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2.0.0-pre.
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355
CHANGELOG.md
355
CHANGELOG.md
@@ -6,6 +6,361 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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||||
## [2.0.0-pre.3] - 2024-07-23
|
||||
|
||||
### Added
|
||||
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
|
||||
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)
|
||||
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
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||||
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
|
||||
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
|
||||
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962)
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||||
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
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||||
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved. (#2962)
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- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception. (#2962)
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|
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### Changed
|
||||
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||||
- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
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## [2.0.0-pre.2] - 2024-06-17
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|
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### Added
|
||||
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- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
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- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
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- Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in `NetworkVariable<T>` with the callback `NetworkVariable<T>.CheckExceedsDirtinessThreshold`). (#2957)
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- Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957)
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- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
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- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
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- Added `NetworkTickSystem.AnticipationTick`, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957)
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- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
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- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
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- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)
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### Fixed
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- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
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- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
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- Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)
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### Changed
|
||||
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- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
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- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
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- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
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- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
|
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- Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
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## [2.0.0-exp.5] - 2024-06-03
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||||
### Added
|
||||
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where SessionOwner message was being treated as a new entry for the new message indexing when it should have been ordinally sorted with the legacy message indices. (#2942)
|
||||
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### Changed
|
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- Changed `FastBufferReader` and `FastBufferWriter` so that they always ensure the length of items serialized is always serialized as an `uint` and added a check before casting for safe reading and writing.(#2946)
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## [2.0.0-exp.4] - 2024-05-31
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### Added
|
||||
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- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
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- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
|
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- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
|
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- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)
|
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|
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### Fixed
|
||||
|
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- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
|
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- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
|
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- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
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- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)
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|
||||
### Changed
|
||||
|
||||
- Change all the access modifiers of test class from Public to Internal (#2930)
|
||||
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
|
||||
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
|
||||
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
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||||
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
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||||
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||||
## [2.0.0-exp.2] - 2024-04-02
|
||||
|
||||
### Added
|
||||
- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
|
||||
- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863)
|
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- For a customized `NetworkRigidbodyBase` class:
|
||||
- `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
|
||||
- `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
|
||||
- `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
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- Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
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- Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
|
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- Provides additional public methods:
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- `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
|
||||
- `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
|
||||
- `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
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||||
- `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
|
||||
- `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
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- `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
|
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- `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
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- `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
|
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- `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
|
||||
- `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
|
||||
- Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
|
||||
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
|
||||
- Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
|
||||
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
|
||||
- Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
|
||||
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
|
||||
- Added session mode selection to `NetworkManager` inspector view. (#2863)
|
||||
- Added distributed authority permissions feature. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
|
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- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
|
||||
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
|
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- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
|
||||
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
|
||||
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is automatically the owner of the spawned object). (#2863)
|
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- This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
|
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- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
|
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- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
|
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- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
|
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- This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
|
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- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
|
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- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
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- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
|
||||
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
|
||||
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
|
||||
|
||||
### Changed
|
||||
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
|
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- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
|
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- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
|
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- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
|
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- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863)
|
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- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
|
||||
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
|
||||
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
|
||||
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
|
||||
|
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## [1.9.1] - 2024-04-18
|
||||
|
||||
### Added
|
||||
- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of NetworkVariable values, allowing for more responsive game play (#2820)
|
||||
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of `NetworkTransform`s (#2820)
|
||||
- Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
|
||||
- Added `NetworkVariableUpdateTraits`, which add additional throttling support: `MinSecondsBetweenUpdates` will prevent the `NetworkVariable` from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while `MaxSecondsBetweenUpdates` will force a dirty `NetworkVariable` to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
|
||||
- Added virtual method `NetworkVariableBase.OnInitialize()` which can be used by `NetworkVariable` subclasses to add initialization code (#2820)
|
||||
- Added virtual method `NetworkVariableBase.Update()`, which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
|
||||
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
|
||||
- `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813)
|
||||
- `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)
|
||||
- `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813)
|
||||
- Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where `NetworkTransformEditor` would throw and exception if you excluded the physics package. (#2871)
|
||||
- Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845)
|
||||
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
|
||||
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
|
||||
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
|
||||
|
||||
### Changed
|
||||
|
||||
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874)
|
||||
- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872)
|
||||
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
|
||||
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
|
||||
|
||||
## [1.8.1] - 2024-02-05
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed a compile error when compiling for IL2CPP targets when using the new `[Rpc]` attribute. (#2824)
|
||||
|
||||
## [1.8.0] - 2023-12-12
|
||||
|
||||
### Added
|
||||
|
||||
- Added a new RPC attribute, which is simply `Rpc`. (#2762)
|
||||
- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs.
|
||||
- This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
|
||||
- This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option.
|
||||
- Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762)
|
||||
- Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762)
|
||||
- Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735)
|
||||
- Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735)
|
||||
- Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710)
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
|
||||
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
|
||||
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
|
||||
- Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789)
|
||||
- Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789)
|
||||
- Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
|
||||
- Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789)
|
||||
- Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
|
||||
- Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777)
|
||||
- Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
|
||||
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735)
|
||||
- Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713)
|
||||
- Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
|
||||
|
||||
### Changed
|
||||
- Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789)
|
||||
- Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
|
||||
- Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
|
||||
- `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)
|
||||
- Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735)
|
||||
- Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713)
|
||||
- Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710)
|
||||
- Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710)
|
||||
- Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710)
|
||||
- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
|
||||
- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
|
||||
|
||||
## [1.7.1] - 2023-11-15
|
||||
|
||||
### Added
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
|
||||
- Fixed issue where `NetworkBehaviour.Synchronize` was not truncating the write buffer if nothing was serialized during `NetworkBehaviour.OnSynchronize` causing an additional 6 bytes to be written per `NetworkBehaviour` component instance. (#2749)
|
||||
|
||||
## [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
|
||||
- Bumped minimum Unity version supported to 2021.3 LTS
|
||||
- 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
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
#if UNITY_INCLUDE_TESTS
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
|
||||
#if UNITY_EDITOR
|
||||
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
|
||||
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
|
||||
#endif // UNITY_EDITOR
|
||||
#endif // UNITY_INCLUDE_TESTS
|
||||
@@ -1,103 +0,0 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody"/> on network objects. By controlling the kinematic
|
||||
/// mode of the <see cref="Rigidbody"/> and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Determines if we are server (true) or owner (false) authoritative
|
||||
/// </summary>
|
||||
private bool m_IsServerAuthoritative;
|
||||
|
||||
private Rigidbody m_Rigidbody;
|
||||
private NetworkTransform m_NetworkTransform;
|
||||
private RigidbodyInterpolation m_OriginalInterpolation;
|
||||
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_NetworkTransform = GetComponent<NetworkTransform>();
|
||||
m_IsServerAuthoritative = m_NetworkTransform.IsServerAuthoritative();
|
||||
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
|
||||
// Set interpolation to none if NetworkTransform is handling interpolation, otherwise it sets it to the original value
|
||||
m_Rigidbody.interpolation = m_NetworkTransform.Interpolate ? RigidbodyInterpolation.None : m_OriginalInterpolation;
|
||||
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// clients can run fixed update before the first full
|
||||
// NetworkTransform update
|
||||
m_Rigidbody.isKinematic = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For owner authoritative (i.e. ClientNetworkTransform)
|
||||
/// we adjust our authority when we gain ownership
|
||||
/// </summary>
|
||||
public override void OnGainedOwnership()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For owner authoritative(i.e. ClientNetworkTransform)
|
||||
/// we adjust our authority when we have lost ownership
|
||||
/// </summary>
|
||||
public override void OnLostOwnership()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the authority differently depending upon
|
||||
/// whether it is server or owner authoritative
|
||||
/// </summary>
|
||||
private void UpdateOwnershipAuthority()
|
||||
{
|
||||
if (m_IsServerAuthoritative)
|
||||
{
|
||||
m_IsAuthority = NetworkManager.IsServer;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsAuthority = IsOwner;
|
||||
}
|
||||
|
||||
// If you have authority then you are not kinematic
|
||||
m_Rigidbody.isKinematic = !m_IsAuthority;
|
||||
|
||||
// Set interpolation of the Rigidbody based on authority
|
||||
// With authority: let local transform handle interpolation
|
||||
// Without authority: let the NetworkTransform handle interpolation
|
||||
m_Rigidbody.interpolation = m_IsAuthority ? m_OriginalInterpolation : RigidbodyInterpolation.None;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
m_Rigidbody.interpolation = m_OriginalInterpolation;
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// non-owners can run fixed updates before the first full
|
||||
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
|
||||
m_Rigidbody.isKinematic = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
@@ -1,83 +0,0 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
|
||||
/// mode of the rigidbody and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkBehaviour
|
||||
{
|
||||
private Rigidbody2D m_Rigidbody;
|
||||
private NetworkTransform m_NetworkTransform;
|
||||
|
||||
private bool m_OriginalKinematic;
|
||||
private RigidbodyInterpolation2D m_OriginalInterpolation;
|
||||
|
||||
// Used to cache the authority state of this rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a bool value indicating whether this <see cref="NetworkRigidbody2D"/> on this peer currently holds authority.
|
||||
/// </summary>
|
||||
private bool HasAuthority => m_NetworkTransform.CanCommitToTransform;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody2D>();
|
||||
m_NetworkTransform = GetComponent<NetworkTransform>();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (IsSpawned)
|
||||
{
|
||||
if (HasAuthority != m_IsAuthority)
|
||||
{
|
||||
m_IsAuthority = HasAuthority;
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
|
||||
private void UpdateRigidbodyKinematicMode()
|
||||
{
|
||||
if (m_IsAuthority == false)
|
||||
{
|
||||
m_OriginalKinematic = m_Rigidbody.isKinematic;
|
||||
m_Rigidbody.isKinematic = true;
|
||||
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
// Set interpolation to none, the NetworkTransform component interpolates the position of the object.
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
|
||||
m_Rigidbody.isKinematic = m_OriginalKinematic;
|
||||
m_Rigidbody.interpolation = m_OriginalInterpolation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
m_IsAuthority = HasAuthority;
|
||||
m_OriginalKinematic = m_Rigidbody.isKinematic;
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
||||
@@ -1,27 +0,0 @@
|
||||
{
|
||||
"name": "Unity.Netcode.Components",
|
||||
"rootNamespace": "Unity.Netcode.Components",
|
||||
"references": [
|
||||
"Unity.Netcode.Runtime",
|
||||
"Unity.Collections",
|
||||
"Unity.Mathematics"
|
||||
],
|
||||
"allowUnsafeCode": true,
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.modules.animation",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_ANIMATION"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.modules.physics",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.modules.physics2d",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS2D"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -7,16 +7,16 @@ 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)
|
||||
- [API Reference](https://docs-multiplayer.unity3d.com/netcode/current/api/introduction)
|
||||
- [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.unity3d.com/Packages/com.unity.netcode.gameobjects@1.6/api/index.html)
|
||||
|
||||
# Technical details
|
||||
|
||||
## Requirements
|
||||
|
||||
Netcode for GameObjects targets the following Unity versions:
|
||||
- Unity 2020.3, 2021.1, 2021.2 and 2021.3
|
||||
- Unity 2021.3 (LTS), 2022.3 (LTS) and 2023.2
|
||||
|
||||
On the following runtime platforms:
|
||||
- Windows, MacOS, and Linux
|
||||
@@ -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|
|
||||
|
||||
@@ -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
|
||||
{
|
||||
@@ -20,13 +21,16 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll";
|
||||
|
||||
public const string RuntimeAssemblyName = "Unity.Netcode.Runtime";
|
||||
public const string ComponentsAssemblyName = "Unity.Netcode.Components";
|
||||
|
||||
public static readonly string NetworkBehaviour_FullName = typeof(NetworkBehaviour).FullName;
|
||||
public static readonly string INetworkMessage_FullName = typeof(INetworkMessage).FullName;
|
||||
public static readonly string ServerRpcAttribute_FullName = typeof(ServerRpcAttribute).FullName;
|
||||
public static readonly string ClientRpcAttribute_FullName = typeof(ClientRpcAttribute).FullName;
|
||||
public static readonly string RpcAttribute_FullName = typeof(RpcAttribute).FullName;
|
||||
public static readonly string ServerRpcParams_FullName = typeof(ServerRpcParams).FullName;
|
||||
public static readonly string ClientRpcParams_FullName = typeof(ClientRpcParams).FullName;
|
||||
public static readonly string RpcParams_FullName = typeof(RpcParams).FullName;
|
||||
public static readonly string ClientRpcSendParams_FullName = typeof(ClientRpcSendParams).FullName;
|
||||
public static readonly string ClientRpcReceiveParams_FullName = typeof(ClientRpcReceiveParams).FullName;
|
||||
public static readonly string ServerRpcSendParams_FullName = typeof(ServerRpcSendParams).FullName;
|
||||
@@ -58,7 +62,7 @@ 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 +116,64 @@ 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)
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -16,7 +17,7 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
{
|
||||
public override ILPPInterface GetInstance() => this;
|
||||
|
||||
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName;
|
||||
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName || compiledAssembly.Name == CodeGenHelpers.ComponentsAssemblyName;
|
||||
|
||||
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
|
||||
|
||||
@@ -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
@@ -2,6 +2,7 @@ using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
using Mono.Cecil.Rocks;
|
||||
using Unity.CompilationPipeline.Common.Diagnostics;
|
||||
using Unity.CompilationPipeline.Common.ILPostProcessing;
|
||||
using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
|
||||
@@ -52,7 +53,17 @@ namespace Unity.Netcode.Editor.CodeGen
|
||||
case nameof(NetworkBehaviour):
|
||||
ProcessNetworkBehaviour(typeDefinition);
|
||||
break;
|
||||
case nameof(RpcAttribute):
|
||||
foreach (var methodDefinition in typeDefinition.GetConstructors())
|
||||
{
|
||||
if (methodDefinition.Parameters.Count == 0)
|
||||
{
|
||||
methodDefinition.IsPublic = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case nameof(__RpcParams):
|
||||
case nameof(RpcFallbackSerialization):
|
||||
typeDefinition.IsPublic = true;
|
||||
break;
|
||||
}
|
||||
@@ -79,6 +90,9 @@ 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 +112,14 @@ 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 +130,31 @@ 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 +163,22 @@ 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.__beginSendRpc) ||
|
||||
methodDefinition.Name == nameof(NetworkBehaviour.__endSendRpc) ||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
30
Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
[FilePath("ProjectSettings/NetcodeForGameObjects.asset", FilePathAttribute.Location.ProjectFolder)]
|
||||
public class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
|
||||
{
|
||||
internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
|
||||
[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
public string TempNetworkPrefabsPath;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (NetworkPrefabsPath == "")
|
||||
{
|
||||
NetworkPrefabsPath = DefaultNetworkPrefabsPath;
|
||||
}
|
||||
TempNetworkPrefabsPath = NetworkPrefabsPath;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
public bool GenerateDefaultNetworkPrefabs = true;
|
||||
|
||||
internal void SaveSettings()
|
||||
{
|
||||
Save(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2727d53a542a4c1aa312905c3a02d807
|
||||
timeCreated: 1685564945
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
{
|
||||
@@ -15,16 +19,65 @@ namespace Unity.Netcode.Editor.Configuration
|
||||
{
|
||||
// First parameter is the path in the Settings window.
|
||||
// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
|
||||
var provider = new SettingsProvider("Project/NetcodeForGameObjects", SettingsScope.Project)
|
||||
var provider = new SettingsProvider("Project/Multiplayer/NetcodeForGameObjects", SettingsScope.Project)
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +30,9 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_ProtocolVersionProperty;
|
||||
private SerializedProperty m_NetworkTransportProperty;
|
||||
private SerializedProperty m_TickRateProperty;
|
||||
private SerializedProperty m_MaxObjectUpdatesPerTickProperty;
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
private SerializedProperty m_NetworkTopologyProperty;
|
||||
#endif
|
||||
private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
|
||||
private SerializedProperty m_ConnectionApprovalProperty;
|
||||
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
|
||||
@@ -38,10 +40,14 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_EnableSceneManagementProperty;
|
||||
private SerializedProperty m_RecycleNetworkIdsProperty;
|
||||
private SerializedProperty m_NetworkIdRecycleDelayProperty;
|
||||
private SerializedProperty m_SpawnTimeOutProperty;
|
||||
private SerializedProperty m_RpcHashSizeProperty;
|
||||
private SerializedProperty m_LoadSceneTimeOutProperty;
|
||||
private SerializedProperty m_PrefabsList;
|
||||
|
||||
private SerializedProperty m_NetworkProfileMetrics;
|
||||
private SerializedProperty m_NetworkMessageMetrics;
|
||||
|
||||
private NetworkManager m_NetworkManager;
|
||||
private bool m_Initialized;
|
||||
|
||||
@@ -96,15 +102,27 @@ namespace Unity.Netcode.Editor
|
||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||
#endif
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
|
||||
m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfileMetrics");
|
||||
#if MULTIPLAYER_TOOLS
|
||||
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
|
||||
#endif
|
||||
|
||||
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
@@ -124,15 +142,27 @@ namespace Unity.Netcode.Editor
|
||||
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
|
||||
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
|
||||
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
|
||||
#endif
|
||||
m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
|
||||
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
|
||||
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
|
||||
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
|
||||
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay");
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
|
||||
|
||||
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
|
||||
m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
|
||||
m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
|
||||
|
||||
m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfilingMetrics");
|
||||
#if MULTIPLAYER_TOOLS
|
||||
m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
|
||||
#endif
|
||||
|
||||
m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
|
||||
m_PrefabsList = m_NetworkConfigProperty
|
||||
.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
|
||||
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
|
||||
@@ -153,10 +183,54 @@ namespace Unity.Netcode.Editor
|
||||
serializedObject.Update();
|
||||
EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
|
||||
EditorGUILayout.PropertyField(m_LogLevelProperty);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
|
||||
#if MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
|
||||
#endif
|
||||
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
|
||||
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
|
||||
if (m_NetworkTransportProperty.objectReferenceValue == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
|
||||
|
||||
int selection = EditorGUILayout.Popup(0, m_TransportNames);
|
||||
|
||||
if (selection > 0)
|
||||
{
|
||||
ReloadTransports();
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
||||
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_TickRateProperty);
|
||||
EditorGUILayout.PropertyField(m_SpawnTimeOutProperty);
|
||||
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
|
||||
if (m_NetworkManager.NetworkConfig.ConnectionApproval)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty, new GUIContent("NetworkVariable Length Safety"));
|
||||
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
|
||||
if (m_NetworkManager.NetworkConfig.RecycleNetworkIds)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
|
||||
|
||||
EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
|
||||
#if MULTIPLAYER_TOOLS
|
||||
EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
|
||||
#endif
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
|
||||
|
||||
if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
|
||||
{
|
||||
@@ -214,62 +288,11 @@ namespace Unity.Netcode.Editor
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_PrefabsList);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("General", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
|
||||
|
||||
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
|
||||
|
||||
if (m_NetworkTransportProperty.objectReferenceValue == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
|
||||
|
||||
int selection = EditorGUILayout.Popup(0, m_TransportNames);
|
||||
|
||||
if (selection > 0)
|
||||
{
|
||||
ReloadTransports();
|
||||
|
||||
var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
|
||||
m_NetworkTransportProperty.objectReferenceValue = transportComponent;
|
||||
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(m_TickRateProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.PropertyField(m_EnsureNetworkVariableLengthSafetyProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Connection", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ConnectionApprovalProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.ConnectionApproval))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_ClientConnectionBufferTimeoutProperty);
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Spawning", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
|
||||
|
||||
|
||||
EditorGUILayout.PropertyField(m_RecycleNetworkIdsProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.RecycleNetworkIds))
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_NetworkIdRecycleDelayProperty);
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Bandwidth", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
|
||||
|
||||
EditorGUILayout.LabelField("Scene Management", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.EnableSceneManagement))
|
||||
if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
|
||||
}
|
||||
@@ -287,20 +310,31 @@ namespace Unity.Netcode.Editor
|
||||
GUI.enabled = false;
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
|
||||
{
|
||||
m_NetworkManager.StartHost();
|
||||
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartHost();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartServer();
|
||||
}
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
|
||||
{
|
||||
m_NetworkManager.StartClient();
|
||||
}
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
@@ -339,7 +373,7 @@ 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)
|
||||
|
||||
120
Editor/NetworkManagerRelayIntegration.cs
Normal file
120
Editor/NetworkManagerRelayIntegration.cs
Normal file
@@ -0,0 +1,120 @@
|
||||
#if UNITY_2022_3_OR_NEWER && (RELAY_SDK_INSTALLED && !UNITY_WEBGL ) || (RELAY_SDK_INSTALLED && UNITY_WEBGL && UTP_TRANSPORT_2_0_ABOVE)
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using Unity.Networking.Transport.Relay;
|
||||
using Unity.Services.Authentication;
|
||||
using Unity.Services.Core;
|
||||
using Unity.Services.Relay;
|
||||
using Unity.Services.Relay.Models;
|
||||
|
||||
namespace Unity.Netcode.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Integration with Unity Relay SDK and Unity Transport that support the additional buttons in the NetworkManager inspector.
|
||||
/// This code could theoretically be used at runtime, but we would like to avoid the additional dependencies in the runtime assembly of netcode for gameobjects.
|
||||
/// </summary>
|
||||
public static class NetworkManagerRelayIntegration
|
||||
{
|
||||
|
||||
#if UNITY_WEBGL
|
||||
private const string k_DefaultConnectionType = "wss";
|
||||
#else
|
||||
private const string k_DefaultConnectionType = "dtls";
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Easy relay integration (host): it will initialize the unity services, sign in anonymously and start the host with a new relay allocation.
|
||||
/// Note that this will force the use of Unity Transport.
|
||||
/// </summary>
|
||||
/// <param name="networkManager">The network manager that will start the connection</param>
|
||||
/// <param name="maxConnections">Maximum number of connections to the created relay.</param>
|
||||
/// <param name="connectionType">The connection type of the <see cref="RelayServerData"/> (wss, ws, dtls or udp) </param>
|
||||
/// <returns>The join code that a potential client can use and the allocation</returns>
|
||||
/// <exception cref="ServicesInitializationException"> Exception when there's an error during services initialization </exception>
|
||||
/// <exception cref="UnityProjectNotLinkedException"> Exception when the project is not linked to a cloud project id </exception>
|
||||
/// <exception cref="CircularDependencyException"> Exception when two registered <see cref="IInitializablePackage"/> depend on the other </exception>
|
||||
/// <exception cref="AuthenticationException"> The task fails with the exception when the task cannot complete successfully due to Authentication specific errors. </exception>
|
||||
/// <exception cref="RequestFailedException"> See <see cref="IAuthenticationService.SignInAnonymouslyAsync"/></exception>
|
||||
/// <exception cref="ArgumentException">Thrown when the maxConnections argument fails validation in Relay Service SDK.</exception>
|
||||
/// <exception cref="RelayServiceException">Thrown when the request successfully reach the Relay Allocation Service but results in an error.</exception>
|
||||
internal static async Task<(string, Allocation)> StartHostWithRelay(this NetworkManager networkManager, int maxConnections = 5)
|
||||
{
|
||||
var codeAndAllocation = await InitializeAndCreateAllocAsync(networkManager, maxConnections, k_DefaultConnectionType);
|
||||
return networkManager.StartHost() ? codeAndAllocation : (null, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Easy relay integration (server): it will initialize the unity services, sign in anonymously and start the server with a new relay allocation.
