4 Commits
1.4.0 ... 1.7.0

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

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

## [1.7.0] - 2023-10-11

### Added

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

### Fixed

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

### Changed

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

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

## [1.6.0] - 2023-08-09

### Added

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

### Fixed

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

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

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

## [1.5.2] - 2023-07-24

### Added

### Fixed

- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)

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

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

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
2023-06-07 00:00:00 +00:00
140 changed files with 14121 additions and 3748 deletions

View File

@@ -6,6 +6,111 @@ 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).
## [1.7.0] - 2023-10-11
### Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)
### Fixed
- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
### Changed
- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
## [1.6.0] - 2023-08-09
### Added
- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.
### Fixed
- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
- Fixed issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
### Changed
## [1.5.2] - 2023-07-24
### Added
### Fixed
- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
### Changed
## [1.5.1] - 2023-06-07
### Added
- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)
### Fixed
- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
## Changed
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
## [1.4.0] - 2023-04-10
### Added

View File

@@ -27,7 +27,7 @@ namespace Unity.Netcode.Components
/// <summary>
/// The half float precision value of the z-axis as a <see cref="half"/>.
/// </summary>
public half Z => Axis.x;
public half Z => Axis.z;
/// <summary>
/// Used to store the half float precision values as a <see cref="half3"/>
@@ -39,6 +39,17 @@ namespace Unity.Netcode.Components
/// </summary>
public bool3 AxisToSynchronize;
/// <summary>
/// Directly sets each axial value to the passed in full precision values
/// that are converted to half precision
/// </summary>
internal void Set(float x, float y, float z)
{
Axis.x = math.half(x);
Axis.y = math.half(y);
Axis.z = math.half(z);
}
private void SerializeWrite(FastBufferWriter writer)
{
for (int i = 0; i < Length; i++)

View File

@@ -1137,6 +1137,7 @@ namespace Unity.Netcode.Components
if (m_LayerWeights[animationState.Layer] != animationState.Weight)
{
m_Animator.SetLayerWeight(animationState.Layer, animationState.Weight);
m_LayerWeights[animationState.Layer] = animationState.Weight;
}
}

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine;
@@ -49,6 +50,11 @@ namespace Unity.Netcode.Components
/// </summary>
public OnClientRequestChangeDelegate OnClientRequestChange;
/// <summary>
/// When set each state update will contain a state identifier
/// </summary>
internal static bool TrackByStateId;
/// <summary>
/// Data structure used to synchronize the <see cref="NetworkTransform"/>
/// </summary>
@@ -71,9 +77,16 @@ namespace Unity.Netcode.Components
private const int k_UseHalfFloats = 0x00004000; // Persists between state updates (authority dictates if this is set)
private const int k_Synchronization = 0x00008000;
private const int k_PositionSlerp = 0x00010000; // Persists between state updates (authority dictates if this is set)
private const int k_IsParented = 0x00020000; // When parented and synchronizing, we need to have both lossy and local scale due to varying spawn order
private const int k_TrackStateId = 0x10000000; // (Internal Debugging) When set each state update will contain a state identifier
// Stores persistent and state relative flags
private uint m_Bitset;
internal uint BitSet
{
get { return m_Bitset; }
set { m_Bitset = value; }
}
// Used to store the tick calculated sent time
internal double SentTime;
@@ -98,6 +111,7 @@ namespace Unity.Netcode.Components
// Used for half precision scale
internal HalfVector3 HalfVectorScale;
internal Vector3 Scale;
internal Vector3 LossyScale;
// Used for half precision quaternion
internal HalfVector4 HalfVectorRotation;
@@ -118,7 +132,6 @@ namespace Unity.Netcode.Components
internal int NetworkTick;
// Used when tracking by state ID is enabled
internal bool TrackByStateId;
internal int StateId;
// Used during serialization
@@ -416,6 +429,24 @@ namespace Unity.Netcode.Components
}
}
internal bool IsParented
{
get => GetFlag(k_IsParented);
set
{
SetFlag(value, k_IsParented);
}
}
internal bool TrackByStateId
{
get => GetFlag(k_TrackStateId);
set
{
SetFlag(value, k_TrackStateId);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool GetFlag(int flag)
{
@@ -468,6 +499,10 @@ namespace Unity.Netcode.Components
/// <remarks>
/// When there is no change in an updated state's position then there are no values to return.
/// Checking for <see cref="HasPositionChange"/> is one way to detect this.
/// When used with half precision it returns the half precision delta position state update
/// which will not be the full position.
/// To get a NettworkTransform's full position, use <see cref="GetSpaceRelativePosition(bool)"/> and
/// pass true as the parameter.
/// </remarks>
/// <returns><see cref="Vector3"/></returns>
public Vector3 GetPosition()
@@ -534,6 +569,8 @@ namespace Unity.Netcode.Components
return NetworkTick;
}
internal HalfVector3 HalfEulerRotation;
/// <summary>
/// Serializes this <see cref="NetworkTransformState"/>
/// </summary>
@@ -553,23 +590,6 @@ namespace Unity.Netcode.Components
positionStart = m_Reader.Position;
}
if (TrackByStateId)
{
var stateId = StateId;
if (IsSynchronizing)
{
StateId = -1;
}
else
{
if (serializer.IsWriter)
{
StateId++;
}
serializer.SerializeValue(ref StateId);
}
}
// Synchronize State Flags and Network Tick
{
if (isWriting)
@@ -589,11 +609,22 @@ namespace Unity.Netcode.Components
}
}
// If debugging states and track by state identifier is enabled, serialize the current state identifier
if (TrackByStateId)
{
serializer.SerializeValue(ref StateId);
}
// Synchronize Position
if (HasPositionChange)
{
if (UseHalfFloatPrecision)
{
// Apply which axis should be updated for both write/read (teleporting, synchronizing, or just updating)
NetworkDeltaPosition.HalfVector3.AxisToSynchronize[0] = HasPositionX;
NetworkDeltaPosition.HalfVector3.AxisToSynchronize[1] = HasPositionY;
NetworkDeltaPosition.HalfVector3.AxisToSynchronize[2] = HasPositionZ;
if (IsTeleportingNextFrame)
{
// **Always use full precision when teleporting and UseHalfFloatPrecision is enabled**
@@ -604,7 +635,7 @@ namespace Unity.Netcode.Components
serializer.SerializeValue(ref DeltaPosition);
if (!isWriting)
{
NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0, math.bool3(HasPositionX, HasPositionY, HasPositionZ));
NetworkDeltaPosition.NetworkTick = NetworkTick;
NetworkDeltaPosition.NetworkSerialize(serializer);
}
else
@@ -617,7 +648,7 @@ namespace Unity.Netcode.Components
{
if (!isWriting)
{
NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0, math.bool3(HasPositionX, HasPositionY, HasPositionZ));
NetworkDeltaPosition.NetworkTick = NetworkTick;
NetworkDeltaPosition.NetworkSerialize(serializer);
}
else
@@ -626,9 +657,8 @@ namespace Unity.Netcode.Components
}
}
}
else // Legacy Position Synchronization
else // Full precision axis specific position synchronization
{
// Position Values
if (HasPositionX)
{
serializer.SerializeValue(ref PositionX);
@@ -703,11 +733,21 @@ namespace Unity.Netcode.Components
{
if (HasRotAngleChange)
{
var halfPrecisionRotation = new HalfVector3(RotAngleX, RotAngleY, RotAngleZ, math.bool3(HasRotAngleX, HasRotAngleY, HasRotAngleZ));
serializer.SerializeValue(ref halfPrecisionRotation);
// Apply which axis should be updated for both write/read
HalfEulerRotation.AxisToSynchronize[0] = HasRotAngleX;
HalfEulerRotation.AxisToSynchronize[1] = HasRotAngleY;
HalfEulerRotation.AxisToSynchronize[2] = HasRotAngleZ;
if (isWriting)
{
HalfEulerRotation.Set(RotAngleX, RotAngleY, RotAngleZ);
}
serializer.SerializeValue(ref HalfEulerRotation);
if (!isWriting)
{
var eulerRotation = halfPrecisionRotation.ToVector3();
var eulerRotation = HalfEulerRotation.ToVector3();
if (HasRotAngleX)
{
RotAngleX = eulerRotation.x;
@@ -749,6 +789,12 @@ namespace Unity.Netcode.Components
// Synchronize Scale
if (HasScaleChange)
{
// If we are teleporting (which includes synchronizing) and the associated NetworkObject has a parent
// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
if (IsTeleportingNextFrame && IsParented)
{
serializer.SerializeValue(ref LossyScale);
}
// Half precision scale synchronization
if (UseHalfFloatPrecision)
{
@@ -758,9 +804,19 @@ namespace Unity.Netcode.Components
}
else
{
// Apply which axis should be updated for both write/read
HalfVectorScale.AxisToSynchronize[0] = HasScaleX;
HalfVectorScale.AxisToSynchronize[1] = HasScaleY;
HalfVectorScale.AxisToSynchronize[2] = HasScaleZ;
// For scale, when half precision is enabled we can still only send the axis with deltas
HalfVectorScale = new HalfVector3(Scale, math.bool3(HasScaleX, HasScaleY, HasScaleZ));
if (isWriting)
{
HalfVectorScale.Set(Scale[0], Scale[1], Scale[2]);
}
serializer.SerializeValue(ref HalfVectorScale);
if (!isWriting)
{
Scale = HalfVectorScale.ToVector3();
@@ -1029,26 +1085,6 @@ namespace Unity.Netcode.Components
/// </summary>
protected NetworkManager m_CachedNetworkManager; // Note: we no longer use this and are only keeping it until we decide to deprecate it
/// <summary>
/// We have two internal NetworkVariables.
/// One for server authoritative and one for "client/owner" authoritative.
/// </summary>
private readonly NetworkVariable<NetworkTransformState> m_ReplicatedNetworkStateServer = new NetworkVariable<NetworkTransformState>(new NetworkTransformState(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
private readonly NetworkVariable<NetworkTransformState> m_ReplicatedNetworkStateOwner = new NetworkVariable<NetworkTransformState>(new NetworkTransformState(), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
internal NetworkVariable<NetworkTransformState> ReplicatedNetworkState
{
get
{
if (!IsServerAuthoritative())
{
return m_ReplicatedNetworkStateOwner;
}
return m_ReplicatedNetworkStateServer;
}
}
/// <summary>
/// Helper method that returns the space relative position of the transform.
/// </summary>
@@ -1078,7 +1114,16 @@ namespace Unity.Netcode.Components
}
else
{
return m_CurrentPosition;
// When half float precision is enabled, get the NetworkDeltaPosition's full position
if (UseHalfFloatPrecision)
{
return m_HalfPositionState.GetFullPosition();
}
else
{
// Otherwise, just get the current position
return m_CurrentPosition;
}
}
}
@@ -1149,6 +1194,8 @@ namespace Unity.Netcode.Components
// This represents the most recent local authoritative state.
private NetworkTransformState m_LocalAuthoritativeNetworkState;
internal NetworkTransformState LocalAuthoritativeNetworkState => m_LocalAuthoritativeNetworkState;
private ClientRpcParams m_ClientRpcParams = new ClientRpcParams() { Send = new ClientRpcSendParams() };
private List<ulong> m_ClientIds = new List<ulong>() { 0 };
@@ -1159,8 +1206,14 @@ namespace Unity.Netcode.Components
// Non-Authoritative's current position, scale, and rotation that is used to assure the non-authoritative side cannot make adjustments to
// the portions of the transform being synchronized.
private Vector3 m_CurrentPosition;
private Vector3 m_TargetPosition;
private Vector3 m_CurrentScale;
private Vector3 m_TargetScale;
private Quaternion m_CurrentRotation;
private Vector3 m_TargetRotation;
// Used to for each instance to uniquely identify the named message
private string m_MessageName;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -1255,7 +1308,13 @@ namespace Unity.Netcode.Components
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
var targetClientId = m_TargetIdBeingSynchronized;
var synchronizationState = new NetworkTransformState();
var synchronizationState = new NetworkTransformState()
{
HalfEulerRotation = new HalfVector3(),
HalfVectorRotation = new HalfVector4(),
HalfVectorScale = new HalfVector3(),
NetworkDeltaPosition = new NetworkDeltaPosition(),
};
if (serializer.IsWriter)
{
@@ -1283,6 +1342,7 @@ namespace Unity.Netcode.Components
m_LocalAuthoritativeNetworkState = synchronizationState;
m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = false;
m_LocalAuthoritativeNetworkState.IsSynchronizing = false;
}
}
@@ -1346,6 +1406,8 @@ namespace Unity.Netcode.Components
{
}
// Tracks the last tick a state update was sent (see further below)
private int m_LastTick;
/// <summary>
/// Authoritative side only
/// If there are any transform delta states, this method will synchronize the
@@ -1363,12 +1425,28 @@ namespace Unity.Netcode.Components
// If the transform has deltas (returns dirty) then...
if (ApplyTransformToNetworkStateWithInfo(ref m_LocalAuthoritativeNetworkState, ref transformToCommit, synchronize))
{
m_LocalAuthoritativeNetworkState.LastSerializedSize = ReplicatedNetworkState.Value.LastSerializedSize;
m_LocalAuthoritativeNetworkState.LastSerializedSize = m_OldState.LastSerializedSize;
// Make sure our network tick is incremented
if (m_LastTick == m_LocalAuthoritativeNetworkState.NetworkTick && !m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame)
{
// When running in authority and a remote client is the owner, the client can hit a perfect window of time where
// it is still on the previous network tick (as a count) but still have had the tick event triggered.
// (This is cheaper than calculating the exact tick each time and only can occur on clients)
if (!IsServer)
{
m_LocalAuthoritativeNetworkState.NetworkTick = m_LocalAuthoritativeNetworkState.NetworkTick + 1;
}
else
{
NetworkLog.LogError($"[NT TICK DUPLICATE] Server already sent an update on tick {m_LastTick} and is attempting to send again on the same network tick!");
}
}
m_LastTick = m_LocalAuthoritativeNetworkState.NetworkTick;
// Update the state
UpdateTransformState();
OnAuthorityPushTransformState(ref m_LocalAuthoritativeNetworkState);
// "push"/commit the state
ReplicatedNetworkState.Value = m_LocalAuthoritativeNetworkState;
m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame = false;
}
}
@@ -1648,7 +1726,43 @@ namespace Unity.Netcode.Components
}
}
// Only if we are not synchronizing...
// For scale, we need to check for parenting when synchronizing and/or teleporting
if (isSynchronization || networkState.IsTeleportingNextFrame)
{
// This all has to do with complex nested hierarchies and how it impacts scale
// when set for the first time and depending upon whether the NetworkObject is parented
// (or not parented) at the time the scale values are applied.
var hasParentNetworkObject = false;
// If the NetworkObject belonging to this NetworkTransform instance has a parent
// (i.e. this handles nested NetworkTransforms under a parent at some layer above)
if (NetworkObject.transform.parent != null)
{
var parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
// In-scene placed NetworkObjects parented under a GameObject with no
// NetworkObject preserve their lossyScale when synchronizing.
if (parentNetworkObject == null && NetworkObject.IsSceneObject != false)
{
hasParentNetworkObject = true;
}
else
{
// Or if the relative NetworkObject has a parent NetworkObject
hasParentNetworkObject = parentNetworkObject != null;
}
}
networkState.IsParented = hasParentNetworkObject;
// If we are synchronizing and the associated NetworkObject has a parent then we want to send the
// LossyScale if the NetworkObject has a parent since NetworkObject spawn order is not guaranteed
if (hasParentNetworkObject)
{
networkState.LossyScale = transform.lossyScale;
}
}
// Checking scale deltas when not synchronizing
if (!isSynchronization)
{
if (!UseHalfFloatPrecision)
@@ -1679,7 +1793,7 @@ namespace Unity.Netcode.Components
var previousScale = networkState.Scale;
for (int i = 0; i < 3; i++)
{
if (Mathf.Abs(Mathf.DeltaAngle(previousScale[i], scale[i])) >= ScaleThreshold || networkState.IsTeleportingNextFrame)
if (Mathf.Abs(scale[i] - previousScale[i]) >= ScaleThreshold || networkState.IsTeleportingNextFrame)
{
isScaleDirty = true;
networkState.Scale[i] = scale[i];
@@ -1688,46 +1802,18 @@ namespace Unity.Netcode.Components
}
}
}
else // If we are synchronizing then we need to determine which scale to use
else // Just apply the full local scale when synchronizing
if (SynchronizeScale)
{
// This all has to do with complex nested hierarchies and how it impacts scale
// when set for the first time.
var hasParentNetworkObject = false;
// If the NetworkObject belonging to this NetworkTransform instance has a parent
// (i.e. this handles nested NetworkTransforms under a parent at some layer above)
if (NetworkObject.transform.parent != null)
{
var parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
// In-scene placed NetworkObjects parented under a GameObject with no
// NetworkObject preserve their lossyScale when synchronizing.
if (parentNetworkObject == null && NetworkObject.IsSceneObject != false)
{
hasParentNetworkObject = true;
}
else
{
// Or if the relative NetworkObject has a parent NetworkObject
hasParentNetworkObject = parentNetworkObject != null;
}
}
// If world position stays is set and the relative NetworkObject is parented under a NetworkObject
// then we want to use the lossy scale for the initial synchronization.
var useLossy = NetworkObject.WorldPositionStays() && hasParentNetworkObject;
var scaleToUse = useLossy ? transform.lossyScale : transform.localScale;
if (!UseHalfFloatPrecision)
{
networkState.ScaleX = scaleToUse.x;
networkState.ScaleY = scaleToUse.y;
networkState.ScaleZ = scaleToUse.z;
networkState.ScaleX = transform.localScale.x;
networkState.ScaleY = transform.localScale.y;
networkState.ScaleZ = transform.localScale.z;
}
else
{
networkState.Scale = scaleToUse;
networkState.Scale = transform.localScale;
}
networkState.HasScaleX = true;
networkState.HasScaleY = true;
@@ -2009,6 +2095,7 @@ namespace Unity.Netcode.Components
}
m_CurrentPosition = currentPosition;
m_TargetPosition = currentPosition;
// Apply the position
if (newState.InLocalSpace)
@@ -2023,32 +2110,45 @@ namespace Unity.Netcode.Components
if (newState.HasScaleChange)
{
bool shouldUseLossy = false;
if (newState.IsParented)
{
if (transform.parent == null)
{
shouldUseLossy = NetworkObject.WorldPositionStays();
}
else
{
shouldUseLossy = !NetworkObject.WorldPositionStays();
}
}
if (UseHalfFloatPrecision)
{
currentScale = newState.Scale;
m_CurrentScale = currentScale;
currentScale = shouldUseLossy ? newState.LossyScale : newState.Scale;
}
else
{
// Adjust based on which axis changed
if (newState.HasScaleX)
{
currentScale.x = newState.ScaleX;
currentScale.x = shouldUseLossy ? newState.LossyScale.x : newState.ScaleX;
}
if (newState.HasScaleY)
{
currentScale.y = newState.ScaleY;
currentScale.y = shouldUseLossy ? newState.LossyScale.y : newState.ScaleY;
}
if (newState.HasScaleZ)
{
currentScale.z = newState.ScaleZ;
currentScale.z = shouldUseLossy ? newState.LossyScale.z : newState.ScaleZ;
}
}
m_CurrentScale = currentScale;
m_TargetScale = currentScale;
m_ScaleInterpolator.ResetTo(currentScale, sentTime);
// Apply the adjusted scale
@@ -2082,6 +2182,7 @@ namespace Unity.Netcode.Components
}
m_CurrentRotation = currentRotation;
m_TargetRotation = currentRotation.eulerAngles;
m_RotationInterpolator.ResetTo(currentRotation, sentTime);
if (InLocalSpace)
@@ -2107,7 +2208,7 @@ namespace Unity.Netcode.Components
/// <remarks>
/// Only non-authoritative instances should invoke this
/// </remarks>
private void UpdateState(NetworkTransformState oldState, NetworkTransformState newState)
private void ApplyUpdatedState(NetworkTransformState newState)
{
// Set the transforms's synchronization modes
InLocalSpace = newState.InLocalSpace;
@@ -2137,8 +2238,10 @@ namespace Unity.Netcode.Components
{
// assure our local NetworkDeltaPosition state is updated
m_HalfPositionState.HalfVector3.Axis = m_LocalAuthoritativeNetworkState.NetworkDeltaPosition.HalfVector3.Axis;
// and update our current position
m_LocalAuthoritativeNetworkState.CurrentPosition = m_HalfPositionState.ToVector3(newState.NetworkTick);
// and update our target position
m_TargetPosition = m_HalfPositionState.ToVector3(newState.NetworkTick);
m_LocalAuthoritativeNetworkState.NetworkDeltaPosition.CurrentBasePosition = m_HalfPositionState.CurrentBasePosition;
m_LocalAuthoritativeNetworkState.CurrentPosition = m_TargetPosition;
}
if (!Interpolate)
@@ -2149,37 +2252,33 @@ namespace Unity.Netcode.Components
// Apply axial changes from the new state
// Either apply the delta position target position or the current state's delta position
// depending upon whether UsePositionDeltaCompression is enabled
if (m_LocalAuthoritativeNetworkState.HasPositionChange)
{
if (m_LocalAuthoritativeNetworkState.UseHalfFloatPrecision)
if (!m_LocalAuthoritativeNetworkState.UseHalfFloatPrecision)
{
UpdatePositionInterpolator(m_LocalAuthoritativeNetworkState.CurrentPosition, sentTime);
}
else
{
var currentPosition = GetSpaceRelativePosition();
var newTargetPosition = m_TargetPosition;
if (m_LocalAuthoritativeNetworkState.HasPositionX)
{
currentPosition.x = m_LocalAuthoritativeNetworkState.PositionX;
newTargetPosition.x = m_LocalAuthoritativeNetworkState.PositionX;
}
if (m_LocalAuthoritativeNetworkState.HasPositionY)
{
currentPosition.y = m_LocalAuthoritativeNetworkState.PositionY;
newTargetPosition.y = m_LocalAuthoritativeNetworkState.PositionY;
}
if (m_LocalAuthoritativeNetworkState.HasPositionZ)
{
currentPosition.z = m_LocalAuthoritativeNetworkState.PositionZ;
newTargetPosition.z = m_LocalAuthoritativeNetworkState.PositionZ;
}
UpdatePositionInterpolator(currentPosition, sentTime);
m_TargetPosition = newTargetPosition;
}
UpdatePositionInterpolator(m_TargetPosition, sentTime);
}
if (m_LocalAuthoritativeNetworkState.HasScaleChange)
{
var currentScale = transform.localScale;
var currentScale = m_TargetScale;
if (UseHalfFloatPrecision)
{
for (int i = 0; i < 3; i++)
@@ -2207,6 +2306,7 @@ namespace Unity.Netcode.Components
currentScale.z = m_LocalAuthoritativeNetworkState.ScaleZ;
}
}
m_TargetScale = currentScale;
m_ScaleInterpolator.AddMeasurement(currentScale, sentTime);
}
@@ -2221,7 +2321,9 @@ namespace Unity.Netcode.Components
}
else
{
currentEulerAngles = m_TargetRotation;
// Adjust based on which axis changed
// (both half precision and full precision apply Eulers to the RotAngle properties when reading the update)
if (m_LocalAuthoritativeNetworkState.HasRotAngleX)
{
currentEulerAngles.x = m_LocalAuthoritativeNetworkState.RotAngleX;
@@ -2236,6 +2338,7 @@ namespace Unity.Netcode.Components
{
currentEulerAngles.z = m_LocalAuthoritativeNetworkState.RotAngleZ;
}
m_TargetRotation = currentEulerAngles;
currentRotation.eulerAngles = currentEulerAngles;
}
@@ -2253,6 +2356,8 @@ namespace Unity.Netcode.Components
}
private NetworkTransformState m_OldState = new NetworkTransformState();
/// <summary>
/// Only non-authoritative instances should invoke this method
/// </summary>
@@ -2266,8 +2371,8 @@ namespace Unity.Netcode.Components
// Get the time when this new state was sent
newState.SentTime = new NetworkTime(NetworkManager.NetworkConfig.TickRate, newState.NetworkTick).Time;
// Update the state
UpdateState(oldState, newState);
// Apply the new state
ApplyUpdatedState(newState);
// Provide notifications when the state has been updated
OnNetworkTransformStateUpdated(ref oldState, ref newState);
@@ -2350,10 +2455,19 @@ namespace Unity.Netcode.Components
internal void OnUpdateAuthoritativeState(ref Transform transformSource)
{
// If our replicated state is not dirty and our local authority state is dirty, clear it.
if (!ReplicatedNetworkState.IsDirty() && m_LocalAuthoritativeNetworkState.IsDirty && !m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame)
if (m_LocalAuthoritativeNetworkState.IsDirty && !m_LocalAuthoritativeNetworkState.IsTeleportingNextFrame)
{
// Now clear our bitset and prepare for next network tick state update
m_LocalAuthoritativeNetworkState.ClearBitSetForNextTick();
if (TrackByStateId)
{
m_LocalAuthoritativeNetworkState.TrackByStateId = true;
m_LocalAuthoritativeNetworkState.StateId++;
}
else
{
m_LocalAuthoritativeNetworkState.TrackByStateId = false;
}
}
AxisChangedDeltaPositionCheck();
@@ -2373,6 +2487,9 @@ namespace Unity.Netcode.Components
// Update any changes to the transform
var transformSource = transform;
OnUpdateAuthoritativeState(ref transformSource);
m_CurrentPosition = GetSpaceRelativePosition();
m_TargetPosition = GetSpaceRelativePosition();
}
else
{
@@ -2387,27 +2504,25 @@ namespace Unity.Netcode.Components
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
///////////////////////////////////////////////////////////////
// NOTE: Legacy and no longer used (candidates for deprecation)
m_CachedIsServer = IsServer;
m_CachedNetworkManager = NetworkManager;
///////////////////////////////////////////////////////////////
// Register a custom named message specifically for this instance
m_MessageName = $"NTU_{NetworkObjectId}_{NetworkBehaviourId}";
NetworkManager.CustomMessagingManager.RegisterNamedMessageHandler(m_MessageName, TransformStateUpdate);
Initialize();
// This assures the initial spawning of the object synchronizes all connected clients
// with the current transform values. This should not be placed within Initialize since
// that can be invoked when ownership changes.
if (CanCommitToTransform)
{
var currentPosition = GetSpaceRelativePosition();
var currentRotation = GetSpaceRelativeRotation();
// Teleport to current position
SetStateInternal(currentPosition, currentRotation, transform.localScale, true);
}
}
/// <inheritdoc/>
public override void OnNetworkDespawn()
{
ReplicatedNetworkState.OnValueChanged -= OnNetworkStateChanged;
if (!NetworkManager.ShutdownInProgress && NetworkManager.CustomMessagingManager != null)
{
NetworkManager.CustomMessagingManager.UnregisterNamedMessageHandler(m_MessageName);
}
CanCommitToTransform = false;
if (NetworkManager != null && NetworkManager.NetworkTickSystem != null)
{
@@ -2424,41 +2539,53 @@ namespace Unity.Netcode.Components
}
CanCommitToTransform = false;
base.OnDestroy();
m_ReplicatedNetworkStateServer.Dispose();
m_ReplicatedNetworkStateOwner.Dispose();
}
/// <inheritdoc/>
public override void OnGainedOwnership()
{
// Only initialize if we gained ownership
if (OwnerClientId == NetworkManager.LocalClientId)
{
Initialize();
}
}
/// <inheritdoc/>
public override void OnLostOwnership()
{
// Only initialize if we are not authority and lost
// ownership
if (OwnerClientId != NetworkManager.LocalClientId)
base.OnLostOwnership();
}
/// <inheritdoc/>
public override void OnGainedOwnership()
{
base.OnGainedOwnership();
}
protected override void OnOwnershipChanged(ulong previous, ulong current)
{
// If we were the previous owner or the newly assigned owner then reinitialize
if (current == NetworkManager.LocalClientId || previous == NetworkManager.LocalClientId)
{
Initialize();
}
base.OnOwnershipChanged(previous, current);
}
/// <summary>
/// Invoked when first spawned and when ownership changes.
/// </summary>
/// <param name="replicatedState">the <see cref="NetworkVariable{T}"/> replicated <see cref="NetworkTransformState"/></param>
/// <param name="replicatedState">the current <see cref="NetworkTransformState"/> after initializing</param>
protected virtual void OnInitialize(ref NetworkTransformState replicatedState)
{
}
/// <summary>
/// An owner read and owner write NetworkVariable so it doesn't generate any messages
/// </summary>
private NetworkVariable<NetworkTransformState> m_InternalStatNetVar = new NetworkVariable<NetworkTransformState>(default, NetworkVariableReadPermission.Owner, NetworkVariableWritePermission.Owner);
/// <summary>
/// This method is only invoked by the owner
/// Use: OnInitialize(ref NetworkTransformState replicatedState) to be notified on all instances
/// </summary>
/// <param name="replicatedState"></param>
protected virtual void OnInitialize(ref NetworkVariable<NetworkTransformState> replicatedState)
{
}
/// <summary>
/// Initializes NetworkTransform when spawned and ownership changes.
/// </summary>
@@ -2470,8 +2597,8 @@ namespace Unity.Netcode.Components
}
CanCommitToTransform = IsServerAuthoritative() ? IsServer : IsOwner;
var replicatedState = ReplicatedNetworkState;
var currentPosition = GetSpaceRelativePosition();
var currentRotation = GetSpaceRelativeRotation();
if (CanCommitToTransform)
{
@@ -2479,28 +2606,65 @@ namespace Unity.Netcode.Components
{
m_HalfPositionState = new NetworkDeltaPosition(currentPosition, NetworkManager.NetworkTickSystem.ServerTime.Tick, math.bool3(SyncPositionX, SyncPositionY, SyncPositionZ));
}
m_CurrentPosition = currentPosition;
m_TargetPosition = currentPosition;
// Authority only updates once per network tick
NetworkManager.NetworkTickSystem.Tick -= NetworkTickSystem_Tick;
NetworkManager.NetworkTickSystem.Tick += NetworkTickSystem_Tick;
// Teleport to current position
SetStateInternal(currentPosition, currentRotation, transform.localScale, true);
}
else
{
// Sanity check to assure we only subscribe to OnValueChanged once
replicatedState.OnValueChanged -= OnNetworkStateChanged;
replicatedState.OnValueChanged += OnNetworkStateChanged;
// Assure we no longer subscribe to the tick event
NetworkManager.NetworkTickSystem.Tick -= NetworkTickSystem_Tick;
ResetInterpolatedStateToCurrentAuthoritativeState();
m_CurrentPosition = GetSpaceRelativePosition();
m_CurrentPosition = currentPosition;
m_TargetPosition = currentPosition;
m_CurrentScale = transform.localScale;
m_CurrentRotation = GetSpaceRelativeRotation();
m_TargetScale = transform.localScale;
m_CurrentRotation = currentRotation;
m_TargetRotation = currentRotation.eulerAngles;
}
OnInitialize(ref m_LocalAuthoritativeNetworkState);
OnInitialize(ref replicatedState);
if (IsOwner)
{
m_InternalStatNetVar.Value = m_LocalAuthoritativeNetworkState;
OnInitialize(ref m_InternalStatNetVar);
}
}
/// <inheritdoc/>
/// <remarks>
/// When a parent changes, non-authoritative instances should:
/// - Apply the resultant position, rotation, and scale from the parenting action.
/// - Clear interpolators (even if not enabled on this frame)
/// - Reset the interpolators to the position, rotation, and scale resultant values.
/// This prevents interpolation visual anomalies and issues during initial synchronization
/// </remarks>
public override void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
// Only if we are not authority
if (!CanCommitToTransform)
{
m_CurrentPosition = GetSpaceRelativePosition();
m_CurrentRotation = GetSpaceRelativeRotation();
m_CurrentScale = GetScale();
m_ScaleInterpolator.Clear();
m_PositionInterpolator.Clear();
m_RotationInterpolator.Clear();
var tempTime = new NetworkTime(NetworkManager.NetworkConfig.TickRate, NetworkManager.ServerTime.Tick).Time;
UpdatePositionInterpolator(m_CurrentPosition, tempTime, true);
m_ScaleInterpolator.ResetTo(m_CurrentScale, tempTime);
m_RotationInterpolator.ResetTo(m_CurrentRotation, tempTime);
}
base.OnNetworkObjectParentChanged(parentNetworkObject);
}
/// <summary>
@@ -2628,7 +2792,7 @@ namespace Unity.Netcode.Components
var serverTime = NetworkManager.ServerTime;
var cachedDeltaTime = NetworkManager.RealTimeProvider.DeltaTime;
var cachedServerTime = serverTime.Time;
// TODO: Investigate Further
// With owner authoritative mode, non-authority clients can lag behind
// by more than 1 tick period of time. The current "solution" for now
// is to make their cachedRenderTime run 2 ticks behind.
@@ -2698,6 +2862,111 @@ namespace Unity.Netcode.Components
{
return OnIsServerAuthoritative();
}
/// <summary>
/// Receives the <see cref="NetworkTransformState"/> named message updates
/// </summary>
/// <param name="senderId">authority of the transform</param>
/// <param name="messagePayload">serialzied <see cref="NetworkTransformState"/></param>
private void TransformStateUpdate(ulong senderId, FastBufferReader messagePayload)
{
if (!OnIsServerAuthoritative() && IsServer && OwnerClientId == NetworkManager.ServerClientId)
{
// Ownership must have changed, ignore any additional pending messages that might have
// come from a previous owner client.
return;
}
// Forward owner authoritative messages before doing anything else
if (IsServer && !OnIsServerAuthoritative())
{
ForwardStateUpdateMessage(messagePayload);
}
// Store the previous/old state
m_OldState = m_LocalAuthoritativeNetworkState;
// Deserialize the message
messagePayload.ReadNetworkSerializableInPlace(ref m_LocalAuthoritativeNetworkState);
// Apply the message
OnNetworkStateChanged(m_OldState, m_LocalAuthoritativeNetworkState);
}
/// <summary>
/// Forwards owner authoritative state updates when received by the server
/// </summary>
/// <param name="messagePayload">the owner state message payload</param>
private unsafe void ForwardStateUpdateMessage(FastBufferReader messagePayload)
{
var serverAuthoritative = OnIsServerAuthoritative();
var currentPosition = messagePayload.Position;
var messageSize = messagePayload.Length - currentPosition;
var writer = new FastBufferWriter(messageSize, Allocator.Temp);
using (writer)
{
writer.WriteBytesSafe(messagePayload.GetUnsafePtr(), messageSize, currentPosition);
var clientCount = NetworkManager.ConnectionManager.ConnectedClientsList.Count;
for (int i = 0; i < clientCount; i++)
{
var clientId = NetworkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
if (NetworkManager.ServerClientId == clientId || (!serverAuthoritative && clientId == OwnerClientId))
{
continue;
}
NetworkManager.CustomMessagingManager.SendNamedMessage(m_MessageName, clientId, writer);
}
}
messagePayload.Seek(currentPosition);
}
/// <summary>
/// Sends <see cref="NetworkTransformState"/> named message updates by the authority of the transform
/// </summary>
private void UpdateTransformState()
{
if (NetworkManager.ShutdownInProgress)
{
return;
}
bool isServerAuthoritative = OnIsServerAuthoritative();
if (isServerAuthoritative && !IsServer)
{
Debug.LogError($"Server authoritative {nameof(NetworkTransform)} can only be updated by the server!");
}
else if (!isServerAuthoritative && !IsServer && !IsOwner)
{
Debug.LogError($"Owner authoritative {nameof(NetworkTransform)} can only be updated by the owner!");
}
var customMessageManager = NetworkManager.CustomMessagingManager;
var writer = new FastBufferWriter(128, Allocator.Temp);
using (writer)
{
writer.WriteNetworkSerializable(m_LocalAuthoritativeNetworkState);
// Server-host always sends updates to all clients (but itself)
if (IsServer)
{
var clientCount = NetworkManager.ConnectionManager.ConnectedClientsList.Count;
for (int i = 0; i < clientCount; i++)
{
var clientId = NetworkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
if (NetworkManager.ServerClientId == clientId)
{
continue;
}
customMessageManager.SendNamedMessage(m_MessageName, clientId, writer);
}
}
else
{
// Clients (owner authoritative) send messages to the server-host
customMessageManager.SendNamedMessage(m_MessageName, NetworkManager.ServerClientId, writer);
}
}
}
}
internal interface INetworkTransformLogStateEntry

