7 Commits

Author SHA1 Message Date
Unity Technologies
a813ba0dd6 com.unity.netcode.gameobjects@2.0.0-pre.3
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [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)
- 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)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- 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)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception.  (#2962)

### Changed

- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
2024-07-23 00:00:00 +00:00
Unity Technologies
c813386c5c com.unity.netcode.gameobjects@2.0.0-pre.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.2] - 2024-06-17

### Added

- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
- 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)
- 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)
- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
- 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)
- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- 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)

### Changed

- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- 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)
2024-06-17 00:00:00 +00:00
Unity Technologies
ed38a4dcc2 com.unity.netcode.gameobjects@2.0.0-pre.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.1] - 2024-06-17

### Added

- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- 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)

### Changed

- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- 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)
2024-06-17 00:00:00 +00:00
Unity Technologies
36d539e265 com.unity.netcode.gameobjects@2.0.0-exp.5
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-exp.5] - 2024-06-03

### 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)
2024-06-03 00:00:00 +00:00
Unity Technologies
63c7e4c78a com.unity.netcode.gameobjects@2.0.0-exp.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- 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)
- 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)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- 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)
- 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)

### 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)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
2024-05-31 00:00:00 +00:00
Unity Technologies
143a6cbd34 com.unity.netcode.gameobjects@2.0.0-exp.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [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)
  - 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:
      - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
      - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
  - Provides additional public methods:
    - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `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).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `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).
    - `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).
    - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
    - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
    - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
    - `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)
- 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)
- 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 authomatically the owner of the spawned object). (#2863)
  - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- 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)
- 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)
  - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- 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)
- 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)
- 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)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- 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)
- 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)
2024-04-02 00:00:00 +00:00
Unity Technologies
f8ebf679ec com.unity.netcode.gameobjects@1.8.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.8.1] - 2024-02-05

### Fixed

- Fixed a compile error when compiling for IL2CPP targets when using the new `[Rpc]` attribute. (#2824)
2024-02-05 00:00:00 +00:00
279 changed files with 24585 additions and 4526 deletions

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@@ -6,6 +6,204 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [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)
- 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)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- 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)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception. (#2962)
### Changed
- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
## [2.0.0-pre.2] - 2024-06-17
### Added
- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of `NetworkVariable` values, allowing for more responsive gameplay. (#2957)
- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms. (#2957)
- 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)
- 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)
- Added virtual method `NetworkVariableBase.OnInitialize` which can be used by `NetworkVariable` subclasses to add initialization code. (#2957)
- Added `NetworkTime.TickWithPartial`, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
- 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)
- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)
### Fixed
- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- 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)
### Changed
- Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2957)
- Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2957)
- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- 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)
## [2.0.0-exp.5] - 2024-06-03
### 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)
### Changed
- 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)
## [2.0.0-exp.4] - 2024-05-31
### Added
- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- 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)
- 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)
### Fixed
- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- 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)
- 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)
### 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)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
## [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)
- 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:
- Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
- Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
- Provides additional public methods:
- `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `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).
- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `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).
- `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).
- `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
- `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
- `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
- `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)
- 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)
- 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)
- This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- 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)
- 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)
- This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- 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)
- 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)
- 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)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- 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)
- 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)
## [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 ## [1.8.0] - 2023-12-12
### Added ### Added

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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"
}
]
}

View File

@@ -21,6 +21,7 @@ namespace Unity.Netcode.Editor.CodeGen
public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll"; public const string NetcodeModuleName = "Unity.Netcode.Runtime.dll";
public const string RuntimeAssemblyName = "Unity.Netcode.Runtime"; 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 NetworkBehaviour_FullName = typeof(NetworkBehaviour).FullName;
public static readonly string INetworkMessage_FullName = typeof(INetworkMessage).FullName; public static readonly string INetworkMessage_FullName = typeof(INetworkMessage).FullName;

View File

@@ -17,7 +17,7 @@ namespace Unity.Netcode.Editor.CodeGen
{ {
public override ILPPInterface GetInstance() => this; 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>(); private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();

View File

@@ -27,10 +27,48 @@ namespace Unity.Netcode.Editor.CodeGen
public override ILPPInterface GetInstance() => this; public override ILPPInterface GetInstance() => this;
public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName); public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName ||
compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>(); private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
public void AddWrappedType(TypeReference wrappedType)
{
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
var resolved = wrappedType.Resolve();
if (resolved != null)
{
if (resolved.FullName == "System.Collections.Generic.List`1")
{
AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
}
if (resolved.FullName == "System.Collections.Generic.HashSet`1")
{
AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
}
else if (resolved.FullName == "System.Collections.Generic.Dictionary`2")
{
AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[1]);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
else if (resolved.FullName == "Unity.Collections.NativeHashSet`1")
{
AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
}
else if (resolved.FullName == "Unity.Collections.NativeHashMap`2")
{
AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[1]);
}
#endif
}
}
}
public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly) public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
{ {
if (!WillProcess(compiledAssembly)) if (!WillProcess(compiledAssembly))
@@ -87,10 +125,7 @@ namespace Unity.Netcode.Editor.CodeGen
if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute)) if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
{ {
var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value); var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType)) AddWrappedType(wrappedType);
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
} }
} }
@@ -101,10 +136,7 @@ namespace Unity.Netcode.Editor.CodeGen
if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute)) if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
{ {
var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value); var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType)) AddWrappedType(wrappedType);
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
} }
} }
} }
@@ -241,6 +273,36 @@ namespace Unity.Netcode.Editor.CodeGen
serializeMethod?.GenericArguments.Add(wrappedType); serializeMethod?.GenericArguments.Add(wrappedType);
equalityMethod.GenericArguments.Add(wrappedType); equalityMethod.GenericArguments.Add(wrappedType);
} }
else if (type.Resolve().FullName == "System.Collections.Generic.List`1")
{
var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef);
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef);
serializeMethod.GenericArguments.Add(wrappedType);
equalityMethod.GenericArguments.Add(wrappedType);
}
else if (type.Resolve().FullName == "System.Collections.Generic.HashSet`1")
{
var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef);
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef);
serializeMethod.GenericArguments.Add(wrappedType);
equalityMethod.GenericArguments.Add(wrappedType);
}
else if (type.Resolve().FullName == "System.Collections.Generic.Dictionary`2")
{
var wrappedKeyType = ((GenericInstanceType)type).GenericArguments[0];
var wrappedValType = ((GenericInstanceType)type).GenericArguments[1];
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef);
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef);
serializeMethod.GenericArguments.Add(wrappedKeyType);
serializeMethod.GenericArguments.Add(wrappedValType);
equalityMethod.GenericArguments.Add(wrappedKeyType);
equalityMethod.GenericArguments.Add(wrappedValType);
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
else if (type.Resolve().FullName == "Unity.Collections.NativeList`1") else if (type.Resolve().FullName == "Unity.Collections.NativeList`1")
{ {
@@ -267,12 +329,30 @@ namespace Unity.Netcode.Editor.CodeGen
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef); equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef);
} }
if (serializeMethod != null) serializeMethod?.GenericArguments.Add(wrappedType);
{
serializeMethod.GenericArguments.Add(wrappedType);
}
equalityMethod.GenericArguments.Add(wrappedType); equalityMethod.GenericArguments.Add(wrappedType);
} }
else if (type.Resolve().FullName == "Unity.Collections.NativeHashSet`1")
{
var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef);
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef);
serializeMethod.GenericArguments.Add(wrappedType);
equalityMethod.GenericArguments.Add(wrappedType);
}
else if (type.Resolve().FullName == "Unity.Collections.NativeHashMap`2")
{
var wrappedKeyType = ((GenericInstanceType)type).GenericArguments[0];
var wrappedValType = ((GenericInstanceType)type).GenericArguments[1];
serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef);
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef);
serializeMethod.GenericArguments.Add(wrappedKeyType);
serializeMethod.GenericArguments.Add(wrappedValType);
equalityMethod.GenericArguments.Add(wrappedKeyType);
equalityMethod.GenericArguments.Add(wrappedValType);
}
#endif #endif
else if (type.IsValueType) else if (type.IsValueType)
{ {
@@ -329,6 +409,7 @@ namespace Unity.Netcode.Editor.CodeGen
} }
else else
{ {
m_Diagnostics.AddError($"{type}: Managed type in NetworkVariable must implement IEquatable<{type}>");
equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef); equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef);
} }
@@ -398,7 +479,12 @@ namespace Unity.Netcode.Editor.CodeGen
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef;
#endif #endif
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef;
@@ -415,7 +501,12 @@ namespace Unity.Netcode.Editor.CodeGen
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef;
#endif #endif
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef;
private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef; private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef;
private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor; private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor;
@@ -631,7 +722,7 @@ namespace Unity.Netcode.Editor.CodeGen
continue; continue;
} }
if (networkVariableSerializationTypesTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableSerializationTypes)) if (networkVariableSerializationTypesTypeDef == null && netcodeTypeDef.Name == nameof(NetworkVariableSerializationTypedInitializers))
{ {
networkVariableSerializationTypesTypeDef = netcodeTypeDef; networkVariableSerializationTypesTypeDef = netcodeTypeDef;
continue; continue;
@@ -822,7 +913,7 @@ namespace Unity.Netcode.Editor.CodeGen
break; break;
} }
} }
m_UniversalRpcParams_TypeRef = moduleDefinition.ImportReference(rpcParamsTypeDef); m_UniversalRpcParams_TypeRef = moduleDefinition.ImportReference(universalRpcParamsTypeDef);
foreach (var fieldDef in rpcParamsTypeDef.Fields) foreach (var fieldDef in rpcParamsTypeDef.Fields)
{ {
switch (fieldDef.Name) switch (fieldDef.Name)
@@ -917,73 +1008,103 @@ namespace Unity.Netcode.Editor.CodeGen
switch (method.Name) switch (method.Name)
{ {
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpy): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpy):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpy_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyArray): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpyArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyArray_MethodRef = method;
break; break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedByMemcpyList): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedByMemcpyList):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedByMemcpyList_MethodRef = method;
break; break;
#endif #endif
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializable): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializable):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializable_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableArray): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializableArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef = method;
break; break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableList): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_UnmanagedINetworkSerializableList):
m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_NativeHashSet):
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_NativeHashMap):
m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef = method;
break;
#endif #endif
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_ManagedINetworkSerializable): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_List):
m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_HashSet):
m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_Dictionary):
m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_ManagedINetworkSerializable):
m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedString): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedString):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringArray): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedStringArray):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef = method;
break; break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeSerializer_FixedStringList): case nameof(NetworkVariableSerializationTypedInitializers.InitializeSerializer_FixedStringList):
m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringList_MethodRef = method;
break; break;
#endif #endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedIEquatable): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_ManagedIEquatable):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedIEquatable_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatable): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatable):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatable_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableArray): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatableArray):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableArray_MethodRef = method;
break; break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableList): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedIEquatableList):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_NativeHashSet):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_NativeHashMap):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef = method;
break;
#endif #endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEquals): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_List):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_HashSet):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_Dictionary):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef = method;
break;
case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEquals):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
break; break;
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsArray): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEqualsArray):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef = method;
break; break;
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT #if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEqualsList): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_UnmanagedValueEqualsList):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef = method;
break; break;
#endif #endif
case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_ManagedClassEquals): case nameof(NetworkVariableSerializationTypedInitializers.InitializeEqualityChecker_ManagedClassEquals):
m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef = method; m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef = method;
break; break;
} }
@@ -1246,10 +1367,7 @@ namespace Unity.Netcode.Editor.CodeGen
continue; continue;
} }
var wrappedType = genericInstanceType.GenericArguments[idx]; var wrappedType = genericInstanceType.GenericArguments[idx];
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType)) AddWrappedType(wrappedType);
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
} }
} }
} }
@@ -1282,10 +1400,7 @@ namespace Unity.Netcode.Editor.CodeGen
continue; continue;
} }
var wrappedType = genericInstanceType.GenericArguments[idx]; var wrappedType = genericInstanceType.GenericArguments[idx];
if (!m_WrappedNetworkVariableTypes.Contains(wrappedType)) AddWrappedType(wrappedType);
{
m_WrappedNetworkVariableTypes.Add(wrappedType);
}
} }
} }
} }

View File

@@ -19,7 +19,7 @@ namespace Unity.Netcode.Editor.Configuration
{ {
// First parameter is the path in the Settings window. // 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. // 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", label = "Netcode for GameObjects",
keywords = new[] { "netcode", "editor" }, keywords = new[] { "netcode", "editor" },