|
||||
/// Note that this will force the use of Unity Transport.
|
||||
/// </summary>
|
||||
/// <param name="networkManager">The network manager that will start the connection</param>
|
||||
/// <param name="maxConnections">Maximum number of connections to the created relay.</param>
|
||||
/// <returns>The join code that a potential client can use and the allocation.</returns>
|
||||
/// <exception cref="ServicesInitializationException"> Exception when there's an error during services initialization </exception>
|
||||
/// <exception cref="UnityProjectNotLinkedException"> Exception when the project is not linked to a cloud project id </exception>
|
||||
/// <exception cref="CircularDependencyException"> Exception when two registered <see cref="IInitializablePackage"/> depend on the other </exception>
|
||||
/// <exception cref="AuthenticationException"> The task fails with the exception when the task cannot complete successfully due to Authentication specific errors. </exception>
|
||||
/// <exception cref="RequestFailedException"> See <see cref="IAuthenticationService.SignInAnonymouslyAsync"/></exception>
|
||||
/// <exception cref="ArgumentException">Thrown when the maxConnections argument fails validation in Relay Service SDK.</exception>
|
||||
/// <exception cref="RelayServiceException">Thrown when the request successfully reach the Relay Allocation Service but results in an error.</exception>
|
||||
internal static async Task<(string, Allocation)> StartServerWithRelay(this NetworkManager networkManager, int maxConnections = 5)
|
||||
{
|
||||
var codeAndAllocation = await InitializeAndCreateAllocAsync(networkManager, maxConnections, k_DefaultConnectionType);
|
||||
return networkManager.StartServer() ? codeAndAllocation : (null, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Easy relay integration (client): it will initialize the unity services, sign in anonymously, join the relay with the given join code and start the client.
|
||||
/// Note that this will force the use of Unity Transport.
|
||||
/// </summary>
|
||||
/// <param name="networkManager">The network manager that will start the connection</param>
|
||||
/// <param name="joinCode">The join code of the allocation</param>
|
||||
/// <exception cref="ServicesInitializationException"> Exception when there's an error during services initialization </exception>
|
||||
/// <exception cref="UnityProjectNotLinkedException"> Exception when the project is not linked to a cloud project id </exception>
|
||||
/// <exception cref="CircularDependencyException"> Exception when two registered <see cref="IInitializablePackage"/> depend on the other </exception>
|
||||
/// <exception cref="AuthenticationException"> The task fails with the exception when the task cannot complete successfully due to Authentication specific errors. </exception>
|
||||
/// <exception cref="RequestFailedException">Thrown when the request does not reach the Relay Allocation Service.</exception>
|
||||
/// <exception cref="ArgumentException">Thrown if the joinCode has the wrong format.</exception>
|
||||
/// <exception cref="RelayServiceException">Thrown when the request successfully reach the Relay Allocation Service but results in an error.</exception>
|
||||
/// <returns>True if starting the client was successful</returns>
|
||||
internal static async Task<JoinAllocation> StartClientWithRelay(this NetworkManager networkManager, string joinCode)
|
||||
{
|
||||
await UnityServices.InitializeAsync();
|
||||
if (!AuthenticationService.Instance.IsSignedIn)
|
||||
{
|
||||
await AuthenticationService.Instance.SignInAnonymouslyAsync();
|
||||
}
|
||||
var joinAllocation = await RelayService.Instance.JoinAllocationAsync(joinCode: joinCode);
|
||||
GetUnityTransport(networkManager, k_DefaultConnectionType).SetRelayServerData(new RelayServerData(joinAllocation, k_DefaultConnectionType));
|
||||
return networkManager.StartClient() ? joinAllocation : null;
|
||||
}
|
||||
|
||||
private static async Task<(string, Allocation)> InitializeAndCreateAllocAsync(NetworkManager networkManager, int maxConnections, string connectionType)
|
||||
{
|
||||
await UnityServices.InitializeAsync();
|
||||
if (!AuthenticationService.Instance.IsSignedIn)
|
||||
{
|
||||
await AuthenticationService.Instance.SignInAnonymouslyAsync();
|
||||
}
|
||||
Allocation allocation = await RelayService.Instance.CreateAllocationAsync(maxConnections);
|
||||
GetUnityTransport(networkManager, connectionType).SetRelayServerData(new RelayServerData(allocation, connectionType));
|
||||
var joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
|
||||
return (joinCode, allocation);
|
||||
}
|
||||
|
||||
private static UnityTransport GetUnityTransport(NetworkManager networkManager, string connectionType)
|
||||
{
|
||||
if (!networkManager.TryGetComponent<UnityTransport>(out var transport))
|
||||
{
|
||||
transport = networkManager.gameObject.AddComponent<UnityTransport>();
|
||||
}
|
||||
#if UTP_TRANSPORT_2_0_ABOVE
|
||||
transport.UseWebSockets = connectionType.StartsWith("ws"); // Probably should be part of SetRelayServerData, but not possible at this point
|
||||
#endif
|
||||
networkManager.NetworkConfig.NetworkTransport = transport; // Force using UnityTransport
|
||||
return transport;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
3
Editor/NetworkManagerRelayIntegration.cs.meta
Normal file
3
Editor/NetworkManagerRelayIntegration.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23b658b1c2e443109a8a131ef3632c9b
|
||||
timeCreated: 1698673251
|
||||
@@ -1,4 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
using System.Linq;
|
||||
#endif
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -49,6 +52,10 @@ namespace Unity.Netcode.Editor
|
||||
{
|
||||
var guiEnabled = GUI.enabled;
|
||||
GUI.enabled = false;
|
||||
if (m_NetworkObject.NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(NetworkObject.Ownership)));
|
||||
}
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
|
||||
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
|
||||
@@ -138,4 +145,52 @@ namespace Unity.Netcode.Editor
|
||||
NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Keeping this here just in case, but it appears that in Unity 6 the visual bugs with
|
||||
// enum flags is resolved
|
||||
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SERVICES_SDK_INSTALLED
|
||||
[CustomPropertyDrawer(typeof(NetworkObject.OwnershipStatus))]
|
||||
public class NetworkObjectOwnership : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
label = EditorGUI.BeginProperty(position, label, property);
|
||||
// Don't allow modification while in play mode
|
||||
EditorGUI.BeginDisabledGroup(EditorApplication.isPlaying);
|
||||
|
||||
// This is a temporary work around due to EditorGUI.EnumFlagsField having a bug in how it displays mask values.
|
||||
// For now, we will just display the flags as a toggle and handle the masking of the value ourselves.
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
var names = System.Enum.GetNames(typeof(NetworkObject.OwnershipStatus)).ToList();
|
||||
names.RemoveAt(0);
|
||||
var value = property.enumValueFlag;
|
||||
var compareValue = 0x01;
|
||||
GUILayout.Label(label);
|
||||
foreach (var name in names)
|
||||
{
|
||||
var isSet = (value & compareValue) > 0;
|
||||
isSet = GUILayout.Toggle(isSet, name);
|
||||
if (isSet)
|
||||
{
|
||||
value |= compareValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
value &= ~compareValue;
|
||||
}
|
||||
compareValue = compareValue << 1;
|
||||
}
|
||||
property.enumValueFlag = value;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// The below can cause visual anomalies and/or throws an exception within the EditorGUI itself (index out of bounds of the array). and has
|
||||
// The visual anomaly is when you select one field it is set in the drop down but then the flags selection in the popup menu selects more items
|
||||
// even though if you exit the popup menu the flag setting is correct.
|
||||
//var ownership = (NetworkObject.OwnershipStatus)EditorGUI.EnumFlagsField(position, label, (NetworkObject.OwnershipStatus)property.enumValueFlag);
|
||||
//property.enumValueFlag = (int)ownership;
|
||||
EditorGUI.EndDisabledGroup();
|
||||
EditorGUI.EndProperty();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ namespace Unity.Netcode.Editor
|
||||
[CustomEditor(typeof(NetworkTransform), true)]
|
||||
public class NetworkTransformEditor : UnityEditor.Editor
|
||||
{
|
||||
private SerializedProperty m_UseUnreliableDeltas;
|
||||
private SerializedProperty m_SyncPositionXProperty;
|
||||
private SerializedProperty m_SyncPositionYProperty;
|
||||
private SerializedProperty m_SyncPositionZProperty;
|
||||
@@ -29,6 +30,7 @@ namespace Unity.Netcode.Editor
|
||||
private SerializedProperty m_UseQuaternionCompression;
|
||||
private SerializedProperty m_UseHalfFloatPrecision;
|
||||
private SerializedProperty m_SlerpPosition;
|
||||
private SerializedProperty m_AuthorityMode;
|
||||
|
||||
private static int s_ToggleOffset = 45;
|
||||
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
|
||||
@@ -37,8 +39,9 @@ namespace Unity.Netcode.Editor
|
||||
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
|
||||
|
||||
/// <inheritdoc/>
|
||||
public void OnEnable()
|
||||
public virtual void OnEnable()
|
||||
{
|
||||
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
|
||||
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
|
||||
m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY));
|
||||
m_SyncPositionZProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionZ));
|
||||
@@ -57,12 +60,14 @@ namespace Unity.Netcode.Editor
|
||||
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
|
||||
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
|
||||
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
|
||||
m_AuthorityMode = serializedObject.FindProperty(nameof(NetworkTransform.AuthorityMode));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
EditorGUILayout.LabelField("Syncing", EditorStyles.boldLabel);
|
||||
var networkTransform = target as NetworkTransform;
|
||||
EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
@@ -124,16 +129,26 @@ namespace Unity.Netcode.Editor
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Authority", EditorStyles.boldLabel);
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_AuthorityMode);
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Thresholds", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_PositionThresholdProperty);
|
||||
EditorGUILayout.PropertyField(m_RotAngleThresholdProperty);
|
||||
EditorGUILayout.PropertyField(m_ScaleThresholdProperty);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_UseUnreliableDeltas);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
|
||||
EditorGUILayout.PropertyField(m_InterpolateProperty);
|
||||
if (!networkTransform.HideInterpolateValue)
|
||||
{
|
||||
EditorGUILayout.PropertyField(m_InterpolateProperty);
|
||||
}
|
||||
EditorGUILayout.PropertyField(m_SlerpPosition);
|
||||
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
|
||||
if (m_UseQuaternionSynchronization.boolValue)
|
||||
|
||||
@@ -3,11 +3,21 @@
|
||||
"rootNamespace": "Unity.Netcode.Editor",
|
||||
"references": [
|
||||
"Unity.Netcode.Runtime",
|
||||
"Unity.Netcode.Components"
|
||||
"Unity.Netcode.Components",
|
||||
"Unity.Services.Relay",
|
||||
"Unity.Networking.Transport",
|
||||
"Unity.Services.Core",
|
||||
"Unity.Services.Authentication"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.multiplayer.tools",
|
||||
@@ -33,6 +43,22 @@
|
||||
"name": "com.unity.modules.physics2d",
|
||||
"expression": "",
|
||||
"define": "COM_UNITY_MODULES_PHYSICS2D"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.services.relay",
|
||||
"expression": "1.0",
|
||||
"define": "RELAY_SDK_INSTALLED"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.transport",
|
||||
"expression": "2.0",
|
||||
"define": "UTP_TRANSPORT_2_0_ABOVE"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.services.multiplayer",
|
||||
"expression": "0.2.0",
|
||||
"define": "MULTIPLAYER_SERVICES_SDK_INSTALLED"
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
10
LICENSE.md
10
LICENSE.md
@@ -1,9 +1,7 @@
|
||||
MIT License
|
||||
Unity Companion License (UCL License)
|
||||
|
||||
Copyright (c) 2021 Unity Technologies
|
||||
com.unity.netcode.gameobjects copyright © 2021-2024 Unity Technologies
|
||||
Licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license).
|
||||
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b267eb841a574dc083ac248a95d4443
|
||||
guid: 2e42215d00468b549bbc69ebf8a74a1e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
501
Runtime/Components/AnticipatedNetworkTransform.cs
Normal file
501
Runtime/Components/AnticipatedNetworkTransform.cs
Normal file
@@ -0,0 +1,501 @@
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
|
||||
#pragma warning disable IDE0001
|
||||
/// <summary>
|
||||
/// A subclass of <see cref="NetworkTransform"/> that supports basic client anticipation - the client
|
||||
/// can set a value on the belief that the server will update it to reflect the same value in a future update
|
||||
/// (i.e., as the result of an RPC call). This value can then be adjusted as new updates from the server come in,
|
||||
/// in three basic modes:
|
||||
///
|
||||
/// <list type="bullet">
|
||||
///
|
||||
/// <item><b>Snap:</b> In this mode (with <see cref="StaleDataHandling"/> set to
|
||||
/// <see cref="StaleDataHandling.Ignore"/> and no <see cref="NetworkBehaviour.OnReanticipate"/> callback),
|
||||
/// the moment a more up-to-date value is received from the authority, it will simply replace the anticipated value,
|
||||
/// resulting in a "snap" to the new value if it is different from the anticipated value.</item>
|
||||
///
|
||||
/// <item><b>Smooth:</b> In this mode (with <see cref="StaleDataHandling"/> set to
|
||||
/// <see cref="Netcode.StaleDataHandling.Ignore"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> callback that calls
|
||||
/// <see cref="Smooth"/> from the anticipated value to the authority value with an appropriate
|
||||
/// <see cref="Mathf.Lerp"/>-style smooth function), when a more up-to-date value is received from the authority,
|
||||
/// it will interpolate over time from an incorrect anticipated value to the correct authoritative value.</item>
|
||||
///
|
||||
/// <item><b>Constant Reanticipation:</b> In this mode (with <see cref="StaleDataHandling"/> set to
|
||||
/// <see cref="Netcode.StaleDataHandling.Reanticipate"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> that calculates a
|
||||
/// new anticipated value based on the current authoritative value), when a more up-to-date value is received from
|
||||
/// the authority, user code calculates a new anticipated value, possibly calling <see cref="Smooth"/> to interpolate
|
||||
/// between the previous anticipation and the new anticipation. This is useful for values that change frequently and
|
||||
/// need to constantly be re-evaluated, as opposed to values that change only in response to user action and simply
|
||||
/// need a one-time anticipation when the user performs that action.</item>
|
||||
///
|
||||
/// </list>
|
||||
///
|
||||
/// Note that these three modes may be combined. For example, if an <see cref="NetworkBehaviour.OnReanticipate"/> callback
|
||||
/// does not call either <see cref="Smooth"/> or one of the Anticipate methods, the result will be a snap to the
|
||||
/// authoritative value, enabling for a callback that may conditionally call <see cref="Smooth"/> when the
|
||||
/// difference between the anticipated and authoritative values is within some threshold, but fall back to
|
||||
/// snap behavior if the difference is too large.
|
||||
/// </summary>
|
||||
#pragma warning restore IDE0001
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Netcode/Anticipated Network Transform")]
|
||||
public class AnticipatedNetworkTransform : NetworkTransform
|
||||
{
|
||||
|
||||
#if UNITY_EDITOR
|
||||
internal override bool HideInterpolateValue => true;
|
||||
#endif
|
||||
|
||||
public struct TransformState
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Quaternion Rotation;
|
||||
public Vector3 Scale;
|
||||
}
|
||||
|
||||
private TransformState m_AuthoritativeTransform = new TransformState();
|
||||
private TransformState m_AnticipatedTransform = new TransformState();
|
||||
private TransformState m_PreviousAnticipatedTransform = new TransformState();
|
||||
private ulong m_LastAnticipaionCounter;
|
||||
private ulong m_LastAuthorityUpdateCounter;
|
||||
|
||||
private TransformState m_SmoothFrom;
|
||||
private TransformState m_SmoothTo;
|
||||
private float m_SmoothDuration;
|
||||
private float m_CurrentSmoothTime;
|
||||
|
||||
private bool m_OutstandingAuthorityChange = false;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset()
|
||||
{
|
||||
// Anticipation + smoothing is a form of interpolation, and adding NetworkTransform's buffered interpolation
|
||||
// makes the anticipation get weird, so we default it to false.
|
||||
Interpolate = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
#pragma warning disable IDE0001
|
||||
/// <summary>
|
||||
/// Defines what the behavior should be if we receive a value from the server with an earlier associated
|
||||
/// time value than the anticipation time value.
|
||||
/// <br/><br/>
|
||||
/// If this is <see cref="Netcode.StaleDataHandling.Ignore"/>, the stale data will be ignored and the authoritative
|
||||
/// value will not replace the anticipated value until the anticipation time is reached. <see cref="OnAuthoritativeValueChanged"/>
|
||||
/// and <see cref="OnReanticipate"/> will also not be invoked for this stale data.
|
||||
/// <br/><br/>
|
||||
/// If this is <see cref="Netcode.StaleDataHandling.Reanticipate"/>, the stale data will replace the anticipated data and
|
||||
/// <see cref="OnAuthoritativeValueChanged"/> and <see cref="OnReanticipate"/> will be invoked.
|
||||
/// In this case, the authoritativeTime value passed to <see cref="OnReanticipate"/> will be lower than
|
||||
/// the anticipationTime value, and that callback can be used to calculate a new anticipated value.
|
||||
/// </summary>
|
||||
#pragma warning restore IDE0001
|
||||
public StaleDataHandling StaleDataHandling = StaleDataHandling.Reanticipate;
|
||||
|
||||
/// <summary>
|
||||
/// Contains the current state of this transform on the server side.
|
||||
/// Note that, on the server side, this gets updated at the end of the frame, and will not immediately reflect
|
||||
/// changes to the transform.
|
||||
/// </summary>
|
||||
public TransformState AuthoritativeState => m_AuthoritativeTransform;
|
||||
|
||||
/// <summary>
|
||||
/// Contains the current anticipated state, which will match the values of this object's
|
||||
/// actual <see cref="MonoBehaviour.transform"/>. When a server
|
||||
/// update arrives, this value will be overwritten by the new
|
||||
/// server value (unless stale data handling is set to "Ignore"
|
||||
/// and the update is determined to be stale). This value will
|
||||
/// be duplicated in <see cref="PreviousAnticipatedState"/>, which
|
||||
/// will NOT be overwritten in server updates.
|
||||
/// </summary>
|
||||
public TransformState AnticipatedState => m_AnticipatedTransform;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether this transform currently needs
|
||||
/// reanticipation. If this is true, the anticipated value
|
||||
/// has been overwritten by the authoritative value from the
|
||||
/// server; the previous anticipated value is stored in <see cref="PreviousAnticipatedState"/>
|
||||
/// </summary>
|
||||
public bool ShouldReanticipate
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Holds the most recent anticipated state, whatever was
|
||||
/// most recently set using the Anticipate methods. Unlike
|
||||
/// <see cref="AnticipatedState"/>, this does not get overwritten
|
||||
/// when a server update arrives.
|
||||
/// </summary>
|
||||
public TransformState PreviousAnticipatedState => m_PreviousAnticipatedTransform;
|
||||
|
||||
/// <summary>
|
||||
/// Anticipate that, at the end of one round trip to the server, this transform will be in the given
|
||||
/// <see cref="newPosition"/>
|
||||
/// </summary>
|
||||
/// <param name="newPosition"></param>
|
||||
public void AnticipateMove(Vector3 newPosition)
|
||||
{
|
||||
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
|
||||
{
|
||||
return;
|
||||
}
|
||||
transform.position = newPosition;
|
||||
m_AnticipatedTransform.Position = newPosition;
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
m_AuthoritativeTransform.Position = newPosition;
|
||||
}
|
||||
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
||||
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Anticipate that, at the end of one round trip to the server, this transform will have the given
|
||||
/// <see cref="newRotation"/>
|
||||
/// </summary>
|
||||
/// <param name="newRotation"></param>
|
||||
public void AnticipateRotate(Quaternion newRotation)
|
||||
{
|
||||
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
|
||||
{
|
||||
return;
|
||||
}
|
||||
transform.rotation = newRotation;
|
||||
m_AnticipatedTransform.Rotation = newRotation;
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
m_AuthoritativeTransform.Rotation = newRotation;
|
||||
}
|
||||
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
||||
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Anticipate that, at the end of one round trip to the server, this transform will have the given
|
||||
/// <see cref="newScale"/>
|
||||
/// </summary>
|
||||
/// <param name="newScale"></param>
|
||||
public void AnticipateScale(Vector3 newScale)
|
||||
{
|
||||
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
|
||||
{
|
||||
return;
|
||||
}
|
||||
transform.localScale = newScale;
|
||||
m_AnticipatedTransform.Scale = newScale;
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
m_AuthoritativeTransform.Scale = newScale;
|
||||
}
|
||||
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
|
||||
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Anticipate that, at the end of one round trip to the server, the transform will have the given
|
||||
/// <see cref="newState"/>
|
||||
/// </summary>
|
||||
/// <param name="newState"></param>
|
||||
public void AnticipateState(TransformState newState)
|
||||
{
|
||||
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
|
||||
{
|
||||
return;
|
||||
}
|
||||
var transform_ = transform;
|
||||
transform_.position = newState.Position;
|
||||
transform_.rotation = newState.Rotation;
|
||||
transform_.localScale = newState.Scale;
|
||||
m_AnticipatedTransform = newState;
|
||||
if (CanCommitToTransform)
|
||||
{
|
||||
m_AuthoritativeTransform = newState;
|
||||
}
|
||||
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
public override void OnUpdate()
|
||||
{
|
||||
// If not spawned or this instance has authority, exit early
|
||||
if (!IsSpawned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Do not call the base class implementation...
|
||||
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
|
||||
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
|
||||
// and we will want all reanticipation done before anything else wants to reference the transform in
|
||||
// OnUpdate()
|
||||
//base.Update();
|
||||
|
||||
if (m_CurrentSmoothTime < m_SmoothDuration)
|
||||
{
|
||||
m_CurrentSmoothTime += NetworkManager.RealTimeProvider.DeltaTime;
|
||||
var transform_ = transform;
|
||||
var pct = math.min(m_CurrentSmoothTime / m_SmoothDuration, 1f);
|
||||
|
||||
m_AnticipatedTransform = new TransformState
|
||||
{
|
||||
Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
|
||||
Rotation = Quaternion.Slerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
|
||||
Scale = Vector3.Lerp(m_SmoothFrom.Scale, m_SmoothTo.Scale, pct)
|
||||
};
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
if (!CanCommitToTransform)
|
||||
{
|
||||
transform_.position = m_AnticipatedTransform.Position;
|
||||
transform_.localScale = m_AnticipatedTransform.Scale;
|
||||
transform_.rotation = m_AnticipatedTransform.Rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class AnticipatedObject : IAnticipationEventReceiver, IAnticipatedObject
|
||||
{
|
||||
public AnticipatedNetworkTransform Transform;
|
||||
|
||||
|
||||
public void SetupForRender()
|
||||
{
|
||||
if (Transform.CanCommitToTransform)
|
||||
{
|
||||
var transform_ = Transform.transform;
|
||||
Transform.m_AuthoritativeTransform = new TransformState
|
||||
{
|
||||
Position = transform_.position,
|
||||
Rotation = transform_.rotation,
|
||||
Scale = transform_.localScale
|
||||
};
|
||||
if (Transform.m_CurrentSmoothTime >= Transform.m_SmoothDuration)
|
||||
{
|
||||
// If we've had a call to Smooth() we'll continue interpolating.
|
||||
// Otherwise we'll go ahead and make the visual and actual locations
|
||||
// match.