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
@@ -32,4 +32,4 @@ On the following runtime platforms:
|June 3, 2021|Update document to acknowledge Unity min version change. Matches package version 0.2.0|
|August 5, 2021|Update product/package name|
|September 9,2021|Updated the links and name of the file.|
|April 20, 2022|Updated links|
|April 20, 2022|Updated links|

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
{
@@ -58,7 +59,7 @@ namespace Unity.Netcode.Editor.CodeGen
public static bool IsSubclassOf(this TypeDefinition typeDefinition, string classTypeFullName)
{
if (!typeDefinition.IsClass)
if (typeDefinition == null || !typeDefinition.IsClass)
{
return false;
}
@@ -112,6 +113,64 @@ namespace Unity.Netcode.Editor.CodeGen
return name;
}
public static TypeReference MakeGenericType(this TypeReference self, params TypeReference[] arguments)
{
if (self.GenericParameters.Count != arguments.Length)
{
throw new ArgumentException();
}
var instance = new GenericInstanceType(self);
foreach (var argument in arguments)
{
instance.GenericArguments.Add(argument);
}
return instance;
}
public static MethodReference MakeGeneric(this MethodReference self, params TypeReference[] arguments)
{
var reference = new MethodReference(self.Name, self.ReturnType)
{
DeclaringType = self.DeclaringType.MakeGenericType(arguments),
HasThis = self.HasThis,
ExplicitThis = self.ExplicitThis,
CallingConvention = self.CallingConvention,
};
foreach (var parameter in self.Parameters)
{
reference.Parameters.Add(new ParameterDefinition(parameter.ParameterType));
}
foreach (var generic_parameter in self.GenericParameters)
{
reference.GenericParameters.Add(new GenericParameter(generic_parameter.Name, reference));
}
return reference;
}
public static bool IsSubclassOf(this TypeReference typeReference, TypeReference baseClass)
{
if (typeReference == null)
{
return false;
}
var type = typeReference.Resolve();
if (type?.BaseType == null || type.BaseType.Name == nameof(Object))
{
return false;
}
if (type.BaseType.Resolve() == baseClass.Resolve())
{
return true;
}
return type.BaseType.IsSubclassOf(baseClass);
}
public static bool HasInterface(this TypeReference typeReference, string interfaceTypeFullName)
{

View File

@@ -7,6 +7,7 @@ using Mono.Cecil.Cil;
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;
@@ -101,54 +102,54 @@ 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_RuntimeInitializeOnLoadAttribute_Ctor;
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();
m_RuntimeInitializeOnLoadAttribute_Ctor = moduleDefinition.ImportReference(typeof(RuntimeInitializeOnLoadMethodAttribute).GetConstructor(new Type[] { }));
TypeDefinition messageHandlerTypeDef = null;
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 +161,29 @@ 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 +220,15 @@ 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;
}
}
@@ -235,48 +236,29 @@ namespace Unity.Netcode.Editor.CodeGen
return true;
}
private MethodDefinition GetOrCreateStaticConstructor(TypeDefinition typeDefinition)
{
var staticCtorMethodDef = typeDefinition.GetStaticConstructor();
if (staticCtorMethodDef == null)
{
staticCtorMethodDef = new MethodDefinition(
".cctor", // Static Constructor (constant-constructor)
MethodAttributes.HideBySig |
MethodAttributes.SpecialName |
MethodAttributes.RTSpecialName |
MethodAttributes.Static,
typeDefinition.Module.TypeSystem.Void);
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
typeDefinition.Methods.Add(staticCtorMethodDef);
}
return staticCtorMethodDef;
}
private void CreateInstructionsToRegisterType(ILProcessor processor, List<Instruction> instructions, TypeReference type, MethodReference receiveMethod, MethodReference versionMethod)
{
// 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>
@@ -284,43 +266,46 @@ 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
private void CreateModuleInitializer(AssemblyDefinition assembly, List<TypeDefinition> networkMessageTypes)
{
foreach (var typeDefinition in assembly.MainModule.Types)
var typeDefinition = new TypeDefinition("__GEN", "INetworkMessageHelper", TypeAttributes.NotPublic | TypeAttributes.AnsiClass | TypeAttributes.BeforeFieldInit, assembly.MainModule.TypeSystem.Object);
var staticCtorMethodDef = new MethodDefinition(
$"InitializeMessages",
MethodAttributes.Assembly |
MethodAttributes.Static,
assembly.MainModule.TypeSystem.Void);
staticCtorMethodDef.Body.Instructions.Add(Instruction.Create(OpCodes.Ret));
staticCtorMethodDef.CustomAttributes.Add(new CustomAttribute(m_RuntimeInitializeOnLoadAttribute_Ctor));
typeDefinition.Methods.Add(staticCtorMethodDef);
var instructions = new List<Instruction>();
var processor = staticCtorMethodDef.Body.GetILProcessor();
foreach (var type in networkMessageTypes)
{
if (typeDefinition.FullName == "<Module>")
{
var staticCtorMethodDef = GetOrCreateStaticConstructor(typeDefinition);
var processor = staticCtorMethodDef.Body.GetILProcessor();
var instructions = new List<Instruction>();
foreach (var type in networkMessageTypes)
{
var receiveMethod = new GenericInstanceMethod(m_MessagingSystem_ReceiveMessage_MethodRef);
receiveMethod.GenericArguments.Add(type);
var versionMethod = new GenericInstanceMethod(m_MessagingSystem_CreateMessageAndGetVersion_MethodRef);
versionMethod.GenericArguments.Add(type);
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
}
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
break;
}
var receiveMethod = new GenericInstanceMethod(m_MessageManager_ReceiveMessage_MethodRef);
receiveMethod.GenericArguments.Add(type);
var versionMethod = new GenericInstanceMethod(m_MessageManager_CreateMessageAndGetVersion_MethodRef);
versionMethod.GenericArguments.Add(type);
CreateInstructionsToRegisterType(processor, instructions, type, receiveMethod, versionMethod);
}
instructions.ForEach(instruction => processor.Body.Instructions.Insert(processor.Body.Instructions.Count - 1, instruction));
assembly.MainModule.Types.Add(typeDefinition);
}
}
}