View File

@@ -1,6 +1,3 @@
#if UNITY_2022_3_OR_NEWER && (RELAY_SDK_INSTALLED && !UNITY_WEBGL ) || (RELAY_SDK_INSTALLED && UNITY_WEBGL && UTP_TRANSPORT_2_0_ABOVE)
#define RELAY_INTEGRATION_AVAILABLE
#endif
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
@@ -33,7 +30,9 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_ProtocolVersionProperty; private SerializedProperty m_ProtocolVersionProperty;
private SerializedProperty m_NetworkTransportProperty; private SerializedProperty m_NetworkTransportProperty;
private SerializedProperty m_TickRateProperty; 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_ClientConnectionBufferTimeoutProperty;
private SerializedProperty m_ConnectionApprovalProperty; private SerializedProperty m_ConnectionApprovalProperty;
private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty; private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
@@ -41,37 +40,20 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_EnableSceneManagementProperty; private SerializedProperty m_EnableSceneManagementProperty;
private SerializedProperty m_RecycleNetworkIdsProperty; private SerializedProperty m_RecycleNetworkIdsProperty;
private SerializedProperty m_NetworkIdRecycleDelayProperty; private SerializedProperty m_NetworkIdRecycleDelayProperty;
private SerializedProperty m_SpawnTimeOutProperty;
private SerializedProperty m_RpcHashSizeProperty; private SerializedProperty m_RpcHashSizeProperty;
private SerializedProperty m_LoadSceneTimeOutProperty; private SerializedProperty m_LoadSceneTimeOutProperty;
private SerializedProperty m_PrefabsList; private SerializedProperty m_PrefabsList;
private SerializedProperty m_NetworkProfileMetrics;
private SerializedProperty m_NetworkMessageMetrics;
private NetworkManager m_NetworkManager; private NetworkManager m_NetworkManager;
private bool m_Initialized; private bool m_Initialized;
private readonly List<Type> m_TransportTypes = new List<Type>(); private readonly List<Type> m_TransportTypes = new List<Type>();
private string[] m_TransportNames = { "Select transport..." }; private string[] m_TransportNames = { "Select transport..." };
/// <inheritdoc/>
public override void OnInspectorGUI()
{
Initialize();
CheckNullProperties();
#if !MULTIPLAYER_TOOLS
DrawInstallMultiplayerToolsTip();
#endif
if (m_NetworkManager.IsServer || m_NetworkManager.IsClient)
{
DrawDisconnectButton();
}
else
{
DrawAllPropertyFields();
ShowStartConnectionButtons();
}
}
private void ReloadTransports() private void ReloadTransports()
{ {
m_TransportTypes.Clear(); m_TransportTypes.Clear();
@@ -120,15 +102,27 @@ namespace Unity.Netcode.Editor
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion"); m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport"); m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate"); 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_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval"); m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety"); m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs"); m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds"); m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay"); 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_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 m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs)) .FindPropertyRelative(nameof(NetworkConfig.Prefabs))
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists)); .FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
@@ -148,96 +142,55 @@ namespace Unity.Netcode.Editor
m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion"); m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport"); m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate"); 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_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval"); m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety"); m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs"); m_ForceSamePrefabsProperty = m_NetworkConfigProperty.FindPropertyRelative("ForceSamePrefabs");
m_EnableSceneManagementProperty = m_NetworkConfigProperty.FindPropertyRelative("EnableSceneManagement");
m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds"); m_RecycleNetworkIdsProperty = m_NetworkConfigProperty.FindPropertyRelative("RecycleNetworkIds");
m_NetworkIdRecycleDelayProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkIdRecycleDelay"); 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_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 m_PrefabsList = m_NetworkConfigProperty
.FindPropertyRelative(nameof(NetworkConfig.Prefabs)) .FindPropertyRelative(nameof(NetworkConfig.Prefabs))
.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists)); .FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
} }
private void DrawAllPropertyFields() /// <inheritdoc/>
public override void OnInspectorGUI()
{
Initialize();
CheckNullProperties();
#if !MULTIPLAYER_TOOLS
DrawInstallMultiplayerToolsTip();
#endif
if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
{ {
serializedObject.Update(); serializedObject.Update();
EditorGUILayout.PropertyField(m_RunInBackgroundProperty); EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
EditorGUILayout.PropertyField(m_LogLevelProperty); EditorGUILayout.PropertyField(m_LogLevelProperty);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_PlayerPrefabProperty);
EditorGUILayout.Space();
DrawPrefabListField();
EditorGUILayout.Space(); EditorGUILayout.Space();
EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
EditorGUILayout.LabelField("General", EditorStyles.boldLabel); #if MULTIPLAYER_SERVICES_SDK_INSTALLED
EditorGUILayout.PropertyField(m_ProtocolVersionProperty); EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
DrawTransportField();
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.PropertyField(m_EnableSceneManagementProperty);
using (new EditorGUI.DisabledScope(!m_NetworkManager.NetworkConfig.EnableSceneManagement))
{
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
}
serializedObject.ApplyModifiedProperties();
}
private void DrawTransportField()
{
#if RELAY_INTEGRATION_AVAILABLE
var useRelay = EditorPrefs.GetBool(k_UseEasyRelayIntegrationKey, false);
#else
var useRelay = false;
#endif #endif
EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
if (useRelay)
{
EditorGUILayout.HelpBox("Test connection with relay is enabled, so the default Unity Transport will be used", MessageType.Info);
GUI.enabled = false;
EditorGUILayout.PropertyField(m_NetworkTransportProperty); EditorGUILayout.PropertyField(m_NetworkTransportProperty);
GUI.enabled = true;
return;
}
EditorGUILayout.PropertyField(m_NetworkTransportProperty);
if (m_NetworkTransportProperty.objectReferenceValue == null) 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); EditorGUILayout.HelpBox("You have no transport selected. A transport is required for netcode to work. Which one do you want?", MessageType.Warning);
@@ -254,49 +207,101 @@ namespace Unity.Netcode.Editor
Repaint(); 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);
#if RELAY_INTEGRATION_AVAILABLE EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
private readonly string k_UseEasyRelayIntegrationKey = "NetworkManagerUI_UseRelay_" + Application.dataPath.GetHashCode(); #if MULTIPLAYER_TOOLS
private string m_JoinCode = ""; EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
private string m_StartConnectionError = null;
private string m_Region = "";
// wait for next frame so that ImGui finishes the current frame
private static void RunNextFrame(Action action) => EditorApplication.delayCall += () => action();
#endif #endif
private void ShowStartConnectionButtons() EditorGUILayout.Space();
{ EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
EditorGUILayout.LabelField("Start Connection", EditorStyles.boldLabel); EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
EditorGUILayout.PropertyField(m_PlayerPrefabProperty, new GUIContent("Default Player Prefab"));
#if RELAY_INTEGRATION_AVAILABLE if (m_NetworkManager.NetworkConfig.HasOldPrefabList())
// use editor prefs to persist the setting when entering / leaving play mode / exiting Unity {
var useRelay = EditorPrefs.GetBool(k_UseEasyRelayIntegrationKey, false); EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
GUILayout.BeginHorizontal(); if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
useRelay = GUILayout.Toggle(useRelay, "Try Relay in the Editor"); {
// Default directory
var directory = "Assets/";
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
if (assetPath == "")
{
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
}
var icon = EditorGUIUtility.IconContent("_Help"); if (assetPath != "")
icon.tooltip = "This will help you test relay in the Editor. Click here to know how to integrate Relay in your build";
if (GUILayout.Button(icon, GUIStyle.none, GUILayout.Width(20)))
{ {
Application.OpenURL("https://docs-multiplayer.unity3d.com/netcode/current/relay/"); directory = Path.GetDirectoryName(assetPath);
} }
GUILayout.EndHorizontal(); else
EditorPrefs.SetBool(k_UseEasyRelayIntegrationKey, useRelay);
if (useRelay && !Application.isPlaying && !CloudProjectSettings.projectBound)
{ {
EditorGUILayout.HelpBox("To use relay, you need to setup your project in the Project Settings in the Services section.", MessageType.Warning); #if UNITY_2021_1_OR_NEWER
if (GUILayout.Button("Open Project settings")) var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
{
SettingsService.OpenProjectSettings("Project/Services");
}
}
#else #else
var useRelay = false; var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
#endif #endif
if (prefabStage != null)
{
var prefabPath = prefabStage.assetPath;
if (!string.IsNullOrEmpty(prefabPath))
{
directory = Path.GetDirectoryName(prefabPath);
}
}
if (m_NetworkManager.gameObject.scene != null)
{
var scenePath = m_NetworkManager.gameObject.scene.path;
if (!string.IsNullOrEmpty(scenePath))
{
directory = Path.GetDirectoryName(scenePath);
}
}
}
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
Debug.Log("Saving migrated Network Prefabs List to " + path);
AssetDatabase.CreateAsset(networkPrefabs, path);
EditorUtility.SetDirty(m_NetworkManager);
}
}
else
{
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
{
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
}
EditorGUILayout.PropertyField(m_PrefabsList);
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Scene Management Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_EnableSceneManagementProperty);
if (m_NetworkManager.NetworkConfig.EnableSceneManagement)
{
EditorGUILayout.PropertyField(m_LoadSceneTimeOutProperty);
}
serializedObject.ApplyModifiedProperties();
// Start buttons below
{
string buttonDisabledReasonSuffix = ""; string buttonDisabledReasonSuffix = "";
if (!EditorApplication.isPlaying) if (!EditorApplication.isPlaying)
@@ -305,87 +310,7 @@ namespace Unity.Netcode.Editor
GUI.enabled = false; GUI.enabled = false;
} }
if (useRelay) if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
{
ShowStartConnectionButtons_Relay(buttonDisabledReasonSuffix);
}
else
{
ShowStartConnectionButtons_Standard(buttonDisabledReasonSuffix);
}
if (!EditorApplication.isPlaying)
{
GUI.enabled = true;
}
}
private void ShowStartConnectionButtons_Relay(string buttonDisabledReasonSuffix)
{
#if RELAY_INTEGRATION_AVAILABLE
void AddStartServerOrHostButton(bool isServer)
{
var type = isServer ? "Server" : "Host";
if (GUILayout.Button(new GUIContent($"Start {type}", $"Starts a {type} instance with Relay{buttonDisabledReasonSuffix}")))
{
m_StartConnectionError = null;
RunNextFrame(async () =>
{
try
{
var (joinCode, allocation) = isServer ? await m_NetworkManager.StartServerWithRelay() : await m_NetworkManager.StartHostWithRelay();
m_JoinCode = joinCode;
m_Region = allocation.Region;
Repaint();
}
catch (Exception e)
{
m_StartConnectionError = e.Message;
throw;
}
});
}
}
AddStartServerOrHostButton(isServer: true);
AddStartServerOrHostButton(isServer: false);
GUILayout.Space(8f);
m_JoinCode = EditorGUILayout.TextField("Relay Join Code", m_JoinCode);
if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance with Relay" + buttonDisabledReasonSuffix)))
{
m_StartConnectionError = null;
RunNextFrame(async () =>
{
if (string.IsNullOrEmpty(m_JoinCode))
{
m_StartConnectionError = "Please provide a join code!";
return;
}
try
{
var allocation = await m_NetworkManager.StartClientWithRelay(m_JoinCode);
m_Region = allocation.Region;
Repaint();
}
catch (Exception e)
{
m_StartConnectionError = e.Message;
throw;
}
});
}
if (Application.isPlaying && !string.IsNullOrEmpty(m_StartConnectionError))
{
EditorGUILayout.HelpBox(m_StartConnectionError, MessageType.Error);
}
#endif
}
private void ShowStartConnectionButtons_Standard(string buttonDisabledReasonSuffix)
{ {
if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix))) if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
{ {
@@ -402,8 +327,22 @@ namespace Unity.Netcode.Editor
m_NetworkManager.StartClient(); m_NetworkManager.StartClient();
} }
} }
else
{
if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
{
m_NetworkManager.StartClient();
}
}
private void DrawDisconnectButton()
if (!EditorApplication.isPlaying)
{
GUI.enabled = true;
}
}
}
else
{ {
string instanceType = string.Empty; string instanceType = string.Empty;
@@ -420,53 +359,22 @@ namespace Unity.Netcode.Editor
instanceType = "Client"; instanceType = "Client";
} }
EditorGUILayout.HelpBox($"You cannot edit the NetworkConfig when a {instanceType} is running.", MessageType.Info); EditorGUILayout.HelpBox("You cannot edit the NetworkConfig when a " + instanceType + " is running.", MessageType.Info);
#if RELAY_INTEGRATION_AVAILABLE if (GUILayout.Button(new GUIContent("Stop " + instanceType, "Stops the " + instanceType + " instance.")))
if (!string.IsNullOrEmpty(m_JoinCode) && !string.IsNullOrEmpty(m_Region))
{ {
var style = new GUIStyle(EditorStyles.helpBox)
{
fontSize = 10,
alignment = TextAnchor.MiddleCenter,
};
GUILayout.BeginHorizontal(style, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
GUILayout.Space(25f);
GUILayout.BeginVertical();
GUILayout.Space(4f);
GUILayout.Label($"Connected via relay ({m_Region}).\nJoin code: {m_JoinCode}", EditorStyles.miniLabel, GUILayout.ExpandHeight(true));
if (GUILayout.Button("Copy code", GUILayout.ExpandHeight(true)))
{
GUIUtility.systemCopyBuffer = m_JoinCode;
}
GUILayout.Space(4f);
GUILayout.EndVertical();
GUILayout.Space(2f);
GUILayout.EndHorizontal();
}
#endif
if (GUILayout.Button(new GUIContent($"Stop {instanceType}", $"Stops the {instanceType} instance.")))
{
#if RELAY_INTEGRATION_AVAILABLE
m_JoinCode = "";
#endif
m_NetworkManager.Shutdown(); m_NetworkManager.Shutdown();
} }
} }
}
private const string k_InfoIconName = "console.infoicon";
private static void DrawInstallMultiplayerToolsTip() private static void DrawInstallMultiplayerToolsTip()
{ {
const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager."; const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
const string openDocsButtonText = "Open Docs"; const string openDocsButtonText = "Open Docs";
const string dismissButtonText = "Dismiss"; const string dismissButtonText = "Dismiss";
const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools"; const string targetUrl = "https://docs-multiplayer.unity3d.com/tools/current/install-tools";
const string infoIconName = "console.infoicon";
if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0) if (NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() != 0)
{ {
@@ -497,7 +405,7 @@ namespace Unity.Netcode.Editor
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800)); GUILayout.BeginHorizontal(s_HelpBoxStyle, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false), GUILayout.MaxWidth(800));
{ {
GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(k_InfoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)); GUILayout.Label(new GUIContent(EditorGUIUtility.IconContent(infoIconName)), GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
GUILayout.Space(4); GUILayout.Space(4);
GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true)); GUILayout.Label(getToolsText, s_CenteredWordWrappedLabelStyle, GUILayout.ExpandHeight(true));
@@ -530,69 +438,5 @@ namespace Unity.Netcode.Editor
GUILayout.Space(10); GUILayout.Space(10);
} }
private void DrawPrefabListField()
{
if (!m_NetworkManager.NetworkConfig.HasOldPrefabList())
{
if (m_NetworkManager.NetworkConfig.Prefabs.NetworkPrefabsLists.Count == 0)
{
EditorGUILayout.HelpBox("You have no prefab list selected. You will have to add your prefabs manually at runtime for netcode to work.", MessageType.Warning);
}
EditorGUILayout.PropertyField(m_PrefabsList);
return;
}
// Old format of prefab list
EditorGUILayout.HelpBox("Network Prefabs serialized in old format. Migrate to new format to edit the list.", MessageType.Info);
if (GUILayout.Button(new GUIContent("Migrate Prefab List", "Converts the old format Network Prefab list to a new Scriptable Object")))
{
// Default directory
var directory = "Assets/";
var assetPath = AssetDatabase.GetAssetPath(m_NetworkManager);
if (assetPath == "")
{
assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(m_NetworkManager);
}
if (assetPath != "")
{
directory = Path.GetDirectoryName(assetPath);
}
else
{
#if UNITY_2021_1_OR_NEWER
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
#else
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(m_NetworkManager.gameObject);
#endif
if (prefabStage != null)
{
var prefabPath = prefabStage.assetPath;
if (!string.IsNullOrEmpty(prefabPath))
{
directory = Path.GetDirectoryName(prefabPath);
}
}
if (m_NetworkManager.gameObject.scene != null)
{
var scenePath = m_NetworkManager.gameObject.scene.path;
if (!string.IsNullOrEmpty(scenePath))
{
directory = Path.GetDirectoryName(scenePath);
}
}
}
var networkPrefabs = m_NetworkManager.NetworkConfig.MigrateOldNetworkPrefabsToNetworkPrefabsList();
string path = Path.Combine(directory, $"NetworkPrefabs-{m_NetworkManager.GetInstanceID()}.asset");
Debug.Log("Saving migrated Network Prefabs List to " + path);
AssetDatabase.CreateAsset(networkPrefabs, path);
EditorUtility.SetDirty(m_NetworkManager);
}
}
} }
} }