|
||||
Transform.m_AnticipatedTransform = Transform.m_AuthoritativeTransform;
|
||||
}
|
||||
|
||||
transform_.position = Transform.m_AnticipatedTransform.Position;
|
||||
transform_.rotation = Transform.m_AnticipatedTransform.Rotation;
|
||||
transform_.localScale = Transform.m_AnticipatedTransform.Scale;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetupForUpdate()
|
||||
{
|
||||
if (Transform.CanCommitToTransform)
|
||||
{
|
||||
var transform_ = Transform.transform;
|
||||
transform_.position = Transform.m_AuthoritativeTransform.Position;
|
||||
transform_.rotation = Transform.m_AuthoritativeTransform.Rotation;
|
||||
transform_.localScale = Transform.m_AuthoritativeTransform.Scale;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// No need to do this, it's handled by NetworkTransform.OnUpdate
|
||||
}
|
||||
|
||||
public void ResetAnticipation()
|
||||
{
|
||||
Transform.ShouldReanticipate = false;
|
||||
}
|
||||
|
||||
public NetworkObject OwnerObject => Transform.NetworkObject;
|
||||
}
|
||||
|
||||
private AnticipatedObject m_AnticipatedObject = null;
|
||||
|
||||
private void ResetAnticipatedState()
|
||||
{
|
||||
var transform_ = transform;
|
||||
m_AuthoritativeTransform = new TransformState
|
||||
{
|
||||
Position = transform_.position,
|
||||
Rotation = transform_.rotation,
|
||||
Scale = transform_.localScale
|
||||
};
|
||||
m_AnticipatedTransform = m_AuthoritativeTransform;
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
|
||||
{
|
||||
base.OnSynchronize(ref serializer);
|
||||
if (!CanCommitToTransform)
|
||||
{
|
||||
m_OutstandingAuthorityChange = true;
|
||||
ApplyAuthoritativeState();
|
||||
ResetAnticipatedState();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
Debug.LogWarning($"This component is not currently supported in distributed authority.");
|
||||
}
|
||||
base.OnNetworkSpawn();
|
||||
m_OutstandingAuthorityChange = true;
|
||||
ApplyAuthoritativeState();
|
||||
ResetAnticipatedState();
|
||||
|
||||
m_AnticipatedObject = new AnticipatedObject { Transform = this };
|
||||
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (m_AnticipatedObject != null)
|
||||
{
|
||||
NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
|
||||
m_AnticipatedObject = null;
|
||||
}
|
||||
ResetAnticipatedState();
|
||||
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
{
|
||||
if (m_AnticipatedObject != null)
|
||||
{
|
||||
NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
|
||||
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
|
||||
m_AnticipatedObject = null;
|
||||
}
|
||||
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interpolate between the transform represented by <see cref="from"/> to the transform represented by
|
||||
/// <see cref="to"/> over <see cref="durationSeconds"/> of real time. The duration uses
|
||||
/// <see cref="Time.deltaTime"/>, so it is affected by <see cref="Time.timeScale"/>.
|
||||
/// </summary>
|
||||
/// <param name="from"></param>
|
||||
/// <param name="to"></param>
|
||||
/// <param name="durationSeconds"></param>
|
||||
public void Smooth(TransformState from, TransformState to, float durationSeconds)
|
||||
{
|
||||
var transform_ = transform;
|
||||
if (durationSeconds <= 0)
|
||||
{
|
||||
m_AnticipatedTransform = to;
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
transform_.position = to.Position;
|
||||
transform_.rotation = to.Rotation;
|
||||
transform_.localScale = to.Scale;
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
return;
|
||||
}
|
||||
m_AnticipatedTransform = from;
|
||||
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
if (!CanCommitToTransform)
|
||||
{
|
||||
transform_.position = from.Position;
|
||||
transform_.rotation = from.Rotation;
|
||||
transform_.localScale = from.Scale;
|
||||
}
|
||||
|
||||
m_SmoothFrom = from;
|
||||
m_SmoothTo = to;
|
||||
m_SmoothDuration = durationSeconds;
|
||||
m_CurrentSmoothTime = 0;
|
||||
}
|
||||
|
||||
protected override void OnBeforeUpdateTransformState()
|
||||
{
|
||||
// this is called when new data comes from the server
|
||||
m_LastAuthorityUpdateCounter = NetworkManager.AnticipationSystem.LastAnticipationAck;
|
||||
m_OutstandingAuthorityChange = true;
|
||||
}
|
||||
|
||||
protected override void OnNetworkTransformStateUpdated(ref NetworkTransformState oldState, ref NetworkTransformState newState)
|
||||
{
|
||||
base.OnNetworkTransformStateUpdated(ref oldState, ref newState);
|
||||
ApplyAuthoritativeState();
|
||||
}
|
||||
|
||||
protected override void OnTransformUpdated()
|
||||
{
|
||||
if (CanCommitToTransform || m_AnticipatedObject == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// this is called pretty much every frame and will change the transform
|
||||
// If we've overridden the transform with an anticipated state, we need to be able to change it back
|
||||
// to the anticipated state (while updating the authority state accordingly) or else
|
||||
// mark this transform for reanticipation
|
||||
var transform_ = transform;
|
||||
|
||||
var previousAnticipatedTransform = m_AnticipatedTransform;
|
||||
|
||||
// Update authority state to catch any possible interpolation data
|
||||
m_AuthoritativeTransform.Position = transform_.position;
|
||||
m_AuthoritativeTransform.Rotation = transform_.rotation;
|
||||
m_AuthoritativeTransform.Scale = transform_.localScale;
|
||||
|
||||
if (!m_OutstandingAuthorityChange)
|
||||
{
|
||||
// Keep the anticipated value unchanged, we have no updates from the server at all.
|
||||
transform_.position = previousAnticipatedTransform.Position;
|
||||
transform_.localScale = previousAnticipatedTransform.Scale;
|
||||
transform_.rotation = previousAnticipatedTransform.Rotation;
|
||||
return;
|
||||
}
|
||||
|
||||
if (StaleDataHandling == StaleDataHandling.Ignore && m_LastAnticipaionCounter > m_LastAuthorityUpdateCounter)
|
||||
{
|
||||
// Keep the anticipated value unchanged because it is more recent than the authoritative one.
|
||||
transform_.position = previousAnticipatedTransform.Position;
|
||||
transform_.localScale = previousAnticipatedTransform.Scale;
|
||||
transform_.rotation = previousAnticipatedTransform.Rotation;
|
||||
return;
|
||||
}
|
||||
|
||||
m_SmoothDuration = 0;
|
||||
m_CurrentSmoothTime = 0;
|
||||
m_OutstandingAuthorityChange = false;
|
||||
m_AnticipatedTransform = m_AuthoritativeTransform;
|
||||
|
||||
ShouldReanticipate = true;
|
||||
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Add(m_AnticipatedObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Runtime/Components/AnticipatedNetworkTransform.cs.meta
Normal file
2
Runtime/Components/AnticipatedNetworkTransform.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5abfce83aadd948498d4990c645a017b
|
||||
@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
|
||||
/// Half float precision <see cref="Vector3"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
@@ -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++)
|
||||
@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
|
||||
/// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
|
||||
/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
|
||||
/// a half float type.
|
||||
/// </remarks>
|
||||
@@ -5,7 +5,7 @@ using UnityEngine;
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Solves for incoming values that are jittered
|
||||
/// Solves for incoming values that are jittered.
|
||||
/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The type of interpolated value</typeparam>
|
||||
@@ -195,7 +195,9 @@ namespace Unity.Netcode
|
||||
double range = m_EndTimeConsumed - m_StartTimeConsumed;
|
||||
if (range > k_SmallValue)
|
||||
{
|
||||
t = (float)((renderTime - m_StartTimeConsumed) / range);
|
||||
var rangeFactor = 1.0f / (float)range;
|
||||
|
||||
t = ((float)renderTime - (float)m_StartTimeConsumed) * rangeFactor;
|
||||
|
||||
if (t < 0.0f)
|
||||
{
|
||||
@@ -25,26 +25,48 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
foreach (var animationUpdate in m_SendAnimationUpdates)
|
||||
{
|
||||
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
|
||||
|
||||
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
m_NetworkAnimator.SendAnimStateRpc(animationUpdate.AnimationMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
|
||||
}
|
||||
}
|
||||
|
||||
m_SendAnimationUpdates.Clear();
|
||||
|
||||
foreach (var sendEntry in m_SendParameterUpdates)
|
||||
{
|
||||
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
|
||||
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
m_NetworkAnimator.SendParametersUpdateRpc(sendEntry.ParametersUpdateMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
|
||||
}
|
||||
}
|
||||
m_SendParameterUpdates.Clear();
|
||||
|
||||
foreach (var sendEntry in m_SendTriggerUpdates)
|
||||
{
|
||||
if (!sendEntry.SendToServer)
|
||||
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
|
||||
m_NetworkAnimator.SendAnimTriggerRpc(sendEntry.AnimationTriggerMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
|
||||
if (!sendEntry.SendToServer)
|
||||
{
|
||||
m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
m_SendTriggerUpdates.Clear();
|
||||
@@ -164,7 +186,6 @@ namespace Unity.Netcode.Components
|
||||
/// NetworkAnimator enables remote synchronization of <see cref="UnityEngine.Animator"/> state for on network objects.
|
||||
/// </summary>
|
||||
[AddComponentMenu("Netcode/Network Animator")]
|
||||
[RequireComponent(typeof(Animator))]
|
||||
public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver
|
||||
{
|
||||
[Serializable]
|
||||
@@ -652,17 +673,14 @@ namespace Unity.Netcode.Components
|
||||
NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
|
||||
}
|
||||
|
||||
if (IsServer)
|
||||
m_ClientSendList = new List<ulong>(128);
|
||||
m_ClientRpcParams = new ClientRpcParams
|
||||
{
|
||||
m_ClientSendList = new List<ulong>(128);
|
||||
m_ClientRpcParams = new ClientRpcParams
|
||||
Send = new ClientRpcSendParams
|
||||
{
|
||||
Send = new ClientRpcSendParams
|
||||
{
|
||||
TargetClientIds = m_ClientSendList
|
||||
}
|
||||
};
|
||||
}
|
||||
TargetClientIds = m_ClientSendList
|
||||
}
|
||||
};
|
||||
|
||||
// Create a handler for state changes
|
||||
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
|
||||
@@ -833,8 +851,7 @@ namespace Unity.Netcode.Components
|
||||
stateChangeDetected = true;
|
||||
//Debug.Log($"[Cross-Fade] To-Hash: {nt.fullPathHash} | TI-Duration: ({tt.duration}) | TI-Norm: ({tt.normalizedTime}) | From-Hash: ({m_AnimationHash[layer]}) | SI-FPHash: ({st.fullPathHash}) | SI-Norm: ({st.normalizedTime})");
|
||||
}
|
||||
else
|
||||
if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
|
||||
else if (!tt.anyState && tt.fullPathHash != m_TransitionHash[layer])
|
||||
{
|
||||
// first time in this transition for this layer
|
||||
m_TransitionHash[layer] = tt.fullPathHash;
|
||||
@@ -909,6 +926,11 @@ namespace Unity.Netcode.Components
|
||||
// Send an AnimationMessage only if there are dirty AnimationStates to send
|
||||
if (m_AnimationMessage.IsDirtyCount > 0)
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
SendAnimStateRpc(m_AnimationMessage);
|
||||
}
|
||||
else
|
||||
if (!IsServer && IsOwner)
|
||||
{
|
||||
SendAnimStateServerRpc(m_AnimationMessage);
|
||||
@@ -933,20 +955,33 @@ namespace Unity.Netcode.Components
|
||||
{
|
||||
Parameters = m_ParameterWriter.ToArray()
|
||||
};
|
||||
|
||||
if (!IsServer)
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
SendParametersUpdateServerRpc(parametersMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sendDirect)
|
||||
if (IsOwner)
|
||||
{
|
||||
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
||||
SendParametersUpdateRpc(parametersMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
||||
Debug.LogError($"[{name}][Client-{NetworkManager.LocalClientId}] Attempting to send parameter updates but not the owner!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsServer)
|
||||
{
|
||||
SendParametersUpdateServerRpc(parametersMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sendDirect)
|
||||
{
|
||||
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1053,8 +1088,7 @@ namespace Unity.Netcode.Components
|
||||
BytePacker.WriteValuePacked(writer, valueBool);
|
||||
}
|
||||
}
|
||||
else
|
||||
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
||||
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
||||
{
|
||||
var valueFloat = m_Animator.GetFloat(hash);
|
||||
fixed (void* value = cacheValue.Value)
|
||||
@@ -1137,6 +1171,7 @@ namespace Unity.Netcode.Components
|
||||
if (m_LayerWeights[animationState.Layer] != animationState.Weight)
|
||||
{
|
||||
m_Animator.SetLayerWeight(animationState.Layer, animationState.Weight);
|
||||
m_LayerWeights[animationState.Layer] = animationState.Weight;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1226,10 +1261,19 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the client's animator's parameters
|
||||
/// Distributed Authority: Updates the client's animator's parameters
|
||||
/// </summary>
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
internal void SendParametersUpdateRpc(ParametersUpdateMessage parametersUpdate)
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.ProcessParameterUpdate(parametersUpdate);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Client-Server: Updates the client's animator's parameters
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
internal unsafe void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
||||
internal void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
||||
{
|
||||
var isServerAuthoritative = IsServerAuthoritative();
|
||||
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
||||
@@ -1243,7 +1287,7 @@ namespace Unity.Netcode.Components
|
||||
/// The server sets its local state and then forwards the message to the remaining clients
|
||||
/// </summary>
|
||||
[ServerRpc]
|
||||
private unsafe void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
||||
private void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
||||
{
|
||||
if (IsServerAuthoritative())
|
||||
{
|
||||
@@ -1274,26 +1318,44 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internally-called RPC client receiving function to update some animation state on a client
|
||||
/// Client-Server: Internally-called RPC client-side receiving function to update animation states
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
internal unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
||||
internal void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
||||
{
|
||||
// This should never happen
|
||||
if (IsHost)
|
||||
ProcessAnimStates(animationMessage);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Distributed Authority: Internally-called RPC non-authority receiving function to update animation states
|
||||
/// </summary>
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
internal void SendAnimStateRpc(AnimationMessage animationMessage)
|
||||
{
|
||||
ProcessAnimStates(animationMessage);
|
||||
}
|
||||
|
||||
private void ProcessAnimStates(AnimationMessage animationMessage)
|
||||
{
|
||||
if (HasAuthority)
|
||||
{
|
||||
if (NetworkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarning("Detected the Host is sending itself animation updates! Please report this issue.");
|
||||
var hostOrOwner = NetworkManager.DistributedAuthorityMode ? "Owner" : "Host";
|
||||
var clientServerOrDAMode = NetworkManager.DistributedAuthorityMode ? "distributed authority" : "client-server";
|
||||
NetworkLog.LogWarning($"Detected the {hostOrOwner} is sending itself animation updates in {clientServerOrDAMode} mode! Please report this issue.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var animationState in animationMessage.AnimationStates)
|
||||
{
|
||||
UpdateAnimationState(animationState);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Server-side trigger state update request
|
||||
/// The server sets its local state and then forwards the message to the remaining clients
|
||||
@@ -1338,7 +1400,18 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// Distributed Authority: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// a trigger for a client to play / reset
|
||||
/// </summary>
|
||||
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
internal void SendAnimTriggerRpc(AnimationTriggerMessage animationTriggerMessage)
|
||||
{
|
||||
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Client Server: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// a trigger for a client to play / reset
|
||||
/// </summary>
|
||||
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||
@@ -1363,15 +1436,26 @@ namespace Unity.Netcode.Components
|
||||
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
|
||||
public void SetTrigger(int hash, bool setTrigger = true)
|
||||
{
|
||||
if (!IsSpawned)
|
||||
{
|
||||
NetworkLog.LogError($"[{gameObject.name}] Cannot set a synchronized trigger when the {nameof(NetworkObject)} is not spawned!");
|
||||
return;
|
||||
}
|
||||
|
||||
// MTT-3564:
|
||||
// After fixing the issue with trigger controlled Transitions being synchronized twice,
|
||||
// it exposed additional issues with this logic. Now, either the owner or the server can
|
||||
// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
|
||||
// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
|
||||
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
|
||||
if (IsOwner || IsServer)
|
||||
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
|
||||
if (NetworkManager.DistributedAuthorityMode && HasAuthority)
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
|
||||
InternalSetTrigger(hash, setTrigger);
|
||||
}
|
||||
else if (!NetworkManager.DistributedAuthorityMode && (IsOwner || IsServer))
|
||||
{
|
||||
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
|
||||
if (IsServer)
|
||||
{
|
||||
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
||||
@@ -23,12 +23,24 @@ namespace Unity.Netcode.Components
|
||||
internal Vector3 DeltaPosition;
|
||||
internal int NetworkTick;
|
||||
|
||||
internal bool SynchronizeBase;
|
||||
|
||||
internal bool CollapsedDeltaIntoBase;
|
||||
|
||||
/// <summary>
|
||||
/// The serialization implementation of <see cref="INetworkSerializable"/>
|
||||
/// </summary>
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||||
{
|
||||
HalfVector3.NetworkSerialize(serializer);
|
||||
if (!SynchronizeBase)
|
||||
{
|
||||
HalfVector3.NetworkSerialize(serializer);
|
||||
}
|
||||
else
|
||||
{
|
||||
serializer.SerializeValue(ref DeltaPosition);
|
||||
serializer.SerializeValue(ref CurrentBasePosition);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -122,6 +134,7 @@ namespace Unity.Netcode.Components
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void UpdateFrom(ref Vector3 vector3, int networkTick)
|
||||
{
|
||||
CollapsedDeltaIntoBase = false;
|
||||
NetworkTick = networkTick;
|
||||
DeltaPosition = (vector3 + PrecisionLossDelta) - CurrentBasePosition;
|
||||
for (int i = 0; i < HalfVector3.Length; i++)
|
||||
@@ -136,6 +149,7 @@ namespace Unity.Netcode.Components
|
||||
CurrentBasePosition[i] += HalfDeltaConvertedBack[i];
|
||||
HalfDeltaConvertedBack[i] = 0.0f;
|
||||
DeltaPosition[i] = 0.0f;
|
||||
CollapsedDeltaIntoBase = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -164,6 +178,8 @@ namespace Unity.Netcode.Components
|
||||
DeltaPosition = Vector3.zero;
|
||||
HalfDeltaConvertedBack = Vector3.zero;
|
||||
HalfVector3 = new HalfVector3(vector3, axisToSynchronize);
|
||||
SynchronizeBase = false;
|
||||
CollapsedDeltaIntoBase = false;
|
||||
UpdateFrom(ref vector3, networkTick);
|
||||
}
|
||||
|
||||
876
Runtime/Components/NetworkRigidBodyBase.cs
Normal file
876
Runtime/Components/NetworkRigidBodyBase.cs
Normal file
@@ -0,0 +1,876 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbodyBase is a unified <see cref="Rigidbody"/> and <see cref="Rigidbody2D"/> integration that helps to synchronize physics motion, collision, and interpolation
|
||||
/// when used with a <see cref="NetworkTransform"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For a customizable netcode Rigidbody, create your own component from this class and use <see cref="Initialize(RigidbodyTypes, NetworkTransform, Rigidbody2D, Rigidbody)"/>
|
||||
/// during instantiation (i.e. invoked from within the Awake method). You can re-initialize after having initialized but only when the <see cref="NetworkObject"/> is not spawned.
|
||||
/// </remarks>
|
||||
public abstract class NetworkRigidbodyBase : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody/Rigidbody2D to apply and synchronize changes in position, rotation, and
|
||||
/// allows for the use of Rigidbody interpolation/extrapolation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <see cref="NetworkTransform.Interpolate"/> is enabled, non-authoritative instances can only use Rigidbody interpolation. If a network prefab is set to
|
||||
/// extrapolation and <see cref="NetworkTransform.Interpolate"/> is enabled, then non-authoritative instances will automatically be adjusted to use Rigidbody
|
||||
/// interpolation while the authoritative instance will still use extrapolation.
|
||||
/// </remarks>
|
||||
[Tooltip("When enabled and a NetworkTransform component is attached, the NetworkTransform will use the rigid body for motion and detecting changes in state.")]
|
||||
public bool UseRigidBodyForMotion;
|
||||
|
||||
/// <summary>
|
||||
/// When enabled (default), automatically set the Kinematic state of the Rigidbody based on ownership.
|
||||
/// When disabled, Kinematic state needs to be set by external script(s).
|
||||
/// </summary>
|
||||
public bool AutoUpdateKinematicState = true;
|
||||
|
||||
/// <summary>
|
||||
/// Primarily applies to the <see cref="AutoUpdateKinematicState"/> property when disabled but you still want
|
||||
/// the Rigidbody to be automatically set to Kinematic when despawned.
|
||||
/// </summary>
|
||||
public bool AutoSetKinematicOnDespawn = true;
|
||||
|
||||
// Determines if this is a Rigidbody or Rigidbody2D implementation
|
||||
private bool m_IsRigidbody2D => RigidbodyType == RigidbodyTypes.Rigidbody2D;
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
private Rigidbody m_Rigidbody;
|
||||
private Rigidbody2D m_Rigidbody2D;
|
||||
internal NetworkTransform NetworkTransform;
|
||||
private float m_TickFrequency;
|
||||
private float m_TickRate;
|
||||
|
||||
private enum InterpolationTypes
|
||||
{
|
||||
None,
|
||||
Interpolate,
|
||||
Extrapolate
|
||||
}
|
||||
private InterpolationTypes m_OriginalInterpolation;
|
||||
|
||||
/// <summary>
|
||||
/// Used to define the type of Rigidbody implemented.
|
||||
/// <see cref=""/>
|
||||
/// </summary>
|
||||
public enum RigidbodyTypes
|
||||
{
|
||||
Rigidbody,
|
||||
Rigidbody2D,
|
||||
}
|
||||
|
||||
public RigidbodyTypes RigidbodyType { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the networked Rigidbody based on the <see cref="RigidbodyTypes"/>
|
||||
/// passed in as a parameter.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Cannot be initialized while the associated <see cref="NetworkObject"/> is spawned.
|
||||
/// </remarks>
|
||||
/// <param name="rigidbodyType">type of rigid body being initialized</param>
|
||||
/// <param name="rigidbody2D">(optional) The <see cref="Rigidbody2D"/> to be used</param>
|
||||
/// <param name="rigidbody">(optional) The <see cref="Rigidbody"/> to be used</param>
|
||||
protected void Initialize(RigidbodyTypes rigidbodyType, NetworkTransform networkTransform = null, Rigidbody2D rigidbody2D = null, Rigidbody rigidbody = null)
|
||||
{
|
||||
// Don't initialize if already spawned
|
||||
if (IsSpawned)
|
||||
{
|
||||
Debug.LogError($"[{name}] Attempting to initialize while spawned is not allowed.");
|
||||
return;
|
||||
}
|
||||
RigidbodyType = rigidbodyType;
|
||||
m_Rigidbody2D = rigidbody2D;
|
||||
m_Rigidbody = rigidbody;
|
||||
NetworkTransform = networkTransform;
|
||||
|
||||
if (m_IsRigidbody2D && m_Rigidbody2D == null)
|
||||
{
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
|
||||
}
|
||||
else if (m_Rigidbody == null)
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
SetOriginalInterpolation();
|
||||
|
||||
if (NetworkTransform == null)
|
||||
{
|
||||
NetworkTransform = GetComponent<NetworkTransform>();
|
||||
}
|
||||
|
||||
if (NetworkTransform != null)
|
||||
{
|
||||
NetworkTransform.RegisterRigidbody(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.Exception($"[Missing {nameof(NetworkTransform)}] No {nameof(NetworkTransform)} is assigned or can be found during initialization!");
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
}
|
||||
|
||||
internal Vector3 GetAdjustedPositionThreshold()
|
||||
{
|
||||
// Since the threshold is a measurement of unity world space units per tick, we will allow for the maximum threshold
|
||||
// to be no greater than the threshold measured in unity world space units per second
|
||||
var thresholdMax = NetworkTransform.PositionThreshold * m_TickRate;
|
||||
// Get the velocity in unity world space units per tick
|
||||
var perTickVelocity = GetLinearVelocity() * m_TickFrequency;
|
||||
// Since a rigid body can have "micro-motion" when allowed to come to rest (based on friction etc), we will allow for
|
||||
// no less than 1/10th the threshold value.