File diff suppressed because it is too large Load Diff

View File

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

@@ -37,17 +37,15 @@ namespace Unity.Netcode.Editor
for (int i = 0; i < fields.Length; i++)
{
var ft = fields[i].FieldType;
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
Debug.Log($"Adding NetworkVariable {fields[i].Name}");
}
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true) && !fields[i].IsDefined(typeof(NonSerializedAttribute), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
Debug.Log($"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
{
@@ -240,7 +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;
@@ -313,8 +345,9 @@ namespace Unity.Netcode.Editor
/// <param name="networkObjectRemoved">used internally</param>
public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
{
// If there are no NetworkBehaviours or no gameObject, then exit early
if (gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
// If there are no NetworkBehaviours or gameObjects then exit early
// If we are in play mode and a user is inspecting something then exit early (we don't add NetworkObjects to something when in play mode)
if (EditorApplication.isPlaying || gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
{
return;
}
@@ -384,6 +417,48 @@ namespace Unity.Netcode.Editor
}
}
}
if (networkObject != null)
{
OrderNetworkObject(networkObject);
}
}
// Assures the NetworkObject precedes any NetworkBehaviour on the same GameObject as the NetworkObject
private static void OrderNetworkObject(NetworkObject networkObject)
{
var monoBehaviours = networkObject.gameObject.GetComponents<MonoBehaviour>();
var networkObjectIndex = 0;
var firstNetworkBehaviourIndex = -1;
for (int i = 0; i < monoBehaviours.Length; i++)
{
if (monoBehaviours[i] == networkObject)
{
networkObjectIndex = i;
break;
}
var networkBehaviour = monoBehaviours[i] as NetworkBehaviour;
if (networkBehaviour != null)
{
// Get the index of the first NetworkBehaviour Component
if (firstNetworkBehaviourIndex == -1)
{
firstNetworkBehaviourIndex = i;
}
}
}
if (firstNetworkBehaviourIndex != -1 && networkObjectIndex > firstNetworkBehaviourIndex)
{
var positionsToMove = networkObjectIndex - firstNetworkBehaviourIndex;
for (int i = 0; i < positionsToMove; i++)
{
UnityEditorInternal.ComponentUtility.MoveComponentUp(networkObject);
}
EditorUtility.SetDirty(networkObject.gameObject);
}
}
}
}

View File

@@ -339,7 +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)

View File

@@ -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);
@@ -228,7 +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);

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);
}
}
@@ -67,8 +72,6 @@ namespace Unity.Netcode
list.OnAdd -= AddTriggeredByNetworkPrefabList;
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
}
NetworkPrefabsLists.Clear();
}
/// <summary>
@@ -77,13 +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;
@@ -93,7 +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)
{
@@ -126,6 +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)
{
@@ -152,6 +161,7 @@ namespace Unity.Netcode
if (AddPrefabRegistration(networkPrefab))
{
m_Prefabs.Add(networkPrefab);
m_RuntimeAddedPrefabs.Add(networkPrefab);
return true;
}
@@ -175,6 +185,7 @@ namespace Unity.Netcode
}
m_Prefabs.Remove(prefab);
m_RuntimeAddedPrefabs.Remove(prefab);
OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
}
@@ -203,6 +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

@@ -7,6 +7,32 @@ namespace Unity.Netcode
/// </summary>
public class NetworkClient
{
/// <summary>
/// Returns true if the session instance is considered a server
/// </summary>
internal bool IsServer { get; set; }
/// <summary>
/// Returns true if the session instance is considered a client
/// </summary>
internal bool IsClient { get; set; }
/// <summary>
/// Returns true if the session instance is considered a host
/// </summary>
internal bool IsHost => IsClient && IsServer;
/// <summary>
/// When true, the client is connected, approved, and synchronized with
/// the server.
/// </summary>
internal bool IsConnected { get; set; }
/// <summary>
/// Is true when the client has been approved.
/// </summary>
internal bool IsApproved { get; set; }
/// <summary>
/// The ClientId of the NetworkClient
/// </summary>
@@ -18,19 +44,33 @@ namespace Unity.Netcode
public NetworkObject PlayerObject;
/// <summary>
/// The NetworkObject's owned by this Client
/// The list of NetworkObject's owned by this client instance
/// </summary>
public List<NetworkObject> OwnedObjects
{
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 +51,7 @@ 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());
}

View File

@@ -1,10 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
@@ -13,6 +12,18 @@ namespace Unity.Netcode
public abstract class NetworkBehaviour : MonoBehaviour
{
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
#endif
// RuntimeAccessModifiersILPP will make this `protected`
internal enum __RpcExecStage
{
@@ -20,8 +31,6 @@ namespace Unity.Netcode
Server = 1,
Client = 2
}
// NetworkBehaviourILPP will override this in derived classes to return the name of the concrete type
internal virtual string __getTypeName() => nameof(NetworkBehaviour);
@@ -65,7 +74,7 @@ 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.");
}
@@ -86,7 +95,7 @@ namespace Unity.Netcode
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
};
@@ -96,13 +105,12 @@ namespace Unity.Netcode
}
else
{
rpcWriteSize = NetworkManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref serverRpcMessage, networkDelivery, NetworkManager.ServerClientId);
}
bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{
NetworkManager.NetworkMetrics.TrackRpcSent(
NetworkManager.ServerClientId,
@@ -146,7 +154,7 @@ 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 +184,7 @@ namespace Unity.Netcode
}
}
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
}
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
{
@@ -195,7 +203,7 @@ namespace Unity.Netcode
}
}
rpcWriteSize = NetworkManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
}
else
{
@@ -208,7 +216,7 @@ namespace Unity.Netcode
shouldSendToHost = true;
continue;
}
rpcWriteSize = NetworkManager.MessagingSystem.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
}
}
@@ -223,7 +231,7 @@ namespace Unity.Netcode
SystemOwner = NetworkManager,
// header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty.
Header = new MessageHeader(),
Header = new NetworkMessageHeader(),
SerializedHeaderSize = 0,
MessageSize = 0
};
@@ -232,9 +240,8 @@ namespace Unity.Netcode
}
bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkManager.__rpc_name_table.TryGetValue(rpcMethodId, out var rpcMethodName))
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{
if (clientRpcParams.Send.TargetClientIds != null)
{
@@ -277,6 +284,14 @@ 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);
@@ -530,6 +545,23 @@ namespace Unity.Netcode
OnGainedOwnership();
}
/// <summary>
/// Invoked on all clients, override this method to be notified of any
/// ownership changes (even if the instance was niether the previous or
/// newly assigned current owner).
/// </summary>
/// <param name="previous">the previous owner</param>
/// <param name="current">the current owner</param>
protected virtual void OnOwnershipChanged(ulong previous, ulong current)
{
}
internal void InternalOnOwnershipChanged(ulong previous, ulong current)
{
OnOwnershipChanged(previous, current);
}
/// <summary>
/// Gets called when we loose ownership of this object
/// </summary>
@@ -551,35 +583,44 @@ 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`
internal virtual void __initializeRpcs()
#pragma warning restore IDE1006 // restore naming rule violation check
{
if (list == null)
{
list = new List<FieldInfo>();
}
// ILPP generates code for all NetworkBehaviour subtypes to initialize each type's RPCs.
}
list.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly));
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
internal void __registerRpc(uint hash, RpcReceiveHandler handler, string rpcMethodName)
#pragma warning restore IDE1006 // restore naming rule violation check
{
__rpc_func_table[GetType()][hash] = handler;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
__rpc_name_table[GetType()][hash] = rpcMethodName;
#endif
}
if (type.BaseType != null && type.BaseType != typeof(NetworkBehaviour))
{
return GetFieldInfoForTypeRecursive(type.BaseType, list);
}
return list.OrderBy(x => x.Name, StringComparer.Ordinal).ToArray();
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `protected`
// Using this method here because ILPP doesn't seem to let us do visibility modification on properties.
internal void __nameNetworkVariable(NetworkVariableBase variable, string varName)
#pragma warning restore IDE1006 // restore naming rule violation check
{
variable.Name = varName;
}
internal void InitializeVariables()
@@ -591,22 +632,15 @@ namespace Unity.Netcode
m_VarInit = true;
var sortedFields = GetFieldInfoForType(GetType());
for (int i = 0; i < sortedFields.Length; i++)
if (!__rpc_func_table.ContainsKey(GetType()))
{
var fieldType = sortedFields[i].FieldType;
if (fieldType.IsSubclassOf(typeof(NetworkVariableBase)))
{
var instance = (NetworkVariableBase)sortedFields[i].GetValue(this) ?? 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);
}
__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
__rpc_name_table[GetType()] = new Dictionary<uint, string>();
#endif
__initializeRpcs();
}
__initializeVariables();
{
// Create index map for delivery types
@@ -718,7 +752,7 @@ namespace Unity.Netcode
// so we don't have to do this serialization work if we're not going to use the result.
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);
@@ -726,7 +760,7 @@ namespace Unity.Netcode
}
else
{
NetworkManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
NetworkManager.ConnectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
}
}
}

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;
}
// Order of operations requires NetworkVariable updates first then showing NetworkObjects
private void NetworkBehaviourUpdater_Tick()
{
// First update NetworkVariables
NetworkBehaviourUpdate();
// Then show any NetworkObjects queued to be made visible/shown
m_NetworkManager.SpawnManager.HandleNetworkObjectShow();
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,9 +1,18 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
#if UNITY_EDITOR
using UnityEditor;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#else
using UnityEditor.Experimental.SceneManagement;
#endif
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
/// <summary>
@@ -37,30 +46,171 @@ namespace Unity.Netcode
}
}
private bool m_IsPrefab;
#if UNITY_EDITOR
private void OnValidate()
private const string k_GlobalIdTemplate = "GlobalObjectId_V1-{0}-{1}-{2}-{3}";
/// <summary>
/// Object Types <see href="https://docs.unity3d.com/ScriptReference/GlobalObjectId.html"/>
/// Parameter 0 of <see cref="k_GlobalIdTemplate"/>
/// </summary>
// 0 = Null (when considered a null object type we can ignore)
// 1 = Imported Asset
// 2 = Scene Object
// 3 = Source Asset.
private const int k_NullObjectType = 0;
private const int k_ImportedAssetObjectType = 1;
private const int k_SceneObjectType = 2;
private const int k_SourceAssetObjectType = 3;
[ContextMenu("Refresh In-Scene Prefab Instances")]
internal void RefreshAllPrefabInstances()
{
GenerateGlobalObjectIdHash();
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
if (!PrefabUtility.IsPartOfAnyPrefab(this) || instanceGlobalId.identifierType != k_ImportedAssetObjectType)
{
EditorUtility.DisplayDialog("Network Prefab Assets Only", "This action can only be performed on a network prefab asset.", "Ok");
return;
}
// Handle updating the currently active scene
var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var networkObject in networkObjects)
{
networkObject.OnValidate();
}
NetworkObjectRefreshTool.ProcessActiveScene();
// Refresh all build settings scenes
var activeScene = SceneManager.GetActiveScene();
foreach (var editorScene in EditorBuildSettings.scenes)
{
// skip disabled scenes and the currently active scene
if (!editorScene.enabled || activeScene.path == editorScene.path)
{
continue;
}
// Add the scene to be processed
NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
}
// Process all added scenes
NetworkObjectRefreshTool.ProcessScenes();
}
internal void GenerateGlobalObjectIdHash()
private void OnValidate()
{
// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
if (UnityEditor.EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
{
return;
}
// do NOT regenerate GlobalObjectIdHash if Editor is transitioning into or out of PlayMode
if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
var globalObjectIdString = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this).ToString();
GlobalObjectIdHash = XXHash.Hash32(globalObjectIdString);
// Get a global object identifier for this network prefab
var globalId = GetGlobalId();
// if the identifier type is 0, then don't update the GlobalObjectIdHash
if (globalId.identifierType == k_NullObjectType)
{
return;
}
var oldValue = GlobalObjectIdHash;
GlobalObjectIdHash = globalId.ToString().Hash32();
// If the GlobalObjectIdHash value changed, then mark the asset dirty
if (GlobalObjectIdHash != oldValue)
{
// Check if this is an in-scnee placed NetworkObject (Special Case for In-Scene Placed)
if (!IsEditingPrefab() && gameObject.scene.name != null && gameObject.scene.name != gameObject.name)
{
// Sanity check to make sure this is a scene placed object
if (globalId.identifierType != k_SceneObjectType)
{
// This should never happen, but in the event it does throw and error
Debug.LogError($"[{gameObject.name}] is detected as an in-scene placed object but its identifier is of type {globalId.identifierType}! **Report this error**");
}
// If this is a prefab instance
if (PrefabUtility.IsPartOfAnyPrefab(this))
{
// We must invoke this in order for the modifications to get saved with the scene (does not mark scene as dirty)
PrefabUtility.RecordPrefabInstancePropertyModifications(this);
}
}
else // Otherwise, this is a standard network prefab asset so we just mark it dirty for the AssetDatabase to update it
{
EditorUtility.SetDirty(this);
}
}
}
private bool IsEditingPrefab()
{
// Check if we are directly editing the prefab
var stage = PrefabStageUtility.GetPrefabStage(gameObject);
// if we are not editing the prefab directly (or a sub-prefab), then return the object identifier
if (stage == null || stage.assetPath == null)
{
return false;
}
return true;
}
private GlobalObjectId GetGlobalId()
{
var instanceGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(this);
// If not editing a prefab, then just use the generated id
if (!IsEditingPrefab())
{
return instanceGlobalId;
}
// If the asset doesn't exist at the given path, then return the object identifier
var prefabStageAssetPath = PrefabStageUtility.GetPrefabStage(gameObject).assetPath;
// If (for some reason) the asset path is null return the generated id
if (prefabStageAssetPath == null)
{
return instanceGlobalId;
}
var theAsset = AssetDatabase.LoadAssetAtPath<NetworkObject>(prefabStageAssetPath);
// If there is no asset at that path (for some odd/edge case reason), return the generated id
if (theAsset == null)
{
return instanceGlobalId;
}
// If we can't get the asset GUID and/or the file identifier, then return the object identifier
if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(theAsset, out var guid, out long localFileId))
{
return instanceGlobalId;
}
// Note: If we reached this point, then we are most likely opening a prefab to edit.
// The instanceGlobalId will be constructed as if it is a scene object, however when it
// is serialized its value will be treated as a file asset (the "why" to the below code).
// Construct an imported asset identifier with the type being a source asset object type
var prefabGlobalIdText = string.Format(k_GlobalIdTemplate, k_SourceAssetObjectType, guid, (ulong)localFileId, 0);
// If we can't parse the result log an error and return the instanceGlobalId
if (!GlobalObjectId.TryParse(prefabGlobalIdText, out var prefabGlobalId))
{
Debug.LogError($"[GlobalObjectId Gen] Failed to parse ({prefabGlobalIdText}) returning default ({instanceGlobalId})! ** Please Report This Error **");
return instanceGlobalId;
}
// Otherwise, return the constructed identifier for the source prefab asset
return prefabGlobalId;
}
#endif // UNITY_EDITOR
@@ -188,6 +338,12 @@ namespace Unity.Netcode
/// </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>
@@ -361,8 +517,7 @@ namespace Unity.Netcode
}
return;
}
NetworkManager.MarkObjectForShowingTo(this, clientId);
NetworkManager.SpawnManager.MarkObjectForShowingTo(this, clientId);
Observers.Add(clientId);
}
@@ -452,7 +607,7 @@ 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))
{
@@ -466,7 +621,7 @@ 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);
}
}
@@ -532,14 +687,30 @@ 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)
{
@@ -663,6 +834,21 @@ namespace Unity.Netcode
}
}
internal void InvokeOwnershipChanged(ulong previous, ulong next)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
{
if (ChildNetworkBehaviours[i].gameObject.activeInHierarchy)
{
ChildNetworkBehaviours[i].InternalOnOwnershipChanged(previous, next);
}
else
{
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
}
}
}
internal void InvokeBehaviourOnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
@@ -712,6 +898,12 @@ namespace Unity.Netcode
/// <returns>Whether or not reparenting was successful.</returns>
public bool TrySetParent(Transform parent, bool worldPositionStays = true)
{
// If we are removing ourself from a parent
if (parent == null)
{
return TrySetParent((NetworkObject)null, worldPositionStays);
}
var networkObject = parent.GetComponent<NetworkObject>();
// If the parent doesn't have a NetworkObjet then return false, otherwise continue trying to parent
@@ -898,7 +1090,7 @@ namespace Unity.Netcode
}
}
NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
NetworkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientIds, idx);
}
}
@@ -1163,7 +1355,7 @@ namespace Unity.Netcode
return 0;
}
internal NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
public NetworkBehaviour GetNetworkBehaviourAtOrderIndex(ushort index)
{
if (index >= ChildNetworkBehaviours.Count)
{
@@ -1171,7 +1363,6 @@ namespace Unity.Netcode
{
NetworkLog.LogError($"{nameof(NetworkBehaviour)} index {index} was out of bounds for {name}. NetworkBehaviours must be the same, and in the same order, between server and client.");
}
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
var currentKnownChildren = new System.Text.StringBuilder();
@@ -1184,7 +1375,6 @@ namespace Unity.Netcode
}
NetworkLog.LogInfo(currentKnownChildren.ToString());
}
return null;
}

View File

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

View File

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

View File

@@ -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)
{
@@ -275,7 +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)
@@ -333,7 +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

@@ -3,12 +3,12 @@ using Unity.Collections;
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;
@@ -19,7 +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;
@@ -36,7 +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))
{
@@ -90,7 +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)
{
@@ -105,7 +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))
{
@@ -116,7 +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

@@ -10,11 +10,9 @@ namespace Unity.Netcode
{
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)))
@@ -24,15 +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;
@@ -40,7 +37,7 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context)
{
((NetworkManager)context.SystemOwner).DisconnectReason = Reason;
((NetworkManager)context.SystemOwner).ConnectionManager.DisconnectReason = Reason;
}
};
}

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,17 +1,39 @@
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
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;
}
#if UNITY_EDITOR
[InitializeOnLoadMethod]
public static void NotifyOnPlayStateChange()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
public static void OnPlayModeStateChanged(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingPlayMode)
{
// Clear out the network message types, because ILPP-generated RuntimeInitializeOnLoad code will
// run again and add more messages to it.
__network_message_types.Clear();
}
}
#endif
}
}

View File

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

View File

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

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;
}
@@ -60,6 +60,8 @@ namespace Unity.Netcode
}
}
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
}
}

View File

@@ -37,6 +37,9 @@ namespace Unity.Netcode
BytePacker.WriteValueBitPacked(writer, NetworkTick);
uint sceneObjectCount = 0;
// When SpawnedObjectsList is not null then scene management is disabled. Provide a list of
// all observed and spawned NetworkObjects that the approved client needs to synchronize.
if (SpawnedObjectsList != null)
{
var pos = writer.Position;
@@ -45,7 +48,7 @@ namespace Unity.Netcode
// Serialize NetworkVariable data
foreach (var sobj in SpawnedObjectsList)
{
if (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId))
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
{
sobj.Observers.Add(OwnerClientId);
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId);
@@ -84,18 +87,18 @@ 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 +120,11 @@ namespace Unity.Netcode
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
networkManager.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 +144,7 @@ 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

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

View File

@@ -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);
@@ -105,7 +105,6 @@ namespace Unity.Netcode
{
networkVariable.WriteDelta(writer);
}
NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
TargetClientId,
NetworkBehaviour.NetworkObject,
@@ -207,7 +206,6 @@ namespace Unity.Netcode
networkBehaviour.__getTypeName(),
context.MessageSize);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
@@ -234,7 +232,7 @@ namespace Unity.Netcode
}
else
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
}
}
}

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

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

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>
@@ -12,6 +12,11 @@ namespace Unity.Netcode
/// </summary>
public ushort Magic;
/// <summary>
/// Total number of messages in the batch.
/// </summary>
public ushort BatchCount;
/// <summary>
/// Total number of bytes in the batch.
/// </summary>
@@ -22,9 +27,5 @@ namespace Unity.Netcode
/// </summary>
public ulong BatchHash;
/// <summary>
/// Total number of messages in the batch.
/// </summary>
public ushort BatchCount;
}
}