View File

@@ -1,4 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SERVICES_SDK_INSTALLED
using System.Linq;
#endif
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
@@ -49,6 +52,10 @@ namespace Unity.Netcode.Editor
{ {
var guiEnabled = GUI.enabled; var guiEnabled = GUI.enabled;
GUI.enabled = false; 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.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString()); EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString()); EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
@@ -138,4 +145,52 @@ namespace Unity.Netcode.Editor
NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true); 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
} }

View File

@@ -30,6 +30,7 @@ namespace Unity.Netcode.Editor
private SerializedProperty m_UseQuaternionCompression; private SerializedProperty m_UseQuaternionCompression;
private SerializedProperty m_UseHalfFloatPrecision; private SerializedProperty m_UseHalfFloatPrecision;
private SerializedProperty m_SlerpPosition; private SerializedProperty m_SlerpPosition;
private SerializedProperty m_AuthorityMode;
private static int s_ToggleOffset = 45; private static int s_ToggleOffset = 45;
private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5; private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
@@ -38,7 +39,7 @@ namespace Unity.Netcode.Editor
private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale"); private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
/// <inheritdoc/> /// <inheritdoc/>
public void OnEnable() public virtual void OnEnable()
{ {
m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas)); m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX)); m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
@@ -59,12 +60,14 @@ namespace Unity.Netcode.Editor
m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression)); m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision)); m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition)); m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
m_AuthorityMode = serializedObject.FindProperty(nameof(NetworkTransform.AuthorityMode));
} }
/// <inheritdoc/> /// <inheritdoc/>
public override void OnInspectorGUI() public override void OnInspectorGUI()
{ {
EditorGUILayout.LabelField("Syncing", EditorStyles.boldLabel); var networkTransform = target as NetworkTransform;
EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
@@ -126,6 +129,11 @@ namespace Unity.Netcode.Editor
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
EditorGUILayout.Space();
EditorGUILayout.LabelField("Authority", EditorStyles.boldLabel);
{
EditorGUILayout.PropertyField(m_AuthorityMode);
}
EditorGUILayout.Space(); EditorGUILayout.Space();
EditorGUILayout.LabelField("Thresholds", EditorStyles.boldLabel); EditorGUILayout.LabelField("Thresholds", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_PositionThresholdProperty); EditorGUILayout.PropertyField(m_PositionThresholdProperty);
@@ -137,7 +145,10 @@ namespace Unity.Netcode.Editor
EditorGUILayout.Space(); EditorGUILayout.Space();
EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel); EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_InLocalSpaceProperty); EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
if (!networkTransform.HideInterpolateValue)
{
EditorGUILayout.PropertyField(m_InterpolateProperty); EditorGUILayout.PropertyField(m_InterpolateProperty);
}
EditorGUILayout.PropertyField(m_SlerpPosition); EditorGUILayout.PropertyField(m_SlerpPosition);
EditorGUILayout.PropertyField(m_UseQuaternionSynchronization); EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
if (m_UseQuaternionSynchronization.boolValue) if (m_UseQuaternionSynchronization.boolValue)

View File

@@ -53,6 +53,11 @@
"name": "com.unity.transport", "name": "com.unity.transport",
"expression": "2.0", "expression": "2.0",
"define": "UTP_TRANSPORT_2_0_ABOVE" "define": "UTP_TRANSPORT_2_0_ABOVE"
},
{
"name": "com.unity.services.multiplayer",
"expression": "0.2.0",
"define": "MULTIPLAYER_SERVICES_SDK_INSTALLED"
} }
], ],
"noEngineReferences": false "noEngineReferences": false

View File

@@ -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.

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 8b267eb841a574dc083ac248a95d4443 guid: 2e42215d00468b549bbc69ebf8a74a1e
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

View 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);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5abfce83aadd948498d4990c645a017b

View File

@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
/// Half float precision <see cref="Vector3"/>. /// Half float precision <see cref="Vector3"/>.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each /// The Vector3T&lt;ushort&gt; 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 /// 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. /// a half float type.
/// </remarks> /// </remarks>

View File

@@ -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. /// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each /// The Vector4T&lt;ushort&gt; 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 /// 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. /// a half float type.
/// </remarks> /// </remarks>

View File

@@ -5,7 +5,7 @@ using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
/// <summary> /// <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 /// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
/// </summary> /// </summary>
/// <typeparam name="T">The type of interpolated value</typeparam> /// <typeparam name="T">The type of interpolated value</typeparam>
@@ -195,7 +195,9 @@ namespace Unity.Netcode
double range = m_EndTimeConsumed - m_StartTimeConsumed; double range = m_EndTimeConsumed - m_StartTimeConsumed;
if (range > k_SmallValue) 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) if (t < 0.0f)
{ {

View File

@@ -24,19 +24,40 @@ namespace Unity.Netcode.Components
private void FlushMessages() private void FlushMessages()
{ {
foreach (var animationUpdate in m_SendAnimationUpdates) foreach (var animationUpdate in m_SendAnimationUpdates)
{
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
{
m_NetworkAnimator.SendAnimStateRpc(animationUpdate.AnimationMessage);
}
else
{ {
m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams); m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
} }
}
m_SendAnimationUpdates.Clear(); m_SendAnimationUpdates.Clear();
foreach (var sendEntry in m_SendParameterUpdates) foreach (var sendEntry in m_SendParameterUpdates)
{
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
{
m_NetworkAnimator.SendParametersUpdateRpc(sendEntry.ParametersUpdateMessage);
}
else
{ {
m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams); m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
} }
}
m_SendParameterUpdates.Clear(); m_SendParameterUpdates.Clear();
foreach (var sendEntry in m_SendTriggerUpdates) foreach (var sendEntry in m_SendTriggerUpdates)
{
if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
{
m_NetworkAnimator.SendAnimTriggerRpc(sendEntry.AnimationTriggerMessage);
}
else
{ {
if (!sendEntry.SendToServer) if (!sendEntry.SendToServer)
{ {
@@ -47,6 +68,7 @@ namespace Unity.Netcode.Components
m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage); m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
} }
} }
}
m_SendTriggerUpdates.Clear(); 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. /// NetworkAnimator enables remote synchronization of <see cref="UnityEngine.Animator"/> state for on network objects.
/// </summary> /// </summary>
[AddComponentMenu("Netcode/Network Animator")] [AddComponentMenu("Netcode/Network Animator")]
[RequireComponent(typeof(Animator))]
public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver
{ {
[Serializable] [Serializable]
@@ -652,8 +673,6 @@ namespace Unity.Netcode.Components
NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!"); NetworkLog.LogWarningServer($"[{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_ClientSendList = new List<ulong>(128);
m_ClientRpcParams = new ClientRpcParams m_ClientRpcParams = new ClientRpcParams
{ {
@@ -662,7 +681,6 @@ namespace Unity.Netcode.Components
TargetClientIds = m_ClientSendList TargetClientIds = m_ClientSendList
} }
}; };
}
// Create a handler for state changes // Create a handler for state changes
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this); m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
@@ -908,6 +926,11 @@ namespace Unity.Netcode.Components
// Send an AnimationMessage only if there are dirty AnimationStates to send // Send an AnimationMessage only if there are dirty AnimationStates to send
if (m_AnimationMessage.IsDirtyCount > 0) if (m_AnimationMessage.IsDirtyCount > 0)
{ {
if (NetworkManager.DistributedAuthorityMode)
{
SendAnimStateRpc(m_AnimationMessage);
}
else
if (!IsServer && IsOwner) if (!IsServer && IsOwner)
{ {
SendAnimStateServerRpc(m_AnimationMessage); SendAnimStateServerRpc(m_AnimationMessage);
@@ -932,7 +955,19 @@ namespace Unity.Netcode.Components
{ {
Parameters = m_ParameterWriter.ToArray() Parameters = m_ParameterWriter.ToArray()
}; };
if (NetworkManager.DistributedAuthorityMode)
{
if (IsOwner)
{
SendParametersUpdateRpc(parametersMessage);
}
else
{
Debug.LogError($"[{name}][Client-{NetworkManager.LocalClientId}] Attempting to send parameter updates but not the owner!");
}
}
else
{
if (!IsServer) if (!IsServer)
{ {
SendParametersUpdateServerRpc(parametersMessage); SendParametersUpdateServerRpc(parametersMessage);
@@ -949,6 +984,7 @@ namespace Unity.Netcode.Components
} }
} }
} }
}
/// <summary> /// <summary>
/// Helper function to get the cached value /// Helper function to get the cached value
@@ -1225,10 +1261,19 @@ namespace Unity.Netcode.Components
} }
/// <summary> /// <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> /// </summary>
[ClientRpc] [ClientRpc]
internal unsafe void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default) internal void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
{ {
var isServerAuthoritative = IsServerAuthoritative(); var isServerAuthoritative = IsServerAuthoritative();
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative) if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
@@ -1242,7 +1287,7 @@ namespace Unity.Netcode.Components
/// The server sets its local state and then forwards the message to the remaining clients /// The server sets its local state and then forwards the message to the remaining clients
/// </summary> /// </summary>
[ServerRpc] [ServerRpc]
private unsafe void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default) private void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
{ {
if (IsServerAuthoritative()) if (IsServerAuthoritative())
{ {
@@ -1273,26 +1318,44 @@ namespace Unity.Netcode.Components
} }
/// <summary> /// <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> /// </summary>
[ClientRpc] [ClientRpc]
internal unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default) internal void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
{ {
// This should never happen ProcessAnimStates(animationMessage);
if (IsHost) }
/// <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) 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; return;
} }
foreach (var animationState in animationMessage.AnimationStates) foreach (var animationState in animationMessage.AnimationStates)
{ {
UpdateAnimationState(animationState); UpdateAnimationState(animationState);
} }
} }
/// <summary> /// <summary>
/// Server-side trigger state update request /// Server-side trigger state update request
/// The server sets its local state and then forwards the message to the remaining clients /// The server sets its local state and then forwards the message to the remaining clients
@@ -1337,7 +1400,18 @@ namespace Unity.Netcode.Components
} }
/// <summary> /// <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 /// a trigger for a client to play / reset
/// </summary> /// </summary>
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param> /// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
@@ -1362,15 +1436,26 @@ namespace Unity.Netcode.Components
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param> /// <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) 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: // MTT-3564:
// After fixing the issue with trigger controlled Transitions being synchronized twice, // 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 // 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 // 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 // will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode. // SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
if (IsOwner || IsServer)
{
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger }; 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))
{
if (IsServer) if (IsServer)
{ {
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue /// <see cref="UpdatePendingTriggerStates"/> as to why we queue