|
||||
var minThreshold = NetworkTransform.PositionThreshold * 0.1f;
|
||||
|
||||
// Finally, we adjust the threshold based on the body's current velocity
|
||||
perTickVelocity.x = Mathf.Clamp(Mathf.Abs(perTickVelocity.x), minThreshold, thresholdMax);
|
||||
perTickVelocity.y = Mathf.Clamp(Mathf.Abs(perTickVelocity.y), minThreshold, thresholdMax);
|
||||
// 2D Rigidbody only moves on x & y axis
|
||||
if (!m_IsRigidbody2D)
|
||||
{
|
||||
perTickVelocity.z = Mathf.Clamp(Mathf.Abs(perTickVelocity.z), minThreshold, thresholdMax);
|
||||
}
|
||||
|
||||
return perTickVelocity;
|
||||
}
|
||||
|
||||
internal Vector3 GetAdjustedRotationThreshold()
|
||||
{
|
||||
// Since the rotation threshold is a measurement pf degrees per tick, we get the maximum threshold
|
||||
// by calculating the threshold in degrees per second.
|
||||
var thresholdMax = NetworkTransform.RotAngleThreshold * m_TickRate;
|
||||
// Angular velocity is expressed in radians per second where as the rotation being checked is in degrees.
|
||||
// Convert the angular velocity to degrees per second and then convert that to degrees per tick.
|
||||
var rotationPerTick = (GetAngularVelocity() * Mathf.Rad2Deg) * m_TickFrequency;
|
||||
var minThreshold = NetworkTransform.RotAngleThreshold * m_TickFrequency;
|
||||
|
||||
// 2D Rigidbody only rotates around Z axis
|
||||
if (!m_IsRigidbody2D)
|
||||
{
|
||||
rotationPerTick.x = Mathf.Clamp(Mathf.Abs(rotationPerTick.x), minThreshold, thresholdMax);
|
||||
rotationPerTick.y = Mathf.Clamp(Mathf.Abs(rotationPerTick.y), minThreshold, thresholdMax);
|
||||
}
|
||||
rotationPerTick.z = Mathf.Clamp(Mathf.Abs(rotationPerTick.z), minThreshold, thresholdMax);
|
||||
|
||||
return rotationPerTick;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the linear velocity of the Rigidbody.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For <see cref="Rigidbody2D"/>, only the x and y components of the <see cref="Vector3"/> are applied.
|
||||
/// </remarks>
|
||||
public void SetLinearVelocity(Vector3 linearVelocity)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
m_Rigidbody2D.linearVelocity = linearVelocity;
|
||||
#else
|
||||
m_Rigidbody2D.velocity = linearVelocity;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.linearVelocity = linearVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the linear velocity of the Rigidbody.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For <see cref="Rigidbody2D"/>, the <see cref="Vector3"/> velocity returned is only applied to the x and y components.
|
||||
/// </remarks>
|
||||
/// <returns><see cref="Vector3"/> as the linear velocity</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetLinearVelocity()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
return m_Rigidbody2D.linearVelocity;
|
||||
#else
|
||||
return m_Rigidbody2D.velocity;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.linearVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the angular velocity for the Rigidbody.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For <see cref="Rigidbody2D"/>, the z component of <param name="angularVelocity"/> is only used to set the angular velocity.
|
||||
/// A quick way to pass in a 2D angular velocity component is: <see cref="Vector3.forward"/> * angularVelocity (where angularVelocity is a float)
|
||||
/// </remarks>
|
||||
/// <param name="angularVelocity">the angular velocity to apply to the body</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetAngularVelocity(Vector3 angularVelocity)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.angularVelocity = angularVelocity.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.angularVelocity = angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the angular velocity for the Rigidbody.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For <see cref="Rigidbody2D"/>, the z component of the <see cref="Vector3"/> returned is the angular velocity of the object.
|
||||
/// </remarks>
|
||||
/// <returns>angular velocity as a <see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetAngularVelocity()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return Vector3.forward * m_Rigidbody2D.angularVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the position of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetPosition()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.position;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the rotation of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Quaternion"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Quaternion GetRotation()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
return quaternion;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the rigid body
|
||||
/// </summary>
|
||||
/// <param name="position">The <see cref="Vector3"/> position to move towards</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MovePosition(Vector3 position)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.MovePosition(position);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.MovePosition(position);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Directly applies a position (like teleporting)
|
||||
/// </summary>
|
||||
/// <param name="position"><see cref="Vector3"/> position to apply to the Rigidbody</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetPosition(Vector3 position)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the rotation and position of the <see cref="GameObject"/>'s <see cref="Transform"/>
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ApplyCurrentTransform()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = transform.position;
|
||||
m_Rigidbody2D.rotation = transform.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = transform.position;
|
||||
m_Rigidbody.rotation = transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
// Used for Rigidbody only (see info on normalized below)
|
||||
private Vector4 m_QuaternionCheck = Vector4.zero;
|
||||
|
||||
/// <summary>
|
||||
/// Rotatates the Rigidbody towards a specified rotation
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MoveRotation(Quaternion rotation)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
m_Rigidbody2D.MoveRotation(quaternion);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Evidently we need to check to make sure the quaternion is a perfect
|
||||
// magnitude of 1.0f when applying the rotation to a rigid body.
|
||||
m_QuaternionCheck.x = rotation.x;
|
||||
m_QuaternionCheck.y = rotation.y;
|
||||
m_QuaternionCheck.z = rotation.z;
|
||||
m_QuaternionCheck.w = rotation.w;
|
||||
// If the magnitude is greater than 1.0f (even by a very small fractional value), then normalize the quaternion
|
||||
if (m_QuaternionCheck.magnitude != 1.0f)
|
||||
{
|
||||
rotation.Normalize();
|
||||
}
|
||||
m_Rigidbody.MoveRotation(rotation);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a rotation to the Rigidbody
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation to apply expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetRotation(Quaternion rotation)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.rotation = rotation.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.rotation = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the original interpolation of the Rigidbody while taking the Rigidbody type into consideration
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetOriginalInterpolation()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
switch (m_Rigidbody2D.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation2D.None:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.None;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation2D.Interpolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation2D.Extrapolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (m_Rigidbody.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation.None:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.None;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Interpolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Extrapolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wakes the Rigidbody if it is sleeping
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WakeIfSleeping()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
if (m_Rigidbody2D.IsSleeping())
|
||||
{
|
||||
m_Rigidbody2D.WakeUp();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_Rigidbody.IsSleeping())
|
||||
{
|
||||
m_Rigidbody.WakeUp();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Puts the Rigidbody to sleep
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SleepRigidbody()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.Sleep();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.Sleep();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool IsKinematic()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.bodyType == RigidbodyType2D.Kinematic;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.isKinematic;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the kinematic state of the Rigidbody and handles updating the Rigidbody's
|
||||
/// interpolation setting based on the Kinematic state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using the Rigidbody for <see cref="NetworkTransform"/> motion, this automatically
|
||||
/// adjusts from extrapolation to interpolation if:
|
||||
/// - The Rigidbody was originally set to extrapolation
|
||||
/// - The NetworkTransform is set to interpolate
|
||||
/// When the two above conditions are true:
|
||||
/// - When switching from non-kinematic to kinematic this will automatically
|
||||
/// switch the Rigidbody from extrapolation to interpolate.
|
||||
/// - When switching from kinematic to non-kinematic this will automatically
|
||||
/// switch the Rigidbody from interpolation back to extrapolation.
|
||||
/// </remarks>
|
||||
/// <param name="isKinematic"></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetIsKinematic(bool isKinematic)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.isKinematic = isKinematic;
|
||||
}
|
||||
|
||||
// If we are not spawned, then exit early
|
||||
if (!IsSpawned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UseRigidBodyForMotion)
|
||||
{
|
||||
// Only if the NetworkTransform is set to interpolate do we need to check for extrapolation
|
||||
if (NetworkTransform.Interpolate && m_OriginalInterpolation == InterpolationTypes.Extrapolate)
|
||||
{
|
||||
if (IsKinematic())
|
||||
{
|
||||
// If not already set to interpolate then set the Rigidbody to interpolate
|
||||
if (m_Rigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
{
|
||||
// Sleep until the next fixed update when switching from extrapolation to interpolation
|
||||
SleepRigidbody();
|
||||
SetInterpolation(InterpolationTypes.Interpolate);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Switch it back to the original interpolation if non-kinematic (doesn't require sleep).
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetInterpolation(m_IsAuthority ? m_OriginalInterpolation : (NetworkTransform.Interpolate ? InterpolationTypes.None : m_OriginalInterpolation));
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetInterpolation(InterpolationTypes interpolationType)
|
||||
{
|
||||
switch (interpolationType)
|
||||
{
|
||||
case InterpolationTypes.None:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Interpolate:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Extrapolate:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ResetInterpolation()
|
||||
{
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
base.OnOwnershipChanged(previous, current);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the authority based on whether it is server or owner authoritative
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Distributed authority sessions will always be owner authoritative.
|
||||
/// </remarks>
|
||||
internal void UpdateOwnershipAuthority()
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// When in distributed authority mode, always use HasAuthority
|
||||
m_IsAuthority = HasAuthority;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (NetworkTransform.IsServerAuthoritative())
|
||||
{
|
||||
m_IsAuthority = NetworkManager.IsServer;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsAuthority = IsOwner;
|
||||
}
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(!m_IsAuthority);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
m_TickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
|
||||
m_TickRate = NetworkManager.NetworkConfig.TickRate;
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (UseRigidBodyForMotion && HasAuthority)
|
||||
{
|
||||
DetachFromFixedJoint();
|
||||
NetworkRigidbodyConnections.Clear();
|
||||
}
|
||||
|
||||
// If we are automatically handling the kinematic state...
|
||||
if (AutoUpdateKinematicState || AutoSetKinematicOnDespawn)
|
||||
{
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// non-owners can run fixed updates before the first full
|
||||
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
// TODO: Possibly provide a NetworkJoint that allows for more options than fixed.
|
||||
// Rigidbodies do not have the concept of "local space", and as such using a fixed joint will hold the object
|
||||
// in place relative to the parent so jitter/stutter does not occur.
|
||||
// Alternately, users can affix the fixed joint to a child GameObject (without a rigid body) of the parent NetworkObject
|
||||
// and then add a NetworkTransform to that in order to get the parented child NetworkObject to move around in "local space"
|
||||
public FixedJoint FixedJoint { get; private set; }
|
||||
public FixedJoint2D FixedJoint2D { get; private set; }
|
||||
|
||||
internal System.Collections.Generic.List<NetworkRigidbodyBase> NetworkRigidbodyConnections = new System.Collections.Generic.List<NetworkRigidbodyBase>();
|
||||
internal NetworkRigidbodyBase ParentBody;
|
||||
|
||||
private bool m_FixedJoint2DUsingGravity;
|
||||
private bool m_OriginalGravitySetting;
|
||||
private float m_OriginalGravityScale;
|
||||
|
||||
/// <summary>
|
||||
/// When using a custom <see cref="NetworkRigidbodyBase"/>, this virtual method is invoked when the
|
||||
/// <see cref="FixedJoint"/> is created in the event any additional adjustments are needed.
|
||||
/// </summary>
|
||||
protected virtual void OnFixedJointCreated()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When using a custom <see cref="NetworkRigidbodyBase"/>, this virtual method is invoked when the
|
||||
/// <see cref="FixedJoint2D"/> is created in the event any additional adjustments are needed.
|
||||
/// </summary>
|
||||
protected virtual void OnFixedJoint2DCreated()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void ApplyFixedJoint2D(NetworkRigidbodyBase bodyToConnect, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody2D.position = position;
|
||||
m_OriginalGravitySetting = bodyToConnect.m_Rigidbody.useGravity;
|
||||
m_FixedJoint2DUsingGravity = useGravity;
|
||||
|
||||
if (!useGravity)
|
||||
{
|
||||
m_OriginalGravityScale = m_Rigidbody2D.gravityScale;
|
||||
m_Rigidbody2D.gravityScale = 0.0f;
|
||||
}
|
||||
|
||||
if (zeroVelocity)
|
||||
{
|
||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
||||
m_Rigidbody2D.linearVelocity = Vector2.zero;
|
||||
#else
|
||||
m_Rigidbody2D.velocity = Vector2.zero;
|
||||
#endif
|
||||
m_Rigidbody2D.angularVelocity = 0.0f;
|
||||
}
|
||||
|
||||
FixedJoint2D = gameObject.AddComponent<FixedJoint2D>();
|
||||
FixedJoint2D.connectedBody = bodyToConnect.m_Rigidbody2D;
|
||||
OnFixedJoint2DCreated();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||
{
|
||||
transform.position = position;
|
||||
m_Rigidbody.position = position;
|
||||
if (zeroVelocity)
|
||||
{
|
||||
m_Rigidbody.linearVelocity = Vector3.zero;
|
||||
m_Rigidbody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
m_OriginalGravitySetting = m_Rigidbody.useGravity;
|
||||
m_Rigidbody.useGravity = useGravity;
|
||||
FixedJoint = gameObject.AddComponent<FixedJoint>();
|
||||
FixedJoint.connectedBody = bodyToConnectTo.m_Rigidbody;
|
||||
FixedJoint.connectedMassScale = connectedMassScale;
|
||||
FixedJoint.massScale = massScale;
|
||||
OnFixedJointCreated();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Authority Only:
|
||||
/// When invoked and not already attached to a fixed joint, this will connect two rigid bodies with <see cref="UseRigidBodyForMotion"/> enabled.
|
||||
/// Invoke this method on the rigid body you wish to attach to another (i.e. weapon to player, sticky bomb to player/object, etc).
|
||||
/// <seealso cref="FixedJoint"/>
|
||||
/// <seealso cref="FixedJoint2D"/>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Parenting relative:
|
||||
/// - This instance can be viewed as the child.
|
||||
/// - The <param name="objectToConnectTo"/> can be viewed as the parent.
|
||||
/// <br/>
|
||||
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
||||
/// For more details on using <see cref="UnityEngine.FixedJoint"/> and <see cref="UnityEngine.FixedJoint2D"/>.
|
||||
/// <br/>
|
||||
/// This provides a simple joint solution between two rigid bodies and serves as an example. You can add different joint types by creating a customized/derived
|
||||
/// version of <see cref="NetworkRigidbodyBase"/>.
|
||||
/// </remarks>
|
||||
/// <param name="objectToConnectTo">The target object to attach to.</param>
|
||||
/// <param name="positionOfConnection">The position of the connection (i.e. where you want the object to be affixed).</param>
|
||||
/// <param name="connectedMassScale">The target object's mass scale relative to this object being attached.</param>
|
||||
/// <param name="massScale">This object's mass scale relative to the target object's.</param>
|
||||
/// <param name="useGravity">Determines if this object will have gravity applied to it along with the object you are connecting this one to (the default is to not use gravity for this object)</param>
|
||||
/// <param name="zeroVelocity">When true (the default), both linear and angular velocities of this object are set to zero.</param>
|
||||
/// <param name="teleportObject">When true (the default), this object will teleport itself to the position of connection.</param>
|
||||
/// <returns>true (success) false (failed)</returns>
|
||||
public bool AttachToFixedJoint(NetworkRigidbodyBase objectToConnectTo, Vector3 positionOfConnection, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true, bool teleportObject = true)
|
||||
{
|
||||
if (!UseRigidBodyForMotion)
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] {name} does not have {nameof(UseRigidBodyForMotion)} set! Either enable {nameof(UseRigidBodyForMotion)} on this component or do not use a {nameof(FixedJoint)} when parenting under a {nameof(NetworkObject)}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsKinematic())
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] {name} is currently kinematic! You cannot use a {nameof(FixedJoint)} with Kinematic bodies!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (objectToConnectTo != null)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
ApplyFixedJoint2D(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyFixedJoint(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
||||
}
|
||||
|
||||
ParentBody = objectToConnectTo;
|
||||
ParentBody.NetworkRigidbodyConnections.Add(this);
|
||||
if (teleportObject)
|
||||
{
|
||||
NetworkTransform.SetState(teleportDisabled: false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void RemoveFromParentBody()
|
||||
{
|
||||
ParentBody.NetworkRigidbodyConnections.Remove(this);
|
||||
ParentBody = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Authority Only:
|
||||
/// When invoked and already connected to an object via <see cref="FixedJoint"/> or <see cref="FixedJoint2D"/> (depending upon the type of rigid body),
|
||||
/// this will detach from the fixed joint and destroy the fixed joint component.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
||||
/// </remarks>
|
||||
public void DetachFromFixedJoint()
|
||||
{
|
||||
if (!HasAuthority)
|
||||
{
|
||||
Debug.LogError($"[{name}] Only authority can invoke {nameof(DetachFromFixedJoint)}!");
|
||||
}
|
||||
if (UseRigidBodyForMotion)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
if (FixedJoint2D != null)
|
||||
{
|
||||
if (!m_FixedJoint2DUsingGravity)
|
||||
{
|
||||
FixedJoint2D.connectedBody.gravityScale = m_OriginalGravityScale;
|
||||
}
|
||||
FixedJoint2D.connectedBody = null;
|
||||
Destroy(FixedJoint2D);
|
||||
FixedJoint2D = null;
|
||||
ResetInterpolation();
|
||||
RemoveFromParentBody();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (FixedJoint != null)
|
||||
{
|
||||
FixedJoint.connectedBody = null;
|
||||
m_Rigidbody.useGravity = m_OriginalGravitySetting;
|
||||
Destroy(FixedJoint);
|
||||
FixedJoint = null;
|
||||
ResetInterpolation();
|
||||
RemoveFromParentBody();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b8086dc75d86473f9e3c928dd773733
|
||||
guid: 8c4434f0563fb7f42b3b2993c97ae81a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
21
Runtime/Components/NetworkRigidbody.cs
Normal file
21
Runtime/Components/NetworkRigidbody.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody"/> on network objects. By controlling the kinematic
|
||||
/// mode of the <see cref="Rigidbody"/> and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkRigidbodyBase
|
||||
{
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize(RigidbodyTypes.Rigidbody);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
21
Runtime/Components/NetworkRigidbody2D.cs
Normal file
21
Runtime/Components/NetworkRigidbody2D.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS2D
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
|
||||
/// mode of the rigidbody and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkRigidbodyBase
|
||||
{
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Initialize(RigidbodyTypes.Rigidbody2D);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS2D
|
||||
File diff suppressed because it is too large
Load Diff
@@ -14,7 +14,7 @@ namespace Unity.Netcode
|
||||
/// M = 1.0f (which M * M would still yield 1.0f)
|
||||
/// w*w = M*M - (x*x + y*y + z*z) or Mathf.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// w = Math.Sqrt(1.0f - (x*x + y*y + z*z))
|
||||
/// Using the largest the number avoids potential loss of precision in the smallest three values.
|
||||
/// Using the largest number avoids potential loss of precision in the smallest three values.
|
||||
/// </remarks>
|
||||
public static class QuaternionCompressor
|
||||
{
|
||||
230
Runtime/Components/RigidbodyContactEventManager.cs
Normal file
230
Runtime/Components/RigidbodyContactEventManager.cs
Normal file
@@ -0,0 +1,230 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
public interface IContactEventHandler
|
||||
{
|
||||
Rigidbody GetRigidbody();
|
||||
|
||||
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
|
||||
}
|
||||
|
||||
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
|
||||
public class RigidbodyContactEventManager : MonoBehaviour
|
||||
{
|
||||
public static RigidbodyContactEventManager Instance { get; private set; }
|
||||
|
||||
private struct JobResultStruct
|
||||
{
|
||||
public bool HasCollisionStay;
|
||||
public int ThisInstanceID;
|
||||
public int OtherInstanceID;
|
||||
public Vector3 AverageNormal;
|
||||
public Vector3 AverageCollisionStayNormal;
|
||||
public Vector3 ContactPoint;
|
||||
}
|
||||
|
||||
private NativeArray<JobResultStruct> m_ResultsArray;
|
||||
private int m_Count = 0;
|
||||
private JobHandle m_JobHandle;
|
||||
|
||||
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
|
||||
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_ResultsArray = new NativeArray<JobResultStruct>(16, Allocator.Persistent);
|
||||
Physics.ContactEvent += Physics_ContactEvent;
|
||||
if (Instance != null)
|
||||
{
|
||||
NetworkLog.LogError($"[Invalid][Multiple Instances] Found more than one instance of {nameof(RigidbodyContactEventManager)}: {name} and {Instance.name}");
|
||||
NetworkLog.LogError($"[Disable][Additional Instance] Disabling {name} instance!");
|
||||
gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
|
||||
{
|
||||
var rigidbody = contactEventHandler.GetRigidbody();
|
||||
var instanceId = rigidbody.GetInstanceID();
|
||||
if (register)
|
||||
{
|
||||
if (!m_RigidbodyMapping.ContainsKey(instanceId))
|
||||
{
|
||||
m_RigidbodyMapping.Add(instanceId, rigidbody);
|
||||
}
|
||||
|
||||
if (!m_HandlerMapping.ContainsKey(instanceId))
|
||||
{
|
||||
m_HandlerMapping.Add(instanceId, contactEventHandler);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_RigidbodyMapping.Remove(instanceId);
|
||||
m_HandlerMapping.Remove(instanceId);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
m_JobHandle.Complete();
|
||||
m_ResultsArray.Dispose();
|
||||
|
||||
Physics.ContactEvent -= Physics_ContactEvent;
|
||||
|
||||
m_RigidbodyMapping.Clear();
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
private bool m_HasCollisions;
|
||||
private int m_CurrentCount = 0;
|
||||
|
||||
private void ProcessCollisions()
|
||||
{
|
||||
// Process all collisions
|
||||
for (int i = 0; i < m_Count; i++)
|
||||
{
|
||||
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
|
||||
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
|
||||
var rb0Valid = thisInstanceID != 0 && m_RigidbodyMapping.ContainsKey(thisInstanceID);
|
||||
var rb1Valid = otherInstanceID != 0 && m_RigidbodyMapping.ContainsKey(otherInstanceID);
|
||||
// Only notify registered rigid bodies.
|
||||
if (!rb0Valid || !rb1Valid || !m_HandlerMapping.ContainsKey(thisInstanceID))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (m_ResultsArray[i].HasCollisionStay)
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// Only process new collisions
|
||||
if (!m_HasCollisions && m_CurrentCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// This assures we won't process the same collision
|
||||
// set after it has been processed.