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 +95,11 @@ 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 & ~7; // Round down to nearest word aligned size (1296)
public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
public int FragmentedMessageMaxSize = int.MaxValue;
public Dictionary<ulong, int> PeerMTUSizes = new Dictionary<ulong, int>();
internal struct MessageWithHandler
{
@@ -94,7 +112,7 @@ 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 +135,18 @@ 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 +163,21 @@ 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 +189,7 @@ namespace Unity.Netcode
m_Disposed = true;
}
~MessagingSystem()
~NetworkMessageManager()
{
Dispose();
}
@@ -186,7 +206,7 @@ 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 +240,18 @@ 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 +278,7 @@ 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 +298,20 @@ 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 +339,7 @@ namespace Unity.Netcode
{
return null;
}
return m_MessagesByHash[messageHash];
}
@@ -329,6 +349,7 @@ namespace Unity.Netcode
{
return;
}
var messageType = m_MessagesByHash[messageHash];
if (!m_PerClientMessageVersions.ContainsKey(clientId))
@@ -353,6 +374,7 @@ namespace Unity.Netcode
{
continue;
}
var messageType = m_MessagesByHash[messagesInIdOrder[i]];
var oldId = oldTypes[messageType];
var handler = oldHandlers[oldId];
@@ -363,7 +385,7 @@ namespace Unity.Netcode
}
}
public void HandleMessage(in MessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
public void HandleMessage(in NetworkMessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
{
using (reader)
{
@@ -372,6 +394,7 @@ namespace Unity.Netcode
Debug.LogWarning($"Received a message with invalid message type value {header.MessageType}");
return;
}
var context = new NetworkContext
{
SystemOwner = m_Owner,
@@ -391,13 +414,12 @@ namespace Unity.Netcode
var handler = m_MessageHandlers[header.MessageType];
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
}
// This will also log an exception is if the server knows about a message type the client doesn't know
// about. In this case the handler will be null. It is still an issue the user must deal with: If the
// two connecting builds know about different messages, the server should not send a message to a client
// that doesn't know about it
// This will also log an exception is if the server knows about a message type the client doesn't know about.
// In this case the handler will be null. It is still an issue the user must deal with:
// If the two connecting builds know about different messages, the server should not send a message to a client that doesn't know about it
if (handler == null)
{
Debug.LogException(new HandlerNotRegisteredException(header.MessageType.ToString()));
@@ -406,9 +428,7 @@ 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);
@@ -418,15 +438,21 @@ namespace Unity.Netcode
Debug.LogException(e);
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
}
}
}
internal unsafe void ProcessIncomingMessageQueue()
internal void ProcessIncomingMessageQueue()
{
if (StopProcessing)
{
return;
}
for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
{
// Avoid copies...
@@ -447,21 +473,22 @@ 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)
{
@@ -469,23 +496,20 @@ namespace Unity.Netcode
}
queue.Dispose();
m_SendQueues.Remove(clientId);
m_PerClientMessageVersions.Remove(clientId);
PeerMTUSizes.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()
@@ -497,17 +521,21 @@ namespace Unity.Netcode
{
if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap))
{
if (forReceive)
var networkManager = NetworkManager.Singleton;
if (networkManager != null && networkManager.LogLevel == LogLevel.Developer)
{
Debug.LogWarning($"Trying to receive {type.Name} from client {clientId} which is not in a connected state.");
}
else
{
Debug.LogWarning($"Trying to send {type.Name} to client {clientId} which is not in a connected state.");
if (forReceive)
{
NetworkLog.LogWarning($"Trying to receive {type.Name} from client {clientId} which is not in a connected state.");
}
else
{
NetworkLog.LogWarning($"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;
@@ -516,7 +544,7 @@ 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;
@@ -525,24 +553,25 @@ 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);
}
}
}
@@ -574,9 +603,8 @@ 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]);
@@ -594,9 +622,9 @@ 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);
@@ -612,9 +640,9 @@ namespace Unity.Netcode
internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, in IReadOnlyList<ulong> clientIds, int messageVersionFilter)
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)],
@@ -624,13 +652,16 @@ 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.
@@ -650,6 +681,21 @@ namespace Unity.Netcode
continue;
}
var startSize = NonFragmentedMessageMaxSize;
if (delivery != NetworkDelivery.ReliableFragmentedSequenced)
{
if (PeerMTUSizes.TryGetValue(clientId, out var clientMaxSize))
{
maxSize = clientMaxSize;
}
startSize = maxSize;
if (tmpSerializer.Position >= maxSize)
{
Debug.LogError($"MTU size for {clientId} is too small to contain a message of type {typeof(TMessageType).FullName}");
continue;
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery);
@@ -658,20 +704,16 @@ 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, startSize, 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, startSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
}
}
@@ -768,6 +810,11 @@ namespace Unity.Netcode
internal unsafe void ProcessSendQueues()
{
if (StopProcessing)
{
return;
}
foreach (var kvp in m_SendQueues)
{
var clientId = kvp.Key;
@@ -775,6 +822,15 @@ 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();
@@ -789,18 +845,24 @@ 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.BatchSize = queueItem.Writer.Length;
var alignedLength = (queueItem.Writer.Length + 7) & ~7;
queueItem.Writer.TryBeginWrite(alignedLength);
queueItem.BatchHeader.BatchHash = XXHash.Hash64(queueItem.Writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), alignedLength - sizeof(NetworkBatchHeader));
queueItem.BatchHeader.BatchSize = alignedLength;
queueItem.Writer.WriteValue(queueItem.BatchHeader);
queueItem.Writer.Seek(alignedLength);
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)
{
@@ -812,6 +874,7 @@ 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

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

@@ -8,6 +8,7 @@ namespace Unity.Netcode
/// </summary>
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
[Serializable]
[GenerateSerializationForGenericParameter(0)]
public class NetworkVariable<T> : NetworkVariableBase
{
/// <summary>
@@ -33,6 +34,13 @@ 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 +49,11 @@ 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>
@@ -61,6 +74,83 @@ 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.
if (!m_HasPreviousValue || !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_PreviousValue))
{
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
}
}

View File

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

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, int.MaxValue);
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>
@@ -248,22 +580,41 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
{
private void ThrowArgumentError()
{
throw new ArgumentException($"Serialization has not been generated for type {typeof(T).FullName}. This can be addressed by adding a [{nameof(GenerateSerializationForGenericParameterAttribute)}] to your generic class that serializes this value (if you are using one), adding [{nameof(GenerateSerializationForTypeAttribute)}(typeof({typeof(T).FullName})] to the class or method that is attempting to serialize it, or creating a field on a {nameof(NetworkBehaviour)} of type {nameof(NetworkVariable<T>)}. If this error continues to appear after doing one of those things and this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list to enable automatic serialization generation. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
public void Write(FastBufferWriter writer, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
}
public void Read(FastBufferReader reader, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null)
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
throw new ArgumentException($"Type {typeof(T).FullName} is not supported by {typeof(NetworkVariable<>).Name}. If this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)} and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
}
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in T value, ref T duplicatedValue)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
}
}
/// <summary>
@@ -309,6 +660,26 @@ 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 +690,28 @@ 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 +732,28 @@ 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 +772,26 @@ 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 +802,28 @@ 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>
@@ -389,8 +846,95 @@ namespace Unity.Netcode
{
internal static INetworkVariableSerializer<T> Serializer = new FallbackSerializer<T>();
internal delegate bool EqualsDelegate(ref T a, ref T b);
internal static EqualsDelegate AreEqual;
/// <summary>
/// A callback to check if two values are equal.
/// </summary>
public delegate bool EqualsDelegate(ref T a, ref T b);
/// <summary>
/// Uses the most efficient mechanism for a given type to determine if two values are equal.
/// For types that implement <see cref="IEquatable{T}"/>, it will call the Equals() method.
/// For unmanaged types, it will do a bytewise memory comparison.
/// For other types, it will call the == operator.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to check their equality yourself.
/// </summary>
public static EqualsDelegate AreEqual { get; internal set; }
/// <summary>
/// Serialize a value using the best-known serialization method for a generic value.
/// Will reliably serialize any value that is passed to it correctly with no boxing.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferWriter directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.WriteValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user serialization callback to it at runtime.
/// </summary>
/// <param name="writer"></param>
/// <param name="value"></param>
public static void Write(FastBufferWriter writer, ref T value)
{
Serializer.Write(writer, ref value);
}
/// <summary>
/// Deserialize a value using the best-known serialization method for a generic value.
/// Will reliably deserialize any value that is passed to it correctly with no boxing.
/// For types whose deserialization can be determined by codegen (which is most types),
/// GC will only be incurred if the type is a managed type and the ref value passed in is `null`,
/// in which case a new value is created; otherwise, it will be deserialized in-place.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to use FastBufferReader directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.ReadValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user deserialization callback to it at runtime.
/// </summary>
/// <param name="reader"></param>
/// <param name="value"></param>
public static void Read(FastBufferReader reader, ref T value)
{
Serializer.Read(reader, ref value);
}
/// <summary>
/// Duplicates a value using the most efficient means of creating a complete copy.
/// For most types this is a simple assignment or memcpy.
/// For managed types, this is will serialize and then deserialize the value to ensure
/// a correct copy.
/// <br/>
/// <br/>
/// Note: If you are using this in a custom generic class, please make sure your class is
/// decorated with <see cref="GenerateSerializationForGenericParameterAttribute"/> so that codegen can
/// initialize the serialization mechanisms correctly. If your class is NOT
/// generic, it is better to duplicate it directly.
/// <br/>
/// <br/>
/// If the codegen is unable to determine a serializer for a type,
/// <see cref="UserNetworkVariableSerialization{T}"/>.<see cref="UserNetworkVariableSerialization{T}.DuplicateValue"/> is called, which, by default,
/// will throw an exception, unless you have assigned a user duplication callback to it at runtime.
/// </summary>
/// <param name="value"></param>
/// <param name="duplicatedValue"></param>
public static void Duplicate(in T value, ref T duplicatedValue)
{
Serializer.Duplicate(value, ref duplicatedValue);
}
// Compares two values of the same unmanaged type by underlying memory
// Ignoring any overridden value checks
@@ -405,6 +949,58 @@ 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)
@@ -425,19 +1021,93 @@ 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;
}
}
internal static void Write(FastBufferWriter writer, ref T value)
// RuntimeAccessModifiersILPP will make this `public`
// This is just pass-through to NetworkVariableSerialization<T> but is here becaues I could not get ILPP
// to generate code that would successfully call Type<T>.Method(T), but it has no problem calling Type.Method<T>(T)
internal class RpcFallbackSerialization
{
public static void Write<T>(FastBufferWriter writer, ref T value)
{
Serializer.Write(writer, ref value);
NetworkVariableSerialization<T>.Write(writer, ref value);
}
internal static void Read(FastBufferReader reader, ref T value)
public static void Read<T>(FastBufferReader reader, ref T value)
{
Serializer.Read(reader, ref value);
NetworkVariableSerialization<T>.Read(reader, ref value);
}
}
}

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

@@ -337,7 +337,7 @@ namespace Unity.Netcode
return;
}
else // Warn users if they are changing this after there are clients already connected and synchronized
if (networkManager.ConnectedClientsIds.Count > (networkManager.IsServer ? 0 : 1) && sceneManager.ClientSynchronizationMode != mode)
if (networkManager.ConnectedClientsIds.Count > (networkManager.IsHost ? 1 : 0) && sceneManager.ClientSynchronizationMode != mode)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{

