cref="NetworkObject"/> components)
/// under the scenario where you are using the Host model as it spawns everything locally. As such, the override
/// will not be applied when spawning locally on a Host.
/// Related Classes and Interfaces:
/// <see cref="INetworkPrefabInstanceHandler"/>
/// </summary>
/// <param name="gameObject">the <see cref="GameObject"/> to be checked for a <see cref="NetworkManager"/> defined NetworkPrefab override</param>
/// <returns>a <see cref="GameObject"/> that is either the override or if no overrides exist it returns the same as the one passed in as a parameter</returns>
public GameObject GetNetworkPrefabOverride(GameObject gameObject)
{
if (gameObject.TryGetComponent<NetworkObject>(out var networkObject))
{
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(networkObject.GlobalObjectIdHash))
{
switch (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].Override)
{
case NetworkPrefabOverride.Hash:
case NetworkPrefabOverride.Prefab:
{
return m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].OverridingTargetPrefab;
}
}
}
}
return gameObject;
}
/// <summary>
/// Adds a new prefab to the network prefab list.
/// This can be any GameObject with a NetworkObject component, from any source (addressables, asset
/// bundles, Resource.Load, dynamically created, etc)
///
/// There are three limitations to this method:
/// - If you have NetworkConfig.ForceSamePrefabs enabled, you can only do this before starting
/// networking, and the server and all connected clients must all have the same exact set of prefabs
/// added via this method before connecting
/// - Adding a prefab on the server does not automatically add it on the client - it's up to you
/// to make sure the client and server are synchronized via whatever method makes sense for your game
/// (RPCs, configurations, deterministic loading, etc)
/// - If the server sends a Spawn message to a client that has not yet added a prefab for, the spawn message
/// and any other relevant messages will be held for a configurable time (default 1 second, configured via
/// NetworkConfig.SpawnTimeout) before an error is logged. This is intended to enable the SDK to gracefully
/// handle unexpected conditions (slow disks, slow network, etc) that slow down asset loading. This timeout
/// should not be relied on and code shouldn't be written around it - your code should be written so that
/// the asset is expected to be loaded before it's needed.
/// </summary>
/// <param name="prefab"></param>
/// <exception cref="Exception"></exception>
public void AddNetworkPrefab(GameObject prefab)
{
if (m_NetworkManager.IsListening && m_NetworkManager.NetworkConfig.ForceSamePrefabs)
{
throw new Exception($"All prefabs must be registered before starting {nameof(NetworkManager)} when {nameof(NetworkConfig.ForceSamePrefabs)} is enabled.");
}
var networkObject = prefab.GetComponent<NetworkObject>();
if (!networkObject)
{
throw new Exception($"All {nameof(NetworkPrefab)}s must contain a {nameof(NetworkObject)} component.");
}
var networkPrefab = new NetworkPrefab { Prefab = prefab };
bool added = m_NetworkManager.NetworkConfig.Prefabs.Add(networkPrefab);
if (m_NetworkManager.IsListening && added)
{
m_NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, networkObject.GlobalObjectIdHash);
}
}
/// <summary>
/// Remove a prefab from the prefab list.
/// As with AddNetworkPrefab, this is specific to the client it's called on -
/// calling it on the server does not automatically remove anything on any of the
/// client processes.
///
/// Like AddNetworkPrefab, when NetworkConfig.ForceSamePrefabs is enabled,
/// this cannot be called after connecting.
/// </summary>
/// <param name="prefab"></param>
public void RemoveNetworkPrefab(GameObject prefab)
{
if (m_NetworkManager.IsListening && m_NetworkManager.NetworkConfig.ForceSamePrefabs)
{
throw new Exception($"Prefabs cannot be removed after starting {nameof(NetworkManager)} when {nameof(NetworkConfig.ForceSamePrefabs)} is enabled.");
}
var globalObjectIdHash = prefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
m_NetworkManager.NetworkConfig.Prefabs.Remove(prefab);
if (ContainsHandler(globalObjectIdHash))
{
RemoveHandler(globalObjectIdHash);
}
}
/// <summary>
/// If one exists, registers the player prefab
/// </summary>
internal void RegisterPlayerPrefab()
{
var networkConfig = m_NetworkManager.NetworkConfig;
// If we have a player prefab, then we need to verify it is in the list of NetworkPrefabOverrideLinks for client side spawning.
if (networkConfig.PlayerPrefab != null)
{
if (networkConfig.PlayerPrefab.TryGetComponent<NetworkObject>(out var playerPrefabNetworkObject))
{
//In the event there is no NetworkPrefab entry (i.e. no override for default player prefab)
if (!networkConfig.Prefabs.NetworkPrefabOverrideLinks.ContainsKey(playerPrefabNetworkObject.GlobalObjectIdHash))
{
//Then add a new entry for the player prefab
AddNetworkPrefab(networkConfig.PlayerPrefab);
}
}
else
{
// Provide the name of the prefab with issues so the user can more easily find the prefab and fix it
Debug.LogError($"{nameof(NetworkConfig.PlayerPrefab)} (\"{networkConfig.PlayerPrefab.name}\") has no NetworkObject assigned to it!.");
}
}
}
internal void Initialize(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
}
}
}