|
||||
if (m_HasCollisions)
|
||||
{
|
||||
m_CurrentCount = m_Count;
|
||||
m_HasCollisions = false;
|
||||
m_JobHandle.Complete();
|
||||
}
|
||||
ProcessCollisions();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
m_CurrentCount = 0;
|
||||
}
|
||||
|
||||
private ulong m_EventId;
|
||||
private void Physics_ContactEvent(PhysicsScene scene, NativeArray<ContactPairHeader>.ReadOnly pairHeaders)
|
||||
{
|
||||
m_EventId++;
|
||||
m_HasCollisions = true;
|
||||
int n = pairHeaders.Length;
|
||||
if (m_ResultsArray.Length < n)
|
||||
{
|
||||
m_ResultsArray.Dispose();
|
||||
m_ResultsArray = new NativeArray<JobResultStruct>(Mathf.NextPowerOfTwo(n), Allocator.Persistent);
|
||||
}
|
||||
m_Count = n;
|
||||
var job = new GetCollisionsJob()
|
||||
{
|
||||
PairedHeaders = pairHeaders,
|
||||
ResultsArray = m_ResultsArray
|
||||
};
|
||||
m_JobHandle = job.Schedule(n, 256);
|
||||
}
|
||||
|
||||
private struct GetCollisionsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly]
|
||||
public NativeArray<ContactPairHeader>.ReadOnly PairedHeaders;
|
||||
|
||||
public NativeArray<JobResultStruct> ResultsArray;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
Vector3 averageNormal = Vector3.zero;
|
||||
Vector3 averagePoint = Vector3.zero;
|
||||
Vector3 averageCollisionStay = Vector3.zero;
|
||||
int count = 0;
|
||||
int collisionStaycount = 0;
|
||||
int positionCount = 0;
|
||||
for (int j = 0; j < PairedHeaders[index].pairCount; j++)
|
||||
{
|
||||
ref readonly var pair = ref PairedHeaders[index].GetContactPair(j);
|
||||
|
||||
if (pair.isCollisionExit)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int k = 0; k < pair.contactCount; k++)
|
||||
{
|
||||
ref readonly var contact = ref pair.GetContactPoint(k);
|
||||
averagePoint += contact.position;
|
||||
positionCount++;
|
||||
if (!pair.isCollisionStay)
|
||||
{
|
||||
averageNormal += contact.normal;
|
||||
count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
averageCollisionStay += contact.normal;
|
||||
collisionStaycount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (count != 0)
|
||||
{
|
||||
averageNormal /= count;
|
||||
}
|
||||
|
||||
if (collisionStaycount != 0)
|
||||
{
|
||||
averageCollisionStay /= collisionStaycount;
|
||||
}
|
||||
|
||||
if (positionCount != 0)
|
||||
{
|
||||
averagePoint /= positionCount;
|
||||
}
|
||||
|
||||
var result = new JobResultStruct()
|
||||
{
|
||||
ThisInstanceID = PairedHeaders[index].bodyInstanceID,
|
||||
OtherInstanceID = PairedHeaders[index].otherBodyInstanceID,
|
||||
AverageNormal = averageNormal,
|
||||
HasCollisionStay = collisionStaycount != 0,
|
||||
AverageCollisionStayNormal = averageCollisionStay,
|
||||
ContactPoint = averagePoint
|
||||
};
|
||||
|
||||
ResultsArray[index] = result;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
11
Runtime/Components/RigidbodyContactEventManager.cs.meta
Normal file
11
Runtime/Components/RigidbodyContactEventManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 739e5cee846b6384988f9a47e4691836
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -129,10 +129,10 @@ namespace Unity.Netcode
|
||||
public int LoadSceneTimeOut = 120;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped.
|
||||
/// The amount of time a message will be held (deferred) if the destination NetworkObject needed to process the message doesn't exist yet. If the NetworkObject is not spawned within this time period, all deferred messages for that NetworkObject will be dropped.
|
||||
/// </summary>
|
||||
[Tooltip("The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped")]
|
||||
public float SpawnTimeout = 1f;
|
||||
[Tooltip("The amount of time a message will be held (deferred) if the destination NetworkObject needed to process the message doesn't exist yet. If the NetworkObject is not spawned within this time period, all deferred messages for that NetworkObject will be dropped.")]
|
||||
public float SpawnTimeout = 10f;
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not to enable network logs.
|
||||
@@ -149,6 +149,33 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
|
||||
|
||||
[Tooltip("Determines whether to use the client-server or distributed authority network topology.")]
|
||||
public NetworkTopologyTypes NetworkTopology;
|
||||
|
||||
[HideInInspector]
|
||||
public bool UseCMBService;
|
||||
|
||||
[Tooltip("When enabled (default), the player prefab will automatically be spawned (client-side) upon the client being approved and synchronized.")]
|
||||
public bool AutoSpawnPlayerPrefabClientSide = true;
|
||||
|
||||
#if MULTIPLAYER_TOOLS
|
||||
/// <summary>
|
||||
/// Controls whether network messaging metrics will be gathered. (defaults to true)
|
||||
/// There is a slight performance cost to having this enabled, and can increase in processing time based on network message traffic.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The Realtime Network Stats Monitoring tool requires this to be enabled.
|
||||
/// </remarks>
|
||||
[Tooltip("Enable (default) if you want to gather messaging metrics. Realtime Network Stats Monitor requires this to be enabled. Disabling this can improve performance in release builds.")]
|
||||
public bool NetworkMessageMetrics = true;
|
||||
#endif
|
||||
/// <summary>
|
||||
/// When enabled (default, this enables network profiling information. This does come with a per message processing cost.
|
||||
/// Network profiling information is automatically disabled in release builds.
|
||||
/// </summary>
|
||||
[Tooltip("Enable (default) if you want to profile network messages with development builds and defaults to being disabled in release builds. When disabled, network messaging profiling will be disabled in development builds.")]
|
||||
public bool NetworkProfilingMetrics = true;
|
||||
|
||||
/// <summary>
|
||||
/// Returns a base64 encoded version of the configuration
|
||||
/// </summary>
|
||||
@@ -156,7 +183,7 @@ 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 +255,7 @@ 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);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -30,6 +30,12 @@ namespace Unity.Netcode
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
|
||||
|
||||
/// <summary>
|
||||
/// This is used for the legacy way of spawning NetworkPrefabs with an override when manually instantiating and spawning.
|
||||
/// To handle multiple source NetworkPrefab overrides that all point to the same target NetworkPrefab use
|
||||
/// <see cref="NetworkSpawnManager.InstantiateAndSpawn(NetworkObject, ulong, bool, bool, bool, Vector3, Quaternion)"/>
|
||||
/// or <see cref="NetworkObject.InstantiateAndSpawn(NetworkManager, ulong, bool, bool, bool, Vector3, Quaternion)"/>
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
|
||||
|
||||
@@ -38,10 +44,15 @@ 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 +78,6 @@ namespace Unity.Netcode
|
||||
list.OnAdd -= AddTriggeredByNetworkPrefabList;
|
||||
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
|
||||
}
|
||||
|
||||
NetworkPrefabsLists.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -77,13 +86,7 @@ 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 +96,7 @@ 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 +129,18 @@ 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 +167,7 @@ namespace Unity.Netcode
|
||||
if (AddPrefabRegistration(networkPrefab))
|
||||
{
|
||||
m_Prefabs.Add(networkPrefab);
|
||||
m_RuntimeAddedPrefabs.Add(networkPrefab);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -175,6 +191,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
m_Prefabs.Remove(prefab);
|
||||
m_RuntimeAddedPrefabs.Remove(prefab);
|
||||
OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
|
||||
NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
|
||||
}
|
||||
@@ -203,6 +220,15 @@ 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>
|
||||
@@ -214,7 +240,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
for (int i = 0; i < m_Prefabs.Count; i++)
|
||||
{
|
||||
if (m_Prefabs[i].Prefab == prefab)
|
||||
// Check both values as Prefab and be different than SourcePrefabToOverride
|
||||
if (m_Prefabs[i].Prefab == prefab || m_Prefabs[i].SourcePrefabToOverride == prefab)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -242,7 +269,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configures <see cref="NetworkPrefabOverrideLinks"/> and <see cref="OverrideToNetworkPrefab"/> for the given <see cref="NetworkPrefab"/>
|
||||
/// Configures <see cref="NetworkPrefabOverrideLinks"/> for the given <see cref="NetworkPrefab"/>
|
||||
/// </summary>
|
||||
private bool AddPrefabRegistration(NetworkPrefab networkPrefab)
|
||||
{
|
||||
@@ -276,28 +303,16 @@ namespace Unity.Netcode
|
||||
return true;
|
||||
}
|
||||
|
||||
// Make sure we don't have several overrides targeting the same prefab. Apparently we don't support that... shame.
|
||||
if (OverrideToNetworkPrefab.ContainsKey(target))
|
||||
{
|
||||
var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
|
||||
|
||||
// This can happen if a user tries to make several GlobalObjectIdHash values point to the same target
|
||||
Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {target}!");
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (networkPrefab.Override)
|
||||
{
|
||||
case NetworkPrefabOverride.Prefab:
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
}
|
||||
break;
|
||||
case NetworkPrefabOverride.Hash:
|
||||
{
|
||||
NetworkPrefabOverrideLinks.Add(source, networkPrefab);
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
if (!OverrideToNetworkPrefab.ContainsKey(target))
|
||||
{
|
||||
OverrideToNetworkPrefab.Add(target, source);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1,12 +1,48 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// A NetworkClient
|
||||
/// </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; }
|
||||
|
||||
public NetworkTopologyTypes NetworkTopologyType { get; internal set; }
|
||||
|
||||
public bool DAHost { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is true when the client has been assigned session ownership in distributed authority mode
|
||||
/// </summary>
|
||||
public bool IsSessionOwner { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the NetworkClient
|
||||
/// </summary>
|
||||
@@ -18,19 +54,66 @@ namespace Unity.Netcode
|
||||
public NetworkObject PlayerObject;
|
||||
|
||||
/// <summary>
|
||||
/// The NetworkObject's owned by this Client
|
||||
/// The 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 NetworkObject[] OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new NetworkObject[] { };
|
||||
|
||||
return new List<NetworkObject>();
|
||||
internal NetworkSpawnManager SpawnManager { get; private set; }
|
||||
|
||||
internal bool SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
|
||||
{
|
||||
ResetClient(isServer, isClient);
|
||||
|
||||
IsServer = isServer;
|
||||
IsClient = isClient;
|
||||
|
||||
if (networkManager != null)
|
||||
{
|
||||
SpawnManager = networkManager.SpawnManager;
|
||||
NetworkTopologyType = networkManager.NetworkConfig.NetworkTopology;
|
||||
|
||||
if (NetworkTopologyType == NetworkTopologyTypes.DistributedAuthority)
|
||||
{
|
||||
DAHost = IsClient && IsServer;
|
||||
|
||||
// DANGO-TODO: We might allow a dedicated mock CMB server, but for now do not allow this
|
||||
if (!IsClient && IsServer)
|
||||
{
|
||||
Debug.LogError("You cannot start NetworkManager as a server when operating in distributed authority mode!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (DAHost && networkManager.CMBServiceConnection)
|
||||
{
|
||||
Debug.LogError("You cannot start a host when connecting to a distributed authority CMB Service!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only to be invoked when setting the role.
|
||||
/// This resets the current NetworkClient's properties.
|
||||
/// </summary>
|
||||
private void ResetClient(bool isServer, bool isClient)
|
||||
{
|
||||
// If we are niether client nor server, then reset properties (i.e. client has no role)
|
||||
if (!IsServer && !IsClient)
|
||||
{
|
||||
PlayerObject = null;
|
||||
ClientId = 0;
|
||||
IsConnected = false;
|
||||
IsApproved = false;
|
||||
SpawnManager = null;
|
||||
DAHost = false;
|
||||
}
|
||||
}
|
||||
|
||||
internal void AssignPlayerObject(ref NetworkObject networkObject)
|
||||
{
|
||||
PlayerObject = networkObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
1545
Runtime/Connection/NetworkConnectionManager.cs
Normal file
1545
Runtime/Connection/NetworkConnectionManager.cs
Normal file
File diff suppressed because it is too large
Load Diff
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
11
Runtime/Connection/NetworkConnectionManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d98eff74d73bc2a42bd5624c47ce8fe1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,10 +1,15 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-Side Only:
|
||||
/// A class representing a client that is currently in the process of connecting
|
||||
/// </summary>
|
||||
public class PendingClient
|
||||
{
|
||||
internal Coroutine ApprovalCoroutine = null;
|
||||
|
||||
/// <summary>
|
||||
/// The ClientId of the client
|
||||
/// </summary>
|
||||
|
||||
@@ -51,7 +51,7 @@ 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());
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -8,7 +8,10 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
public class NetworkBehaviourUpdater
|
||||
{
|
||||
private NetworkManager m_NetworkManager;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
|
||||
private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = new HashSet<NetworkObject>();
|
||||
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
|
||||
@@ -16,21 +19,24 @@ namespace Unity.Netcode
|
||||
|
||||
internal void AddForUpdate(NetworkObject networkObject)
|
||||
{
|
||||
m_DirtyNetworkObjects.Add(networkObject);
|
||||
m_PendingDirtyNetworkObjects.Add(networkObject);
|
||||
}
|
||||
|
||||
internal void NetworkBehaviourUpdate(NetworkManager networkManager)
|
||||
internal void NetworkBehaviourUpdate()
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
m_NetworkBehaviourUpdate.Begin();
|
||||
#endif
|
||||
try
|
||||
{
|
||||
m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
|
||||
m_PendingDirtyNetworkObjects.Clear();
|
||||
|
||||
// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point
|
||||
// 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)
|
||||
{
|
||||
@@ -39,16 +45,15 @@ 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];
|
||||
|
||||
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
||||
var client = m_ConnectionManager.ConnectedClientsList[i];
|
||||
if (m_NetworkManager.DistributedAuthorityMode || dirtyObj.IsNetworkVisibleTo(client.ClientId))
|
||||
{
|
||||
// Sync just the variables for just the objects this client sees
|
||||
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
dirtyObj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId);
|
||||
dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -67,7 +72,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
|
||||
{
|
||||
sobj.ChildNetworkBehaviours[k].VariableUpdate(NetworkManager.ServerClientId);
|
||||
sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -93,6 +98,8 @@ namespace Unity.Netcode
|
||||
foreach (var dirtyobj in m_DirtyNetworkObjects)
|
||||
{
|
||||
dirtyobj.PostNetworkVariableWrite();
|
||||
// Once done processing, we set the previous owner id to the current owner id
|
||||
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
|
||||
}
|
||||
m_DirtyNetworkObjects.Clear();
|
||||
}
|
||||
@@ -104,5 +111,26 @@ 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
File diff suppressed because it is too large
Load Diff
118
Runtime/Core/NetworkObjectRefreshTool.cs
Normal file
118
Runtime/Core/NetworkObjectRefreshTool.cs
Normal 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
|
||||
11
Runtime/Core/NetworkObjectRefreshTool.cs.meta
Normal file
11
Runtime/Core/NetworkObjectRefreshTool.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d24d5e8371c3cca4890e2713bdeda288
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -54,6 +54,12 @@ namespace Unity.Netcode
|
||||
/// </summary>
|
||||
PreLateUpdate = 6,
|
||||
/// <summary>
|
||||
/// Updated after Monobehaviour.LateUpdate, but BEFORE rendering
|
||||
/// </summary>
|
||||
// Yes, these numbers are out of order due to backward compatibility requirements.
|
||||
// The enum values are listed in the order they will be called.
|
||||
PostScriptLateUpdate = 8,
|
||||
/// <summary>
|
||||
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
|
||||
/// </summary>
|
||||
PostLateUpdate = 7
|
||||
@@ -258,6 +264,18 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
internal struct NetworkPostScriptLateUpdate
|
||||
{
|
||||
public static PlayerLoopSystem CreateLoopSystem()
|
||||
{
|
||||
return new PlayerLoopSystem
|
||||
{
|
||||
type = typeof(NetworkPostScriptLateUpdate),
|
||||
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostScriptLateUpdate)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
internal struct NetworkPostLateUpdate
|
||||
{
|
||||
public static PlayerLoopSystem CreateLoopSystem()
|
||||
@@ -399,6 +417,7 @@ namespace Unity.Netcode
|
||||
else if (currentSystem.type == typeof(PreLateUpdate))
|
||||
{
|
||||
TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
|
||||
TryAddLoopSystem(ref currentSystem, NetworkPostScriptLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.After);
|
||||
}
|
||||
else if (currentSystem.type == typeof(PostLateUpdate))
|
||||
{
|
||||
@@ -440,6 +459,7 @@ namespace Unity.Netcode
|
||||
else if (currentSystem.type == typeof(PreLateUpdate))
|
||||
{
|
||||
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
|
||||
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostScriptLateUpdate));
|
||||
}
|
||||
else if (currentSystem.type == typeof(PostLateUpdate))
|
||||
{
|
||||
|
||||
@@ -39,6 +39,12 @@ namespace Unity.Netcode
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogInfoServer(string message) => LogServer(message, LogType.Info);
|
||||
|
||||
/// <summary>
|
||||
/// Logs an info log locally and on the session owner if possible.
|
||||
/// </summary>
|
||||
/// <param name="message">The message to log</param>
|
||||
public static void LogInfoSessionOwner(string message) => LogServer(message, LogType.Info);
|
||||
|
||||
/// <summary>
|
||||
/// Logs a warning log locally and on the server if possible.
|
||||
/// </summary>
|
||||
@@ -51,41 +57,76 @@ 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 && networkManager.DistributedAuthorityMode ? networkManager.LocalClient.IsSessionOwner :
|
||||
networkManager && !networkManager.DistributedAuthorityMode ? 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
|
||||
Message = message,
|
||||
SenderId = localId
|
||||
};
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[Netcode-Server Sender={sender}] {message}");
|
||||
internal static void LogWarningServerLocal(string message, ulong sender) => Debug.LogWarning($"[Netcode-Server Sender={sender}] {message}");
|
||||
internal static void LogErrorServerLocal(string message, ulong sender) => Debug.LogError($"[Netcode-Server Sender={sender}] {message}");
|
||||
private static string Header()
|
||||
{
|
||||
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
return "Session-Owner";
|
||||
}
|
||||
return "Netcode-Server";
|
||||
}
|
||||
|
||||
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[{Header()} Sender={sender}] {message}");
|
||||
internal static void LogWarningServerLocal(string message, ulong sender) => Debug.LogWarning($"[{Header()} Sender={sender}] {message}");
|
||||
internal static void LogErrorServerLocal(string message, ulong sender) => Debug.LogError($"[{Header()} Sender={sender}] {message}");
|
||||
|
||||
internal enum LogType : byte
|
||||
{
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
@@ -62,16 +63,39 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
if (!m_NetworkManager.IsServer)
|
||||
{
|
||||
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
|
||||
}
|
||||
|
||||
if (clientIds == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
|
||||
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List!");
|
||||
}
|
||||
|
||||
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
|
||||
{
|
||||
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
|
||||
{
|
||||
Debug.LogError("Clients cannot send unnamed messages to other clients!");
|
||||
return;
|
||||
}
|
||||
else if (clientIds.Count == 1)
|
||||
{
|
||||
SendUnnamedMessage(clientIds[0], messageBuffer, networkDelivery);
|
||||
}
|
||||
}
|
||||
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
|
||||
{
|
||||
if (clientIds.Count > 1)
|
||||
{
|
||||
Debug.LogError("Sending an unnamed message to multiple clients is not yet supported in distributed authority.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (clientIds.Count == 0)
|
||||
{
|
||||
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send to.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (m_NetworkManager.IsHost)
|
||||
{
|
||||
for (var i = 0; i < clientIds.Count; ++i)
|
||||
@@ -90,7 +114,7 @@ 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 +147,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
SendData = messageBuffer
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientId);
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
{
|
||||
@@ -151,18 +175,14 @@ namespace Unity.Netcode
|
||||
// We dont know what size to use. Try every (more collision prone)
|
||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
||||
messageHandler32(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||
}
|
||||
|
||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
||||
messageHandler64(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -173,19 +193,15 @@ namespace Unity.Netcode
|
||||
case HashSize.VarIntFourBytes:
|
||||
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup32[hash];
|
||||
messageHandler32(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
|
||||
}
|
||||
break;
|
||||
case HashSize.VarIntEightBytes:
|
||||
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
|
||||
{
|
||||
// handler can remove itself, cache the name for metrics
|
||||
string messageName = m_MessageHandlerNameLookup64[hash];
|
||||
messageHandler64(sender, reader);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount);
|
||||
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -199,9 +215,25 @@ namespace Unity.Netcode
|
||||
/// <param name="callback">The callback to run when a named message is received.</param>
|
||||
public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
if (m_NetworkManager.LogLevel <= LogLevel.Error)
|
||||
{
|
||||
Debug.LogError($"[{nameof(RegisterNamedMessageHandler)}] Cannot register a named message of type null or empty!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
var hash32 = XXHash.Hash32(name);
|
||||
var hash64 = XXHash.Hash64(name);
|
||||
|
||||
if (m_NetworkManager.LogLevel <= LogLevel.Developer)
|
||||
{
|
||||
if (m_MessageHandlerNameLookup32.ContainsKey(hash32) || m_MessageHandlerNameLookup64.ContainsKey(hash64))
|
||||
{
|
||||
Debug.LogWarning($"Registering {name} named message over existing registration! Your previous registration's callback is being overwritten!");
|
||||
}
|
||||
}
|
||||
|
||||
m_NamedMessageHandlers32[hash32] = callback;
|
||||
m_NamedMessageHandlers64[hash64] = callback;
|
||||
|
||||
@@ -215,6 +247,15 @@ namespace Unity.Netcode
|
||||
/// <param name="name">The name of the message.</param>
|
||||
public void UnregisterNamedMessageHandler(string name)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
if (m_NetworkManager.LogLevel <= LogLevel.Error)
|
||||
{
|
||||
Debug.LogError($"[{nameof(UnregisterNamedMessageHandler)}] Cannot unregister a named message of type null or empty!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
var hash32 = XXHash.Hash32(name);
|
||||
var hash64 = XXHash.Hash64(name);
|
||||
|
||||
@@ -275,7 +316,7 @@ 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)
|
||||
@@ -293,14 +334,37 @@ namespace Unity.Netcode
|
||||
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
|
||||
public void SendNamedMessage(string messageName, IReadOnlyList<ulong> clientIds, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
|
||||
{
|
||||
if (!m_NetworkManager.IsServer)
|
||||
{
|
||||
throw new InvalidOperationException("Can not send unnamed messages to multiple users as a client");
|
||||
}
|
||||
|
||||
if (clientIds == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(clientIds), "You must pass in a valid clientId List");
|
||||
throw new ArgumentNullException(nameof(clientIds), "Client list is null! You must pass in a valid clientId list to send a named message.");
|
||||
}
|
||||
|
||||
if (!m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.IsServer)
|
||||
{
|
||||
if (clientIds.Count > 1 || (clientIds.Count == 1 && clientIds[0] != NetworkManager.ServerClientId))
|
||||
{
|
||||
Debug.LogError("Clients cannot send named messages to other clients!");
|
||||
return;
|
||||
}
|
||||
else if (clientIds.Count == 1)
|
||||
{
|
||||
SendNamedMessage(messageName, clientIds[0], messageStream, networkDelivery);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (m_NetworkManager.DistributedAuthorityMode && !m_NetworkManager.DAHost)
|
||||
{
|
||||
if (clientIds.Count > 1)
|
||||
{
|
||||
Debug.LogError("Sending a named message to multiple clients is not yet supported in distributed authority.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (clientIds.Count == 0)
|
||||
{
|
||||
Debug.LogError($"{nameof(clientIds)} is empty! No clients to send the named message {messageName} to!");
|
||||
return;
|
||||
}
|
||||
|
||||
ulong hash = 0;
|
||||
@@ -333,7 +397,7 @@ namespace Unity.Netcode
|
||||
Hash = hash,
|
||||
SendData = messageStream
|
||||
};
|
||||
var size = m_NetworkManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
var size = m_NetworkManager.ConnectionManager.SendMessage(ref message, networkDelivery, clientIds);
|
||||
|
||||
// Size is zero if we were only sending the message to ourself in which case it isn't sent.