View File

@@ -32,9 +32,13 @@ namespace Unity.Netcode.Components
/// </summary> /// </summary>
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{ {
HalfVector3.NetworkSerialize(serializer); if (!SynchronizeBase)
if (SynchronizeBase)
{ {
HalfVector3.NetworkSerialize(serializer);
}
else
{
serializer.SerializeValue(ref DeltaPosition);
serializer.SerializeValue(ref CurrentBasePosition); serializer.SerializeValue(ref CurrentBasePosition);
} }
} }

View 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

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 5b8086dc75d86473f9e3c928dd773733 guid: 8c4434f0563fb7f42b3b2993c97ae81a
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View 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

View 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

View File

@@ -14,7 +14,7 @@ namespace Unity.Netcode
/// M = 1.0f (which M * M would still yield 1.0f) /// 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*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)) /// 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> /// </remarks>
public static class QuaternionCompressor public static class QuaternionCompressor
{ {

View 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

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 739e5cee846b6384988f9a47e4691836
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -129,9 +129,9 @@ namespace Unity.Netcode
public int LoadSceneTimeOut = 120; public int LoadSceneTimeOut = 120;
/// <summary> /// <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> /// </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")] [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; public float SpawnTimeout = 10f;
/// <summary> /// <summary>
@@ -149,6 +149,33 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets) 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> /// <summary>
/// Returns a base64 encoded version of the configuration /// Returns a base64 encoded version of the configuration
/// </summary> /// </summary>

View File

@@ -1,7 +1,8 @@
using System.Collections.Generic; using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
/// <summary> /// <summary>
/// A NetworkClient /// A NetworkClient
/// </summary> /// </summary>
@@ -33,6 +34,15 @@ namespace Unity.Netcode
/// </summary> /// </summary>
internal bool IsApproved { get; set; } 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> /// <summary>
/// The ClientId of the NetworkClient /// The ClientId of the NetworkClient
/// </summary> /// </summary>
@@ -44,27 +54,60 @@ namespace Unity.Netcode
public NetworkObject PlayerObject; public NetworkObject PlayerObject;
/// <summary> /// <summary>
/// The list of NetworkObject's owned by this client instance /// The NetworkObject's owned by this client instance
/// </summary> /// </summary>
public List<NetworkObject> OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new List<NetworkObject>(); public NetworkObject[] OwnedObjects => IsConnected ? SpawnManager.GetClientOwnedObjects(ClientId) : new NetworkObject[] { };
internal NetworkSpawnManager SpawnManager { get; private set; } internal NetworkSpawnManager SpawnManager { get; private set; }
internal void SetRole(bool isServer, bool isClient, NetworkManager networkManager = null) internal bool SetRole(bool isServer, bool isClient, NetworkManager networkManager = null)
{ {
ResetClient(isServer, isClient);
IsServer = isServer; IsServer = isServer;
IsClient = isClient; IsClient = isClient;
if (!IsServer && !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; PlayerObject = null;
ClientId = 0; ClientId = 0;
IsConnected = false; IsConnected = false;
IsApproved = false; IsApproved = false;
} SpawnManager = null;
DAHost = false;
if (networkManager != null)
{
SpawnManager = networkManager.SpawnManager;
} }
} }