View File

@@ -10,6 +10,9 @@ namespace Unity.Netcode
/// </summary>
public class NetworkSpawnManager
{
// Stores the objects that need to be shown at end-of-frame
internal Dictionary<ulong, List<NetworkObject>> ObjectsToShowToClient = new Dictionary<ulong, List<NetworkObject>>();
/// <summary>
/// The currently spawned objects
/// </summary>
@@ -37,6 +40,41 @@ namespace Unity.Netcode
/// </summary>
private Dictionary<ulong, ulong> m_ObjectToOwnershipTable = new Dictionary<ulong, ulong>();
internal void MarkObjectForShowingTo(NetworkObject networkObject, ulong clientId)
{
if (!ObjectsToShowToClient.ContainsKey(clientId))
{
ObjectsToShowToClient.Add(clientId, new List<NetworkObject>());
}
ObjectsToShowToClient[clientId].Add(networkObject);
}
// returns whether any matching objects would have become visible and were returned to hidden state
internal bool RemoveObjectFromShowingTo(NetworkObject networkObject, ulong clientId)
{
var ret = false;
if (!ObjectsToShowToClient.ContainsKey(clientId))
{
return false;
}
// probably overkill, but deals with multiple entries
while (ObjectsToShowToClient[clientId].Contains(networkObject))
{
Debug.LogWarning(
"Object was shown and hidden from the same client in the same Network frame. As a result, the client will _not_ receive a NetworkSpawn");
ObjectsToShowToClient[clientId].Remove(networkObject);
ret = true;
}
if (ret)
{
networkObject.Observers.Remove(clientId);
}
return ret;
}
/// <summary>
/// Used to update a NetworkObject's ownership
/// </summary>
@@ -141,11 +179,6 @@ namespace Unity.Netcode
/// </summary>
public NetworkManager NetworkManager { get; }
internal NetworkSpawnManager(NetworkManager networkManager)
{
NetworkManager = networkManager;
}
internal readonly Queue<ReleasedNetworkId> ReleasedNetworkObjectIds = new Queue<ReleasedNetworkId>();
private ulong m_NetworkObjectIdCounter;
@@ -154,7 +187,7 @@ namespace Unity.Netcode
internal ulong GetNetworkObjectId()
{
if (ReleasedNetworkObjectIds.Count > 0 && NetworkManager.NetworkConfig.RecycleNetworkIds && (Time.unscaledTime - ReleasedNetworkObjectIds.Peek().ReleaseTime) >= NetworkManager.NetworkConfig.NetworkIdRecycleDelay)
if (ReleasedNetworkObjectIds.Count > 0 && NetworkManager.NetworkConfig.RecycleNetworkIds && (NetworkManager.RealTimeProvider.UnscaledTime - ReleasedNetworkObjectIds.Peek().ReleaseTime) >= NetworkManager.NetworkConfig.NetworkIdRecycleDelay)
{
return ReleasedNetworkObjectIds.Dequeue().NetworkId;
}
@@ -223,7 +256,7 @@ namespace Unity.Netcode
NetworkObjectId = networkObject.NetworkObjectId,
OwnerClientId = networkObject.OwnerClientId
};
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
foreach (var client in NetworkManager.ConnectedClients)
{
@@ -286,7 +319,7 @@ namespace Unity.Netcode
{
if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
{
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
@@ -405,6 +438,9 @@ namespace Unity.Netcode
if (networkObject != null)
{
networkObject.DestroyWithScene = sceneObject.DestroyWithScene;
networkObject.NetworkSceneHandle = sceneObject.NetworkSceneHandle;
// SPECIAL CASE FOR IN-SCENE PLACED: (only when the parent has a NetworkObject)
// This is a special case scenario where a late joining client has joined and loaded one or