View File

@@ -524,7 +524,7 @@ namespace Unity.Netcode
/// </summary>
internal Dictionary<uint, SceneEventData> SceneEventDataStore;
private NetworkManager m_NetworkManager { get; }
internal readonly NetworkManager NetworkManager;
// Keep track of this scene until the NetworkSceneManager is destroyed.
internal Scene DontDestroyOnLoadScene;
@@ -575,7 +575,7 @@ namespace Unity.Netcode
/// <returns>SceneEventData instance</returns>
internal SceneEventData BeginSceneEvent()
{
var sceneEventData = new SceneEventData(m_NetworkManager);
var sceneEventData = new SceneEventData(NetworkManager);
SceneEventDataStore.Add(sceneEventData.SceneEventId, sceneEventData);
return sceneEventData;
}
@@ -720,18 +720,18 @@ namespace Unity.Netcode
/// <param name="mode"><see cref="LoadSceneMode"/> for initial client synchronization</param>
public void SetClientSynchronizationMode(LoadSceneMode mode)
{
var networkManager = m_NetworkManager;
var networkManager = NetworkManager;
SceneManagerHandler.SetClientSynchronizationMode(ref networkManager, mode);
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="networkManager">one <see cref="NetworkManager"/> instance per <see cref="NetworkSceneManager"/> instance</param>
/// <param name="networkManager">one <see cref="Netcode.NetworkManager"/> instance per <see cref="NetworkSceneManager"/> instance</param>
/// <param name="sceneEventDataPoolSize">maximum <see cref="SceneEventData"/> pool size</param>
internal NetworkSceneManager(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
NetworkManager = networkManager;
SceneEventDataStore = new Dictionary<uint, SceneEventData>();
// Generates the scene name to hash value
@@ -740,6 +740,14 @@ namespace Unity.Netcode
// Since NetworkManager is now always migrated to the DDOL we will use this to get the DDOL scene
DontDestroyOnLoadScene = networkManager.gameObject.scene;
// Since the server tracks loaded scenes, we need to add the currently active scene
// to the list of scenes that can be unloaded.
if (networkManager.IsServer)
{
var activeScene = SceneManager.GetActiveScene();
ScenesLoaded.Add(activeScene.handle, activeScene);
}
// Add to the server to client scene handle table
UpdateServerClientSceneHandle(DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene.handle, DontDestroyOnLoadScene);
}
@@ -750,7 +758,7 @@ namespace Unity.Netcode
private void SceneManager_ActiveSceneChanged(Scene current, Scene next)
{
// If no clients are connected, then don't worry about notifications
if (!(m_NetworkManager.ConnectedClientsIds.Count > (m_NetworkManager.IsHost ? 1 : 0)))
if (!(NetworkManager.ConnectedClientsIds.Count > (NetworkManager.IsHost ? 1 : 0)))
{
return;
}
@@ -771,7 +779,7 @@ namespace Unity.Netcode
var sceneEvent = BeginSceneEvent();
sceneEvent.SceneEventType = SceneEventType.ActiveSceneChanged;
sceneEvent.ActiveSceneHash = BuildIndexToHash[next.buildIndex];
SendSceneEventData(sceneEvent.SceneEventId, m_NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.ServerClientId).ToArray());
SendSceneEventData(sceneEvent.SceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.ServerClientId).ToArray());
EndSceneEvent(sceneEvent.SceneEventId);
}
}
@@ -786,9 +794,18 @@ namespace Unity.Netcode
/// <returns>true (Valid) or false (Invalid)</returns>
internal bool ValidateSceneBeforeLoading(uint sceneHash, LoadSceneMode loadSceneMode)
{
var validated = true;
var sceneName = SceneNameFromHash(sceneHash);
var sceneIndex = SceneUtility.GetBuildIndexByScenePath(sceneName);
return ValidateSceneBeforeLoading(sceneIndex, sceneName, loadSceneMode);
}
/// <summary>
/// Overloaded version that is invoked by <see cref="ValidateSceneBeforeLoading"/> and <see cref="SynchronizeNetworkObjects"/>.
/// This specifically is to allow runtime generated scenes to be excluded by the server during synchronization.
/// </summary>
internal bool ValidateSceneBeforeLoading(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode)
{
var validated = true;
if (VerifySceneBeforeLoading != null)
{
validated = VerifySceneBeforeLoading.Invoke(sceneIndex, sceneName, loadSceneMode);
@@ -796,9 +813,9 @@ namespace Unity.Netcode
if (!validated && !m_DisableValidationWarningMessages)
{
var serverHostorClient = "Client";
if (m_NetworkManager.IsServer)
if (NetworkManager.IsServer)
{
serverHostorClient = m_NetworkManager.IsHost ? "Host" : "Server";
serverHostorClient = NetworkManager.IsHost ? "Host" : "Server";
}
Debug.LogWarning($"Scene {sceneName} of Scenes in Build Index {sceneIndex} being loaded in {loadSceneMode} mode failed validation on the {serverHostorClient}!");
@@ -837,7 +854,7 @@ namespace Unity.Netcode
if (!ScenesLoaded.ContainsKey(sceneLoaded.handle))
{
ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
SceneManagerHandler.StartTrackingScene(sceneLoaded, true, m_NetworkManager);
SceneManagerHandler.StartTrackingScene(sceneLoaded, true, NetworkManager);
return sceneLoaded;
}
}
@@ -886,7 +903,7 @@ namespace Unity.Netcode
// Most common scenario for DontDestroyOnLoad is when NetworkManager is set to not be destroyed
if (serverSceneHandle == DontDestroyOnLoadScene.handle)
{
SceneBeingSynchronized = m_NetworkManager.gameObject.scene;
SceneBeingSynchronized = NetworkManager.gameObject.scene;
return;
}
else
@@ -940,9 +957,9 @@ namespace Unity.Netcode
{
EventData = SceneEventDataStore[sceneEventId]
};
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, targetClientIds);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, targetClientIds);
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(targetClientIds, (uint)SceneEventDataStore[sceneEventId].SceneEventType, SceneNameFromHash(SceneEventDataStore[sceneEventId].SceneHash), size);
NetworkManager.NetworkMetrics.TrackSceneEventSent(targetClientIds, (uint)SceneEventDataStore[sceneEventId].SceneEventType, SceneNameFromHash(SceneEventDataStore[sceneEventId].SceneHash), size);
}
/// <summary>
@@ -952,16 +969,16 @@ namespace Unity.Netcode
/// <returns></returns>
private SceneEventProgress ValidateSceneEventUnloading(Scene scene)
{
if (!m_NetworkManager.IsServer)
if (!NetworkManager.IsServer)
{
throw new NotServerException("Only server can start a scene event!");
}
if (!m_NetworkManager.NetworkConfig.EnableSceneManagement)
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
//Log message about enabling SceneManagement
throw new Exception(
$"{nameof(NetworkConfig.EnableSceneManagement)} flag is not enabled in the {nameof(NetworkManager)}'s {nameof(NetworkConfig)}. " +
$"{nameof(NetworkConfig.EnableSceneManagement)} flag is not enabled in the {nameof(Netcode.NetworkManager)}'s {nameof(NetworkConfig)}. " +
$"Please set {nameof(NetworkConfig.EnableSceneManagement)} flag to true before calling {nameof(LoadScene)} or {nameof(UnloadScene)}.");
}
@@ -981,15 +998,15 @@ namespace Unity.Netcode
/// <returns></returns>
private SceneEventProgress ValidateSceneEventLoading(string sceneName)
{
if (!m_NetworkManager.IsServer)
if (!NetworkManager.IsServer)
{
throw new NotServerException("Only server can start a scene event!");
}
if (!m_NetworkManager.NetworkConfig.EnableSceneManagement)
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
//Log message about enabling SceneManagement
throw new Exception(
$"{nameof(NetworkConfig.EnableSceneManagement)} flag is not enabled in the {nameof(NetworkManager)}'s {nameof(NetworkConfig)}. " +
$"{nameof(NetworkConfig.EnableSceneManagement)} flag is not enabled in the {nameof(Netcode.NetworkManager)}'s {nameof(NetworkConfig)}. " +
$"Please set {nameof(NetworkConfig.EnableSceneManagement)} flag to true before calling {nameof(LoadScene)} or {nameof(UnloadScene)}.");
}
@@ -1017,7 +1034,7 @@ namespace Unity.Netcode
return new SceneEventProgress(null, SceneEventProgressStatus.InvalidSceneName);
}
var sceneEventProgress = new SceneEventProgress(m_NetworkManager)
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneHash = SceneHashFromNameOrPath(sceneName)
};
@@ -1052,10 +1069,10 @@ namespace Unity.Netcode
{
EventData = sceneEventData
};
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, m_NetworkManager.ConnectedClientsIds);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ConnectedClientsIds);
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(
m_NetworkManager.ConnectedClientsIds,
NetworkManager.NetworkMetrics.TrackSceneEventSent(
NetworkManager.ConnectedClientsIds,
(uint)sceneEventProgress.SceneEventType,
SceneNameFromHash(sceneEventProgress.SceneHash),
size);
@@ -1116,7 +1133,7 @@ namespace Unity.Netcode
// Any NetworkObjects marked to not be destroyed with a scene and reside within the scene about to be unloaded
// should be migrated temporarily into the DDOL, once the scene is unloaded they will be migrated into the
// currently active scene.
var networkManager = m_NetworkManager;
var networkManager = NetworkManager;
SceneManagerHandler.MoveObjectsFromSceneToDontDestroyOnLoad(ref networkManager, scene);
var sceneEventData = BeginSceneEvent();
@@ -1179,18 +1196,18 @@ namespace Unity.Netcode
// Any NetworkObjects marked to not be destroyed with a scene and reside within the scene about to be unloaded
// should be migrated temporarily into the DDOL, once the scene is unloaded they will be migrated into the
// currently active scene.
var networkManager = m_NetworkManager;
var networkManager = NetworkManager;
SceneManagerHandler.MoveObjectsFromSceneToDontDestroyOnLoad(ref networkManager, scene);
m_IsSceneEventActive = true;
var sceneEventProgress = new SceneEventProgress(m_NetworkManager)
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventData.SceneEventId,
OnSceneEventCompleted = OnSceneUnloaded
};
var sceneUnload = SceneManagerHandler.UnloadSceneAsync(scene, sceneEventProgress);
SceneManagerHandler.StopTrackingScene(sceneHandle, sceneName, m_NetworkManager);
SceneManagerHandler.StopTrackingScene(sceneHandle, sceneName, NetworkManager);
// Remove our server to scene handle lookup
if (!RemoveServerClientSceneHandle(sceneEventData.SceneHandle, sceneHandle))
@@ -1206,10 +1223,10 @@ namespace Unity.Netcode
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = LoadSceneMode.Additive, // The only scenes unloaded are scenes that were additively loaded
SceneName = sceneName,
ClientId = m_NetworkManager.LocalClientId // Server sent this message to the client, but client is executing it
ClientId = NetworkManager.LocalClientId // Server sent this message to the client, but client is executing it
});
OnUnload?.Invoke(m_NetworkManager.LocalClientId, sceneName, sceneUnload);
OnUnload?.Invoke(NetworkManager.LocalClientId, sceneName, sceneUnload);
}
/// <summary>
@@ -1219,7 +1236,7 @@ namespace Unity.Netcode
private void OnSceneUnloaded(uint sceneEventId)
{
// If we are shutdown or about to shutdown, then ignore this event
if (!m_NetworkManager.IsListening || m_NetworkManager.ShutdownInProgress)
if (!NetworkManager.IsListening || NetworkManager.ShutdownInProgress)
{
return;
}
@@ -1229,15 +1246,15 @@ namespace Unity.Netcode
var sceneEventData = SceneEventDataStore[sceneEventId];
// First thing we do, if we are a server, is to send the unload scene event.
if (m_NetworkManager.IsServer)
if (NetworkManager.IsServer)
{
// Server sends the unload scene notification after unloading because it will despawn all scene relative in-scene NetworkObjects
// If we send this event to all clients before the server is finished unloading they will get warning about an object being
// despawned that no longer exists
SendSceneEventData(sceneEventId, m_NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.ServerClientId).ToArray());
SendSceneEventData(sceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.ServerClientId).ToArray());
//Only if we are a host do we want register having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && m_NetworkManager.IsHost)
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && NetworkManager.IsHost)
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].ClientFinishedSceneEvent(NetworkManager.ServerClientId);
}
@@ -1252,13 +1269,13 @@ namespace Unity.Netcode
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = m_NetworkManager.IsServer ? NetworkManager.ServerClientId : m_NetworkManager.LocalClientId
ClientId = NetworkManager.IsServer ? NetworkManager.ServerClientId : NetworkManager.LocalClientId
});
OnUnloadComplete?.Invoke(m_NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash));
OnUnloadComplete?.Invoke(NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash));
// Clients send a notification back to the server they have completed the unload scene event
if (!m_NetworkManager.IsServer)
if (!NetworkManager.IsServer)
{
SendSceneEventData(sceneEventId, new ulong[] { NetworkManager.ServerClientId });
}
@@ -1288,7 +1305,7 @@ namespace Unity.Netcode
// Validate the scene as well as ignore the DDOL (which will have a negative buildIndex)
if (currentActiveScene.name != keyHandleEntry.Value.name && keyHandleEntry.Value.buildIndex >= 0)
{
var sceneEventProgress = new SceneEventProgress(m_NetworkManager)
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventId,
OnSceneEventCompleted = EmptySceneUnloadedOperation
@@ -1299,7 +1316,7 @@ namespace Unity.Netcode
}
// clear out our scenes loaded list
ScenesLoaded.Clear();
SceneManagerHandler.ClearSceneTracking(m_NetworkManager);
SceneManagerHandler.ClearSceneTracking(NetworkManager);
}
/// <summary>
@@ -1348,7 +1365,7 @@ namespace Unity.Netcode
IsSpawnedObjectsPendingInDontDestroyOnLoad = true;
// Destroy current scene objects before switching.
m_NetworkManager.SpawnManager.ServerDestroySpawnedSceneObjects();
NetworkManager.SpawnManager.ServerDestroySpawnedSceneObjects();
// Preserve the objects that should not be destroyed during the scene event
MoveObjectsToDontDestroyOnLoad();
@@ -1390,7 +1407,7 @@ namespace Unity.Netcode
internal static void RegisterScene(NetworkSceneManager networkSceneManager, Scene scene, LoadSceneMode loadSceneMode, AsyncOperation asyncOperation = null)
{
var networkManager = networkSceneManager.m_NetworkManager;
var networkManager = networkSceneManager.NetworkManager;
if (!s_Instances.ContainsKey(networkManager))
{
s_Instances.Add(networkManager, new List<SceneUnloadEventHandler>());
@@ -1401,11 +1418,11 @@ namespace Unity.Netcode
private static void SceneUnloadComplete(SceneUnloadEventHandler sceneUnloadEventHandler)
{
if (sceneUnloadEventHandler == null || sceneUnloadEventHandler.m_NetworkSceneManager == null || sceneUnloadEventHandler.m_NetworkSceneManager.m_NetworkManager == null)
if (sceneUnloadEventHandler == null || sceneUnloadEventHandler.m_NetworkSceneManager == null || sceneUnloadEventHandler.m_NetworkSceneManager.NetworkManager == null)
{
return;
}
var networkManager = sceneUnloadEventHandler.m_NetworkSceneManager.m_NetworkManager;
var networkManager = sceneUnloadEventHandler.m_NetworkSceneManager.NetworkManager;
if (s_Instances.ContainsKey(networkManager))
{
s_Instances[networkManager].Remove(sceneUnloadEventHandler);
@@ -1449,7 +1466,7 @@ namespace Unity.Netcode
{
if (m_Scene.handle == scene.handle && !m_ShuttingDown)
{
if (m_NetworkSceneManager != null && m_NetworkSceneManager.m_NetworkManager != null)
if (m_NetworkSceneManager != null && m_NetworkSceneManager.NetworkManager != null)
{
m_NetworkSceneManager.OnSceneEvent?.Invoke(new SceneEvent()
{
@@ -1484,7 +1501,7 @@ namespace Unity.Netcode
ClientId = clientId
});
m_NetworkSceneManager.OnUnload?.Invoke(networkSceneManager.m_NetworkManager.LocalClientId, m_Scene.name, null);
m_NetworkSceneManager.OnUnload?.Invoke(networkSceneManager.NetworkManager.LocalClientId, m_Scene.name, null);
}
}
@@ -1527,7 +1544,7 @@ namespace Unity.Netcode
SceneUnloadEventHandler.RegisterScene(this, SceneManager.GetActiveScene(), LoadSceneMode.Single);
}
var sceneEventProgress = new SceneEventProgress(m_NetworkManager)
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventId,
OnSceneEventCompleted = OnSceneLoaded
@@ -1540,10 +1557,10 @@ namespace Unity.Netcode
SceneEventType = sceneEventData.SceneEventType,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = sceneName,
ClientId = m_NetworkManager.LocalClientId
ClientId = NetworkManager.LocalClientId
});
OnLoad?.Invoke(m_NetworkManager.LocalClientId, sceneName, sceneEventData.LoadSceneMode, sceneLoad);
OnLoad?.Invoke(NetworkManager.LocalClientId, sceneName, sceneEventData.LoadSceneMode, sceneLoad);
}
/// <summary>
@@ -1553,7 +1570,7 @@ namespace Unity.Netcode
private void OnSceneLoaded(uint sceneEventId)
{
// If we are shutdown or about to shutdown, then ignore this event
if (!m_NetworkManager.IsListening || m_NetworkManager.ShutdownInProgress)
if (!NetworkManager.IsListening || NetworkManager.ShutdownInProgress)
{
return;
}
@@ -1586,7 +1603,7 @@ namespace Unity.Netcode
// not destroy temporary scene are moved into the active scene
IsSpawnedObjectsPendingInDontDestroyOnLoad = false;
if (m_NetworkManager.IsServer)
if (NetworkManager.IsServer)
{
OnServerLoadedScene(sceneEventId, nextScene);
}
@@ -1618,8 +1635,8 @@ namespace Unity.Netcode
if (!keyValuePairBySceneHandle.Value.IsPlayerObject)
{
// All in-scene placed NetworkObjects default to being owned by the server
m_NetworkManager.SpawnManager.SpawnNetworkObjectLocally(keyValuePairBySceneHandle.Value,
m_NetworkManager.SpawnManager.GetNetworkObjectId(), true, false, NetworkManager.ServerClientId, true);
NetworkManager.SpawnManager.SpawnNetworkObjectLocally(keyValuePairBySceneHandle.Value,
NetworkManager.SpawnManager.GetNetworkObjectId(), true, false, NetworkManager.ServerClientId, true);
}
}
}
@@ -1631,9 +1648,9 @@ namespace Unity.Netcode
sceneEventData.SceneHandle = scene.handle;
// Send all clients the scene load event
for (int j = 0; j < m_NetworkManager.ConnectedClientsList.Count; j++)
for (int j = 0; j < NetworkManager.ConnectedClientsList.Count; j++)
{
var clientId = m_NetworkManager.ConnectedClientsList[j].ClientId;
var clientId = NetworkManager.ConnectedClientsList[j].ClientId;
if (clientId != NetworkManager.ServerClientId)
{
sceneEventData.TargetClientId = clientId;
@@ -1641,8 +1658,8 @@ namespace Unity.Netcode
{
EventData = sceneEventData
};
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, clientId);
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEventData.SceneEventType, scene.name, size);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, clientId);
NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEventData.SceneEventType, scene.name, size);
}
}
@@ -1660,7 +1677,7 @@ namespace Unity.Netcode
OnLoadComplete?.Invoke(NetworkManager.ServerClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
//Second, only if we are a host do we want register having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && m_NetworkManager.IsHost)
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && NetworkManager.IsHost)
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].ClientFinishedSceneEvent(NetworkManager.ServerClientId);
}
@@ -1686,11 +1703,11 @@ namespace Unity.Netcode
SceneEventType = SceneEventType.LoadComplete,
LoadSceneMode = sceneEventData.LoadSceneMode,
SceneName = SceneNameFromHash(sceneEventData.SceneHash),
ClientId = m_NetworkManager.LocalClientId,
ClientId = NetworkManager.LocalClientId,
Scene = scene,
});
OnLoadComplete?.Invoke(m_NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
OnLoadComplete?.Invoke(NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);
EndSceneEvent(sceneEventId);
}
@@ -1713,7 +1730,7 @@ namespace Unity.Netcode
internal void SynchronizeNetworkObjects(ulong clientId)
{
// Update the clients
m_NetworkManager.SpawnManager.UpdateObservedNetworkObjects(clientId);
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(clientId);
var sceneEventData = BeginSceneEvent();
sceneEventData.ClientSynchronizationMode = ClientSynchronizationMode;
@@ -1744,24 +1761,22 @@ namespace Unity.Netcode
continue;
}
var sceneHash = SceneHashFromNameOrPath(scene.path);
// This would depend upon whether we are additive or not
// If we are the base scene, then we set the root scene index;
if (activeScene == scene)
{
if (!ValidateSceneBeforeLoading(sceneHash, sceneEventData.LoadSceneMode))
if (!ValidateSceneBeforeLoading(scene.buildIndex, scene.name, sceneEventData.LoadSceneMode))
{
continue;
}
sceneEventData.SceneHash = sceneHash;
sceneEventData.SceneHash = SceneHashFromNameOrPath(scene.path);
sceneEventData.SceneHandle = scene.handle;
}
else if (!ValidateSceneBeforeLoading(sceneHash, LoadSceneMode.Additive))
else if (!ValidateSceneBeforeLoading(scene.buildIndex, scene.name, LoadSceneMode.Additive))
{
continue;
}
sceneEventData.AddSceneToSynchronize(sceneHash, scene.handle);
sceneEventData.AddSceneToSynchronize(SceneHashFromNameOrPath(scene.path), scene.handle);
}
sceneEventData.AddSpawnedNetworkObjects();
@@ -1771,8 +1786,8 @@ namespace Unity.Netcode
{
EventData = sceneEventData
};
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, clientId);
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEventData.SceneEventType, "", size);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, clientId);
NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEventData.SceneEventType, "", size);
// Notify the local server that the client has been sent the synchronize event
OnSceneEvent?.Invoke(new SceneEvent()
@@ -1811,17 +1826,17 @@ namespace Unity.Netcode
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = SceneEventType.Synchronize,
ClientId = m_NetworkManager.LocalClientId,
ClientId = NetworkManager.LocalClientId,
});
OnSynchronize?.Invoke(m_NetworkManager.LocalClientId);
OnSynchronize?.Invoke(NetworkManager.LocalClientId);
}
// Always check to see if the scene needs to be validated
if (!ValidateSceneBeforeLoading(sceneHash, loadSceneMode))
{
HandleClientSceneEvent(sceneEventId);
if (m_NetworkManager.LogLevel == LogLevel.Developer)
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogInfo($"Client declined to load the scene {sceneName}, continuing with synchronization.");
}
@@ -1835,12 +1850,12 @@ namespace Unity.Netcode
// it should pass through to post load processing (ClientLoadedSynchronization).
// For ClientSynchronizationMode LoadSceneMode.Additive, if the scene is already loaded or the active scene is the scene to be loaded (does not require it to
// be the initial primary scene) then go ahead and pass through to post load processing (ClientLoadedSynchronization).
var shouldPassThrough = SceneManagerHandler.ClientShouldPassThrough(sceneName, sceneHash == sceneEventData.SceneHash, ClientSynchronizationMode, m_NetworkManager);
var shouldPassThrough = SceneManagerHandler.ClientShouldPassThrough(sceneName, sceneHash == sceneEventData.SceneHash, ClientSynchronizationMode, NetworkManager);
if (!shouldPassThrough)
{
// If not, then load the scene
var sceneEventProgress = new SceneEventProgress(m_NetworkManager)
var sceneEventProgress = new SceneEventProgress(NetworkManager)
{
SceneEventId = sceneEventId,
OnSceneEventCompleted = ClientLoadedSynchronization
@@ -1854,10 +1869,10 @@ namespace Unity.Netcode
SceneEventType = SceneEventType.Load,
LoadSceneMode = loadSceneMode,
SceneName = sceneName,
ClientId = m_NetworkManager.LocalClientId,
ClientId = NetworkManager.LocalClientId,
});
OnLoad?.Invoke(m_NetworkManager.LocalClientId, sceneName, loadSceneMode, sceneLoad);
OnLoad?.Invoke(NetworkManager.LocalClientId, sceneName, loadSceneMode, sceneLoad);
}
else
{
@@ -1875,7 +1890,7 @@ namespace Unity.Netcode
{
var sceneEventData = SceneEventDataStore[sceneEventId];
var sceneName = SceneNameFromHash(sceneEventData.ClientSceneHash);
var nextScene = SceneManagerHandler.GetSceneFromLoadedScenes(sceneName, m_NetworkManager);
var nextScene = SceneManagerHandler.GetSceneFromLoadedScenes(sceneName, NetworkManager);
if (!nextScene.IsValid())
{
nextScene = GetAndAddNewlyLoadedSceneByName(sceneName);
@@ -1915,9 +1930,9 @@ namespace Unity.Netcode
{
EventData = responseSceneEventData
};
var size = m_NetworkManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ServerClientId);
var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, NetworkManager.ServerClientId);
m_NetworkManager.NetworkMetrics.TrackSceneEventSent(NetworkManager.ServerClientId, (uint)responseSceneEventData.SceneEventType, sceneName, size);
NetworkManager.NetworkMetrics.TrackSceneEventSent(NetworkManager.ServerClientId, (uint)responseSceneEventData.SceneEventType, sceneName, size);
EndSceneEvent(responseSceneEventData.SceneEventId);
@@ -1928,10 +1943,10 @@ namespace Unity.Netcode
LoadSceneMode = loadSceneMode,
SceneName = sceneName,
Scene = nextScene,
ClientId = m_NetworkManager.LocalClientId,
ClientId = NetworkManager.LocalClientId,
});
OnLoadComplete?.Invoke(m_NetworkManager.LocalClientId, sceneName, loadSceneMode);
OnLoadComplete?.Invoke(NetworkManager.LocalClientId, sceneName, loadSceneMode);
// Check to see if we still have scenes to load and synchronize with
HandleClientSceneEvent(sceneEventId);
@@ -1944,7 +1959,7 @@ namespace Unity.Netcode
/// </summary>
private void SynchronizeNetworkObjectScene()
{
foreach (var networkObject in m_NetworkManager.SpawnManager.SpawnedObjectsList)
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
// This is only done for dynamically spawned NetworkObjects
// Theoretically, a server could have NetworkObjects in a server-side only scene, if the client doesn't have that scene loaded
@@ -1969,9 +1984,9 @@ namespace Unity.Netcode
SceneManager.MoveGameObjectToScene(networkObject.gameObject, scene);
}
else if (m_NetworkManager.LogLevel <= LogLevel.Normal)
else if (NetworkManager.LogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarningServer($"[Client-{m_NetworkManager.LocalClientId}][{networkObject.gameObject.name}] Server - " +
NetworkLog.LogWarningServer($"[Client-{NetworkManager.LocalClientId}][{networkObject.gameObject.name}] Server - " +
$"client scene mismatch detected! Client-side has no scene loaded with handle ({networkObject.SceneOriginHandle})!");
}
}
@@ -2026,8 +2041,6 @@ namespace Unity.Netcode
{
// Include anything in the DDOL scene
PopulateScenePlacedObjects(DontDestroyOnLoadScene, false);
// Synchronize the NetworkObjects for this scene
sceneEventData.SynchronizeSceneNetworkObjects(m_NetworkManager);
// If needed, set the currently active scene
if (HashToBuildIndex.ContainsKey(sceneEventData.ActiveSceneHash))
@@ -2039,23 +2052,26 @@ namespace Unity.Netcode
}
}
// If needed, migrate dynamically spawned NetworkObjects to the same scene as on the server side
// Spawn and Synchronize all NetworkObjects
sceneEventData.SynchronizeSceneNetworkObjects(NetworkManager);
// If needed, migrate dynamically spawned NetworkObjects to the same scene as they are on the server
SynchronizeNetworkObjectScene();
sceneEventData.SceneEventType = SceneEventType.SynchronizeComplete;
SendSceneEventData(sceneEventId, new ulong[] { NetworkManager.ServerClientId });
// All scenes are synchronized, let the server know we are done synchronizing
m_NetworkManager.IsConnectedClient = true;
NetworkManager.IsConnectedClient = true;
// Client is now synchronized and fully "connected". This also means the client can send "RPCs" at this time
m_NetworkManager.InvokeOnClientConnectedCallback(m_NetworkManager.LocalClientId);
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(NetworkManager.LocalClientId);
// Notify the client that they have finished synchronizing
OnSceneEvent?.Invoke(new SceneEvent()
{
SceneEventType = sceneEventData.SceneEventType,
ClientId = m_NetworkManager.LocalClientId, // Client sent this to the server
ClientId = NetworkManager.LocalClientId, // Client sent this to the server
});
// Process any SceneEventType.ObjectSceneChanged messages that
@@ -2068,10 +2084,10 @@ namespace Unity.Netcode
// scene not synchronized by the server will remain loaded)
if (PostSynchronizationSceneUnloading && ClientSynchronizationMode == LoadSceneMode.Additive)
{
SceneManagerHandler.UnloadUnassignedScenes(m_NetworkManager);
SceneManagerHandler.UnloadUnassignedScenes(NetworkManager);
}
OnSynchronizeComplete?.Invoke(m_NetworkManager.LocalClientId);
OnSynchronizeComplete?.Invoke(NetworkManager.LocalClientId);
EndSceneEvent(sceneEventId);
}
@@ -2183,6 +2199,10 @@ namespace Unity.Netcode
ClientId = clientId
});
// At this point the client is considered fully "connected"
NetworkManager.ConnectedClients[clientId].IsConnected = true;
// All scenes are synchronized, let the server know we are done synchronizing
OnSynchronizeComplete?.Invoke(clientId);
// At this time the client is fully synchronized with all loaded scenes and
@@ -2191,11 +2211,11 @@ namespace Unity.Netcode
// TODO 2023: We should have a better name for this or have multiple states the
// client progresses through (the name and associated legacy behavior/expected state
// of the client was persisted since MLAPI)
m_NetworkManager.InvokeOnClientConnectedCallback(clientId);
NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(clientId);
// Check to see if the client needs to resynchronize and before sending the message make sure the client is still connected to avoid
// a potential crash within the MessageSystem (i.e. sending to a client that no longer exists)
if (sceneEventData.ClientNeedsReSynchronization() && !DisableReSynchronization && m_NetworkManager.ConnectedClients.ContainsKey(clientId))
if (sceneEventData.ClientNeedsReSynchronization() && !DisableReSynchronization && NetworkManager.ConnectedClients.ContainsKey(clientId))
{
sceneEventData.SceneEventType = SceneEventType.ReSynchronize;
SendSceneEventData(sceneEventId, new ulong[] { clientId });
@@ -2225,13 +2245,13 @@ namespace Unity.Netcode
/// <param name="reader">data associated with the scene event</param>
internal void HandleSceneEvent(ulong clientId, FastBufferReader reader)
{
if (m_NetworkManager != null)
if (NetworkManager != null)
{
var sceneEventData = BeginSceneEvent();
sceneEventData.Deserialize(reader);
m_NetworkManager.NetworkMetrics.TrackSceneEventReceived(
NetworkManager.NetworkMetrics.TrackSceneEventReceived(
clientId, (uint)sceneEventData.SceneEventType, SceneNameFromHash(sceneEventData.SceneHash), reader.Length);
if (sceneEventData.IsSceneEventClientSide())
@@ -2250,7 +2270,7 @@ namespace Unity.Netcode
// used if the server is synchronizing the same scenes (i.e. if a matching scene is already loaded on the
// client side, then that scene will be used as opposed to loading another scene). This allows for clients
// to reconnect to a network session without having to unload all of the scenes and reload all of the scenes.
SceneManagerHandler.PopulateLoadedScenes(ref ScenesLoaded, m_NetworkManager);
SceneManagerHandler.PopulateLoadedScenes(ref ScenesLoaded, NetworkManager);
}
}
HandleClientSceneEvent(sceneEventData.SceneEventId);
@@ -2262,7 +2282,7 @@ namespace Unity.Netcode
}
else
{
Debug.LogError($"{nameof(HandleSceneEvent)} was invoked but {nameof(NetworkManager)} reference was null!");
Debug.LogError($"{nameof(HandleSceneEvent)} was invoked but {nameof(Netcode.NetworkManager)} reference was null!");
}
}
@@ -2274,7 +2294,7 @@ namespace Unity.Netcode
{
// 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>(m_NetworkManager.SpawnManager.SpawnedObjectsList);
var localSpawnedObjectsHashSet = new HashSet<NetworkObject>(NetworkManager.SpawnManager.SpawnedObjectsList);
foreach (var networkObject in localSpawnedObjectsHashSet)
{
if (networkObject == null || (networkObject != null && networkObject.gameObject.scene == DontDestroyOnLoadScene))
@@ -2291,7 +2311,7 @@ namespace Unity.Netcode
UnityEngine.Object.DontDestroyOnLoad(networkObject.gameObject);
}
}
else if (m_NetworkManager.IsServer)
else if (NetworkManager.IsServer)
{
networkObject.Despawn();
}
@@ -2330,7 +2350,7 @@ namespace Unity.Netcode
var globalObjectIdHash = networkObjectInstance.GlobalObjectIdHash;
var sceneHandle = networkObjectInstance.gameObject.scene.handle;
// We check to make sure the NetworkManager instance is the same one to be "NetcodeIntegrationTestHelpers" compatible and filter the list on a per scene basis (for additive scenes)
if (networkObjectInstance.IsSceneObject != false && (networkObjectInstance.NetworkManager == m_NetworkManager ||
if (networkObjectInstance.IsSceneObject != false && (networkObjectInstance.NetworkManager == NetworkManager ||
networkObjectInstance.NetworkManagerOwner == null) && sceneHandle == sceneToFilterBy.handle)
{
if (!ScenePlacedObjects.ContainsKey(globalObjectIdHash))
@@ -2358,7 +2378,7 @@ namespace Unity.Netcode
/// <param name="scene">scene to move the NetworkObjects to</param>
internal void MoveObjectsFromDontDestroyOnLoadToScene(Scene scene)
{
foreach (var networkObject in m_NetworkManager.SpawnManager.SpawnedObjectsList)
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (networkObject == null)
{
@@ -2389,9 +2409,9 @@ namespace Unity.Netcode
internal void NotifyNetworkObjectSceneChanged(NetworkObject networkObject)
{
// Really, this should never happen but in case it does
if (!m_NetworkManager.IsServer)
if (!NetworkManager.IsServer)
{
if (m_NetworkManager.LogLevel == LogLevel.Developer)
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogErrorServer("[Please Report This Error][NotifyNetworkObjectSceneChanged] A client is trying to notify of an object's scene change!");
}
@@ -2402,7 +2422,7 @@ namespace Unity.Netcode
if (networkObject.IsSceneObject != false)
{
// Really, this should ever happen but in case it does
if (m_NetworkManager.LogLevel == LogLevel.Developer)
if (NetworkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogErrorServer("[Please Report This Error][NotifyNetworkObjectSceneChanged] Trying to notify in-scene placed object scene change!");
}
@@ -2468,20 +2488,57 @@ namespace Unity.Netcode
ObjectsMigratedIntoNewScene.Clear();
}
private List<int> m_ScenesToRemoveFromObjectMigration = new List<int>();
/// <summary>
/// Should be invoked during PostLateUpdate just prior to the
/// MessagingSystem processes its outbound message queue.
/// Should be invoked during PostLateUpdate just prior to the NetworkMessageManager processes its outbound message queue.
/// </summary>
internal void CheckForAndSendNetworkObjectSceneChanged()
{
// Early exit if not the server or there is nothing pending
if (!m_NetworkManager.IsServer || ObjectsMigratedIntoNewScene.Count == 0)
if (!NetworkManager.IsServer || ObjectsMigratedIntoNewScene.Count == 0)
{
return;
}
// Double check that the NetworkObjects to migrate still exist
m_ScenesToRemoveFromObjectMigration.Clear();
foreach (var sceneEntry in ObjectsMigratedIntoNewScene)
{
for (int i = sceneEntry.Value.Count - 1; i >= 0; i--)
{
// Remove NetworkObjects that are no longer spawned
if (!sceneEntry.Value[i].IsSpawned)
{
sceneEntry.Value.RemoveAt(i);
}
}
// If the scene entry no longer has any NetworkObjects to migrate
// then add it to the list of scenes to be removed from the table
// of scenes containing NetworkObjects to migrate.
if (sceneEntry.Value.Count == 0)
{
m_ScenesToRemoveFromObjectMigration.Add(sceneEntry.Key);
}
}
// Remove sceneHandle entries that no longer have any NetworkObjects remaining
foreach (var sceneHandle in m_ScenesToRemoveFromObjectMigration)
{
ObjectsMigratedIntoNewScene.Remove(sceneHandle);
}
// If there is nothing to send a migration notification for then exit
if (ObjectsMigratedIntoNewScene.Count == 0)
{
return;
}
// Some NetworkObjects still exist, send the message
var sceneEvent = BeginSceneEvent();
sceneEvent.SceneEventType = SceneEventType.ObjectSceneChanged;
SendSceneEventData(sceneEvent.SceneEventId, m_NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.ServerClientId).ToArray());
SendSceneEventData(sceneEvent.SceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != NetworkManager.ServerClientId).ToArray());
EndSceneEvent(sceneEvent.SceneEventId);
}