View File

@@ -1,12 +1,12 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using Unity.Collections; using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe; using Unity.Collections.LowLevel.Unsafe;
using Unity.Profiling; using Unity.Profiling;
using UnityEngine; using UnityEngine;
using Object = UnityEngine.Object;
namespace Unity.Netcode namespace Unity.Netcode
{ {
@@ -366,6 +366,10 @@ namespace Unity.Netcode
{ {
networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime); networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime);
HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime); HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime);
if (networkEvent == NetworkEvent.Disconnect || networkEvent == NetworkEvent.TransportFailure)
{
break;
}
// Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum) // Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum)
} while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing); } while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing);
@@ -430,16 +434,17 @@ namespace Unity.Netcode
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer) if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{ {
NetworkLog.LogInfo("Client Connected"); var hostServer = NetworkManager.IsHost ? "Host" : "Server";
NetworkLog.LogInfo($"[{hostServer}-Side] Transport connection established with pending Client-{clientId}.");
} }
AddPendingClient(clientId); AddPendingClient(clientId);
} }
else else
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer) if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{ {
NetworkLog.LogInfo("Connected"); var serverOrService = NetworkManager.DistributedAuthorityMode ? NetworkManager.CMBServiceConnection ? "service" : "DAHost" : "server";
NetworkLog.LogInfo($"[Approval Pending][Client] Transport connection with {serverOrService} established! Awaiting connection approval...");
} }
SendConnectionRequest(); SendConnectionRequest();
@@ -546,6 +551,10 @@ namespace Unity.Netcode
{ {
var message = new ConnectionRequestMessage var message = new ConnectionRequestMessage
{ {
CMBServiceConnection = NetworkManager.CMBServiceConnection,
TickRate = NetworkManager.NetworkConfig.TickRate,
EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value // Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
ConfigHash = NetworkManager.NetworkConfig.GetConfig(false), ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval, ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
@@ -701,6 +710,12 @@ namespace Unity.Netcode
} }
} }
/// <summary>
/// Adding this because message hooks cannot happen fast enough under certain scenarios
/// where the message is sent and responded to before the hook is in place.
/// </summary>
internal bool MockSkippingApproval;
/// <summary> /// <summary>
/// Server Side: Handles the approval of a client /// Server Side: Handles the approval of a client
/// </summary> /// </summary>
@@ -712,12 +727,15 @@ namespace Unity.Netcode
LocalClient.IsApproved = response.Approved; LocalClient.IsApproved = response.Approved;
if (response.Approved) if (response.Approved)
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"[Server-Side] Pending Client-{ownerClientId} connection approved!");
}
// The client was approved, stop the server-side approval time out coroutine // The client was approved, stop the server-side approval time out coroutine
RemovePendingClient(ownerClientId); RemovePendingClient(ownerClientId);
var client = AddClient(ownerClientId); var client = AddClient(ownerClientId);
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
if (response.CreatePlayerObject)
{ {
var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>(); var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash; var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
@@ -732,6 +750,7 @@ namespace Unity.Netcode
HasTransform = prefabNetworkObject.SynchronizeTransform, HasTransform = prefabNetworkObject.SynchronizeTransform,
Hash = playerPrefabHash, Hash = playerPrefabHash,
TargetClientId = ownerClientId, TargetClientId = ownerClientId,
DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
Transform = new NetworkObject.SceneObject.TransformData Transform = new NetworkObject.SceneObject.TransformData
{ {
Position = response.Position.GetValueOrDefault(), Position = response.Position.GetValueOrDefault(),
@@ -761,6 +780,7 @@ namespace Unity.Netcode
{ {
OwnerClientId = ownerClientId, OwnerClientId = ownerClientId,
NetworkTick = NetworkManager.LocalTime.Tick, NetworkTick = NetworkManager.LocalTime.Tick,
IsDistributedAuthority = NetworkManager.DistributedAuthorityMode,
ConnectedClientIds = new NativeArray<ulong>(ConnectedClientIds.Count, Allocator.Temp) ConnectedClientIds = new NativeArray<ulong>(ConnectedClientIds.Count, Allocator.Temp)
}; };
@@ -794,10 +814,20 @@ namespace Unity.Netcode
}; };
} }
} }
if (!MockSkippingApproval)
{
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId); SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
}
else
{
NetworkLog.LogInfo("Mocking server not responding with connection approved...");
}
message.MessageVersions.Dispose(); message.MessageVersions.Dispose();
message.ConnectedClientIds.Dispose(); message.ConnectedClientIds.Dispose();
if (MockSkippingApproval)
{
return;
}
// If scene management is disabled, then we are done and notify the local host-server the client is connected // If scene management is disabled, then we are done and notify the local host-server the client is connected
if (!NetworkManager.NetworkConfig.EnableSceneManagement) if (!NetworkManager.NetworkConfig.EnableSceneManagement)
@@ -808,17 +838,37 @@ namespace Unity.Netcode
{ {
InvokeOnPeerConnectedCallback(ownerClientId); InvokeOnPeerConnectedCallback(ownerClientId);
} }
NetworkManager.SpawnManager.DistributeNetworkObjects(ownerClientId);
} }
else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization
{
if (NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner)
{ {
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId); NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
} }
else if (!NetworkManager.DistributedAuthorityMode)
{
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
}
}
} }
else // Server just adds itself as an observer to all spawned NetworkObjects else // Server just adds itself as an observer to all spawned NetworkObjects
{ {
LocalClient = client; LocalClient = client;
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId); NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
LocalClient.IsConnected = true; LocalClient.IsConnected = true;
// If running mock service, then set the instance as the default session owner
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
{
NetworkManager.SetSessionOwner(NetworkManager.LocalClientId);
NetworkManager.SceneManager.InitializeScenesLoaded();
}
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
{
CreateAndSpawnPlayer(ownerClientId);
}
} }
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null)) if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
@@ -826,6 +876,11 @@ namespace Unity.Netcode
return; return;
} }
// Players are always spawned by their respective client, exit early. (DAHost mode anyway, CMB Service will never spawn player prefab)
if (NetworkManager.DistributedAuthorityMode)
{
return;
}
// Separating this into a contained function call for potential further future separation of when this notification is sent. // Separating this into a contained function call for potential further future separation of when this notification is sent.
ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash); ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
} }
@@ -840,11 +895,28 @@ namespace Unity.Netcode
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId); SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId);
MessageManager.ProcessSendQueues(); MessageManager.ProcessSendQueues();
} }
DisconnectRemoteClient(ownerClientId); DisconnectRemoteClient(ownerClientId);
} }
} }
/// <summary>
/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
/// </summary>
internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
{
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
{
var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn();
if (playerPrefab != null)
{
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
networkObject.IsSceneObject = false;
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
}
}
}
/// <summary> /// <summary>
/// Spawns the newly approved player /// Spawns the newly approved player
/// </summary> /// </summary>
@@ -864,8 +936,10 @@ namespace Unity.Netcode
var message = new CreateObjectMessage var message = new CreateObjectMessage
{ {
ObjectInfo = ConnectedClients[clientId].PlayerObject.GetMessageSceneObject(clientPair.Key) ObjectInfo = ConnectedClients[clientId].PlayerObject.GetMessageSceneObject(clientPair.Key),
IncludesSerializedObject = true,
}; };
message.ObjectInfo.Hash = playerPrefabHash; message.ObjectInfo.Hash = playerPrefabHash;
message.ObjectInfo.IsSceneObject = false; message.ObjectInfo.IsSceneObject = false;
message.ObjectInfo.HasParent = false; message.ObjectInfo.HasParent = false;
@@ -883,20 +957,92 @@ namespace Unity.Netcode
/// </summary> /// </summary>
internal NetworkClient AddClient(ulong clientId) internal NetworkClient AddClient(ulong clientId)
{ {
if (ConnectedClients.ContainsKey(clientId) && ConnectedClientIds.Contains(clientId) && ConnectedClientsList.Contains(ConnectedClients[clientId]))
{
return ConnectedClients[clientId];
}
var networkClient = LocalClient; var networkClient = LocalClient;
// If this is not the local client then create a new one
if (clientId != NetworkManager.LocalClientId)
{
networkClient = new NetworkClient(); networkClient = new NetworkClient();
}
networkClient.SetRole(clientId == NetworkManager.ServerClientId, isClient: true, NetworkManager); networkClient.SetRole(clientId == NetworkManager.ServerClientId, isClient: true, NetworkManager);
networkClient.ClientId = clientId; networkClient.ClientId = clientId;
if (!ConnectedClients.ContainsKey(clientId))
{
ConnectedClients.Add(clientId, networkClient); ConnectedClients.Add(clientId, networkClient);
}
if (!ConnectedClientsList.Contains(networkClient))
{
ConnectedClientsList.Add(networkClient); ConnectedClientsList.Add(networkClient);
}
if (NetworkManager.LocalClientId != clientId)
{
if ((!NetworkManager.DistributedAuthorityMode && NetworkManager.IsServer) ||
(NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && NetworkManager.LocalClient.IsSessionOwner))
{
var message = new ClientConnectedMessage { ClientId = clientId }; var message = new ClientConnectedMessage { ClientId = clientId };
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds); NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, ConnectedClientIds.Where((c) => c != NetworkManager.LocalClientId).ToArray());
}
else if (NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && !NetworkManager.LocalClient.IsSessionOwner)
{
var message = new ClientConnectedMessage
{
ShouldSynchronize = true,
ClientId = clientId
};
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.CurrentSessionOwner);
}
}
if (!ConnectedClientIds.Contains(clientId))
{
ConnectedClientIds.Add(clientId); ConnectedClientIds.Add(clientId);
}
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (networkObject.SpawnWithObservers)
{
networkObject.Observers.Add(clientId);
}
}
return networkClient; return networkClient;
} }
/// <summary>
/// Invoked on clients when another client disconnects
/// </summary>
/// <param name="clientId">the client identifier to remove</param>
internal void RemoveClient(ulong clientId)
{
if (ConnectedClientIds.Contains(clientId))
{
ConnectedClientIds.Remove(clientId);
}
if (ConnectedClients.ContainsKey(clientId))
{
ConnectedClientsList.Remove(ConnectedClients[clientId]);
}
ConnectedClients.Remove(clientId);
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.Observers.Remove(clientId);
}
}
/// <summary>
/// DANGO-TODO: Until we have the CMB Server end-to-end with all features verified working via integration tests,
/// I am keeping this debug toggle available. (NSS)
/// </summary>
internal bool EnableDistributeLogging;
/// <summary> /// <summary>
/// Server-Side: /// Server-Side:
/// Invoked when a client is disconnected from a server-host /// Invoked when a client is disconnected from a server-host
@@ -923,25 +1069,55 @@ namespace Unity.Netcode
{ {
if (!playerObject.DontDestroyWithOwner) if (!playerObject.DontDestroyWithOwner)
{ {
if (NetworkManager.PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash)) // DANGO-TODO: This is something that would be best for CMB Service to handle as it is part of the disconnection process
// If a player NetworkObject is being despawned, make sure to remove all children if they are marked to not be destroyed
// with the owner.
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
{ {
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject); // Remove any children from the player object if they are not going to be destroyed with the owner
var childNetworkObjects = playerObject.GetComponentsInChildren<NetworkObject>();
foreach (var child in childNetworkObjects)
{
// TODO: We have always just removed all children, but we might think about changing this to preserve the nested child
// hierarchy.
if (child.DontDestroyWithOwner && child.transform.transform.parent != null)
{
// If we are here, then we are running in DAHost mode and have the authority to remove the child from its parent
child.AuthorityAppliedParenting = true;
child.TryRemoveParentCachedWorldPositionStays();
}
}
}
if (NetworkManager.PrefabHandler.ContainsHandler(playerObject.GlobalObjectIdHash))
{
if (NetworkManager.DAHost && NetworkManager.DistributedAuthorityMode)
{
NetworkManager.SpawnManager.DespawnObject(playerObject, true, NetworkManager.DistributedAuthorityMode);
}
else
{
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(playerObject);
}
} }
else if (playerObject.IsSpawned) else if (playerObject.IsSpawned)
{ {
// Call despawn to assure NetworkBehaviour.OnNetworkDespawn is invoked on the server-side (when the client side disconnected). // Call despawn to assure NetworkBehaviour.OnNetworkDespawn is invoked on the server-side (when the client side disconnected).
// This prevents the issue (when just destroying the GameObject) where any NetworkBehaviour component(s) destroyed before the NetworkObject would not have OnNetworkDespawn invoked. // This prevents the issue (when just destroying the GameObject) where any NetworkBehaviour component(s) destroyed before the NetworkObject would not have OnNetworkDespawn invoked.
NetworkManager.SpawnManager.DespawnObject(playerObject, true); NetworkManager.SpawnManager.DespawnObject(playerObject, true, NetworkManager.DistributedAuthorityMode);
} }
} }
else if (!NetworkManager.ShutdownInProgress) else if (!NetworkManager.ShutdownInProgress)
{
if (!NetworkManager.ShutdownInProgress)
{ {
playerObject.RemoveOwnership(); playerObject.RemoveOwnership();
} }
} }
}
// Get the NetworkObjects owned by the disconnected client // Get the NetworkObjects owned by the disconnected client
var clientOwnedObjects = NetworkManager.SpawnManager.GetClientOwnedObjects(clientId); var clientOwnedObjects = NetworkManager.SpawnManager.SpawnedObjectsList.Where((c) => c.OwnerClientId == clientId).ToList();
if (clientOwnedObjects == null) if (clientOwnedObjects == null)
{ {
// This could happen if a client is never assigned a player object and is disconnected // This could happen if a client is never assigned a player object and is disconnected
@@ -954,6 +1130,9 @@ namespace Unity.Netcode
else else
{ {
// Handle changing ownership and prefab handlers // Handle changing ownership and prefab handlers
var clientCounter = 0;
var predictedClientCount = ConnectedClientsList.Count - 1;
var remainingClients = NetworkManager.DistributedAuthorityMode ? ConnectedClientsList.Where((c) => c.ClientId != clientId).ToList() : null;
for (int i = clientOwnedObjects.Count - 1; i >= 0; i--) for (int i = clientOwnedObjects.Count - 1; i >= 0; i--)
{ {
var ownedObject = clientOwnedObjects[i]; var ownedObject = clientOwnedObjects[i];
@@ -963,20 +1142,76 @@ namespace Unity.Netcode
{ {
if (NetworkManager.PrefabHandler.ContainsHandler(clientOwnedObjects[i].GlobalObjectIdHash)) if (NetworkManager.PrefabHandler.ContainsHandler(clientOwnedObjects[i].GlobalObjectIdHash))
{ {
NetworkManager.SpawnManager.DespawnObject(ownedObject, true, true);
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(clientOwnedObjects[i]); NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(clientOwnedObjects[i]);
} }
else else
{ {
Object.Destroy(ownedObject.gameObject); NetworkManager.SpawnManager.DespawnObject(ownedObject, true, true);
} }
} }
else if (!NetworkManager.ShutdownInProgress) else if (!NetworkManager.ShutdownInProgress)
{
// NOTE: All of the below code only handles ownership transfer.
// For client-server, we just remove the ownership.
// For distributed authority, we need to change ownership based on parenting
if (NetworkManager.DistributedAuthorityMode)
{
// Only NetworkObjects that have the OwnershipStatus.Distributable flag set and no parent
// (ownership is transferred to all children) will have their ownership redistributed.
if (ownedObject.IsOwnershipDistributable && ownedObject.GetCachedParent() == null)
{
if (ownedObject.IsOwnershipLocked)
{
ownedObject.SetOwnershipLock(false);
}
// DANGO-TODO: We will want to match how the CMB service handles this. For now, we just try to evenly distribute
// ownership.
var targetOwner = NetworkManager.ServerClientId;
if (predictedClientCount > 1)
{
clientCounter++;
clientCounter = clientCounter % predictedClientCount;
targetOwner = remainingClients[clientCounter].ClientId;
}
if (EnableDistributeLogging)
{
Debug.Log($"[Disconnected][Client-{clientId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
}
NetworkManager.SpawnManager.ChangeOwnership(ownedObject, targetOwner, true);
// DANGO-TODO: Should we try handling inactive NetworkObjects?
// Ownership gets passed down to all children
var childNetworkObjects = ownedObject.GetComponentsInChildren<NetworkObject>();
foreach (var childObject in childNetworkObjects)
{
// We already changed ownership for this
if (childObject == ownedObject)
{
continue;
}
// If the client owner disconnected, it is ok to unlock this at this point in time.
if (childObject.IsOwnershipLocked)
{
childObject.SetOwnershipLock(false);
}
NetworkManager.SpawnManager.ChangeOwnership(childObject, targetOwner, true);
if (EnableDistributeLogging)
{
Debug.Log($"[Disconnected][Client-{clientId}][Child of {ownedObject.NetworkObjectId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
}
}
}
}
else
{ {
ownedObject.RemoveOwnership(); ownedObject.RemoveOwnership();
} }
} }
} }
} }
}
// TODO: Could(should?) be replaced with more memory per client, by storing the visibility // TODO: Could(should?) be replaced with more memory per client, by storing the visibility
foreach (var sobj in NetworkManager.SpawnManager.SpawnedObjectsList) foreach (var sobj in NetworkManager.SpawnManager.SpawnedObjectsList)
@@ -993,6 +1228,40 @@ namespace Unity.Netcode
ConnectedClientIds.Remove(clientId); ConnectedClientIds.Remove(clientId);
var message = new ClientDisconnectedMessage { ClientId = clientId }; var message = new ClientDisconnectedMessage { ClientId = clientId };
MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds); MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
// Used for testing/validation purposes only
#if ENABLE_DAHOST_AUTOPROMOTE_SESSION_OWNER
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.ShutdownInProgress && NetworkManager.IsListening)
{
var newSessionOwner = NetworkManager.LocalClientId;
if (ConnectedClientIds.Count > 1)
{
var lowestRTT = ulong.MaxValue;
var unityTransport = NetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
foreach (var identifier in ConnectedClientIds)
{
if (identifier == NetworkManager.LocalClientId)
{
continue;
}
var rtt = unityTransport.GetCurrentRtt(identifier);
if (rtt < lowestRTT)
{
newSessionOwner = identifier;
lowestRTT = rtt;
}
}
}
var sessionOwnerMessage = new SessionOwnerMessage()
{
SessionOwner = newSessionOwner,
};
MessageManager?.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
NetworkManager.SetSessionOwner(newSessionOwner);
}
#endif
} }
// If the client ID transport map exists // If the client ID transport map exists
@@ -1259,8 +1528,8 @@ namespace Unity.Netcode
internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId) internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
where T : INetworkMessage where T : INetworkMessage
{ {
// Prevent server sending to itself // Prevent server sending to itself or if there is no MessageManager yet then exit early
if (LocalClient.IsServer && clientId == NetworkManager.ServerClientId) if ((LocalClient.IsServer && clientId == NetworkManager.ServerClientId) || MessageManager == null)
{ {
return 0; return 0;
} }