// more scenes that contain nested in-scene placed NetworkObject children yet the server's
@@ -581,8 +617,10 @@ namespace Unity.Netcode
}
}
if (NetworkManager.IsServer)
// If we are the server and should spawn with observers
if (NetworkManager.IsServer && networkObject.SpawnWithObservers)
{
// Add client observers
for (int i = 0; i < NetworkManager.ConnectedClientsList.Count; i++)
{
if (networkObject.CheckObjectVisibility == null || networkObject.CheckObjectVisibility(NetworkManager.ConnectedClientsList[i].ClientId))
@@ -597,7 +635,7 @@ namespace Unity.Netcode
networkObject.InvokeBehaviourNetworkSpawn();
NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredMessageManager.TriggerType.OnSpawn, networkId);
NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnSpawn, networkId);
// propagate the IsSceneObject setting to child NetworkObjects
var children = networkObject.GetComponentsInChildren<NetworkObject>();
@@ -610,6 +648,12 @@ namespace Unity.Netcode
}
childObject.IsSceneObject = sceneObject;
}
// Only dynamically spawned NetworkObjects are allowed
if (!sceneObject)
{
networkObject.SubscribeToActiveSceneForSynch();
}
}
internal void SendSpawnCallForObject(ulong clientId, NetworkObject networkObject)
@@ -624,7 +668,7 @@ namespace Unity.Netcode
{
ObjectInfo = networkObject.GetMessageSceneObject(clientId)
};
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientId);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientId);
NetworkManager.NetworkMetrics.TrackObjectSpawnSent(clientId, networkObject, size);
}
@@ -848,7 +892,7 @@ namespace Unity.Netcode
ReleasedNetworkObjectIds.Enqueue(new ReleasedNetworkId()
{
NetworkId = networkObject.NetworkObjectId,
ReleaseTime = Time.unscaledTime
ReleaseTime = NetworkManager.RealTimeProvider.UnscaledTime
});
}
@@ -874,7 +918,7 @@ namespace Unity.Netcode
NetworkObjectId = networkObject.NetworkObjectId,
DestroyGameObject = networkObject.IsSceneObject != false ? destroyGameObject : true
};
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, m_TargetClientIds);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, m_TargetClientIds);
foreach (var targetClientId in m_TargetClientIds)
{
NetworkManager.NetworkMetrics.TrackObjectDestroySent(targetClientId, networkObject, size);
@@ -935,5 +979,27 @@ namespace Unity.Netcode
}
}
}
/// <summary>
/// See <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
/// </summary>
internal void HandleNetworkObjectShow()
{
// Handle NetworkObjects to show
foreach (var client in ObjectsToShowToClient)
{
ulong clientId = client.Key;
foreach (var networkObject in client.Value)
{
SendSpawnCallForObject(clientId, networkObject);
}
}
ObjectsToShowToClient.Clear();
}
internal NetworkSpawnManager(NetworkManager networkManager)
{
NetworkManager = networkManager;
}
}
}

View File

@@ -0,0 +1,10 @@
namespace Unity.Netcode
{
internal interface IRealTimeProvider
{
float RealTimeSinceStartup { get; }
float UnscaledTime { get; }
float UnscaledDeltaTime { get; }
float DeltaTime { get; }
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 73bdda41e36846e893fd14dbd6de9978
timeCreated: 1679413210

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