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>
@@ -1346,5 +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

@@ -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>
@@ -75,12 +113,6 @@ namespace Unity.Netcode
// Remove the previous owner's entry
OwnershipToObjectsTable[previousOwner].Remove(networkObject.NetworkObjectId);
// Server or Host alway invokes the lost ownership notification locally
if (NetworkManager.IsServer)
{
networkObject.InvokeBehaviourOnLostOwnership();
}
// If we are removing the entry (i.e. despawning or client lost ownership)
if (isRemoving)
{
@@ -105,12 +137,6 @@ namespace Unity.Netcode
{
// Add the new ownership entry
OwnershipToObjectsTable[newOwner].Add(networkObject.NetworkObjectId, networkObject);
// Server or Host always invokes the gained ownership notification locally
if (NetworkManager.IsServer)
{
networkObject.InvokeBehaviourOnGainedOwnership();
}
}
else if (isRemoving)
{
@@ -141,11 +167,6 @@ 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;
@@ -194,43 +215,6 @@ namespace Unity.Netcode
return null;
}
internal void RemoveOwnership(NetworkObject networkObject)
{
if (!NetworkManager.IsServer)
{
throw new NotServerException("Only the server can change ownership");
}
if (!networkObject.IsSpawned)
{
throw new SpawnStateException("Object is not spawned");
}
// If we made it here then we are the server and if the server is determined to already be the owner
// then ignore the RemoveOwnership invocation.
if (networkObject.OwnerClientId == NetworkManager.ServerClientId)
{
return;
}
networkObject.OwnerClientId = NetworkManager.ServerClientId;
// Server removes the entry and takes over ownership before notifying
UpdateOwnershipTable(networkObject, NetworkManager.ServerClientId, true);
var message = new ChangeOwnershipMessage
{
NetworkObjectId = networkObject.NetworkObjectId,
OwnerClientId = networkObject.OwnerClientId
};
var size = NetworkManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ConnectedClientsIds);
foreach (var client in NetworkManager.ConnectedClients)
{
NetworkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
}
/// <summary>
/// Helper function to get a network client for a clientId from the NetworkManager.
/// On the server this will check the <see cref="NetworkManager.ConnectedClients"/> list.
@@ -256,6 +240,11 @@ namespace Unity.Netcode
return false;
}
internal void RemoveOwnership(NetworkObject networkObject)
{
ChangeOwnership(networkObject, NetworkManager.ServerClientId);
}
internal void ChangeOwnership(NetworkObject networkObject, ulong clientId)
{
if (!NetworkManager.IsServer)
@@ -268,14 +257,22 @@ namespace Unity.Netcode
throw new SpawnStateException("Object is not spawned");
}
var previous = networkObject.OwnerClientId;
// Assign the new owner
networkObject.OwnerClientId = clientId;
// Always notify locally on the server when ownership is lost
networkObject.InvokeBehaviourOnLostOwnership();
networkObject.MarkVariablesDirty(true);
NetworkManager.BehaviourUpdater.AddForUpdate(networkObject);
// Server adds entries for all client ownership
UpdateOwnershipTable(networkObject, networkObject.OwnerClientId);
// Always notify locally on the server when a new owner is assigned
networkObject.InvokeBehaviourOnGainedOwnership();
var message = new ChangeOwnershipMessage
{
NetworkObjectId = networkObject.NetworkObjectId,
@@ -286,10 +283,16 @@ 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);
}
}
// After we have sent the change ownership message to all client observers, invoke the ownership changed notification.
/// !!Important!!
/// This gets called specifically *after* sending the ownership message so any additional messages that need to proceed an ownership
/// change can be sent from NetworkBehaviours that override the <see cref="NetworkBehaviour.OnOwnershipChanged"></see>
networkObject.InvokeOwnershipChanged(previous, clientId);
}
internal bool HasPrefab(NetworkObject.SceneObject sceneObject)
@@ -584,8 +587,10 @@ 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))
@@ -600,7 +605,7 @@ 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>();
@@ -633,7 +638,7 @@ 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);
}
@@ -883,7 +888,7 @@ 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);
@@ -917,32 +922,62 @@ namespace Unity.Netcode
}
/// <summary>
/// Updates all spawned <see cref="NetworkObject.Observers"/> for the specified client
/// Updates all spawned <see cref="NetworkObject.Observers"/> for the specified newly connected client
/// Note: if the clientId is the server then it is observable to all spawned <see cref="NetworkObject"/>'s
/// </summary>
/// <remarks>
/// This method is to only to be used for newly connected clients in order to update the observers list for
/// each NetworkObject instance.
/// </remarks>
internal void UpdateObservedNetworkObjects(ulong clientId)
{
foreach (var sobj in SpawnedObjectsList)
{
// If the NetworkObject has no visibility check then prepare to add this client as an observer
if (sobj.CheckObjectVisibility == null)
{
if (!sobj.Observers.Contains(clientId))
// If the client is not part of the observers and spawn with observers is enabled on this instance or the clientId is the server
if (!sobj.Observers.Contains(clientId) && (sobj.SpawnWithObservers || clientId == NetworkManager.ServerClientId))
{
sobj.Observers.Add(clientId);
}
}
else
{
// CheckObject visibility overrides SpawnWithObservers under this condition
if (sobj.CheckObjectVisibility(clientId))
{
sobj.Observers.Add(clientId);
}
else if (sobj.Observers.Contains(clientId))
else // Otherwise, if the observers contains the clientId (shouldn't happen) then remove it since CheckObjectVisibility returned false
if (sobj.Observers.Contains(clientId))
{
sobj.Observers.Remove(clientId);
}
}
}
}
/// <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

@@ -50,7 +50,7 @@ namespace Unity.Netcode
{
if (tickRate == 0)
{
throw new ArgumentException("Tickrate must be a positive value.", nameof(tickRate));
throw new ArgumentException("Tick rate must be a positive value.", nameof(tickRate));
}
TickRate = tickRate;

View File

@@ -1,4 +1,5 @@
using System;
using Unity.Profiling;
namespace Unity.Netcode
{
@@ -8,6 +9,31 @@ namespace Unity.Netcode
/// </summary>
public class NetworkTimeSystem
{
/// <remarks>
/// This was the original comment when it lived in NetworkManager:
/// todo talk with UX/Product, find good default value for this
/// </remarks>
private const float k_DefaultBufferSizeSec = 0.05f;
/// <summary>
/// Time synchronization frequency defaults to 1 synchronization message per second
/// </summary>
private const double k_TimeSyncFrequency = 1.0d;
/// <summary>
/// The threshold, in seconds, used to force a hard catchup of network time
/// </summary>
private const double k_HardResetThresholdSeconds = 0.2d;
/// <summary>
/// Default adjustment ratio
/// </summary>
private const double k_DefaultAdjustmentRatio = 0.01d;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private static ProfilerMarker s_SyncTime = new ProfilerMarker($"{nameof(NetworkManager)}.SyncTime");
#endif
private double m_TimeSec;
private double m_CurrentLocalTimeOffset;
private double m_DesiredLocalTimeOffset;
@@ -50,6 +76,16 @@ namespace Unity.Netcode
internal double LastSyncedServerTimeSec { get; private set; }
internal double LastSyncedRttSec { get; private set; }
private NetworkConnectionManager m_ConnectionManager;
private NetworkTransport m_NetworkTransport;
private NetworkTickSystem m_NetworkTickSystem;
private NetworkManager m_NetworkManager;
/// <summary>
/// <see cref="k_TimeSyncFrequency"/>
/// </summary>
private int m_TimeSyncFrequencyTicks;
/// <summary>
/// The constructor class for <see cref="NetworkTickSystem"/>
/// </summary>
@@ -57,7 +93,7 @@ namespace Unity.Netcode
/// <param name="serverBufferSec">The amount of the time in seconds the client should buffer incoming messages from the server.</param>
/// <param name="hardResetThresholdSec">The threshold, in seconds, used to force a hard catchup of network time.</param>
/// <param name="adjustmentRatio">The ratio at which the NetworkTimeSystem speeds up or slows down time.</param>
public NetworkTimeSystem(double localBufferSec, double serverBufferSec, double hardResetThresholdSec, double adjustmentRatio = 0.01d)
public NetworkTimeSystem(double localBufferSec, double serverBufferSec = k_DefaultBufferSizeSec, double hardResetThresholdSec = k_HardResetThresholdSeconds, double adjustmentRatio = k_DefaultAdjustmentRatio)
{
LocalBufferSec = localBufferSec;
ServerBufferSec = serverBufferSec;
@@ -65,6 +101,89 @@ namespace Unity.Netcode
AdjustmentRatio = adjustmentRatio;
}
/// <summary>
/// The primary time system is initialized when a server-host or client is started
/// </summary>
internal NetworkTickSystem Initialize(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
m_ConnectionManager = networkManager.ConnectionManager;
m_NetworkTransport = networkManager.NetworkConfig.NetworkTransport;
m_TimeSyncFrequencyTicks = (int)(k_TimeSyncFrequency * networkManager.NetworkConfig.TickRate);
m_NetworkTickSystem = new NetworkTickSystem(networkManager.NetworkConfig.TickRate, 0, 0);
// Only the server side needs to register for tick based time synchronization
if (m_ConnectionManager.LocalClient.IsServer)
{
m_NetworkTickSystem.Tick += OnTickSyncTime;
}
return m_NetworkTickSystem;
}
internal void UpdateTime()
{
// As a client wait to run the time system until we are connected.
// As a client or server don't worry about the time system if we are no longer processing messages
if (!m_ConnectionManager.LocalClient.IsServer && !m_ConnectionManager.LocalClient.IsConnected)
{
return;
}
// Only update RTT here, server time is updated by time sync messages
var reset = Advance(m_NetworkManager.RealTimeProvider.UnscaledDeltaTime);
if (reset)
{
m_NetworkTickSystem.Reset(LocalTime, ServerTime);
}
m_NetworkTickSystem.UpdateTick(LocalTime, ServerTime);
if (!m_ConnectionManager.LocalClient.IsServer)
{
Sync(LastSyncedServerTimeSec + m_NetworkManager.RealTimeProvider.UnscaledDeltaTime, m_NetworkTransport.GetCurrentRtt(NetworkManager.ServerClientId) / 1000d);
}
}
/// <summary>
/// Server-Side:
/// Synchronizes time with clients based on the given <see cref="m_TimeSyncFrequencyTicks"/>.
/// Also: <see cref="k_TimeSyncFrequency"/>
/// </summary>
/// <remarks>
/// The default is to send 1 time synchronization message per second
/// </remarks>
private void OnTickSyncTime()
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_SyncTime.Begin();
#endif
// Check if we need to send a time synchronization message, and if so send it
if (m_ConnectionManager.LocalClient.IsServer && m_NetworkTickSystem.ServerTime.Tick % m_TimeSyncFrequencyTicks == 0)
{
var message = new TimeSyncMessage
{
Tick = m_NetworkTickSystem.ServerTime.Tick
};
m_ConnectionManager.SendMessage(ref message, NetworkDelivery.Unreliable, m_ConnectionManager.ConnectedClientIds);
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_SyncTime.End();
#endif
}
/// <summary>
/// Invoke when shutting down the NetworkManager
/// </summary>
internal void Shutdown()
{
if (m_ConnectionManager.LocalClient.IsServer)
{
m_NetworkTickSystem.Tick -= OnTickSyncTime;
}
}
/// <summary>
/// Creates a new instance of the <see cref="NetworkTimeSystem"/> class for a server instance.
/// The server will not apply any buffer values which ensures that local time equals server time.