|
||||
if (size != 0)
|
||||
|
||||
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
26
Runtime/Messaging/DefaultMessageSender.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Default NetworkTransport Message Sender
|
||||
/// <see cref="NetworkMessageManager"/>
|
||||
/// </summary>
|
||||
internal class DefaultMessageSender : INetworkMessageSender
|
||||
{
|
||||
private NetworkTransport m_NetworkTransport;
|
||||
private NetworkConnectionManager m_ConnectionManager;
|
||||
|
||||
public DefaultMessageSender(NetworkManager manager)
|
||||
{
|
||||
m_NetworkTransport = manager.NetworkConfig.NetworkTransport;
|
||||
m_ConnectionManager = manager.ConnectionManager;
|
||||
}
|
||||
|
||||
public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
|
||||
{
|
||||
var sendBuffer = batchData.ToTempByteArray();
|
||||
|
||||
m_NetworkTransport.Send(m_ConnectionManager.ClientIdToTransportId(clientId), sendBuffer, delivery);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
11
Runtime/Messaging/DefaultMessageSender.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ea6bdd38832d9947bb21c4b35bf61d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -3,23 +3,24 @@ 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;
|
||||
}
|
||||
protected struct TriggerInfo
|
||||
{
|
||||
public string MessageType;
|
||||
public float Expiry;
|
||||
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 +37,7 @@ 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, string messageType)
|
||||
{
|
||||
if (!m_Triggers.TryGetValue(trigger, out var triggers))
|
||||
{
|
||||
@@ -48,6 +49,7 @@ namespace Unity.Netcode
|
||||
{
|
||||
triggerInfo = new TriggerInfo
|
||||
{
|
||||
MessageType = messageType,
|
||||
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
|
||||
TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
|
||||
};
|
||||
@@ -90,11 +92,29 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PurgeTrigger(IDeferredMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
/// <summary>
|
||||
/// Used for testing purposes
|
||||
/// </summary>
|
||||
internal static bool IncludeMessageType = true;
|
||||
|
||||
private string GetWarningMessage(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo, float spawnTimeout)
|
||||
{
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
|
||||
if (IncludeMessageType)
|
||||
{
|
||||
NetworkLog.LogWarning($"Deferred messages were received for a trigger of type {triggerType} with key {key}, but that trigger was not received within within {m_NetworkManager.NetworkConfig.SpawnTimeout} second(s).");
|
||||
return $"[Deferred {triggerType}] Messages were received for a trigger of type {triggerInfo.MessageType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
|
||||
}
|
||||
else
|
||||
{
|
||||
return $"Deferred messages were received for a trigger of type {triggerType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
|
||||
{
|
||||
var logLevel = m_NetworkManager.DistributedAuthorityMode ? LogLevel.Developer : LogLevel.Normal;
|
||||
if (NetworkLog.CurrentLogLevel <= logLevel)
|
||||
{
|
||||
NetworkLog.LogWarning(GetWarningMessage(triggerType, key, triggerInfo, m_NetworkManager.NetworkConfig.SpawnTimeout));
|
||||
}
|
||||
|
||||
foreach (var data in triggerInfo.TriggerData)
|
||||
@@ -105,7 +125,7 @@ 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))
|
||||
{
|
||||
@@ -113,14 +133,14 @@ namespace Unity.Netcode
|
||||
// processed before the object is fully spawned. This must be the last thing done in the spawn process.
|
||||
if (triggers.TryGetValue(key, out var triggerInfo))
|
||||
{
|
||||
triggers.Remove(key);
|
||||
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();
|
||||
triggers.Remove(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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<TTypeOne, TTypeTwo>
|
||||
/// {
|
||||
/// }
|
||||
/// </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<T>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// public class MySubclass1 : MyClass<Foo>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// public class MySubclass2<T> : MyClass<T>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// [SerializesGenericParameter(1)]
|
||||
/// public class MySubclass3<TTypeOne, TTypeTwo> : MyClass<TTypeOne>
|
||||
/// {
|
||||
/// }
|
||||
/// <br/>
|
||||
/// public class MyBehaviour : NetworkBehaviour
|
||||
/// {
|
||||
/// public MySubclass1 TheValue;
|
||||
/// public MySubclass2<Bar> TheValue;
|
||||
/// public MySubclass3<Baz, Qux> 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 18cdaa9c2f6446279b0c5948fcd34eec
|
||||
timeCreated: 1694029524
|
||||
26
Runtime/Messaging/GenerateSerializationForTypeAttribute.cs
Normal file
26
Runtime/Messaging/GenerateSerializationForTypeAttribute.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1bd80306706f4054b9ba514a72076df5
|
||||
timeCreated: 1694103021
|
||||
@@ -1,11 +1,13 @@
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IDeferredMessageManager
|
||||
internal interface IDeferredNetworkMessageManager
|
||||
{
|
||||
internal enum TriggerType
|
||||
{
|
||||
OnSpawn,
|
||||
OnAddPrefab,
|
||||
OnNextFrame,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -16,7 +18,7 @@ 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>
|
||||
void DeferMessage(TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context);
|
||||
void DeferMessage(TriggerType trigger, ulong key, FastBufferReader reader, ref NetworkContext context, string messageType = null);
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up any trigger that's existed for more than a second.
|
||||
@@ -1,17 +1,152 @@
|
||||
using System;
|
||||
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()
|
||||
/// <summary>
|
||||
/// Enum representing the different types of messages that can be sent over the network.
|
||||
/// The values cannot be changed, as they are used to serialize and deserialize messages.
|
||||
/// Adding new messages should be done by adding new values to the end of the enum
|
||||
/// using the next free value.
|
||||
/// </summary>
|
||||
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
/// Add any new Message types to this table at the END with incremented index value
|
||||
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
internal enum NetworkMessageTypes : uint
|
||||
{
|
||||
return __network_message_types;
|
||||
ConnectionApproved = 0,
|
||||
ConnectionRequest = 1,
|
||||
ChangeOwnership = 2,
|
||||
ClientConnected = 3,
|
||||
ClientDisconnected = 4,
|
||||
ClientRpc = 5,
|
||||
CreateObject = 6,
|
||||
DestroyObject = 7,
|
||||
DisconnectReason = 8,
|
||||
ForwardClientRpc = 9,
|
||||
ForwardServerRpc = 10,
|
||||
NamedMessage = 11,
|
||||
NetworkTransformMessage = 12,
|
||||
NetworkVariableDelta = 13,
|
||||
ParentSync = 14,
|
||||
Proxy = 15,
|
||||
Rpc = 16,
|
||||
SceneEvent = 17,
|
||||
ServerLog = 18,
|
||||
ServerRpc = 19,
|
||||
SessionOwner = 20,
|
||||
TimeSync = 21,
|
||||
Unnamed = 22,
|
||||
AnticipationCounterSyncPingMessage = 23,
|
||||
AnticipationCounterSyncPongMessage = 24,
|
||||
}
|
||||
|
||||
|
||||
// Enable this for integration tests that need no message types defined
|
||||
internal static bool IntegrationTestNoMessages;
|
||||
|
||||
public List<NetworkMessageManager.MessageWithHandler> GetMessages()
|
||||
{
|
||||
// return no message types when defined for integration tests
|
||||
if (IntegrationTestNoMessages)
|
||||
{
|
||||
return new List<NetworkMessageManager.MessageWithHandler>();
|
||||
}
|
||||
var messageTypeCount = Enum.GetValues(typeof(NetworkMessageTypes)).Length;
|
||||
// Assure the allowed types count is the same as our NetworkMessageType enum count
|
||||
if (__network_message_types.Count != messageTypeCount)
|
||||
{
|
||||
throw new Exception($"Allowed types is not equal to the number of message type indices! Allowed Count: {__network_message_types.Count} | Index Count: {messageTypeCount}");
|
||||
}
|
||||
|
||||
// Populate with blanks to be replaced later
|
||||
var adjustedMessageTypes = new List<NetworkMessageManager.MessageWithHandler>();
|
||||
var blank = new NetworkMessageManager.MessageWithHandler();
|
||||
for (int i = 0; i < messageTypeCount; i++)
|
||||
{
|
||||
adjustedMessageTypes.Add(blank);
|
||||
}
|
||||
|
||||
// Create a type to enum index lookup table
|
||||
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
// Add new Message types to this table paired with its new NetworkMessageTypes enum
|
||||
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
var messageTypes = new Dictionary<Type, NetworkMessageTypes>
|
||||
{
|
||||
{ typeof(ConnectionApprovedMessage), NetworkMessageTypes.ConnectionApproved }, // This MUST be first
|
||||
{ typeof(ConnectionRequestMessage), NetworkMessageTypes.ConnectionRequest }, // This MUST be second
|
||||
{ typeof(ChangeOwnershipMessage), NetworkMessageTypes.ChangeOwnership },
|
||||
{ typeof(ClientConnectedMessage), NetworkMessageTypes.ClientConnected },
|
||||
{ typeof(ClientDisconnectedMessage), NetworkMessageTypes.ClientDisconnected },
|
||||
{ typeof(ClientRpcMessage), NetworkMessageTypes.ClientRpc },
|
||||
{ typeof(CreateObjectMessage), NetworkMessageTypes.CreateObject },
|
||||
{ typeof(DestroyObjectMessage), NetworkMessageTypes.DestroyObject },
|
||||
{ typeof(DisconnectReasonMessage), NetworkMessageTypes.DisconnectReason },
|
||||
{ typeof(ForwardClientRpcMessage), NetworkMessageTypes.ForwardClientRpc },
|
||||
{ typeof(ForwardServerRpcMessage), NetworkMessageTypes.ForwardServerRpc },
|
||||
{ typeof(NamedMessage), NetworkMessageTypes.NamedMessage },
|
||||
{ typeof(NetworkTransformMessage), NetworkMessageTypes.NetworkTransformMessage },
|
||||
{ typeof(NetworkVariableDeltaMessage), NetworkMessageTypes.NetworkVariableDelta },
|
||||
{ typeof(ParentSyncMessage), NetworkMessageTypes.ParentSync },
|
||||
{ typeof(ProxyMessage), NetworkMessageTypes.Proxy },
|
||||
{ typeof(RpcMessage), NetworkMessageTypes.Rpc },
|
||||
{ typeof(SceneEventMessage), NetworkMessageTypes.SceneEvent },
|
||||
{ typeof(ServerLogMessage), NetworkMessageTypes.ServerLog },
|
||||
{ typeof(ServerRpcMessage), NetworkMessageTypes.ServerRpc },
|
||||
{ typeof(TimeSyncMessage), NetworkMessageTypes.TimeSync },
|
||||
{ typeof(UnnamedMessage), NetworkMessageTypes.Unnamed },
|
||||
{ typeof(SessionOwnerMessage), NetworkMessageTypes.SessionOwner },
|
||||
{ typeof(AnticipationCounterSyncPingMessage), NetworkMessageTypes.AnticipationCounterSyncPingMessage},
|
||||
{ typeof(AnticipationCounterSyncPongMessage), NetworkMessageTypes.AnticipationCounterSyncPongMessage},
|
||||
};
|
||||
|
||||
// Assure the type to lookup table count and NetworkMessageType enum count matches (i.e. to catch human error when adding new messages)
|
||||
if (messageTypes.Count != messageTypeCount)
|
||||
{
|
||||
throw new Exception($"Message type to Message type index count mistmatch! Table Count: {messageTypes.Count} | Index Count: {messageTypeCount}");
|
||||
}
|
||||
|
||||
// Now order the allowed types list based on the order of the NetworkMessageType enum
|
||||
foreach (var messageHandler in __network_message_types)
|
||||
{
|
||||
if (!messageTypes.ContainsKey(messageHandler.MessageType))
|
||||
{
|
||||
throw new Exception($"Missing message type from lookup table: {messageHandler.MessageType}");
|
||||
}
|
||||
adjustedMessageTypes[(int)messageTypes[messageHandler.MessageType]] = messageHandler;
|
||||
}
|
||||
|
||||
// return the NetworkMessageType enum ordered list
|
||||
return adjustedMessageTypes;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IMessageProvider
|
||||
{
|
||||
List<MessagingSystem.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,3 @@
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
|
||||
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
9
Runtime/Messaging/INetworkMessageProvider.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface INetworkMessageProvider
|
||||
{
|
||||
List<NetworkMessageManager.MessageWithHandler> GetMessages();
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal interface IMessageSender
|
||||
internal interface INetworkMessageSender
|
||||
{
|
||||
void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData);
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct AnticipationCounterSyncPingMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong Counter;
|
||||
public double Time;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, Counter);
|
||||
writer.WriteValueSafe(Time);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsServer)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
ByteUnpacker.ReadValuePacked(reader, out Counter);
|
||||
reader.ReadValueSafe(out Time);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (networkManager.IsListening && !networkManager.ShutdownInProgress && networkManager.ConnectedClients.ContainsKey(context.SenderId))
|
||||
{
|
||||
var message = new AnticipationCounterSyncPongMessage { Counter = Counter, Time = Time };
|
||||
networkManager.MessageManager.SendMessage(ref message, NetworkDelivery.Reliable, context.SenderId);
|
||||
}
|
||||
}
|
||||
}
|
||||
internal struct AnticipationCounterSyncPongMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong Counter;
|
||||
public double Time;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, Counter);
|
||||
writer.WriteValueSafe(Time);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
ByteUnpacker.ReadValuePacked(reader, out Counter);
|
||||
reader.ReadValueSafe(out Time);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
networkManager.AnticipationSystem.LastAnticipationAck = Counter;
|
||||
networkManager.AnticipationSystem.LastAnticipationAckTime = Time;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7d5c92979ad7e646a078aaf058b53a9
|
||||
@@ -1,16 +1,154 @@
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ChangeOwnershipMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
private const string k_Name = "ChangeOwnershipMessage";
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public ulong OwnerClientId;
|
||||
// DANGOEXP TODO: Remove these notes or change their format
|
||||
// SERVICE NOTES:
|
||||
// When forwarding the message to clients on the CMB Service side,
|
||||
// you can set the ClientIdCount to 0 and skip writing the ClientIds.
|
||||
// See the NetworkObjet.OwnershipRequest for more potential service side additions
|
||||
|
||||
/// <summary>
|
||||
/// When requesting, RequestClientId is the requestor.
|
||||
/// When approving, RequestClientId is the owner that approved.
|
||||
/// When responding (only for denied), RequestClientId is the requestor
|
||||
/// </summary>
|
||||
internal ulong RequestClientId;
|
||||
internal int ClientIdCount;
|
||||
internal ulong[] ClientIds;
|
||||
internal bool DistributedAuthorityMode;
|
||||
internal ushort OwnershipFlags;
|
||||
internal byte OwnershipRequestResponseStatus;
|
||||
private byte m_OwnershipMessageTypeFlags;
|
||||
|
||||
private const byte k_OwnershipChanging = 0x01;
|
||||
private const byte k_OwnershipFlagsUpdate = 0x02;
|
||||
private const byte k_RequestOwnership = 0x04;
|
||||
private const byte k_RequestApproved = 0x08;
|
||||
private const byte k_RequestDenied = 0x10;
|
||||
|
||||
// If no flags are set, then ownership is changing
|
||||
internal bool OwnershipIsChanging
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_OwnershipChanging);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_OwnershipChanging);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool OwnershipFlagsUpdate
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_OwnershipFlagsUpdate);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_OwnershipFlagsUpdate);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool RequestOwnership
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_RequestOwnership);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_RequestOwnership);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool RequestApproved
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_RequestApproved);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_RequestApproved);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool RequestDenied
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_RequestDenied);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_RequestDenied);
|
||||
}
|
||||
}
|
||||
|
||||
private bool GetFlag(int flag)
|
||||
{
|
||||
return (m_OwnershipMessageTypeFlags & flag) != 0;
|
||||
}
|
||||
|
||||
private void SetFlag(bool set, byte flag)
|
||||
{
|
||||
if (set) { m_OwnershipMessageTypeFlags = (byte)(m_OwnershipMessageTypeFlags | flag); }
|
||||
else { m_OwnershipMessageTypeFlags = (byte)(m_OwnershipMessageTypeFlags & ~flag); }
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
||||
if (DistributedAuthorityMode)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, ClientIdCount);
|
||||
if (ClientIdCount > 0)
|
||||
{
|
||||
if (ClientIdCount != ClientIds.Length)
|
||||
{
|
||||
throw new System.Exception($"[{nameof(ChangeOwnershipMessage)}] ClientIdCount is {ClientIdCount} but the ClientIds length is {ClientIds.Length}!");
|
||||
}
|
||||
foreach (var clientId in ClientIds)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, clientId);
|
||||
}
|
||||
}
|
||||
|
||||
writer.WriteValueSafe(m_OwnershipMessageTypeFlags);
|
||||
if (OwnershipFlagsUpdate || OwnershipIsChanging)
|
||||
{
|
||||
writer.WriteValueSafe(OwnershipFlags);
|
||||
}
|
||||
|
||||
// When requesting, it is the requestor
|
||||
// When approving, it is the owner that approved
|
||||
// When denied, it is the requestor
|
||||
if (RequestOwnership || RequestApproved || RequestDenied)
|
||||
{
|
||||
writer.WriteValueSafe(RequestClientId);
|
||||
|
||||
if (RequestDenied)
|
||||
{
|
||||
writer.WriteValueSafe(OwnershipRequestResponseStatus);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
@@ -22,43 +160,240 @@ namespace Unity.Netcode
|
||||
}
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out ClientIdCount);
|
||||
if (ClientIdCount > 0)
|
||||
{
|
||||
ClientIds = new ulong[ClientIdCount];
|
||||
var clientId = (ulong)0;
|
||||
for (int i = 0; i < ClientIdCount; i++)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out clientId);
|
||||
ClientIds[i] = clientId;
|
||||
}
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out m_OwnershipMessageTypeFlags);
|
||||
if (OwnershipFlagsUpdate || OwnershipIsChanging)
|
||||
{
|
||||
reader.ReadValueSafe(out OwnershipFlags);
|
||||
}
|
||||
|
||||
// When requesting, it is the requestor
|
||||
// When approving, it is the owner that approved
|
||||
// When denied, it is the requestor
|
||||
if (RequestOwnership || RequestApproved || RequestDenied)
|
||||
{
|
||||
reader.ReadValueSafe(out RequestClientId);
|
||||
|
||||
if (RequestDenied)
|
||||
{
|
||||
reader.ReadValueSafe(out OwnershipRequestResponseStatus);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we are not a DAHost instance and the NetworkObject does not exist then defer it as it very likely is not spawned yet.
|
||||
// Otherwise if we are the DAHost and it does not exist then we want to forward this message because when the NetworkObject
|
||||
// is made visible again, the ownership flags and owner information will be synchronized with the DAHost by the current
|
||||
// authority of the NetworkObject in question.
|
||||
if (!networkManager.DAHost && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||
var originalOwner = networkObject.OwnerClientId;
|
||||
|
||||
// If we are the DAHost then forward this message
|
||||
if (networkManager.DAHost)
|
||||
{
|
||||
var clientList = ClientIdCount > 0 ? ClientIds : networkManager.ConnectedClientsIds;
|
||||
|
||||
var message = new ChangeOwnershipMessage()
|
||||
{
|
||||
NetworkObjectId = NetworkObjectId,
|
||||
OwnerClientId = OwnerClientId,
|
||||
DistributedAuthorityMode = true,
|
||||
OwnershipFlags = OwnershipFlags,
|
||||
RequestClientId = RequestClientId,
|
||||
ClientIdCount = 0,
|
||||
m_OwnershipMessageTypeFlags = m_OwnershipMessageTypeFlags,
|
||||
};
|
||||
|
||||
if (RequestDenied)
|
||||
{
|
||||
// If the local DAHost's client is not the target, then forward to the target
|
||||
if (RequestClientId != networkManager.LocalClientId)
|
||||
{
|
||||
message.OwnershipRequestResponseStatus = OwnershipRequestResponseStatus;
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, RequestClientId);
|
||||
// We don't want the local DAHost's client to process this message, so exit early
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (RequestOwnership)
|
||||
{
|
||||
// If the DAHost client is not authority, just forward the message to the authority
|
||||
if (OwnerClientId != networkManager.LocalClientId)
|
||||
{
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, OwnerClientId);
|
||||
// We don't want the local DAHost's client to process this message, so exit early
|
||||
return;
|
||||
}
|
||||
// Otherwise, fall through and process the request.