View File

@@ -15,7 +15,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// The base class to override to write network code. Inherits MonoBehaviour /// The base class to override to write network code. Inherits MonoBehaviour.
/// </summary> /// </summary>
public abstract class NetworkBehaviour : MonoBehaviour public abstract class NetworkBehaviour : MonoBehaviour
{ {
@@ -27,7 +27,7 @@ namespace Unity.Netcode
// RuntimeAccessModifiersILPP will make this `public` // RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>(); internal static readonly Dictionary<Type, Dictionary<uint, RpcReceiveHandler>> __rpc_func_table = new Dictionary<Type, Dictionary<uint, RpcReceiveHandler>>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
// RuntimeAccessModifiersILPP will make this `public` // RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>(); internal static readonly Dictionary<Type, Dictionary<uint, string>> __rpc_name_table = new Dictionary<Type, Dictionary<uint, string>>();
#endif #endif
@@ -69,6 +69,7 @@ namespace Unity.Netcode
internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery) internal void __endSendServerRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ServerRpcParams serverRpcParams, RpcDelivery rpcDelivery)
#pragma warning restore IDE1006 // restore naming rule violation check #pragma warning restore IDE1006 // restore naming rule violation check
{ {
var networkManager = NetworkManager;
var serverRpcMessage = new ServerRpcMessage var serverRpcMessage = new ServerRpcMessage
{ {
Metadata = new RpcMetadata Metadata = new RpcMetadata
@@ -88,7 +89,7 @@ namespace Unity.Netcode
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced; networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
break; break;
case RpcDelivery.Unreliable: case RpcDelivery.Unreliable:
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize) if (bufferWriter.Length > networkManager.MessageManager.NonFragmentedMessageMaxSize)
{ {
throw new OverflowException("RPC parameters are too large for unreliable delivery."); throw new OverflowException("RPC parameters are too large for unreliable delivery.");
} }
@@ -97,16 +98,16 @@ namespace Unity.Netcode
} }
var rpcWriteSize = 0; var rpcWriteSize = 0;
// Authority just no ops and sends to itself
// If we are a server/host then we just no op and send to ourself // Client-Server: Only the server-host sends to self
if (IsHost || IsServer) if (IsServer)
{ {
using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp); using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
var context = new NetworkContext var context = new NetworkContext
{ {
SenderId = NetworkManager.ServerClientId, SenderId = NetworkManager.ServerClientId,
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup, Timestamp = networkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = NetworkManager, SystemOwner = networkManager,
// header information isn't valid since it's not a real message. // header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty. // RpcMessage doesn't access this stuff so it's just left empty.
Header = new NetworkMessageHeader(), Header = new NetworkMessageHeader(),
@@ -123,7 +124,7 @@ namespace Unity.Netcode
} }
bufferWriter.Dispose(); bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName)) if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{ {
NetworkManager.NetworkMetrics.TrackRpcSent( NetworkManager.NetworkMetrics.TrackRpcSent(
@@ -149,6 +150,7 @@ namespace Unity.Netcode
internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery) internal void __endSendClientRpc(ref FastBufferWriter bufferWriter, uint rpcMethodId, ClientRpcParams clientRpcParams, RpcDelivery rpcDelivery)
#pragma warning restore IDE1006 // restore naming rule violation check #pragma warning restore IDE1006 // restore naming rule violation check
{ {
var networkManager = NetworkManager;
var clientRpcMessage = new ClientRpcMessage var clientRpcMessage = new ClientRpcMessage
{ {
Metadata = new RpcMetadata Metadata = new RpcMetadata
@@ -168,7 +170,7 @@ namespace Unity.Netcode
networkDelivery = NetworkDelivery.ReliableFragmentedSequenced; networkDelivery = NetworkDelivery.ReliableFragmentedSequenced;
break; break;
case RpcDelivery.Unreliable: case RpcDelivery.Unreliable:
if (bufferWriter.Length > NetworkManager.MessageManager.NonFragmentedMessageMaxSize) if (bufferWriter.Length > networkManager.MessageManager.NonFragmentedMessageMaxSize)
{ {
throw new OverflowException("RPC parameters are too large for unreliable delivery."); throw new OverflowException("RPC parameters are too large for unreliable delivery.");
} }
@@ -180,24 +182,22 @@ namespace Unity.Netcode
// We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC // We check to see if we need to shortcut for the case where we are the host/server and we can send a clientRPC
// to ourself. Sadly we have to figure that out from the list of clientIds :( // to ourself. Sadly we have to figure that out from the list of clientIds :(
bool shouldSendToHost = false; bool shouldInvokeLocally = false;
if (clientRpcParams.Send.TargetClientIds != null) if (clientRpcParams.Send.TargetClientIds != null)
{ {
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds) foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
{ {
if (targetClientId == NetworkManager.ServerClientId) if (targetClientId == NetworkManager.ServerClientId)
{ {
shouldSendToHost = true; shouldInvokeLocally = true;
break; continue;
} }
// Check to make sure we are sending to only observers, if not log an error. // Check to make sure we are sending to only observers, if not log an error.
if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId)) if (networkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
{ {
NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId)); NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
} }
} }
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds); rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, in clientRpcParams.Send.TargetClientIds);
} }
else if (clientRpcParams.Send.TargetClientIdsNativeArray != null) else if (clientRpcParams.Send.TargetClientIdsNativeArray != null)
@@ -206,17 +206,15 @@ namespace Unity.Netcode
{ {
if (targetClientId == NetworkManager.ServerClientId) if (targetClientId == NetworkManager.ServerClientId)
{ {
shouldSendToHost = true; shouldInvokeLocally = true;
break; continue;
} }
// Check to make sure we are sending to only observers, if not log an error. // Check to make sure we are sending to only observers, if not log an error.
if (NetworkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId)) if (networkManager.LogLevel >= LogLevel.Error && !NetworkObject.Observers.Contains(targetClientId))
{ {
NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId)); NetworkLog.LogError(GenerateObserverErrorMessage(clientRpcParams, targetClientId));
} }
} }
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value); rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, clientRpcParams.Send.TargetClientIdsNativeArray.Value);
} }
else else
@@ -227,7 +225,7 @@ namespace Unity.Netcode
// Skip over the host // Skip over the host
if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId) if (IsHost && observerEnumerator.Current == NetworkManager.LocalClientId)
{ {
shouldSendToHost = true; shouldInvokeLocally = true;
continue; continue;
} }
rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current); rpcWriteSize = NetworkManager.ConnectionManager.SendMessage(ref clientRpcMessage, networkDelivery, observerEnumerator.Current);
@@ -235,14 +233,14 @@ namespace Unity.Netcode
} }
// If we are a server/host then we just no op and send to ourself // If we are a server/host then we just no op and send to ourself
if (shouldSendToHost) if (shouldInvokeLocally)
{ {
using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp); using var tempBuffer = new FastBufferReader(bufferWriter, Allocator.Temp);
var context = new NetworkContext var context = new NetworkContext
{ {
SenderId = NetworkManager.ServerClientId, SenderId = NetworkManager.ServerClientId,
Timestamp = NetworkManager.RealTimeProvider.RealTimeSinceStartup, Timestamp = networkManager.RealTimeProvider.RealTimeSinceStartup,
SystemOwner = NetworkManager, SystemOwner = networkManager,
// header information isn't valid since it's not a real message. // header information isn't valid since it's not a real message.
// RpcMessage doesn't access this stuff so it's just left empty. // RpcMessage doesn't access this stuff so it's just left empty.
Header = new NetworkMessageHeader(), Header = new NetworkMessageHeader(),
@@ -254,14 +252,14 @@ namespace Unity.Netcode
} }
bufferWriter.Dispose(); bufferWriter.Dispose();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName)) if (__rpc_name_table[GetType()].TryGetValue(rpcMethodId, out var rpcMethodName))
{ {
if (clientRpcParams.Send.TargetClientIds != null) if (clientRpcParams.Send.TargetClientIds != null)
{ {
foreach (var targetClientId in clientRpcParams.Send.TargetClientIds) foreach (var targetClientId in clientRpcParams.Send.TargetClientIds)
{ {
NetworkManager.NetworkMetrics.TrackRpcSent( networkManager.NetworkMetrics.TrackRpcSent(
targetClientId, targetClientId,
NetworkObject, NetworkObject,
rpcMethodName, rpcMethodName,
@@ -273,7 +271,7 @@ namespace Unity.Netcode
{ {
foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray) foreach (var targetClientId in clientRpcParams.Send.TargetClientIdsNativeArray)
{ {
NetworkManager.NetworkMetrics.TrackRpcSent( networkManager.NetworkMetrics.TrackRpcSent(
targetClientId, targetClientId,
NetworkObject, NetworkObject,
rpcMethodName, rpcMethodName,
@@ -286,7 +284,7 @@ namespace Unity.Netcode
var observerEnumerator = NetworkObject.Observers.GetEnumerator(); var observerEnumerator = NetworkObject.Observers.GetEnumerator();
while (observerEnumerator.MoveNext()) while (observerEnumerator.MoveNext())
{ {
NetworkManager.NetworkMetrics.TrackRpcSent( networkManager.NetworkMetrics.TrackRpcSent(
observerEnumerator.Current, observerEnumerator.Current,
NetworkObject, NetworkObject,
rpcMethodName, rpcMethodName,
@@ -372,6 +370,12 @@ namespace Unity.Netcode
case SendTo.ClientsAndHost: case SendTo.ClientsAndHost:
rpcParams.Send.Target = RpcTarget.ClientsAndHost; rpcParams.Send.Target = RpcTarget.ClientsAndHost;
break; break;
case SendTo.Authority:
rpcParams.Send.Target = RpcTarget.Authority;
break;
case SendTo.NotAuthority:
rpcParams.Send.Target = RpcTarget.NotAuthority;
break;
case SendTo.SpecifiedInParams: case SendTo.SpecifiedInParams:
throw new RpcException("This method requires a runtime-specified send target."); throw new RpcException("This method requires a runtime-specified send target.");
} }
@@ -406,8 +410,8 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets the NetworkManager that owns this NetworkBehaviour instance /// Gets the NetworkManager that owns this NetworkBehaviour instance.
/// See note around `NetworkObject` for how there is a chicken / egg problem when we are not initialized /// See `NetworkObject` note for how there is a chicken/egg problem when not initialized.
/// </summary> /// </summary>
public NetworkManager NetworkManager public NetworkManager NetworkManager
{ {
@@ -435,51 +439,78 @@ namespace Unity.Netcode
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeArray{ulong})"/>, /// <see cref="Unity.Netcode.RpcTarget.Not(NativeArray{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeList{ulong})"/>, /// <see cref="Unity.Netcode.RpcTarget.Not(NativeList{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(ulong[])"/>, and /// <see cref="Unity.Netcode.RpcTarget.Not(ulong[])"/>, and
/// <see cref="Unity.Netcode.RpcTarget.Not{T}(T)"/> /// <see cref="Unity.Netcode.RpcTarget.Not{T}(T)"/>.
/// </summary> /// </summary>
#pragma warning restore IDE0001 #pragma warning restore IDE0001
public RpcTarget RpcTarget => NetworkManager.RpcTarget; public RpcTarget RpcTarget => NetworkManager.RpcTarget;
/// <summary> /// <summary>
/// If a NetworkObject is assigned, it will return whether or not this NetworkObject /// If a NetworkObject is assigned, returns whether the NetworkObject
/// is the local player object. If no NetworkObject is assigned it will always return false. /// is the local player object. If no NetworkObject is assigned, returns false.
/// </summary> /// </summary>
public bool IsLocalPlayer { get; private set; } public bool IsLocalPlayer { get; private set; }
/// <summary> /// <summary>
/// Gets if the object is owned by the local player or if the object is the local player object /// Gets whether the object is owned by the local player or if the object is the local player object.
/// </summary> /// </summary>
public bool IsOwner { get; internal set; } public bool IsOwner { get; internal set; }
/// <summary> /// <summary>
/// Gets if we are executing as server /// Gets whether executing as a server.
/// </summary> /// </summary>
public bool IsServer { get; private set; } public bool IsServer { get; private set; }
/// <summary> /// <summary>
/// Gets if the server (local or remote) is a host - i.e., also a client /// Determines if the local client has authority over the associated NetworkObject.
/// <list type="bullet">
/// <item>In client-server contexts: returns true if `IsServer` or `IsHost`.</item>
/// <item>In distributed authority contexts: returns true if `IsOwner`.</item>
/// </list>
/// </summary>
public bool HasAuthority { get; internal set; }
internal NetworkClient LocalClient { get; private set; }
/// <summary>
/// Gets whether the client is the distributed authority mode session owner.
/// </summary>
public bool IsSessionOwner
{
get
{
if (LocalClient == null)
{
return false;
}
return LocalClient.IsSessionOwner;
}
}
/// <summary>
/// Gets whether the server (local or remote) is a host.
/// </summary> /// </summary>
public bool ServerIsHost { get; private set; } public bool ServerIsHost { get; private set; }
/// <summary> /// <summary>
/// Gets if we are executing as client /// Gets whether executing as a client.
/// </summary> /// </summary>
public bool IsClient { get; private set; } public bool IsClient { get; private set; }
/// <summary> /// <summary>
/// Gets if we are executing as Host, I.E Server and Client /// Gets whether executing as a host (both server and client).
/// </summary> /// </summary>