View File

@@ -242,7 +242,7 @@ namespace Unity.Netcode.Transports.UTP
/// Fill the given <see cref="DataStreamWriter"/> with as many bytes from the queue as
/// possible, disregarding message boundaries.
/// </summary>
///<remarks>
/// <remarks>
/// This does NOT actually consume anything from the queue. That is, calling this method
/// does not reduce the length of the queue. Callers are expected to call
/// <see cref="Consume"/> with the value returned by this method afterwards if the data can
@@ -252,15 +252,17 @@ namespace Unity.Netcode.Transports.UTP
/// this could lead to reading messages from a corrupted queue.
/// </remarks>
/// <param name="writer">The <see cref="DataStreamWriter"/> to write to.</param>
/// <param name="maxBytes">Max number of bytes to copy (0 means writer capacity).</param>
/// <returns>How many bytes were written to the writer.</returns>
public int FillWriterWithBytes(ref DataStreamWriter writer)
public int FillWriterWithBytes(ref DataStreamWriter writer, int maxBytes = 0)
{
if (!IsCreated || Length == 0)
{
return 0;
}
var copyLength = Math.Min(writer.Capacity, Length);
var maxLength = maxBytes == 0 ? writer.Capacity : Math.Min(maxBytes, writer.Capacity);
var copyLength = Math.Min(maxLength, Length);
unsafe
{

View File

@@ -524,7 +524,7 @@ namespace Unity.Netcode.Transports.UTP
//reflection, but this does not live in the context of a performance-critical loop, it runs once at initial connection time.
if (m_RelayServerData.Equals(default(RelayServerData)))
{
Debug.LogError("You must call SetRelayServerData() at least once before calling StartRelayServer.");
Debug.LogError("You must call SetRelayServerData() at least once before calling StartClient.");
return false;
}
@@ -536,6 +536,13 @@ namespace Unity.Netcode.Transports.UTP
serverEndpoint = ConnectionData.ServerEndPoint;
}
// Verify the endpoint is valid before proceeding
if (serverEndpoint.Family == NetworkFamily.Invalid)
{
Debug.LogError($"Target server network address ({ConnectionData.Address}) is {nameof(NetworkFamily.Invalid)}!");
return false;
}
InitDriver();
var bindEndpoint = serverEndpoint.Family == NetworkFamily.Ipv6 ? NetworkEndpoint.AnyIpv6 : NetworkEndpoint.AnyIpv4;
@@ -554,6 +561,13 @@ namespace Unity.Netcode.Transports.UTP
private bool ServerBindAndListen(NetworkEndpoint endPoint)
{
// Verify the endpoint is valid before proceeding
if (endPoint.Family == NetworkFamily.Invalid)
{
Debug.LogError($"Network listen address ({ConnectionData.Address}) is {nameof(NetworkFamily.Invalid)}!");
return false;
}
InitDriver();
int result = m_Driver.Bind(endPoint);
@@ -696,7 +710,7 @@ namespace Unity.Netcode.Transports.UTP
//reflection, but this does not live in the context of a performance-critical loop, it runs once at initial connection time.
if (m_RelayServerData.Equals(default(RelayServerData)))
{
Debug.LogError("You must call SetRelayServerData() at least once before calling StartRelayServer.");
Debug.LogError("You must call SetRelayServerData() at least once before calling StartServer.");
return false;
}
else
@@ -713,6 +727,7 @@ namespace Unity.Netcode.Transports.UTP
public SendTarget Target;
public BatchedSendQueue Queue;
public NetworkPipeline ReliablePipeline;
public int MTU;
public void Execute()
{
@@ -735,7 +750,7 @@ namespace Unity.Netcode.Transports.UTP
// in the stream (the send queue does that automatically) we are sure they'll be
// reassembled properly at the other end. This allows us to lift the limit of ~44KB
// on reliable payloads (because of the reliable window size).
var written = pipeline == ReliablePipeline ? Queue.FillWriterWithBytes(ref writer) : Queue.FillWriterWithMessages(ref writer);
var written = pipeline == ReliablePipeline ? Queue.FillWriterWithBytes(ref writer, MTU) : Queue.FillWriterWithMessages(ref writer);
result = Driver.EndSend(writer);
if (result == written)
@@ -769,12 +784,21 @@ namespace Unity.Netcode.Transports.UTP
{
return;
}
var mtu = 0;
if (NetworkManager)
{
var ngoClientId = NetworkManager.ConnectionManager.TransportIdToClientId(sendTarget.ClientId);
mtu = NetworkManager.GetPeerMTU(ngoClientId);
}
new SendBatchedMessagesJob
{
Driver = m_Driver.ToConcurrent(),
Target = sendTarget,
Queue = queue,
ReliablePipeline = m_ReliableSequencedPipeline
ReliablePipeline = m_ReliableSequencedPipeline,
MTU = mtu,
}.Run();
}
@@ -939,7 +963,7 @@ namespace Unity.Netcode.Transports.UTP
{
continue;
}
var transportClientId = NetworkManager.ClientIdToTransportId(ngoConnectionId);
var transportClientId = NetworkManager.ConnectionManager.ClientIdToTransportId(ngoConnectionId);
ExtractNetworkMetricsForClient(transportClientId);
}
}
@@ -1163,7 +1187,7 @@ namespace Unity.Netcode.Transports.UTP
if (NetworkManager != null)
{
var transportId = NetworkManager.ClientIdToTransportId(clientId);
var transportId = NetworkManager.ConnectionManager.ClientIdToTransportId(clientId);
var rtt = ExtractRtt(ParseClientId(transportId));
if (rtt > 0)
@@ -1268,7 +1292,7 @@ namespace Unity.Netcode.Transports.UTP
// provide any reliability guarantees anymore. Disconnect the client since at
// this point they're bound to become desynchronized.
var ngoClientId = NetworkManager?.TransportIdToClientId(clientId) ?? clientId;
var ngoClientId = NetworkManager?.ConnectionManager.TransportIdToClientId(clientId) ?? clientId;
Debug.LogError($"Couldn't add payload of size {payload.Count} to reliable send queue. " +
$"Closing connection {ngoClientId} as reliability guarantees can't be maintained.");
@@ -1368,24 +1392,22 @@ namespace Unity.Netcode.Transports.UTP
/// </summary>
public override void Shutdown()
{
if (!m_Driver.IsCreated)
if (m_Driver.IsCreated)
{
return;
}
// Flush all send queues to the network. NGO can be configured to flush its message
// queue on shutdown. But this only calls the Send() method, which doesn't actually
// get anything to the network.
foreach (var kvp in m_SendQueue)
{
SendBatchedMessages(kvp.Key, kvp.Value);
}
// Flush all send queues to the network. NGO can be configured to flush its message
// queue on shutdown. But this only calls the Send() method, which doesn't actually
// get anything to the network.
foreach (var kvp in m_SendQueue)
{
SendBatchedMessages(kvp.Key, kvp.Value);
// The above flush only puts the message in UTP internal buffers, need an update to
// actually get the messages on the wire. (Normally a flush send would be sufficient,
// but there might be disconnect messages and those require an update call.)
m_Driver.ScheduleUpdate().Complete();
}
// The above flush only puts the message in UTP internal buffers, need an update to
// actually get the messages on the wire. (Normally a flush send would be sufficient,
// but there might be disconnect messages and those require an update call.)
m_Driver.ScheduleUpdate().Complete();
DisposeInternals();
m_ReliableReceiveQueues.Clear();
@@ -1548,6 +1570,21 @@ namespace Unity.Netcode.Transports.UTP
}
#endif
#if UTP_TRANSPORT_2_1_ABOVE
if (m_ProtocolType == ProtocolType.RelayUnityTransport)
{
if (m_UseWebSockets && m_RelayServerData.IsWebSocket == 0)
{
Debug.LogError("Transport is configured to use WebSockets, but Relay server data isn't. Be sure to use \"wss\" as the connection type when creating the server data (instead of \"dtls\" or \"udp\").");
}
if (!m_UseWebSockets && m_RelayServerData.IsWebSocket != 0)
{
Debug.LogError("Relay server data indicates usage of WebSockets, but \"Use WebSockets\" checkbox isn't checked under \"Unity Transport\" component.");
}
}
#endif
#if UTP_TRANSPORT_2_0_ABOVE
if (m_UseWebSockets)
{
@@ -1555,7 +1592,7 @@ namespace Unity.Netcode.Transports.UTP
}
else
{
#if UNITY_WEBGL
#if UNITY_WEBGL && !UNITY_EDITOR
Debug.LogWarning($"WebSockets were used even though they're not selected in NetworkManager. You should check {nameof(UseWebSockets)}', on the Unity Transport component, to silence this warning.");
driver = NetworkDriver.Create(new WebSocketNetworkInterface(), m_NetworkSettings);
#else

View File

@@ -36,6 +36,11 @@
"name": "com.unity.transport",
"expression": "2.0.0-exp",
"define": "UTP_TRANSPORT_2_0_ABOVE"
},
{
"name": "com.unity.transport",
"expression": "2.1.0",
"define": "UTP_TRANSPORT_2_1_ABOVE"
}
]
}

View File

@@ -913,6 +913,9 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (CoroutineRunner == null)
{
CoroutineRunner = new GameObject("UnitTestSceneHandlerCoroutine").AddComponent<CoroutineRunner>();
// Move the CoroutineRunner into the DDOL in case we unload the scene it was instantiated in.
// (which if that gets destroyed then it basically stops all integration test queue processing)
Object.DontDestroyOnLoad(CoroutineRunner);
}
}

View File

@@ -95,8 +95,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
Assert.IsNotNull(m_MessageReceiptCheck, $"{nameof(m_MessageReceiptCheck)} is null, did you forget to initialize?");
MessageHooks.ReceiptCheck = m_MessageReceiptCheck;
}
Assert.IsNotNull(m_NetworkManager.MessagingSystem, $"{nameof(NetworkManager.MessagingSystem)} is null! Did you forget to start first?");
m_NetworkManager.MessagingSystem.Hook(MessageHooks);
Assert.IsNotNull(m_NetworkManager.ConnectionManager.MessageManager, $"{nameof(NetworkMessageManager)} is null! Did you forget to start first?");
m_NetworkManager.ConnectionManager.MessageManager.Hook(MessageHooks);
}
internal void AssignMessageType<T>() where T : INetworkMessage
@@ -115,7 +115,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
internal void RemoveHook()
{
m_NetworkManager.MessagingSystem.Unhook(MessageHooks);
m_NetworkManager.ConnectionManager.MessageManager.Unhook(MessageHooks);
}
internal void AssignMessageType(Type type)

View File

@@ -431,6 +431,18 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
}
/// <summary>
/// CreateAndStartNewClient Only
/// Override this method to bypass the waiting for a client to connect.
/// </summary>
/// <remarks>
/// Use this for testing connection and disconnection scenarios
/// </remarks>
protected virtual bool ShouldWaitForNewClientToConnect(NetworkManager networkManager)
{
return true;
}
/// <summary>
/// This will create, start, and connect a new client while in the middle of an
/// integration test.
@@ -448,26 +460,29 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (LogAllMessages)
{
networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
AddRemoveNetworkManager(networkManager, true);
OnNewClientStarted(networkManager);
// Wait for the new client to connect
yield return WaitForClientsConnectedOrTimeOut();
OnNewClientStartedAndConnected(networkManager);
if (s_GlobalTimeoutHelper.TimedOut)
if (ShouldWaitForNewClientToConnect(networkManager))
{
AddRemoveNetworkManager(networkManager, false);
Object.DestroyImmediate(networkManager.gameObject);
}
// Wait for the new client to connect
yield return WaitForClientsConnectedOrTimeOut();
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
ClientNetworkManagerPostStart(networkManager);
VerboseDebug($"[{networkManager.name}] Created and connected!");
OnNewClientStartedAndConnected(networkManager);
if (s_GlobalTimeoutHelper.TimedOut)
{
AddRemoveNetworkManager(networkManager, false);
Object.DestroyImmediate(networkManager.gameObject);
}
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for the new client to be connected!");
ClientNetworkManagerPostStart(networkManager);
VerboseDebug($"[{networkManager.name}] Created and connected!");
}
}
/// <summary>
@@ -487,7 +502,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (LogAllMessages)
{
networkManager.MessagingSystem.Hook(new DebugNetworkHooks());
networkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
AddRemoveNetworkManager(networkManager, true);
@@ -871,7 +886,6 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
IntegrationTestSceneHandler.CanClientsLoad += ClientSceneHandler_CanClientsLoad;
IntegrationTestSceneHandler.CanClientsUnload += ClientSceneHandler_CanClientsUnload;
NetcodeIntegrationTestHelpers.RegisterSceneManagerHandler(m_ServerNetworkManager, true);
}
private bool ClientSceneHandler_CanClientsUnload()
@@ -1056,10 +1070,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
/// </summary>
protected void EnableMessageLogging()
{
m_ServerNetworkManager.MessagingSystem.Hook(new DebugNetworkHooks());
m_ServerNetworkManager.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
foreach (var client in m_ClientNetworkManagers)
{
client.MessagingSystem.Hook(new DebugNetworkHooks());
client.ConnectionManager.MessageManager.Hook(new DebugNetworkHooks());
}
}
@@ -1578,12 +1592,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
foreach (var behaviour in Object.FindObjectsOfType<NetworkBehaviour>())
#endif
{
var method = behaviour.GetType().GetMethod(methodName, BindingFlags.NonPublic | BindingFlags.Instance);
if (method == null)
{
method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.Instance);
}
var method = behaviour.GetType().GetMethod(methodName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
method?.Invoke(behaviour, new object[] { });
}
}

View File

@@ -165,7 +165,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
{
RegisterSceneManagerHandler(networkManager);
// Pass along the serverSideSceneManager property (otherwise the server won't register properly)
RegisterSceneManagerHandler(networkManager, serverSideSceneManager);
}
}
@@ -303,7 +304,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
clientToStart.StartClient();
s_Hooks[clientToStart] = new MultiInstanceHooks();
clientToStart.MessagingSystem.Hook(s_Hooks[clientToStart]);
clientToStart.ConnectionManager.MessageManager.Hook(s_Hooks[clientToStart]);
if (!NetworkManagerInstances.Contains(clientToStart))
{
NetworkManagerInstances.Add(clientToStart);
@@ -405,7 +406,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
// loaded and register the server to client scene handle since host-server shares the test runner scene
// with the clients.
networkManager.SceneManager.GetAndAddNewlyLoadedSceneByName(scene.name);
if (!networkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle))
{
networkManager.SceneManager.ScenesLoaded.Add(scene.handle, scene);
}
networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
}
}
@@ -440,11 +444,11 @@ namespace Unity.Netcode.TestHelpers.Runtime
}
var hooks = new MultiInstanceHooks();
server.MessagingSystem.Hook(hooks);
server.ConnectionManager.MessageManager.Hook(hooks);
s_Hooks[server] = hooks;
// if set, then invoke this for the server
RegisterHandlers(server);
// Register the server side handler (always pass true for server)
RegisterHandlers(server, true);
callback?.Invoke();
@@ -452,7 +456,7 @@ namespace Unity.Netcode.TestHelpers.Runtime
{
clients[i].StartClient();
hooks = new MultiInstanceHooks();
clients[i].MessagingSystem.Hook(hooks);
clients[i].ConnectionManager.MessageManager.Hook(hooks);
s_Hooks[clients[i]] = hooks;
// if set, then invoke this for the client
@@ -919,6 +923,24 @@ namespace Unity.Netcode.TestHelpers.Runtime
var res = check.Result;
result.Result = res;
}
public static uint GetGlobalObjectIdHash(NetworkObject networkObject)
{
return networkObject.GlobalObjectIdHash;
}
#if UNITY_EDITOR
public static void SetRefreshAllPrefabsCallback(Action scenesProcessed)
{
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
}
public static void RefreshAllPrefabInstances(NetworkObject networkObject, Action scenesProcessed)
{
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
networkObject.RefreshAllPrefabInstances();
}
#endif
}
// Empty MonoBehaviour that is a holder of coroutine

View File

@@ -3,10 +3,11 @@ using System.Collections.Generic;
using System.Text.RegularExpressions;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
public class NetcodeLogAssert
public class NetcodeLogAssert : IDisposable
{
private struct LogData
{
@@ -20,8 +21,11 @@ namespace Unity.Netcode.RuntimeTests
private List<LogData> AllLogs { get; }
public NetcodeLogAssert()
private bool m_ResetIgnoreFailingMessagesOnTearDown;
public NetcodeLogAssert(bool ignorFailingMessages = false, bool resetOnTearDown = true)
{
LogAssert.ignoreFailingMessages = ignorFailingMessages;
m_ResetIgnoreFailingMessagesOnTearDown = resetOnTearDown;
AllLogs = new List<LogData>();
Activate();
}
@@ -51,6 +55,16 @@ namespace Unity.Netcode.RuntimeTests
}
}
[UnityTearDown]
public void OnTearDown()
{
// Defaults to true and will reset LogAssert.ignoreFailingMessages during tear down
if (m_ResetIgnoreFailingMessagesOnTearDown)
{
LogAssert.ignoreFailingMessages = false;
}
}
public void Dispose()
{
Dispose(true);
@@ -59,6 +73,8 @@ namespace Unity.Netcode.RuntimeTests
private void Dispose(bool disposing)
{
// Always reset when disposing
LogAssert.ignoreFailingMessages = false;
if (m_Disposed)
{
return;
@@ -131,6 +147,7 @@ namespace Unity.Netcode.RuntimeTests
if (logEvent.LogType == type && messageRegex.IsMatch(logEvent.Message))
{
found = true;
break;
}
}
@@ -141,6 +158,23 @@ namespace Unity.Netcode.RuntimeTests
}
}
public bool HasLogBeenReceived(LogType type, string message)
{
var found = false;
lock (m_Lock)
{
foreach (var logEvent in AllLogs)
{
if (logEvent.LogType == type && message.Equals(logEvent.Message))
{
found = true;
break;
}
}
}
return found;
}
public void Reset()
{
lock (m_Lock)

View File

@@ -0,0 +1,92 @@
using System.Collections.Generic;
using NUnit.Framework;
namespace Unity.Netcode.EditorTests
{
public class DisconnectOnSendTests
{
private struct TestMessage : INetworkMessage, INetworkSerializeByMemcpy
{
public void Serialize(FastBufferWriter writer, int targetVersion)
{
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
return true;
}
public void Handle(ref NetworkContext context)
{
}
public int Version => 0;
}
private class DisconnectOnSendMessageSender : INetworkMessageSender
{
public NetworkMessageManager MessageManager;
public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
{
MessageManager.ClientDisconnected(clientId);
}
}
private class TestMessageProvider : INetworkMessageProvider
{
// Keep track of what we sent
private List<NetworkMessageManager.MessageWithHandler> m_MessageList = new List<NetworkMessageManager.MessageWithHandler>
{
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return m_MessageList;
}
}
private TestMessageProvider m_TestMessageProvider;
private DisconnectOnSendMessageSender m_MessageSender;
private NetworkMessageManager m_MessageManager;
private ulong[] m_Clients = { 0 };
[SetUp]
public void SetUp()
{
m_MessageSender = new DisconnectOnSendMessageSender();
m_TestMessageProvider = new TestMessageProvider();
m_MessageManager = new NetworkMessageManager(m_MessageSender, this, m_TestMessageProvider);
m_MessageSender.MessageManager = m_MessageManager;
m_MessageManager.ClientConnected(0);
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_MessageManager.Dispose();
}
private TestMessage GetMessage()
{
return new TestMessage();
}
[Test]
public void WhenDisconnectIsCalledDuringSend_NoErrorsOccur()
{
var message = GetMessage();
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
// This is where an exception would be thrown and logged.
m_MessageManager.ProcessSendQueues();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7984df99de5c4b85a1b8567582d00c64
timeCreated: 1680888331

View File

@@ -39,17 +39,17 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageProvider : IMessageProvider
private class TestMessageProvider : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = MessagingSystem.ReceiveMessage<TestMessage>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
}
@@ -64,7 +64,7 @@ namespace Unity.Netcode.EditorTests
AdditionalGarbageData,
}
private class TestMessageSender : IMessageSender
private class TestMessageSender : INetworkMessageSender
{
public TypeOfCorruption Corruption;
@@ -108,7 +108,7 @@ namespace Unity.Netcode.EditorTests
}
}
private MessagingSystem m_MessagingSystem;
private NetworkMessageManager m_MessageManager;
private TestMessageSender m_MessageSender;
[SetUp]
@@ -118,16 +118,16 @@ namespace Unity.Netcode.EditorTests
TestMessage.Deserialized = false;
m_MessageSender = new TestMessageSender();
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, new TestMessageProvider());
m_MessageManager = new NetworkMessageManager(m_MessageSender, this, new TestMessageProvider());
m_MessagingSystem.ClientConnected(0);
m_MessagingSystem.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager.ClientConnected(0);
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_MessagingSystem.Dispose();
m_MessageManager.Dispose();
}
private TestMessage GetMessage()
@@ -159,14 +159,14 @@ namespace Unity.Netcode.EditorTests
}
// Dummy batch header
var batchHeader = new BatchHeader
var batchHeader = new NetworkBatchHeader
{
BatchCount = 1
};
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
@@ -182,11 +182,11 @@ namespace Unity.Netcode.EditorTests
// Fill out the rest of the batch header
writer.Seek(0);
batchHeader = new BatchHeader
batchHeader = new NetworkBatchHeader
{
Magic = BatchHeader.MagicValue,
Magic = NetworkBatchHeader.MagicValue,
BatchSize = writer.Length,
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(BatchHeader), writer.Length - sizeof(BatchHeader)),
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), writer.Length - sizeof(NetworkBatchHeader)),
BatchCount = 1
};
writer.WriteValue(batchHeader);
@@ -194,7 +194,7 @@ namespace Unity.Netcode.EditorTests
var receivedMessage = m_MessageSender.MessageQueue[0];
m_MessageSender.MessageQueue.Clear();
m_MessagingSystem.HandleIncomingData(0, new ArraySegment<byte>(receivedMessage), 0);
m_MessageManager.HandleIncomingData(0, new ArraySegment<byte>(receivedMessage), 0);
Assert.IsFalse(TestMessage.Deserialized);
Assert.IsFalse(TestMessage.Handled);
}