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var clientId in clientList)
|
||||
{
|
||||
if (clientId == networkManager.LocalClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// If ownership is changing and this is not an ownership request approval then ignore the OnwerClientId
|
||||
// If it is just updating flags then ignore sending to the owner
|
||||
// If it is a request or approving request, then ignore the RequestClientId
|
||||
if ((OwnershipIsChanging && !RequestApproved && OwnerClientId == clientId) || (OwnershipFlagsUpdate && clientId == OwnerClientId)
|
||||
|| ((RequestOwnership || RequestApproved) && clientId == RequestClientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.Reliable, clientId);
|
||||
}
|
||||
}
|
||||
// If the NetworkObject is not visible to the DAHost client, then exit early
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// If ownership is changing, then run through the ownershipd changed sequence
|
||||
// Note: There is some extended ownership script at the bottom of HandleOwnershipChange
|
||||
// If not in distributed authority mode, then always go straight to HandleOwnershipChange
|
||||
if (OwnershipIsChanging || !networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
HandleOwnershipChange(ref context);
|
||||
}
|
||||
else if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// Otherwise, we handle and extended ownership update
|
||||
HandleExtendedOwnershipUpdate(ref context);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle the
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
private void HandleExtendedOwnershipUpdate(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
|
||||
// Handle the extended ownership message types
|
||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||
|
||||
if (OwnershipFlagsUpdate)
|
||||
{
|
||||
// Just update the ownership flags
|
||||
networkObject.Ownership = (NetworkObject.OwnershipStatus)OwnershipFlags;
|
||||
}
|
||||
else if (RequestOwnership)
|
||||
{
|
||||
// Requesting ownership, if allowed it will automatically send the ownership change message
|
||||
networkObject.OwnershipRequest(RequestClientId);
|
||||
}
|
||||
else if (RequestDenied)
|
||||
{
|
||||
networkObject.OwnershipRequestResponse((NetworkObject.OwnershipRequestResponseStatus)OwnershipRequestResponseStatus);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle the traditional change in ownership message type logic
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
private void HandleOwnershipChange(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||
|
||||
// DANGO-TODO: This probably shouldn't be allowed to happen.
|
||||
if (networkObject.OwnerClientId == OwnerClientId)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"Unnecessary ownership changed message for {NetworkObjectId}");
|
||||
}
|
||||
|
||||
var originalOwner = networkObject.OwnerClientId;
|
||||
networkObject.OwnerClientId = OwnerClientId;
|
||||
|
||||
// We are current owner.
|
||||
if (originalOwner == networkManager.LocalClientId)
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject.Ownership = (NetworkObject.OwnershipStatus)OwnershipFlags;
|
||||
}
|
||||
|
||||
// We are current owner (client-server) or running in distributed authority mode
|
||||
if (originalOwner == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject.InvokeBehaviourOnLostOwnership();
|
||||
}
|
||||
|
||||
// We are new owner.
|
||||
if (OwnerClientId == networkManager.LocalClientId)
|
||||
// We are new owner or (client-server) or running in distributed authority mode
|
||||
if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject.InvokeBehaviourOnGainedOwnership();
|
||||
}
|
||||
|
||||
// For all other clients that are neither the former or current owner, update the behaviours' properties
|
||||
if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId)
|
||||
// If in distributed authority mode
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// Always update the network properties in distributed authority mode
|
||||
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
|
||||
}
|
||||
}
|
||||
else // Otherwise update properties like we would in client-server
|
||||
{
|
||||
// For all other clients that are neither the former or current owner, update the behaviours' properties
|
||||
if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId)
|
||||
{
|
||||
for (int i = 0; i < networkObject.ChildNetworkBehaviours.Count; i++)
|
||||
{
|
||||
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Always invoke ownership change notifications
|
||||
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId);
|
||||
|
||||
// If this change was requested, then notify that the request was approved (doing this last so all ownership
|
||||
// changes have already been applied if the callback is invoked)
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.LocalClientId == OwnerClientId)
|
||||
{
|
||||
if (RequestApproved)
|
||||
{
|
||||
networkObject.OwnershipRequestResponse(NetworkObject.OwnershipRequestResponseStatus.Approved);
|
||||
}
|
||||
|
||||
// If the NetworkObject changed ownership and the Requested flag was set (i.e. it was an ownership request),
|
||||
// then the new owner granted ownership removes the Requested flag and sends out an ownership status update.
|
||||
if (networkObject.HasExtendedOwnershipStatus(NetworkObject.OwnershipStatusExtended.Requested))
|
||||
{
|
||||
networkObject.RemoveOwnershipExtended(NetworkObject.OwnershipStatusExtended.Requested);
|
||||
networkObject.SendOwnershipStatusUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
|
||||
}
|
||||
|
||||
66
Runtime/Messaging/Messages/ClientConnectedMessage.cs
Normal file
66
Runtime/Messaging/Messages/ClientConnectedMessage.cs
Normal file
@@ -0,0 +1,66 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ClientConnectedMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong ClientId;
|
||||
|
||||
public bool ShouldSynchronize;
|
||||
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, ClientId);
|
||||
writer.WriteValueSafe(ShouldSynchronize);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out ClientId);
|
||||
reader.ReadValueSafe(out ShouldSynchronize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (ShouldSynchronize && networkManager.NetworkConfig.EnableSceneManagement && networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
|
||||
{
|
||||
networkManager.SceneManager.SynchronizeNetworkObjects(ClientId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// All modes support adding NetworkClients
|
||||
networkManager.ConnectionManager.AddClient(ClientId);
|
||||
}
|
||||
if (!networkManager.ConnectionManager.ConnectedClientIds.Contains(ClientId))
|
||||
{
|
||||
networkManager.ConnectionManager.ConnectedClientIds.Add(ClientId);
|
||||
}
|
||||
if (networkManager.IsConnectedClient)
|
||||
{
|
||||
networkManager.ConnectionManager.InvokeOnPeerConnectedCallback(ClientId);
|
||||
}
|
||||
|
||||
// DANGO-TODO: Remove the session owner object distribution check once the service handles object distribution
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.CMBServiceConnection && !networkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
// Don't redistribute for the local instance
|
||||
if (ClientId != networkManager.LocalClientId)
|
||||
{
|
||||
// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
|
||||
networkManager.RedistributeToClient = true;
|
||||
networkManager.ClientToRedistribute = ClientId;
|
||||
networkManager.TickToRedistribute = networkManager.ServerTime.Tick + 20;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 158454105806474cba54a4ea5a0bfb12
|
||||
timeCreated: 1697836112
|
||||
37
Runtime/Messaging/Messages/ClientDisconnectedMessage.cs
Normal file
37
Runtime/Messaging/Messages/ClientDisconnectedMessage.cs
Normal file
@@ -0,0 +1,37 @@
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ClientDisconnectedMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
public ulong ClientId;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, ClientId);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.IsClient)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out ClientId);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
// All modes support removing NetworkClients
|
||||
networkManager.ConnectionManager.RemoveClient(ClientId);
|
||||
networkManager.ConnectionManager.ConnectedClientIds.Remove(ClientId);
|
||||
if (networkManager.IsConnectedClient)
|
||||
{
|
||||
networkManager.ConnectionManager.InvokeOnPeerDisconnectedCallback(ClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f91296c8e5f40b1a2a03d74a31526b6
|
||||
timeCreated: 1697836161
|
||||
@@ -5,10 +5,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
internal struct ConnectionApprovedMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
private const int k_VersionAddClientIds = 1;
|
||||
public int Version => k_VersionAddClientIds;
|
||||
|
||||
public ulong OwnerClientId;
|
||||
public int NetworkTick;
|
||||
// The cloud state service should set this if we are restoring a session
|
||||
public bool IsRestoredSession;
|
||||
public ulong CurrentSessionOwner;
|
||||
// Not serialized
|
||||
public bool IsDistributedAuthority;
|
||||
|
||||
// Not serialized, held as references to serialize NetworkVariable data
|
||||
public HashSet<NetworkObject> SpawnedObjectsList;
|
||||
@@ -17,6 +23,8 @@ namespace Unity.Netcode
|
||||
|
||||
public NativeArray<MessageVersionData> MessageVersions;
|
||||
|
||||
public NativeArray<ulong> ConnectedClientIds;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
// ============================================================
|
||||
@@ -35,8 +43,21 @@ namespace Unity.Netcode
|
||||
|
||||
BytePacker.WriteValueBitPacked(writer, OwnerClientId);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkTick);
|
||||
if (IsDistributedAuthority)
|
||||
{
|
||||
writer.WriteValueSafe(IsRestoredSession);
|
||||
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
|
||||
}
|
||||
|
||||
if (targetVersion >= k_VersionAddClientIds)
|
||||
{
|
||||
writer.WriteValueSafe(ConnectedClientIds);
|
||||
}
|
||||
|
||||
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;
|
||||
@@ -45,10 +66,11 @@ 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);
|
||||
// In distributed authority mode, we send the currently known observers of each NetworkObject to the client being synchronized.
|
||||
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId, IsDistributedAuthority);
|
||||
sceneObject.Serialize(writer);
|
||||
++sceneObjectCount;
|
||||
}
|
||||
@@ -84,18 +106,18 @@ 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
|
||||
@@ -103,6 +125,21 @@ namespace Unity.Netcode
|
||||
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
reader.ReadValueSafe(out IsRestoredSession);
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
|
||||
}
|
||||
|
||||
if (receivedMessageVersion >= k_VersionAddClientIds)
|
||||
{
|
||||
reader.ReadValueSafe(out ConnectedClientIds, Allocator.TempJob);
|
||||
}
|
||||
else
|
||||
{
|
||||
ConnectedClientIds = new NativeArray<ulong>(0, Allocator.TempJob);
|
||||
}
|
||||
|
||||
m_ReceivedSceneObjectData = reader;
|
||||
return true;
|
||||
}
|
||||
@@ -110,20 +147,56 @@ namespace Unity.Netcode
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogInfo($"[Client-{OwnerClientId}] Connection approved! Synchronizing...");
|
||||
}
|
||||
networkManager.LocalClientId = OwnerClientId;
|
||||
networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId);
|
||||
networkManager.NetworkMetrics.SetConnectionId(networkManager.LocalClientId);
|
||||
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkManager.SetSessionOwner(CurrentSessionOwner);
|
||||
if (networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
networkManager.SceneManager.InitializeScenesLoaded();
|
||||
}
|
||||
}
|
||||
|
||||
var time = new NetworkTime(networkManager.NetworkTickSystem.TickRate, NetworkTick);
|
||||
networkManager.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
|
||||
networkManager.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();
|
||||
|
||||
networkManager.ConnectionManager.ConnectedClientIds.Clear();
|
||||
foreach (var clientId in ConnectedClientIds)
|
||||
{
|
||||
if (!networkManager.ConnectionManager.ConnectedClientIds.Contains(clientId))
|
||||
{
|
||||
networkManager.ConnectionManager.AddClient(clientId);
|
||||
}
|
||||
}
|
||||
|
||||
// Only if scene management is disabled do we handle NetworkObject synchronization at this point
|
||||
if (!networkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
networkManager.SpawnManager.DestroySceneObjects();
|
||||
// DANGO-TODO: This is a temporary fix for no DA CMB scene event handling.
|
||||
// We will either use this same concept or provide some way for the CMB state plugin to handle it.
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.LocalClient.IsSessionOwner)
|
||||
{
|
||||
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||
}
|
||||
else
|
||||
{
|
||||
networkManager.SpawnManager.DestroySceneObjects();
|
||||
}
|
||||
|
||||
m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
|
||||
|
||||
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
|
||||
@@ -137,9 +210,59 @@ namespace Unity.Netcode
|
||||
|
||||
// Mark the client being connected
|
||||
networkManager.IsConnectedClient = true;
|
||||
|
||||
if (networkManager.AutoSpawnPlayerPrefabClientSide)
|
||||
{
|
||||
networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
|
||||
}
|
||||
|
||||
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogInfo($"[Client-{OwnerClientId}][Scene Management Disabled] Synchronization complete!");
|
||||
}
|
||||
// When scene management is disabled we notify after everything is synchronized
|
||||
networkManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
|
||||
|
||||
// For convenience, notify all NetworkBehaviours that synchronization is complete.
|
||||
networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.CMBServiceConnection && networkManager.LocalClient.IsSessionOwner && networkManager.NetworkConfig.EnableSceneManagement)
|
||||
{
|
||||
// Mark the client being connected
|
||||
networkManager.IsConnectedClient = true;
|
||||
|
||||
networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
|
||||
|
||||
if (!IsRestoredSession)
|
||||
{
|
||||
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
|
||||
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
|
||||
|
||||
// Spawn any in-scene placed NetworkObjects
|
||||
networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
|
||||
|
||||
// Spawn the local player of the session owner
|
||||
if (networkManager.AutoSpawnPlayerPrefabClientSide)
|
||||
{
|
||||
networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
|
||||
}
|
||||
|
||||
// Synchronize the service with the initial session owner's loaded scenes and spawned objects
|
||||
networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
|
||||
|
||||
// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
|
||||
// we need to notify the session owner that everything should be synchronized/spawned at this time.
|
||||
networkManager.SpawnManager.NotifyNetworkObjectsSynchronized();
|
||||
|
||||
// When scene management is enabled and since the session owner is synchronizing the service (i.e. acting like host),
|
||||
// we need to locallyh invoke the OnClientConnected callback at this point in time.
|
||||
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(OwnerClientId);
|
||||
}
|
||||
}
|
||||
}
|
||||
ConnectedClientIds.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,10 @@ namespace Unity.Netcode
|
||||
|
||||
public ulong ConfigHash;
|
||||
|
||||
public bool CMBServiceConnection;
|
||||
public uint TickRate;
|
||||
public bool EnableSceneManagement;
|
||||
|
||||
public byte[] ConnectionData;
|
||||
|
||||
public bool ShouldSendConnectionData;
|
||||
@@ -30,6 +34,12 @@ namespace Unity.Netcode
|
||||
// END FORBIDDEN SEGMENT
|
||||
// ============================================================
|
||||
|
||||
if (CMBServiceConnection)
|
||||
{
|
||||
writer.WriteValueSafe(TickRate);
|
||||
writer.WriteValueSafe(EnableSceneManagement);
|
||||
}
|
||||
|
||||
if (ShouldSendConnectionData)
|
||||
{
|
||||
writer.WriteValueSafe(ConfigHash);
|
||||
@@ -59,11 +69,11 @@ 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 +145,7 @@ 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;
|
||||
@@ -143,26 +153,17 @@ 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
|
||||
{
|
||||
var response = new NetworkManager.ConnectionApprovalResponse
|
||||
{
|
||||
Approved = true,
|
||||
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
|
||||
CreatePlayerObject = networkManager.DistributedAuthorityMode && networkManager.AutoSpawnPlayerPrefabClientSide ? false : networkManager.NetworkConfig.PlayerPrefab != null
|
||||
};
|
||||
networkManager.HandleConnectionApproval(senderId, response);
|
||||
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,120 @@
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct CreateObjectMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
private const string k_Name = "CreateObjectMessage";
|
||||
|
||||
public NetworkObject.SceneObject ObjectInfo;
|
||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||
|
||||
// DA - NGO CMB SERVICE NOTES:
|
||||
// The ObserverIds and ExistingObserverIds will only be populated if k_UpdateObservers is set
|
||||
// ObserverIds is the full list of observers (see below)
|
||||
internal ulong[] ObserverIds;
|
||||
|
||||
// While this does consume a bit more bandwidth, this is only sent by the authority/owner
|
||||
// and can be used to determine which clients should receive the ObjectInfo serialized data.
|
||||
// All other already existing observers just need to receive the NewObserverIds and the
|
||||
// NetworkObjectId
|
||||
internal ulong[] NewObserverIds;
|
||||
|
||||
// If !IncludesSerializedObject then the NetworkObjectId will be serialized.
|
||||
// This happens when we are just sending an update to the observers list
|
||||
// to clients that already have the NetworkObject spawned
|
||||
internal ulong NetworkObjectId;
|
||||
|
||||
private const byte k_IncludesSerializedObject = 0x01;
|
||||
private const byte k_UpdateObservers = 0x02;
|
||||
private const byte k_UpdateNewObservers = 0x04;
|
||||
|
||||
|
||||
private byte m_CreateObjectMessageTypeFlags;
|
||||
|
||||
internal bool IncludesSerializedObject
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_IncludesSerializedObject);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_IncludesSerializedObject);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool UpdateObservers
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_UpdateObservers);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_UpdateObservers);
|
||||
}
|
||||
}
|
||||
|
||||
internal bool UpdateNewObservers
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(k_UpdateNewObservers);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, k_UpdateNewObservers);
|
||||
}
|
||||
}
|
||||
|
||||
private bool GetFlag(int flag)
|
||||
{
|
||||
return (m_CreateObjectMessageTypeFlags & flag) != 0;
|
||||
}
|
||||
|
||||
private void SetFlag(bool set, byte flag)
|
||||
{
|
||||
if (set) { m_CreateObjectMessageTypeFlags = (byte)(m_CreateObjectMessageTypeFlags | flag); }
|
||||
else { m_CreateObjectMessageTypeFlags = (byte)(m_CreateObjectMessageTypeFlags & ~flag); }
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
ObjectInfo.Serialize(writer);
|
||||
writer.WriteValueSafe(m_CreateObjectMessageTypeFlags);
|
||||
|
||||
if (UpdateObservers)
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, ObserverIds.Length);
|
||||
foreach (var clientId in ObserverIds)
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, clientId);
|
||||
}
|
||||
}
|
||||
|
||||
if (UpdateNewObservers)
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, NewObserverIds.Length);
|
||||
foreach (var clientId in NewObserverIds)
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, clientId);
|
||||
}
|
||||
}
|
||||
|
||||
if (IncludesSerializedObject)
|
||||
{
|
||||
ObjectInfo.Serialize(writer);
|
||||
}
|
||||
else
|
||||
{
|
||||
BytePacker.WriteValuePacked(writer, NetworkObjectId);
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
@@ -20,10 +125,45 @@ namespace Unity.Netcode
|
||||
return false;
|
||||
}
|
||||
|
||||
ObjectInfo.Deserialize(reader);
|
||||
reader.ReadValueSafe(out m_CreateObjectMessageTypeFlags);
|
||||
if (UpdateObservers)
|
||||
{
|
||||
var length = 0;
|
||||
ByteUnpacker.ReadValuePacked(reader, out length);
|
||||
ObserverIds = new ulong[length];
|
||||
var clientId = (ulong)0;
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
ByteUnpacker.ReadValuePacked(reader, out clientId);
|
||||
ObserverIds[i] = clientId;
|
||||
}
|
||||
}
|
||||
|
||||
if (UpdateNewObservers)
|
||||
{
|
||||
var length = 0;
|
||||
ByteUnpacker.ReadValuePacked(reader, out length);
|
||||
NewObserverIds = new ulong[length];
|
||||
var clientId = (ulong)0;
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
ByteUnpacker.ReadValuePacked(reader, out clientId);
|
||||
NewObserverIds[i] = clientId;
|
||||
}
|
||||
}
|
||||
|
||||
if (IncludesSerializedObject)
|
||||
{
|
||||
ObjectInfo.Deserialize(reader);
|
||||
}
|
||||
else
|
||||
{
|
||||
ByteUnpacker.ReadValuePacked(reader, out NetworkObjectId);
|
||||
}
|
||||
|
||||
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, k_Name);
|
||||
return false;
|
||||
}
|
||||
m_ReceivedNetworkVariableData = reader;
|
||||
@@ -34,9 +174,138 @@ namespace Unity.Netcode
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var networkObject = NetworkObject.AddSceneObject(ObjectInfo, m_ReceivedNetworkVariableData, networkManager);
|
||||
// If a client receives a create object message and it is still synchronizing, then defer the object creation until it has finished synchronizing
|
||||
if (networkManager.SceneManager.ShouldDeferCreateObject())
|
||||
{
|
||||
networkManager.SceneManager.DeferCreateObject(context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (networkManager.DistributedAuthorityMode && !IncludesSerializedObject && UpdateObservers)
|
||||
{
|
||||
ObjectInfo = new NetworkObject.SceneObject()
|
||||
{
|
||||
NetworkObjectId = NetworkObjectId,
|
||||
};
|
||||
}
|
||||
CreateObject(ref networkManager, context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
|
||||
}
|
||||
}
|
||||
|
||||
networkManager.NetworkMetrics.TrackObjectSpawnReceived(context.SenderId, networkObject, context.MessageSize);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal static void CreateObject(ref NetworkManager networkManager, ref NetworkSceneManager.DeferredObjectCreation deferredObjectCreation)
|
||||
{
|
||||
var senderId = deferredObjectCreation.SenderId;
|
||||
var observerIds = deferredObjectCreation.ObserverIds;
|
||||
var newObserverIds = deferredObjectCreation.NewObserverIds;
|
||||
var messageSize = deferredObjectCreation.MessageSize;
|
||||
var sceneObject = deferredObjectCreation.SceneObject;
|
||||
var networkVariableData = deferredObjectCreation.FastBufferReader;
|
||||
CreateObject(ref networkManager, senderId, messageSize, sceneObject, networkVariableData, observerIds, newObserverIds);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal static void CreateObject(ref NetworkManager networkManager, ulong senderId, uint messageSize, NetworkObject.SceneObject sceneObject, FastBufferReader networkVariableData, ulong[] observerIds, ulong[] newObserverIds)
|
||||
{
|
||||
var networkObject = (NetworkObject)null;
|
||||
try
|
||||
{
|
||||
if (!networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager);
|
||||
}
|
||||
else
|
||||
{
|
||||
var hasObserverIdList = observerIds != null && observerIds.Length > 0;
|
||||
var hasNewObserverIdList = newObserverIds != null && newObserverIds.Length > 0;
|
||||
// Depending upon visibility of the NetworkObject and the client in question, it could be that
|
||||
// this client already has visibility of this NetworkObject
|
||||
if (networkManager.SpawnManager.SpawnedObjects.ContainsKey(sceneObject.NetworkObjectId))
|
||||
{
|
||||
// If so, then just get the local instance
|
||||
networkObject = networkManager.SpawnManager.SpawnedObjects[sceneObject.NetworkObjectId];
|
||||
|
||||
// This should not happen, logging error just in case
|
||||
if (hasNewObserverIdList && newObserverIds.Contains(networkManager.LocalClientId))
|
||||
{
|
||||
NetworkLog.LogErrorServer($"[{nameof(CreateObjectMessage)}][Duplicate-Broadcast] Detected duplicated object creation for {sceneObject.NetworkObjectId}!");
|
||||
}
|
||||
else // Trap to make sure the owner is not receiving any messages it sent
|
||||
if (networkManager.CMBServiceConnection && networkManager.LocalClientId == networkObject.OwnerClientId)
|
||||
{
|
||||
NetworkLog.LogWarning($"[{nameof(CreateObjectMessage)}][Client-{networkManager.LocalClientId}][Duplicate-CreateObjectMessage][Client Is Owner] Detected duplicated object creation for {networkObject.name}-{sceneObject.NetworkObjectId}!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager, true);
|
||||
}
|
||||
|
||||
// DA - NGO CMB SERVICE NOTES:
|
||||
// It is possible for two clients to connect at the exact same time which, due to client-side spawning, can cause each client
|
||||
// to miss their spawns. For now, all player NetworkObject spawns will always be visible to all known connected clients
|
||||
var clientList = hasObserverIdList && !networkObject.IsPlayerObject ? observerIds : networkManager.ConnectedClientsIds;
|
||||
|
||||
// Update the observers for this instance
|
||||
foreach (var clientId in clientList)
|
||||
{
|
||||
networkObject.Observers.Add(clientId);
|
||||
}
|
||||
|
||||
// Mock CMB Service and forward to all clients
|
||||
if (networkManager.DAHost)
|
||||
{
|
||||
// DA - NGO CMB SERVICE NOTES:
|
||||
// (*** See above notes fist ***)
|
||||
// If it is a player object freshly spawning and one or more clients all connect at the exact same time (i.e. received on effectively
|
||||
// the same frame), then we need to check the observers list to make sure all players are visible upon first spawning. At a later date,
|
||||
// for area of interest we will need to have some form of follow up "observer update" message to cull out players not within each
|
||||
// player's AOI.
|
||||
if (networkObject.IsPlayerObject && hasNewObserverIdList && clientList.Count != observerIds.Length)
|
||||
{
|
||||
// For same-frame newly spawned players that might not be aware of all other players, update the player's observer
|
||||
// list.
|
||||
observerIds = clientList.ToArray();
|
||||
}
|
||||
|
||||
var createObjectMessage = new CreateObjectMessage()
|
||||
{
|
||||
ObjectInfo = sceneObject,
|
||||
m_ReceivedNetworkVariableData = networkVariableData,
|
||||
ObserverIds = hasObserverIdList ? observerIds : null,
|
||||
NetworkObjectId = networkObject.NetworkObjectId,
|
||||
IncludesSerializedObject = true,
|
||||
};
|
||||
foreach (var clientId in clientList)
|
||||
{
|
||||
// DA - NGO CMB SERVICE NOTES:
|
||||
// If the authority did not specify the list of clients and the client is not an observer or we are the owner/originator
|
||||
// or we are the DAHost, then we skip sending the message.
|
||||
if ((!hasObserverIdList && (!networkObject.Observers.Contains(clientId)) ||
|
||||
clientId == networkObject.OwnerClientId || clientId == NetworkManager.ServerClientId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// DA - NGO CMB SERVICE NOTES:
|
||||
// If this included a list of new observers and the targeted clientId is one of the observers, then send the serialized data.
|
||||
// Otherwise, the targeted clientId has already has visibility (i.e. it is already spawned) and so just send the updated
|
||||
// observers list to that client's instance.