public bool IsHost { get; private set; } public bool IsHost { get; private set; }
/// <summary> /// <summary>
/// Gets Whether or not the object has a owner /// Gets whether the object has an owner.
/// </summary> /// </summary>
public bool IsOwnedByServer { get; internal set; } public bool IsOwnedByServer { get; internal set; }
/// <summary> /// <summary>
/// Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component /// Determines whether it's safe to access a NetworkObject and NetworkManager from within a NetworkBehaviour component.
/// Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate /// Primarily useful when checking NetworkObject or NetworkManager properties within FixedUpate.
/// </summary> /// </summary>
public bool IsSpawned { get; internal set; } public bool IsSpawned { get; internal set; }
@@ -499,19 +530,21 @@ namespace Unity.Netcode
/// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do /// the warning below. This is why IsBehaviourEditable had to be created. Matt was going to re-do
/// how NetworkObject works but it was close to the release and too risky to change /// how NetworkObject works but it was close to the release and too risky to change
/// <summary> /// <summary>
/// Gets the NetworkObject that owns this NetworkBehaviour instance /// Gets the NetworkObject that owns this NetworkBehaviour instance.
/// </summary> /// </summary>
public NetworkObject NetworkObject public NetworkObject NetworkObject
{ {
get get
{ {
if (m_NetworkObject != null)
{
return m_NetworkObject;
}
try try
{
if (m_NetworkObject == null)
{ {
m_NetworkObject = GetComponentInParent<NetworkObject>(); m_NetworkObject = GetComponentInParent<NetworkObject>();
} }
}
catch (Exception) catch (Exception)
{ {
return null; return null;
@@ -536,19 +569,19 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets whether or not this NetworkBehaviour instance has a NetworkObject owner. /// Gets whether this NetworkBehaviour instance has a NetworkObject owner.
/// </summary> /// </summary>
public bool HasNetworkObject => NetworkObject != null; public bool HasNetworkObject => NetworkObject != null;
private NetworkObject m_NetworkObject = null; private NetworkObject m_NetworkObject = null;
/// <summary> /// <summary>
/// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour /// Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour instance.
/// </summary> /// </summary>
public ulong NetworkObjectId { get; internal set; } public ulong NetworkObjectId { get; internal set; }
/// <summary> /// <summary>
/// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject /// Gets NetworkId for this NetworkBehaviour from the owner NetworkObject.
/// </summary> /// </summary>
public ushort NetworkBehaviourId { get; internal set; } public ushort NetworkBehaviourId { get; internal set; }
@@ -558,7 +591,7 @@ namespace Unity.Netcode
internal ushort NetworkBehaviourIdCache = 0; internal ushort NetworkBehaviourIdCache = 0;
/// <summary> /// <summary>
/// Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject /// Returns the NetworkBehaviour with a given BehaviourId for the current NetworkObject.
/// </summary> /// </summary>
/// <param name="behaviourId">The behaviourId to return</param> /// <param name="behaviourId">The behaviourId to return</param>
/// <returns>Returns NetworkBehaviour with given behaviourId</returns> /// <returns>Returns NetworkBehaviour with given behaviourId</returns>
@@ -568,7 +601,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets the ClientId that owns the NetworkObject /// Gets the ClientId that owns this NetworkObject.
/// </summary> /// </summary>
public ulong OwnerClientId { get; internal set; } public ulong OwnerClientId { get; internal set; }
@@ -579,30 +612,34 @@ namespace Unity.Netcode
/// </summary> /// </summary>
internal void UpdateNetworkProperties() internal void UpdateNetworkProperties()
{ {
var networkObject = NetworkObject;
// Set NetworkObject dependent properties // Set NetworkObject dependent properties
if (NetworkObject != null) if (networkObject != null)
{ {
var networkManager = NetworkManager;
// Set identification related properties // Set identification related properties
NetworkObjectId = NetworkObject.NetworkObjectId; NetworkObjectId = networkObject.NetworkObjectId;
IsLocalPlayer = NetworkObject.IsLocalPlayer; IsLocalPlayer = networkObject.IsLocalPlayer;
// This is "OK" because GetNetworkBehaviourOrderIndex uses the order of // This is "OK" because GetNetworkBehaviourOrderIndex uses the order of
// NetworkObject.ChildNetworkBehaviours which is set once when first // NetworkObject.ChildNetworkBehaviours which is set once when first
// accessed. // accessed.
NetworkBehaviourId = NetworkObject.GetNetworkBehaviourOrderIndex(this); NetworkBehaviourId = networkObject.GetNetworkBehaviourOrderIndex(this);
// Set ownership related properties // Set ownership related properties
IsOwnedByServer = NetworkObject.IsOwnedByServer; IsOwnedByServer = networkObject.IsOwnedByServer;
IsOwner = NetworkObject.IsOwner; IsOwner = networkObject.IsOwner;
OwnerClientId = NetworkObject.OwnerClientId; OwnerClientId = networkObject.OwnerClientId;
// Set NetworkManager dependent properties // Set NetworkManager dependent properties
if (NetworkManager != null) if (networkManager != null)
{ {
IsHost = NetworkManager.IsListening && NetworkManager.IsHost; IsHost = networkManager.IsListening && networkManager.IsHost;
IsClient = NetworkManager.IsListening && NetworkManager.IsClient; IsClient = networkManager.IsListening && networkManager.IsClient;
IsServer = NetworkManager.IsListening && NetworkManager.IsServer; IsServer = networkManager.IsListening && networkManager.IsServer;
ServerIsHost = NetworkManager.IsListening && NetworkManager.ServerIsHost; LocalClient = networkManager.LocalClient;
HasAuthority = networkObject.HasAuthority;
ServerIsHost = networkManager.IsListening && networkManager.ServerIsHost;
} }
} }
else // Shouldn't happen, but if so then set the properties to their default value; else // Shouldn't happen, but if so then set the properties to their default value;
@@ -610,19 +647,85 @@ namespace Unity.Netcode
OwnerClientId = NetworkObjectId = default; OwnerClientId = NetworkObjectId = default;
IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = ServerIsHost = default; IsOwnedByServer = IsOwner = IsHost = IsClient = IsServer = ServerIsHost = default;
NetworkBehaviourId = default; NetworkBehaviourId = default;
LocalClient = default;
HasAuthority = default;
} }
} }
/// <summary> /// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup. /// Only for use in distributed authority mode.
/// Invoked only on the authority instance when a <see cref="NetworkObject"/> is deferring its despawn on non-authoritative instances.
/// </summary>
/// <remarks>
/// See also: <see cref="NetworkObject.DeferDespawn(int, bool)"/>
/// </remarks>
/// <param name="despawnTick">The future network tick that the <see cref="NetworkObject"/> will be despawned on non-authoritative instances</param>
public virtual void OnDeferringDespawn(int despawnTick) { }
/// <summary>
/// Gets called after the <see cref="NetworkObject"/> is spawned. No NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked yet.
/// A reference to <see cref="NetworkManager"/> is passed in as a parameter to determine the context of execution (`IsServer` or `IsClient`).
/// </summary>
/// <param name="networkManager">a ref to the <see cref="NetworkManager"/> since this is not yet set on the <see cref="NetworkBehaviour"/></param>
/// <remarks>
/// The <see cref="NetworkBehaviour"/> will not have anything assigned to it at this point in time.
/// Settings like ownership, NetworkBehaviourId, NetworkManager, and most other spawn-related properties will not be set.
/// This can be used to handle things like initializing a NetworkVariable.
/// </remarks>
protected virtual void OnNetworkPreSpawn(ref NetworkManager networkManager) { }
/// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered, and the network is set up.
/// </summary> /// </summary>
public virtual void OnNetworkSpawn() { } public virtual void OnNetworkSpawn() { }
/// <summary> /// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets despawned. Is called both on the server and clients. /// Gets called after the <see cref="NetworkObject"/> is spawned. All NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked.
/// </summary>
/// <remarks>
/// Will be invoked on each <see cref="NetworkBehaviour"/> associated with the <see cref="NetworkObject"/> being spawned.
/// All associated <see cref="NetworkBehaviour"/> components will have had <see cref="OnNetworkSpawn"/> invoked on the spawned <see cref="NetworkObject"/>.
/// </remarks>
protected virtual void OnNetworkPostSpawn() { }
/// <summary>
/// This method is only available client-side.
/// When a new client joins it's synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all
/// <see cref="NetworkObject"/>s and scenes (if scene management is enabled) have finished synchronizing, all NetworkBehaviour components associated with spawned <see cref="NetworkObject"/>s
/// will have this method invoked.
/// </summary>
/// <remarks>
/// This can be used to handle post-synchronization actions where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
/// This is only invoked on clients during a client-server network topology session.
/// </remarks>
protected virtual void OnNetworkSessionSynchronized() { }
/// <summary>
/// When a scene is loaded and in-scene placed NetworkObjects are finished spawning, this method is invoked on all of the newly spawned in-scene placed NetworkObjects.
/// This method runs both client and server side.
/// </summary>
/// <remarks>
/// This method can be used to handle post-scene loaded actions for in-scene placed NetworkObjcts where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
/// </remarks>
protected virtual void OnInSceneObjectsSpawned() { }
/// <summary>
/// Gets called when the <see cref="NetworkObject"/> gets despawned. This method runs both client and server side.
/// </summary> /// </summary>
public virtual void OnNetworkDespawn() { } public virtual void OnNetworkDespawn() { }
internal void NetworkPreSpawn(ref NetworkManager networkManager)
{
try
{
OnNetworkPreSpawn(ref networkManager);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InternalOnNetworkSpawn() internal void InternalOnNetworkSpawn()
{ {
IsSpawned = true; IsSpawned = true;
@@ -642,7 +745,8 @@ namespace Unity.Netcode
} }
InitializeVariables(); InitializeVariables();
if (IsServer)
if (NetworkObject.HasAuthority)
{ {
// Since we just spawned the object and since user code might have modified their NetworkVariable, esp. // Since we just spawned the object and since user code might have modified their NetworkVariable, esp.
// NetworkList, we need to mark the object as free of updates. // NetworkList, we need to mark the object as free of updates.
@@ -651,6 +755,42 @@ namespace Unity.Netcode
} }
} }
internal void NetworkPostSpawn()
{
try
{
OnNetworkPostSpawn();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void NetworkSessionSynchronized()
{
try
{
OnNetworkSessionSynchronized();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InSceneNetworkObjectsSpawned()
{
try
{
OnInSceneObjectsSpawned();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
internal void InternalOnNetworkDespawn() internal void InternalOnNetworkDespawn()
{ {
IsSpawned = false; IsSpawned = false;
@@ -666,7 +806,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets called when the local client gains ownership of this object /// Gets called when the local client gains ownership of this object.
/// </summary> /// </summary>
public virtual void OnGainedOwnership() { } public virtual void OnGainedOwnership() { }
@@ -677,8 +817,8 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Invoked on all clients, override this method to be notified of any /// Invoked on all clients. Override this method to be notified of any
/// ownership changes (even if the instance was niether the previous or /// ownership changes (even if the instance was neither the previous or
/// newly assigned current owner). /// newly assigned current owner).
/// </summary> /// </summary>
/// <param name="previous">the previous owner</param> /// <param name="previous">the previous owner</param>
@@ -694,7 +834,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets called when we loose ownership of this object /// Gets called when ownership of this object is lost.
/// </summary> /// </summary>
public virtual void OnLostOwnership() { } public virtual void OnLostOwnership() { }
@@ -705,7 +845,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed /// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed.
/// </summary> /// </summary>
/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param> /// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { } public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
@@ -740,7 +880,7 @@ namespace Unity.Netcode
#pragma warning restore IDE1006 // restore naming rule violation check #pragma warning restore IDE1006 // restore naming rule violation check
{ {
__rpc_func_table[GetType()][hash] = handler; __rpc_func_table[GetType()][hash] = handler;
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
__rpc_name_table[GetType()][hash] = rpcMethodName; __rpc_name_table[GetType()][hash] = rpcMethodName;
#endif #endif
} }
@@ -766,7 +906,7 @@ namespace Unity.Netcode
if (!__rpc_func_table.ContainsKey(GetType())) if (!__rpc_func_table.ContainsKey(GetType()))
{ {
__rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>(); __rpc_func_table[GetType()] = new Dictionary<uint, RpcReceiveHandler>();
#if UNITY_EDITOR || DEVELOPMENT_BUILD #if UNITY_EDITOR || DEVELOPMENT_BUILD || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
__rpc_name_table[GetType()] = new Dictionary<uint, string>(); __rpc_name_table[GetType()] = new Dictionary<uint, string>();
#endif #endif
__initializeRpcs(); __initializeRpcs();
@@ -813,7 +953,16 @@ namespace Unity.Netcode
// during OnNetworkSpawn has been sent and needs to be cleared // during OnNetworkSpawn has been sent and needs to be cleared
for (int i = 0; i < NetworkVariableFields.Count; i++) for (int i = 0; i < NetworkVariableFields.Count; i++)
{ {