View File

@@ -39,23 +39,23 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageProvider : IMessageProvider
private class TestMessageProvider : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = MessagingSystem.ReceiveMessage<TestMessage>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
}
}
private MessagingSystem m_MessagingSystem;
private NetworkMessageManager m_MessageManager;
[SetUp]
public void SetUp()
@@ -64,14 +64,14 @@ namespace Unity.Netcode.EditorTests
TestMessage.Handled = false;
TestMessage.DeserializedValues.Clear();
m_MessagingSystem = new MessagingSystem(new NopMessageSender(), this, new TestMessageProvider());
m_MessagingSystem.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager = new NetworkMessageManager(new NopMessageSender(), this, new TestMessageProvider());
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_MessagingSystem.Dispose();
m_MessageManager.Dispose();
}
private TestMessage GetMessage()
@@ -88,10 +88,10 @@ namespace Unity.Netcode.EditorTests
[Test]
public void WhenHandlingAMessage_ReceiveMethodIsCalled()
{
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
@@ -104,7 +104,7 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
m_MessageManager.HandleMessage(messageHeader, reader, 0, 0, 0);
Assert.IsTrue(TestMessage.Deserialized);
Assert.IsTrue(TestMessage.Handled);
Assert.AreEqual(1, TestMessage.DeserializedValues.Count);
@@ -116,14 +116,14 @@ namespace Unity.Netcode.EditorTests
[Test]
public unsafe void WhenHandlingIncomingData_ReceiveIsNotCalledBeforeProcessingIncomingMessageQueue()
{
var batchHeader = new BatchHeader
var batchHeader = new NetworkBatchHeader
{
BatchCount = 1
};
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
@@ -139,11 +139,11 @@ namespace Unity.Netcode.EditorTests
// Fill out the rest of the batch header
writer.Seek(0);
batchHeader = new BatchHeader
batchHeader = new NetworkBatchHeader
{
Magic = BatchHeader.MagicValue,
Magic = NetworkBatchHeader.MagicValue,
BatchSize = writer.Length,
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(BatchHeader), writer.Length - sizeof(BatchHeader)),
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), writer.Length - sizeof(NetworkBatchHeader)),
BatchCount = 1
};
writer.WriteValue(batchHeader);
@@ -151,7 +151,7 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleIncomingData(0, new ArraySegment<byte>(writer.ToArray()), 0);
m_MessageManager.HandleIncomingData(0, new ArraySegment<byte>(writer.ToArray()), 0);
Assert.IsFalse(TestMessage.Deserialized);
Assert.IsFalse(TestMessage.Handled);
Assert.IsEmpty(TestMessage.DeserializedValues);
@@ -162,14 +162,14 @@ namespace Unity.Netcode.EditorTests
[Test]
public unsafe void WhenReceivingAMessageAndProcessingMessageQueue_ReceiveMethodIsCalled()
{
var batchHeader = new BatchHeader
var batchHeader = new NetworkBatchHeader
{
BatchCount = 1
};
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (uint)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
@@ -183,11 +183,11 @@ namespace Unity.Netcode.EditorTests
// Fill out the rest of the batch header
writer.Seek(0);
batchHeader = new BatchHeader
batchHeader = new NetworkBatchHeader
{
Magic = BatchHeader.MagicValue,
Magic = NetworkBatchHeader.MagicValue,
BatchSize = writer.Length,
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(BatchHeader), writer.Length - sizeof(BatchHeader)),
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), writer.Length - sizeof(NetworkBatchHeader)),
BatchCount = 1
};
writer.WriteValue(batchHeader);
@@ -195,8 +195,8 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleIncomingData(0, new ArraySegment<byte>(writer.ToArray()), 0);
m_MessagingSystem.ProcessIncomingMessageQueue();
m_MessageManager.HandleIncomingData(0, new ArraySegment<byte>(writer.ToArray()), 0);
m_MessageManager.ProcessIncomingMessageQueue();
Assert.IsTrue(TestMessage.Deserialized);
Assert.IsTrue(TestMessage.Handled);
Assert.AreEqual(1, TestMessage.DeserializedValues.Count);
@@ -208,14 +208,14 @@ namespace Unity.Netcode.EditorTests
[Test]
public unsafe void WhenReceivingMultipleMessagesAndProcessingMessageQueue_ReceiveMethodIsCalledMultipleTimes()
{
var batchHeader = new BatchHeader
var batchHeader = new NetworkBatchHeader
{
BatchCount = 2
};
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
var message2 = GetMessage();
@@ -233,11 +233,11 @@ namespace Unity.Netcode.EditorTests
// Fill out the rest of the batch header
writer.Seek(0);
batchHeader = new BatchHeader
batchHeader = new NetworkBatchHeader
{
Magic = BatchHeader.MagicValue,
Magic = NetworkBatchHeader.MagicValue,
BatchSize = writer.Length,
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(BatchHeader), writer.Length - sizeof(BatchHeader)),
BatchHash = XXHash.Hash64(writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), writer.Length - sizeof(NetworkBatchHeader)),
BatchCount = 2
};
writer.WriteValue(batchHeader);
@@ -245,12 +245,12 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleIncomingData(0, new ArraySegment<byte>(writer.ToArray()), 0);
m_MessageManager.HandleIncomingData(0, new ArraySegment<byte>(writer.ToArray()), 0);
Assert.IsFalse(TestMessage.Deserialized);
Assert.IsFalse(TestMessage.Handled);
Assert.IsEmpty(TestMessage.DeserializedValues);
m_MessagingSystem.ProcessIncomingMessageQueue();
m_MessageManager.ProcessIncomingMessageQueue();
Assert.IsTrue(TestMessage.Deserialized);
Assert.IsTrue(TestMessage.Handled);
Assert.AreEqual(2, TestMessage.DeserializedValues.Count);

View File

@@ -48,23 +48,23 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageProviderOne : IMessageProvider
private class TestMessageProviderOne : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessageOne),
Handler = MessagingSystem.ReceiveMessage<TestMessageOne>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageOne>
Handler = NetworkMessageManager.ReceiveMessage<TestMessageOne>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessageOne>
},
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessageTwo),
Handler = MessagingSystem.ReceiveMessage<TestMessageTwo>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageTwo>
Handler = NetworkMessageManager.ReceiveMessage<TestMessageTwo>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessageTwo>
}
};
}
@@ -91,17 +91,17 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageProviderTwo : IMessageProvider
private class TestMessageProviderTwo : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessageThree),
Handler = MessagingSystem.ReceiveMessage<TestMessageThree>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageThree>
Handler = NetworkMessageManager.ReceiveMessage<TestMessageThree>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessageThree>
}
};
}
@@ -127,17 +127,17 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageProviderThree : IMessageProvider
private class TestMessageProviderThree : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessageFour),
Handler = MessagingSystem.ReceiveMessage<TestMessageFour>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessageFour>
Handler = NetworkMessageManager.ReceiveMessage<TestMessageFour>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessageFour>
}
};
}
@@ -148,9 +148,9 @@ namespace Unity.Netcode.EditorTests
{
var sender = new NopMessageSender();
using var systemOne = new MessagingSystem(sender, null, new TestMessageProviderOne());
using var systemTwo = new MessagingSystem(sender, null, new TestMessageProviderTwo());
using var systemThree = new MessagingSystem(sender, null, new TestMessageProviderThree());
using var systemOne = new NetworkMessageManager(sender, null, new TestMessageProviderOne());
using var systemTwo = new NetworkMessageManager(sender, null, new TestMessageProviderTwo());
using var systemThree = new NetworkMessageManager(sender, null, new TestMessageProviderThree());
using (systemOne)
using (systemTwo)
@@ -172,18 +172,18 @@ namespace Unity.Netcode.EditorTests
{
var sender = new NopMessageSender();
using var systemOne = new MessagingSystem(sender, null, new TestMessageProviderOne());
using var systemTwo = new MessagingSystem(sender, null, new TestMessageProviderTwo());
using var systemThree = new MessagingSystem(sender, null, new TestMessageProviderThree());
using var systemOne = new NetworkMessageManager(sender, null, new TestMessageProviderOne());
using var systemTwo = new NetworkMessageManager(sender, null, new TestMessageProviderTwo());
using var systemThree = new NetworkMessageManager(sender, null, new TestMessageProviderThree());
using (systemOne)
using (systemTwo)
using (systemThree)
{
MessagingSystem.MessageHandler handlerOne = MessagingSystem.ReceiveMessage<TestMessageOne>;
MessagingSystem.MessageHandler handlerTwo = MessagingSystem.ReceiveMessage<TestMessageTwo>;
MessagingSystem.MessageHandler handlerThree = MessagingSystem.ReceiveMessage<TestMessageThree>;
MessagingSystem.MessageHandler handlerFour = MessagingSystem.ReceiveMessage<TestMessageFour>;
NetworkMessageManager.MessageHandler handlerOne = NetworkMessageManager.ReceiveMessage<TestMessageOne>;
NetworkMessageManager.MessageHandler handlerTwo = NetworkMessageManager.ReceiveMessage<TestMessageTwo>;
NetworkMessageManager.MessageHandler handlerThree = NetworkMessageManager.ReceiveMessage<TestMessageThree>;
NetworkMessageManager.MessageHandler handlerFour = NetworkMessageManager.ReceiveMessage<TestMessageFour>;
Assert.AreEqual(handlerOne, systemOne.MessageHandlers[systemOne.GetMessageType(typeof(TestMessageOne))]);
Assert.AreEqual(handlerTwo, systemOne.MessageHandlers[systemOne.GetMessageType(typeof(TestMessageTwo))]);
@@ -216,29 +216,29 @@ namespace Unity.Netcode.EditorTests
}
#pragma warning restore IDE1006
internal class OrderingMessageProvider : IMessageProvider
internal class OrderingMessageProvider : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
var listMessages = new List<MessagingSystem.MessageWithHandler>();
var listMessages = new List<NetworkMessageManager.MessageWithHandler>();
var messageWithHandler = new MessagingSystem.MessageWithHandler
var messageWithHandler = new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(zzzLateLexicographicNetworkMessage),
GetVersion = MessagingSystem.CreateMessageAndGetVersion<zzzLateLexicographicNetworkMessage>
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<zzzLateLexicographicNetworkMessage>
};
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(ConnectionRequestMessage);
messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<ConnectionRequestMessage>;
messageWithHandler.GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<ConnectionRequestMessage>;
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(ConnectionApprovedMessage);
messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<ConnectionApprovedMessage>;
messageWithHandler.GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<ConnectionApprovedMessage>;
listMessages.Add(messageWithHandler);
messageWithHandler.MessageType = typeof(AAAEarlyLexicographicNetworkMessage);
messageWithHandler.GetVersion = MessagingSystem.CreateMessageAndGetVersion<AAAEarlyLexicographicNetworkMessage>;
messageWithHandler.GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<AAAEarlyLexicographicNetworkMessage>;
listMessages.Add(messageWithHandler);
return listMessages;
@@ -250,18 +250,18 @@ namespace Unity.Netcode.EditorTests
{
var sender = new NopMessageSender();
var provider = new OrderingMessageProvider();
using var messagingSystem = new MessagingSystem(sender, null, provider);
using var messageManager = new NetworkMessageManager(sender, null, provider);
// the 2 priority messages should appear first, in lexicographic order
Assert.AreEqual(messagingSystem.MessageTypes[0], typeof(ConnectionApprovedMessage));
Assert.AreEqual(messagingSystem.MessageTypes[1], typeof(ConnectionRequestMessage));
Assert.AreEqual(messageManager.MessageTypes[0], typeof(ConnectionApprovedMessage));
Assert.AreEqual(messageManager.MessageTypes[1], typeof(ConnectionRequestMessage));
// the other should follow after
Assert.AreEqual(messagingSystem.MessageTypes[2], typeof(AAAEarlyLexicographicNetworkMessage));
Assert.AreEqual(messagingSystem.MessageTypes[3], typeof(zzzLateLexicographicNetworkMessage));
Assert.AreEqual(messageManager.MessageTypes[2], typeof(AAAEarlyLexicographicNetworkMessage));
Assert.AreEqual(messageManager.MessageTypes[3], typeof(zzzLateLexicographicNetworkMessage));
// there should not be any extras
Assert.AreEqual(messagingSystem.MessageHandlerCount, 4);
Assert.AreEqual(messageManager.MessageHandlerCount, 4);
}
}
}

View File

@@ -18,6 +18,7 @@ namespace Unity.Netcode.EditorTests
public int B;
public int C;
public static bool Serialized;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
Serialized = true;
@@ -36,7 +37,7 @@ namespace Unity.Netcode.EditorTests
public int Version => 0;
}
private class TestMessageSender : IMessageSender
private class TestMessageSender : INetworkMessageSender
{
public List<byte[]> MessageQueue = new List<byte[]>();
@@ -46,30 +47,31 @@ namespace Unity.Netcode.EditorTests
}
}
private class TestMessageProvider : IMessageProvider, IDisposable
private class TestMessageProvider : INetworkMessageProvider, IDisposable
{
// Keep track of what we sent
private List<List<MessagingSystem.MessageWithHandler>> m_CachedMessages = new List<List<MessagingSystem.MessageWithHandler>>();
private List<List<NetworkMessageManager.MessageWithHandler>> m_CachedMessages = new List<List<NetworkMessageManager.MessageWithHandler>>();
public void Dispose()
{
foreach (var cachedItem in m_CachedMessages)
{
// Clear out any references to MessagingSystem.MessageWithHandlers
// Clear out any references to NetworkMessageManager.MessageWithHandlers
cachedItem.Clear();
}
m_CachedMessages.Clear();
}
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
var messageList = new List<MessagingSystem.MessageWithHandler>
var messageList = new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = MessagingSystem.ReceiveMessage<TestMessage>,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
Handler = NetworkMessageManager.ReceiveMessage<TestMessage>,
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
// Track messages sent
@@ -80,7 +82,7 @@ namespace Unity.Netcode.EditorTests
private TestMessageProvider m_TestMessageProvider;
private TestMessageSender m_MessageSender;
private MessagingSystem m_MessagingSystem;
private NetworkMessageManager m_MessageManager;
private ulong[] m_Clients = { 0 };
[SetUp]
@@ -89,16 +91,16 @@ namespace Unity.Netcode.EditorTests
TestMessage.Serialized = false;
m_MessageSender = new TestMessageSender();
m_TestMessageProvider = new TestMessageProvider();
m_MessagingSystem = new MessagingSystem(m_MessageSender, this, m_TestMessageProvider);
m_MessagingSystem.ClientConnected(0);
m_MessagingSystem.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager = new NetworkMessageManager(m_MessageSender, this, m_TestMessageProvider);
m_MessageManager.ClientConnected(0);
m_MessageManager.SetVersion(0, XXHash.Hash32(typeof(TestMessage).FullName), 0);
}
[TearDown]
public void TearDown()
{
m_TestMessageProvider.Dispose();
m_MessagingSystem.Dispose();
m_MessageManager.Dispose();
}
private TestMessage GetMessage()
@@ -116,7 +118,7 @@ namespace Unity.Netcode.EditorTests
public void WhenSendingMessage_SerializeIsCalled()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
Assert.IsTrue(TestMessage.Serialized);
}
@@ -124,7 +126,7 @@ namespace Unity.Netcode.EditorTests
public void WhenSendingMessage_NothingIsSentBeforeProcessingSendQueue()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
Assert.IsEmpty(m_MessageSender.MessageQueue);
}
@@ -132,9 +134,9 @@ namespace Unity.Netcode.EditorTests
public void WhenProcessingSendQueue_MessageIsSent()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -142,11 +144,11 @@ namespace Unity.Netcode.EditorTests
public void WhenSendingMultipleMessages_MessagesAreBatched()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -155,40 +157,100 @@ namespace Unity.Netcode.EditorTests
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < (1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size; ++i)
for (var i = 0; i < (m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingBatchSize_NewBatchesAreCreated()
public void WhenExceedingBatchSize_NewBatchesAreCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < ((1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size) + 1; ++i)
for (var i = 0; i < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
}
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated()
public void WhenExceedingPerClientBatchSizeLessThanDefault_NewBatchesAreCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < ((1300 - UnsafeUtility.SizeOf<BatchHeader>()) / size) + 1; ++i)
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize * 5;
var clients = new ulong[] { 0, 1, 2 };
m_MessageManager.ClientConnected(1);
m_MessageManager.ClientConnected(2);
m_MessageManager.SetVersion(1, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager.SetVersion(2, XXHash.Hash32(typeof(TestMessage).FullName), 0);
for (var i = 0; i < clients.Length; ++i)
{
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
m_MessageManager.PeerMTUSizes[clients[i]] = maxMessageSize * (i + 1);
}
m_MessagingSystem.ProcessSendQueues();
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < clients.Length; ++i)
{
for (var j = 0; j < ((m_MessageManager.PeerMTUSizes[clients[i]] - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++j)
{
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, clients[i]);
}
}
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2 * clients.Length, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingPerClientBatchSizeGreaterThanDefault_OnlyOneNewBatcheIsCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
m_MessageManager.NonFragmentedMessageMaxSize = 128;
var clients = new ulong[] { 0, 1, 2 };
m_MessageManager.ClientConnected(1);
m_MessageManager.ClientConnected(2);
m_MessageManager.SetVersion(1, XXHash.Hash32(typeof(TestMessage).FullName), 0);
m_MessageManager.SetVersion(2, XXHash.Hash32(typeof(TestMessage).FullName), 0);
for (var i = 0; i < clients.Length; ++i)
{
m_MessageManager.PeerMTUSizes[clients[i]] = maxMessageSize * (i + 1);
}
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < clients.Length; ++i)
{
for (var j = 0; j < ((m_MessageManager.PeerMTUSizes[clients[i]] - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++j)
{
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, clients[i]);
}
}
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2 * clients.Length, m_MessageSender.MessageQueue.Count);
}
[Test]
public void WhenExceedingMTUSizeWithFragmentedDelivery_NewBatchesAreNotCreated([Values(500, 1000, 1300, 2000)] int maxMessageSize)
{
var message = GetMessage();
m_MessageManager.NonFragmentedMessageMaxSize = maxMessageSize;
var size = UnsafeUtility.SizeOf<TestMessage>() + 2; // MessageHeader packed with this message will be 2 bytes
for (var i = 0; i < ((m_MessageManager.NonFragmentedMessageMaxSize - UnsafeUtility.SizeOf<NetworkBatchHeader>()) / size) + 1; ++i)
{
m_MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, m_Clients);
}
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -196,11 +258,11 @@ namespace Unity.Netcode.EditorTests
public void WhenSwitchingDelivery_NewBatchesAreCreated()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Unreliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(2, m_MessageSender.MessageQueue.Count);
}
@@ -208,11 +270,11 @@ namespace Unity.Netcode.EditorTests
public void WhenSwitchingChannel_NewBatchesAreNotCreated()
{
var message = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
Assert.AreEqual(1, m_MessageSender.MessageQueue.Count);
}
@@ -221,22 +283,22 @@ namespace Unity.Netcode.EditorTests
{
var message = GetMessage();
var message2 = GetMessage();
m_MessagingSystem.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, m_Clients);
m_MessageManager.SendMessage(ref message2, NetworkDelivery.Reliable, m_Clients);
m_MessagingSystem.ProcessSendQueues();
m_MessageManager.ProcessSendQueues();
var reader = new FastBufferReader(m_MessageSender.MessageQueue[0], Allocator.Temp);
using (reader)
{
reader.ReadValueSafe(out BatchHeader header);
reader.ReadValueSafe(out NetworkBatchHeader header);
Assert.AreEqual(2, header.BatchCount);
MessageHeader messageHeader;
NetworkMessageHeader messageHeader;
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(m_MessageManager.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValueSafe(out TestMessage receivedMessage);
Assert.AreEqual(message, receivedMessage);
@@ -244,24 +306,24 @@ namespace Unity.Netcode.EditorTests
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(reader, out messageHeader.MessageSize);
Assert.AreEqual(m_MessagingSystem.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(m_MessageManager.GetMessageType(typeof(TestMessage)), messageHeader.MessageType);
Assert.AreEqual(UnsafeUtility.SizeOf<TestMessage>(), messageHeader.MessageSize);
reader.ReadValueSafe(out TestMessage receivedMessage2);
Assert.AreEqual(message2, receivedMessage2);
}
}
private class TestNoHandlerMessageProvider : IMessageProvider
private class TestNoHandlerMessageProvider : INetworkMessageProvider
{
public List<MessagingSystem.MessageWithHandler> GetMessages()
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{
return new List<MessagingSystem.MessageWithHandler>
return new List<NetworkMessageManager.MessageWithHandler>
{
new MessagingSystem.MessageWithHandler
new NetworkMessageManager.MessageWithHandler
{
MessageType = typeof(TestMessage),
Handler = null,
GetVersion = MessagingSystem.CreateMessageAndGetVersion<TestMessage>
GetVersion = NetworkMessageManager.CreateMessageAndGetVersion<TestMessage>
}
};
}
@@ -270,25 +332,26 @@ namespace Unity.Netcode.EditorTests
[Test]
public void WhenReceivingAMessageWithoutAHandler_ExceptionIsLogged()
{
// If a MessagingSystem already exists then dispose of it before creating a new MessagingSystem (otherwise memory leak)
if (m_MessagingSystem != null)
// If a NetworkMessageManager already exists then dispose of it before creating a new NetworkMessageManager (otherwise memory leak)
if (m_MessageManager != null)
{
m_MessagingSystem.Dispose();
m_MessagingSystem = null;
m_MessageManager.Dispose();
m_MessageManager = null;
}
// Since m_MessagingSystem is disposed during teardown we don't need to worry about that here.
m_MessagingSystem = new MessagingSystem(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
m_MessagingSystem.ClientConnected(0);
// Since m_MessageManager is disposed during teardown we don't need to worry about that here.
m_MessageManager = new NetworkMessageManager(new NopMessageSender(), this, new TestNoHandlerMessageProvider());
m_MessageManager.ClientConnected(0);
var messageHeader = new MessageHeader
var messageHeader = new NetworkMessageHeader
{
MessageSize = (ushort)UnsafeUtility.SizeOf<TestMessage>(),
MessageType = m_MessagingSystem.GetMessageType(typeof(TestMessage)),
MessageType = m_MessageManager.GetMessageType(typeof(TestMessage)),
};
var message = GetMessage();
var writer = new FastBufferWriter(1300, Allocator.Temp);
var writer = new FastBufferWriter(m_MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp);
using (writer)
{
writer.TryBeginWrite(FastBufferWriter.GetWriteSize(message));
@@ -297,7 +360,7 @@ namespace Unity.Netcode.EditorTests
var reader = new FastBufferReader(writer, Allocator.Temp);
using (reader)
{
m_MessagingSystem.HandleMessage(messageHeader, reader, 0, 0, 0);
m_MessageManager.HandleMessage(messageHeader, reader, 0, 0, 0);
LogAssert.Expect(LogType.Exception, new Regex(".*HandlerNotRegisteredException.*"));
}
}

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