|
||||
createObjectMessage.IncludesSerializedObject = hasNewObserverIdList && newObserverIds.Contains(clientId);
|
||||
|
||||
networkManager.SpawnManager.SendSpawnCallForObject(clientId, networkObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (networkObject != null)
|
||||
{
|
||||
networkManager.NetworkMetrics.TrackObjectSpawnReceived(senderId, networkObject, messageSize);
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
UnityEngine.Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,62 @@
|
||||
using System.Linq;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct DestroyObjectMessage : INetworkMessage, INetworkSerializeByMemcpy
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
private const string k_Name = "DestroyObjectMessage";
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
public bool DestroyGameObject;
|
||||
private byte m_DestroyFlags;
|
||||
|
||||
internal int DeferredDespawnTick;
|
||||
// Temporary until we make this a list
|
||||
internal ulong TargetClientId;
|
||||
|
||||
internal bool IsDistributedAuthority;
|
||||
|
||||
internal const byte ClientTargetedDestroy = 0x01;
|
||||
|
||||
internal bool IsTargetedDestroy
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetFlag(ClientTargetedDestroy);
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
SetFlag(value, ClientTargetedDestroy);
|
||||
}
|
||||
}
|
||||
|
||||
private bool GetFlag(int flag)
|
||||
{
|
||||
return (m_DestroyFlags & flag) != 0;
|
||||
}
|
||||
|
||||
private void SetFlag(bool set, byte flag)
|
||||
{
|
||||
if (set) { m_DestroyFlags = (byte)(m_DestroyFlags | flag); }
|
||||
else { m_DestroyFlags = (byte)(m_DestroyFlags & ~flag); }
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
if (IsDistributedAuthority)
|
||||
{
|
||||
writer.WriteByteSafe(m_DestroyFlags);
|
||||
|
||||
if (IsTargetedDestroy)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, TargetClientId);
|
||||
}
|
||||
BytePacker.WriteValueBitPacked(writer, DeferredDespawnTick);
|
||||
}
|
||||
writer.WriteValueSafe(DestroyGameObject);
|
||||
}
|
||||
|
||||
@@ -22,12 +69,25 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
reader.ReadByteSafe(out m_DestroyFlags);
|
||||
if (IsTargetedDestroy)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out TargetClientId);
|
||||
}
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out DeferredDespawnTick);
|
||||
}
|
||||
|
||||
reader.ReadValueSafe(out DestroyGameObject);
|
||||
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
return false;
|
||||
// Client-Server mode we always defer where in distributed authority mode we only defer if it is not a targeted destroy
|
||||
if (!networkManager.DistributedAuthorityMode || (networkManager.DistributedAuthorityMode && !IsTargetedDestroy))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -35,14 +95,80 @@ namespace Unity.Netcode
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
|
||||
|
||||
var networkObject = (NetworkObject)null;
|
||||
if (!networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// This is the same check and log message that happens inside OnDespawnObject, but we have to do it here
|
||||
return;
|
||||
// If this NetworkObject does not exist on this instance then exit early
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out networkObject))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out networkObject);
|
||||
if (!networkManager.DAHost && networkObject == null)
|
||||
{
|
||||
// If this NetworkObject does not exist on this instance then exit early
|
||||
return;
|
||||
}
|
||||
}
|
||||
// DANGO-TODO: This is just a quick way to foward despawn messages to the remaining clients
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||
{
|
||||
var message = new DestroyObjectMessage
|
||||
{
|
||||
NetworkObjectId = NetworkObjectId,
|
||||
DestroyGameObject = DestroyGameObject,
|
||||
IsDistributedAuthority = true,
|
||||
IsTargetedDestroy = IsTargetedDestroy,
|
||||
TargetClientId = TargetClientId, // Just always populate this value whether we write it or not
|
||||
DeferredDespawnTick = DeferredDespawnTick,
|
||||
};
|
||||
var ownerClientId = networkObject == null ? context.SenderId : networkObject.OwnerClientId;
|
||||
var clientIds = networkObject == null ? networkManager.ConnectedClientsIds.ToList() : networkObject.Observers.ToList();
|
||||
|
||||
foreach (var clientId in clientIds)
|
||||
{
|
||||
if (clientId == networkManager.LocalClientId || clientId == ownerClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
|
||||
}
|
||||
}
|
||||
|
||||
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize);
|
||||
networkManager.SpawnManager.OnDespawnObject(networkObject, DestroyGameObject);
|
||||
// If we are deferring the despawn, then add it to the deferred despawn queue
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (DeferredDespawnTick > 0)
|
||||
{
|
||||
// Clients always add it to the queue while DAHost will only add it to the queue if it is not a targeted destroy or it is and the target is the
|
||||
// DAHost client.
|
||||
if (!networkManager.DAHost || (networkManager.DAHost && (!IsTargetedDestroy || (IsTargetedDestroy && TargetClientId == 0))))
|
||||
{
|
||||
networkObject.DeferredDespawnTick = DeferredDespawnTick;
|
||||
var hasCallback = networkObject.OnDeferredDespawnComplete != null;
|
||||
networkManager.SpawnManager.DeferDespawnNetworkObject(NetworkObjectId, DeferredDespawnTick, hasCallback);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// If this is targeted and we are not the target, then just update our local observers for this object
|
||||
if (IsTargetedDestroy && TargetClientId != networkManager.LocalClientId && networkObject != null)
|
||||
{
|
||||
networkObject.Observers.Remove(TargetClientId);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (networkObject != null)
|
||||
{
|
||||
// Otherwise just despawn the NetworkObject right now
|
||||
networkManager.SpawnManager.OnDespawnObject(networkObject, DestroyGameObject);
|
||||
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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.CustomMessagingManager != null)
|
||||
{
|
||||
networkManager.CustomMessagingManager.InvokeNamedMessage(Hash, context.SenderId, m_ReceiveData, context.SerializedHeaderSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
193
Runtime/Messaging/Messages/NetworkTransformMessage.cs
Normal file
193
Runtime/Messaging/Messages/NetworkTransformMessage.cs
Normal file
@@ -0,0 +1,193 @@
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkTransform State Update Message
|
||||
/// </summary>
|
||||
internal struct NetworkTransformMessage : INetworkMessage
|
||||
{
|
||||
public int Version => 0;
|
||||
private const string k_Name = "NetworkTransformMessage";
|
||||
|
||||
internal NetworkTransform NetworkTransform;
|
||||
|
||||
// Only used for DAHost
|
||||
internal NetworkTransform.NetworkTransformState State;
|
||||
private FastBufferReader m_CurrentReader;
|
||||
|
||||
internal int BytesWritten;
|
||||
|
||||
private unsafe void CopyPayload(ref FastBufferWriter writer)
|
||||
{
|
||||
writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
|
||||
}
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (m_CurrentReader.IsInitialized)
|
||||
{
|
||||
CopyPayload(ref writer);
|
||||
}
|
||||
else
|
||||
{
|
||||
BytesWritten = NetworkTransform.SerializeMessage(writer, targetVersion);
|
||||
}
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
var networkManager = context.SystemOwner as NetworkManager;
|
||||
if (networkManager == null)
|
||||
{
|
||||
Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
|
||||
return false;
|
||||
}
|
||||
var currentPosition = reader.Position;
|
||||
var networkObjectId = (ulong)0;
|
||||
var networkBehaviourId = 0;
|
||||
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out networkObjectId);
|
||||
var isSpawnedLocally = networkManager.SpawnManager.SpawnedObjects.ContainsKey(networkObjectId);
|
||||
|
||||
// Only defer if the NetworkObject is not spawned yet and the local NetworkManager is not running as a DAHost.
|
||||
if (!isSpawnedLocally && !networkManager.DAHost)
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, networkObjectId, reader, ref context, k_Name);
|
||||
return false;
|
||||
}
|
||||
|
||||
// While the below check and assignment might seem out of place, this is specific to running in DAHost mode when a NetworkObject is
|
||||
// hidden from the DAHost but is visible to other clients. Since the DAHost needs to forward updates to the clients, we ignore processing
|
||||
// this message locally
|
||||
var networkObject = (NetworkObject)null;
|
||||
var isServerAuthoritative = false;
|
||||
var ownerAuthoritativeServerSide = false;
|
||||
|
||||
// Get the behaviour index
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out networkBehaviourId);
|
||||
|
||||
if (isSpawnedLocally)
|
||||
{
|
||||
networkObject = networkManager.SpawnManager.SpawnedObjects[networkObjectId];
|
||||
// Get the target NetworkTransform
|
||||
NetworkTransform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform;
|
||||
isServerAuthoritative = NetworkTransform.IsServerAuthoritative();
|
||||
ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
|
||||
|
||||
reader.ReadNetworkSerializableInPlace(ref NetworkTransform.InboundState);
|
||||
NetworkTransform.InboundState.LastSerializedSize = reader.Position - currentPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Deserialize the state
|
||||
reader.ReadNetworkSerializableInPlace(ref State);
|
||||
}
|
||||
|
||||
unsafe
|
||||
{
|
||||
if (ownerAuthoritativeServerSide)
|
||||
{
|
||||
var targetCount = 1;
|
||||
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
|
||||
}
|
||||
|
||||
var targetIds = stackalloc ulong[targetCount];
|
||||
|
||||
if (networkManager.DistributedAuthorityMode && networkManager.DAHost)
|
||||
{
|
||||
var targetId = (ulong)0;
|
||||
for (int i = 0; i < targetCount; i++)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(reader, out targetId);
|
||||
targetIds[i] = targetId;
|
||||
}
|
||||
|
||||
if (!isSpawnedLocally)
|
||||
{
|
||||
// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
|
||||
ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
|
||||
}
|
||||
}
|
||||
|
||||
var ownerClientId = (ulong)0;
|
||||
|
||||
if (networkObject != null)
|
||||
{
|
||||
ownerClientId = networkObject.OwnerClientId;
|
||||
if (ownerClientId == NetworkManager.ServerClientId)
|
||||
{
|
||||
// Ownership must have changed, ignore any additional pending messages that might have
|
||||
// come from a previous owner client.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (networkManager.DAHost)
|
||||
{
|
||||
// Specific to distributed authority mode, the only sender of state updates will be the owner
|
||||
ownerClientId = context.SenderId;
|
||||
}
|
||||
|
||||
var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
|
||||
|
||||
// Forward the state update if there are any remote clients to foward it to
|
||||
if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
|
||||
{
|
||||
var clientCount = networkManager.DistributedAuthorityMode ? targetCount : networkManager.ConnectionManager.ConnectedClientsList.Count;
|
||||
if (clientCount == 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is only to copy the existing and already serialized struct for forwarding purposes only.
|
||||
// This will not include any changes made to this struct at this particular stage of processing the message.
|
||||
var currentMessage = this;
|
||||
// Create a new reader that replicates this message
|
||||
currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
|
||||
// Rewind the new reader to the beginning of the message's payload
|
||||
currentMessage.m_CurrentReader.Seek(currentPosition);
|
||||
// Forward the message to all connected clients that are observers of the associated NetworkObject
|
||||
|
||||
for (int i = 0; i < clientCount; i++)
|
||||
{
|
||||
var clientId = networkManager.DistributedAuthorityMode ? targetIds[i] : networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
|
||||
if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) ||
|
||||
(!networkManager.DistributedAuthorityMode && !networkObject.Observers.Contains(clientId)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
|
||||
}
|
||||
// Dispose of the reader used for forwarding
|
||||
currentMessage.m_CurrentReader.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = context.SystemOwner as NetworkManager;
|
||||
// Only if the local NetworkManager instance is running as the DAHost we just exit if there is no local
|
||||
// NetworkTransform component to apply the state update to (i.e. it is hidden from the DAHost and it
|
||||
// just forwarded the state update to any other connected client)
|
||||
if (networkManager.DAHost && NetworkTransform == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (NetworkTransform == null)
|
||||
{
|
||||
Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
|
||||
return;
|
||||
}
|
||||
NetworkTransform.TransformStateUpdate(context.SenderId);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Runtime/Messaging/Messages/NetworkTransformMessage.cs.meta
Normal file
11
Runtime/Messaging/Messages/NetworkTransformMessage.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dcfc8ac43fef97e42adb19b998d70c37
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -23,6 +23,10 @@ namespace Unity.Netcode
|
||||
|
||||
private FastBufferReader m_ReceivedNetworkVariableData;
|
||||
|
||||
private const string k_Name = "NetworkVariableDeltaMessage";
|
||||
|
||||
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||
// Worth either merging or more cleanly separating these codepaths.
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
|
||||
@@ -30,15 +34,26 @@ namespace Unity.Netcode
|
||||
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}");
|
||||
}
|
||||
|
||||
var obj = NetworkBehaviour.NetworkObject;
|
||||
var networkManager = obj.NetworkManagerOwner;
|
||||
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
|
||||
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
if (!DeliveryMappedNetworkVariableIndex.Contains(i))
|
||||
{
|
||||
// This var does not belong to the currently iterating delivery group.
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
BytePacker.WriteValueBitPacked(writer, (ushort)0);
|
||||
}
|
||||
@@ -54,7 +69,8 @@ namespace Unity.Netcode
|
||||
var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
|
||||
var shouldWrite = networkVariable.IsDirty() &&
|
||||
networkVariable.CanClientRead(TargetClientId) &&
|
||||
(NetworkBehaviour.NetworkManager.IsServer || networkVariable.CanClientWrite(NetworkBehaviour.NetworkManager.LocalClientId));
|
||||
(networkManager.IsServer || networkVariable.CanClientWrite(networkManager.LocalClientId)) &&
|
||||
networkVariable.CanSend();
|
||||
|
||||
// Prevent the server from writing to the client that owns a given NetworkVariable
|
||||
// Allowing the write would send an old value to the client and cause jitter
|
||||
@@ -67,14 +83,21 @@ 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]
|
||||
.Contains(NetworkBehaviour.NetworkObject))
|
||||
if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
|
||||
networkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
|
||||
.Contains(obj))
|
||||
{
|
||||
shouldWrite = false;
|
||||
}
|
||||
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
}
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
if (!shouldWrite)
|
||||
{
|
||||
@@ -88,9 +111,9 @@ namespace Unity.Netcode
|
||||
|
||||
if (shouldWrite)
|
||||
{
|
||||
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
var tempWriter = new FastBufferWriter(MessagingSystem.NON_FRAGMENTED_MESSAGE_MAX_SIZE, Allocator.Temp, MessagingSystem.FRAGMENTED_MESSAGE_MAX_SIZE);
|
||||
var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
|
||||
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
|
||||
BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
|
||||
|
||||
@@ -103,12 +126,30 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
// DANGO-TODO:
|
||||
// Complex types with custom type serialization (either registered custom types or INetworkSerializable implementations) will be problematic
|
||||
// Non-complex types always provide a full state update per delta
|
||||
// DANGO-TODO: Add NetworkListEvent<T>.EventType awareness to the cloud-state server
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
var size_marker = writer.Position;
|
||||
writer.WriteValueSafe<ushort>(0);
|
||||
var start_marker = writer.Position;
|
||||
networkVariable.WriteDelta(writer);
|
||||
var end_marker = writer.Position;
|
||||
writer.Seek(size_marker);
|
||||
var size = end_marker - start_marker;
|
||||
writer.WriteValueSafe((ushort)size);
|
||||
writer.Seek(end_marker);
|
||||
}
|
||||
else
|
||||
{
|
||||
networkVariable.WriteDelta(writer);
|
||||
}
|
||||
}
|
||||
|
||||
NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
|
||||
TargetClientId,
|
||||
NetworkBehaviour.NetworkObject,
|
||||
obj,
|
||||
networkVariable.Name,
|
||||
NetworkBehaviour.__getTypeName(),
|
||||
writer.Length - startingSize);
|
||||
@@ -126,6 +167,8 @@ namespace Unity.Netcode
|
||||
return true;
|
||||
}
|
||||
|
||||
// DANGO-TODO: Made some modifications here that overlap/won't play nice with EnsureNetworkVariableLenghtSafety.
|
||||
// Worth either merging or more cleanly separating these codepaths.
|
||||
public void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
@@ -143,10 +186,29 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableCount);
|
||||
if (variableCount != networkBehaviour.NetworkVariableFields.Count)
|
||||
{
|
||||
UnityEngine.Debug.LogError("Variable count mismatch");
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
|
||||
{
|
||||
int varSize = 0;
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
m_ReceivedNetworkVariableData.ReadValueSafe(out ushort variableSize);
|
||||
varSize = variableSize;
|
||||
|
||||
if (varSize == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
{
|
||||
ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
|
||||
|
||||
@@ -198,6 +260,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
int readStartPos = m_ReceivedNetworkVariableData.Position;
|
||||
|
||||
// Read Delta so we also notify any subscribers to a change in the NetworkVariable
|
||||
networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
|
||||
|
||||
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
|
||||
@@ -207,8 +270,7 @@ namespace Unity.Netcode
|
||||
networkBehaviour.__getTypeName(),
|
||||
context.MessageSize);
|
||||
|
||||
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
|
||||
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
|
||||
{
|
||||
@@ -234,7 +296,10 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context);
|
||||
// DANGO-TODO: Fix me!
|
||||
// When a client-spawned NetworkObject is despawned by the owner client, the owner client will still get messages for deltas and cause this to
|
||||
// log a warning. The issue is primarily how NetworkVariables handle updating and will require some additional re-factoring.
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, m_ReceivedNetworkVariableData, ref context, k_Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,6 +6,8 @@ namespace Unity.Netcode
|
||||
{
|
||||
public int Version => 0;
|
||||
|
||||
private const string k_Name = "DestroyObjectMessage";
|
||||
|
||||
public ulong NetworkObjectId;
|
||||
|
||||
private byte m_BitField;
|
||||
@@ -33,6 +35,12 @@ namespace Unity.Netcode
|
||||
set => ByteUtility.SetBit(ref m_BitField, 2, value);
|
||||
}
|
||||
|
||||
public bool AuthorityApplied
|
||||
{
|
||||
get => ByteUtility.GetBit(m_BitField, 3);
|
||||
set => ByteUtility.SetBit(ref m_BitField, 3, value);
|
||||
}
|
||||
|
||||
// These additional properties are used to synchronize clients with the current position,
|
||||
// rotation, and scale after parenting/de-parenting (world/local space relative). This
|
||||
// allows users to control the final child's transform values without having to have a
|
||||
@@ -83,9 +91,10 @@ namespace Unity.Netcode
|
||||
reader.ReadValueSafe(out Rotation);
|
||||
reader.ReadValueSafe(out Scale);
|
||||
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
|
||||
// If the target NetworkObject does not exist =or= the target latest parent does not exist then defer the message
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId) || (LatestParent.HasValue && !networkManager.SpawnManager.SpawnedObjects.ContainsKey(LatestParent.Value)))
|
||||
{
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
|
||||
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
@@ -95,6 +104,16 @@ namespace Unity.Netcode
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
|
||||
|
||||
// For either DA or Client-Server modes, parenting is only valid if the parent was owned by a different authority (i.e. AuthorityApplied) or the sender is from the owner (DA mode)
|
||||
// or the server (client-server mode).
|
||||
networkObject.AuthorityAppliedParenting = AuthorityApplied || context.SenderId == networkObject.OwnerClientId || context.SenderId == NetworkManager.ServerClientId;
|
||||
if (!networkObject.AuthorityAppliedParenting && networkManager.LogLevel <= LogLevel.Normal)
|
||||
{
|
||||
NetworkLog.LogWarningServer($"Client-{context.SenderId} sent a ParentSyncMessage but is not the authority of {networkObject.gameObject.name}'s {nameof(NetworkObject)} component!");
|
||||
// DANGO-TODO: Still determining if we should not apply this change (I am leaning towards not allowing it).
|
||||
}
|
||||
|
||||
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
|
||||
networkObject.ApplyNetworkParenting(RemoveParent);
|
||||
|
||||
@@ -111,6 +130,30 @@ namespace Unity.Netcode
|
||||
networkObject.transform.rotation = Rotation;
|
||||
}
|
||||
networkObject.transform.localScale = Scale;
|
||||
|
||||
// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
|
||||
if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
|
||||
{
|
||||
var size = 0;
|
||||
var message = this;
|
||||
|
||||
foreach (var client in networkManager.ConnectedClients)
|
||||
{
|
||||
if (client.Value.ClientId == networkObject.OwnerClientId || client.Value.ClientId == networkManager.LocalClientId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
|
||||
{
|
||||
size = networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
|
||||
networkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[DAHost][ParentingProxy] Client-{client.Value.ClientId} has no visibility to {networkObject.name}!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
83
Runtime/Messaging/Messages/ProxyMessage.cs
Normal file
83
Runtime/Messaging/Messages/ProxyMessage.cs
Normal file
@@ -0,0 +1,83 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
internal struct ProxyMessage : INetworkMessage
|
||||
{
|
||||
public NativeArray<ulong> TargetClientIds;
|
||||
public NetworkDelivery Delivery;
|
||||
public RpcMessage WrappedMessage;
|
||||
|
||||
// Version of ProxyMessage and RpcMessage must always match.
|
||||
// If ProxyMessage needs to change, increment RpcMessage's version
|
||||
public int Version => new RpcMessage().Version;
|
||||
|
||||
public void Serialize(FastBufferWriter writer, int targetVersion)
|
||||
{
|
||||
writer.WriteValueSafe(TargetClientIds);
|
||||
BytePacker.WriteValuePacked(writer, Delivery);
|
||||
WrappedMessage.Serialize(writer, targetVersion);
|
||||
}
|
||||
|
||||
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
|
||||
{
|
||||
reader.ReadValueSafe(out TargetClientIds, Allocator.Temp);
|
||||
ByteUnpacker.ReadValuePacked(reader, out Delivery);
|
||||
WrappedMessage = new RpcMessage();
|
||||
WrappedMessage.Deserialize(reader, ref context, receivedMessageVersion);
|
||||
return true;
|
||||
}
|
||||
|
||||
public unsafe void Handle(ref NetworkContext context)
|
||||
{
|
||||
var networkManager = (NetworkManager)context.SystemOwner;
|
||||
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
|
||||
{
|
||||
// With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
|
||||
// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
|
||||
// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
|
||||
if (networkManager.DistributedAuthorityMode)
|
||||
{
|
||||
if (networkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
|
||||
}
|
||||
}
|
||||
|
||||
var observers = networkObject.Observers;
|
||||
|
||||
var nonServerIds = new NativeList<ulong>(Allocator.Temp);
|
||||
for (var i = 0; i < TargetClientIds.Length; ++i)
|
||||
{
|
||||
if (!observers.Contains(TargetClientIds[i]))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (TargetClientIds[i] == NetworkManager.ServerClientId)
|
||||
{
|
||||
WrappedMessage.Handle(ref context);
|
||||
}
|
||||
else
|
||||
{
|
||||
nonServerIds.Add(TargetClientIds[i]);
|
||||
}
|
||||
}
|
||||
|
||||
WrappedMessage.WriteBuffer = new FastBufferWriter(WrappedMessage.ReadBuffer.Length, Allocator.Temp);
|
||||
|
||||
using (WrappedMessage.WriteBuffer)
|
||||
{
|
||||
WrappedMessage.WriteBuffer.WriteBytesSafe(WrappedMessage.ReadBuffer.GetUnsafePtr(), WrappedMessage.ReadBuffer.Length);
|
||||
networkManager.MessageManager.SendMessage(ref WrappedMessage, Delivery, nonServerIds);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user