NetworkVariableFields[i].ResetDirty(); var networkVariable = NetworkVariableFields[i];
if (networkVariable.IsDirty())
{
if (networkVariable.CanSend())
{
networkVariable.UpdateLastSentTime();
networkVariable.ResetDirty();
networkVariable.SetDirty(false);
}
}
} }
} }
else else
@@ -821,7 +970,16 @@ namespace Unity.Netcode
// mark any variables we wrote as no longer dirty // mark any variables we wrote as no longer dirty
for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++) for (int i = 0; i < NetworkVariableIndexesToReset.Count; i++)
{ {
NetworkVariableFields[NetworkVariableIndexesToReset[i]].ResetDirty(); var networkVariable = NetworkVariableFields[NetworkVariableIndexesToReset[i]];
if (networkVariable.IsDirty())
{
if (networkVariable.CanSend())
{
networkVariable.UpdateLastSentTime();
networkVariable.ResetDirty();
networkVariable.SetDirty(false);
}
}
} }
} }
@@ -838,40 +996,60 @@ namespace Unity.Netcode
PreNetworkVariableWrite(); PreNetworkVariableWrite();
} }
internal void VariableUpdate(ulong targetClientId)
{
NetworkVariableUpdate(targetClientId, NetworkBehaviourId);
}
internal readonly List<int> NetworkVariableIndexesToReset = new List<int>(); internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>(); internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
private void NetworkVariableUpdate(ulong targetClientId, int behaviourIndex) internal void NetworkVariableUpdate(ulong targetClientId)
{ {
if (!CouldHaveDirtyNetworkVariables()) if (!CouldHaveDirtyNetworkVariables())
{ {
return; return;
} }
// Getting these ahead of time actually improves performance
var networkManager = NetworkManager;
var networkObject = NetworkObject;
var behaviourIndex = networkObject.GetNetworkBehaviourOrderIndex(this);
var messageManager = networkManager.MessageManager;
var connectionManager = networkManager.ConnectionManager;
for (int j = 0; j < m_DeliveryMappedNetworkVariableIndices.Count; j++) for (int j = 0; j < m_DeliveryMappedNetworkVariableIndices.Count; j++)
{ {
var networkVariable = (NetworkVariableBase)null;
var shouldSend = false; var shouldSend = false;
for (int k = 0; k < NetworkVariableFields.Count; k++) for (int k = 0; k < NetworkVariableFields.Count; k++)
{ {
var networkVariable = NetworkVariableFields[k]; networkVariable = NetworkVariableFields[k];
if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId)) if (networkVariable.IsDirty() && networkVariable.CanClientRead(targetClientId))
{
if (networkVariable.CanSend())
{ {
shouldSend = true; shouldSend = true;
}
break; break;
} }
} }
// All of this is just to prevent the DA Host from re-sending a NetworkVariable update it received from the client owner
if (shouldSend) // If this NetworkManager is running as a DAHost:
// - Only when the write permissions is owner (to pass existing integration tests running as DAHost)
// - If the target client ID is the owner and the owner is not the local NetworkManager instance
// - **Special** As long as ownership did not just change and we are sending the new owner any dirty/updated NetworkVariables
// Under these conditions we should not send to the client
if (shouldSend && networkManager.DAHost && networkVariable.WritePerm == NetworkVariableWritePermission.Owner &&
networkObject.OwnerClientId == targetClientId && networkObject.OwnerClientId != networkManager.LocalClientId &&
networkObject.PreviousOwnerId == networkObject.OwnerClientId)
{ {
shouldSend = false;
}
if (!shouldSend)
{
continue;
}
var message = new NetworkVariableDeltaMessage var message = new NetworkVariableDeltaMessage
{ {
NetworkObjectId = NetworkObjectId, NetworkObjectId = NetworkObjectId,
NetworkBehaviourIndex = NetworkObject.GetNetworkBehaviourOrderIndex(this), NetworkBehaviourIndex = behaviourIndex,
NetworkBehaviour = this, NetworkBehaviour = this,
TargetClientId = targetClientId, TargetClientId = targetClientId,
DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j] DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
@@ -883,7 +1061,7 @@ namespace Unity.Netcode
// so we don't have to do this serialization work if we're not going to use the result. // so we don't have to do this serialization work if we're not going to use the result.
if (IsServer && targetClientId == NetworkManager.ServerClientId) if (IsServer && targetClientId == NetworkManager.ServerClientId)
{ {
var tmpWriter = new FastBufferWriter(NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkManager.MessageManager.FragmentedMessageMaxSize); var tmpWriter = new FastBufferWriter(messageManager.NonFragmentedMessageMaxSize, Allocator.Temp, messageManager.FragmentedMessageMaxSize);
using (tmpWriter) using (tmpWriter)
{ {
message.Serialize(tmpWriter, message.Version); message.Serialize(tmpWriter, message.Version);
@@ -891,21 +1069,29 @@ namespace Unity.Netcode
} }
else else
{ {
NetworkManager.ConnectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId); connectionManager.SendMessage(ref message, m_DeliveryTypesForNetworkVariableGroups[j], targetClientId);
}
} }
} }
} }
internal static bool LogSentVariableUpdateMessage;
private bool CouldHaveDirtyNetworkVariables() private bool CouldHaveDirtyNetworkVariables()
{ {
// TODO: There should be a better way by reading one dirty variable vs. 'n' // TODO: There should be a better way by reading one dirty variable vs. 'n'
for (int i = 0; i < NetworkVariableFields.Count; i++) for (int i = 0; i < NetworkVariableFields.Count; i++)
{ {
if (NetworkVariableFields[i].IsDirty()) var networkVariable = NetworkVariableFields[i];
if (networkVariable.IsDirty())
{
if (networkVariable.CanSend())
{ {
return true; return true;
} }
// If it's dirty but can't be sent yet, we have to keep monitoring it until one of the
// conditions blocking its send changes.
NetworkManager.BehaviourUpdater.AddForUpdate(NetworkObject);
}
} }
return false; return false;
@@ -929,6 +1115,18 @@ namespace Unity.Netcode
/// </remarks> /// </remarks>
internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId) internal void WriteNetworkVariableData(FastBufferWriter writer, ulong targetClientId)
{ {
// Create any values that require accessing the NetworkManager locally (it is expensive to access it in NetworkBehaviour)
var networkManager = NetworkManager;
var distributedAuthority = networkManager.DistributedAuthorityMode;
var ensureLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
// Always write the NetworkVariable count even if zero for distributed authority (used by comb server)
if (distributedAuthority)
{
writer.WriteValueSafe((ushort)NetworkVariableFields.Count);
}
// Exit early if there are no NetworkVariables
if (NetworkVariableFields.Count == 0) if (NetworkVariableFields.Count == 0)
{ {
return; return;
@@ -936,11 +1134,19 @@ namespace Unity.Netcode
for (int j = 0; j < NetworkVariableFields.Count; j++) for (int j = 0; j < NetworkVariableFields.Count; j++)
{ {
// Client-Server: Try to write values only for clients that have read permissions.
// Distributed Authority: All clients have read permissions, always try to write the value.
if (NetworkVariableFields[j].CanClientRead(targetClientId)) if (NetworkVariableFields[j].CanClientRead(targetClientId))
{ {
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // Write additional NetworkVariable information when length safety is enabled or when in distributed authority mode
if (ensureLengthSafety || distributedAuthority)
{ {
// Write the type being serialized for distributed authority (only for comb-server)
if (distributedAuthority)
{
writer.WriteValueSafe(NetworkVariableFields[j].Type);
}
var writePos = writer.Position; var writePos = writer.Position;
// Note: This value can't be packed because we don't know how large it will be in advance // Note: This value can't be packed because we don't know how large it will be in advance
// we reserve space for it, then write the data, then come back and fill in the space // we reserve space for it, then write the data, then come back and fill in the space
@@ -952,21 +1158,25 @@ namespace Unity.Netcode
NetworkVariableFields[j].WriteField(writer); NetworkVariableFields[j].WriteField(writer);
var size = writer.Position - startPos; var size = writer.Position - startPos;
writer.Seek(writePos); writer.Seek(writePos);
// Write the NetworkVariable value
writer.WriteValueSafe((ushort)size); writer.WriteValueSafe((ushort)size);
writer.Seek(startPos + size); writer.Seek(startPos + size);
} }
else else // Client-Server Only: Should only ever be invoked when using a client-server NetworkTopology
{ {
// Write the NetworkVariable value
NetworkVariableFields[j].WriteField(writer); NetworkVariableFields[j].WriteField(writer);
} }
} }
else // Only if EnsureNetworkVariableLengthSafety, otherwise just skip else if (ensureLengthSafety)
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) {
// Client-Server Only: If the client cannot read this field, then skip it but write a 0 for this NetworkVariable's position
{ {
writer.WriteValueSafe((ushort)0); writer.WriteValueSafe((ushort)0);
} }
} }
} }
}
/// <summary> /// <summary>
/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read. /// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
@@ -978,6 +1188,23 @@ namespace Unity.Netcode
/// </remarks> /// </remarks>
internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId) internal void SetNetworkVariableData(FastBufferReader reader, ulong clientId)
{ {
// Stack cache any values that requires accessing the NetworkManager (it is expensive to access it in NetworkBehaviour)
var networkManager = NetworkManager;
var distributedAuthority = networkManager.DistributedAuthorityMode;
var ensureLengthSafety = networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety;
// Always read the NetworkVariable count when in distributed authority (sanity check if comb-server matches what client has locally)
if (distributedAuthority)
{
reader.ReadValueSafe(out ushort variableCount);
if (variableCount != NetworkVariableFields.Count)
{
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}] NetworkVariable count mismatch! (Read: {variableCount} vs. Expected: {NetworkVariableFields.Count})");
return;
}
}
// Exit early if nothing else to read
if (NetworkVariableFields.Count == 0) if (NetworkVariableFields.Count == 0)
{ {
return; return;
@@ -987,30 +1214,52 @@ namespace Unity.Netcode
{ {
var varSize = (ushort)0; var varSize = (ushort)0;
var readStartPos = 0; var readStartPos = 0;
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // Client-Server: Clients that only have read permissions will try to read the value
// Distributed Authority: All clients have read permissions, always try to read the value
if (NetworkVariableFields[j].CanClientRead(clientId))
{ {
if (ensureLengthSafety || distributedAuthority)
{
// Read the type being serialized and discard it (for now) when in a distributed authority network topology (only used by comb-server)
if (distributedAuthority)
{
reader.ReadValueSafe(out NetworkVariableType _);
}
reader.ReadValueSafe(out varSize); reader.ReadValueSafe(out varSize);
if (varSize == 0) if (varSize == 0)
{ {
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] Expected non-zero size readable NetworkVariable! (Skipping)");
continue; continue;
} }
readStartPos = reader.Position; readStartPos = reader.Position;
} }
else // If the client cannot read this field, then skip it }
if (!NetworkVariableFields[j].CanClientRead(clientId)) else // Client-Server Only: If the client cannot read this field, then skip it
{ {
// If skipping and length safety, then fill in a 0 size for this one spot
if (ensureLengthSafety)
{
reader.ReadValueSafe(out ushort size);
if (size != 0)
{
Debug.LogError($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] Expected zero size for non-readable NetworkVariable when EnsureNetworkVariableLengthSafety is enabled! (Skipping)");
}
}
continue; continue;
} }
// Read the NetworkVarible value
NetworkVariableFields[j].ReadField(reader); NetworkVariableFields[j].ReadField(reader);
if (NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) // When EnsureNetworkVariableLengthSafety or DistributedAuthorityMode always do a bounds check
if (ensureLengthSafety || distributedAuthority)
{ {
if (reader.Position > (readStartPos + varSize)) if (reader.Position > (readStartPos + varSize))
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{ {
NetworkLog.LogWarning($"Var data read too far. {reader.Position - (readStartPos + varSize)} bytes."); NetworkLog.LogWarning($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] NetworkVariable data read too big. {reader.Position - (readStartPos + varSize)} bytes.");
} }
reader.Seek(readStartPos + varSize); reader.Seek(readStartPos + varSize);
@@ -1019,7 +1268,7 @@ namespace Unity.Netcode
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{ {
NetworkLog.LogWarning($"Var data read too little. {(readStartPos + varSize) - reader.Position} bytes."); NetworkLog.LogWarning($"[{name}][NetworkObjectId: {NetworkObjectId}][NetworkBehaviourId: {NetworkBehaviourId}][{NetworkVariableFields[j].Name}] NetworkVariable data read too small. {(readStartPos + varSize) - reader.Position} bytes.");
} }
reader.Seek(readStartPos + varSize); reader.Seek(readStartPos + varSize);
@@ -1029,7 +1278,7 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets the local instance of a object with a given NetworkId /// Gets the local instance of a NetworkObject with a given NetworkId.
/// </summary> /// </summary>
/// <param name="networkId"></param> /// <param name="networkId"></param>
/// <returns></returns> /// <returns></returns>
@@ -1040,14 +1289,14 @@ namespace Unity.Netcode
/// <summary> /// <summary>
/// Override this method if your derived NetworkBehaviour requires custom synchronization data. /// Override this method if your derived NetworkBehaviour requires custom synchronization data.
/// Note: Use of this method is only for the initial client synchronization of NetworkBehaviours /// Use of this method is only for the initial client synchronization of NetworkBehaviours
/// and will increase the payload size for client synchronization and dynamically spawned /// and will increase the payload size for client synchronization and dynamically spawned
/// <see cref="NetworkObject"/>s. /// <see cref="NetworkObject"/>s.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// When serializing (writing) this will be invoked during the client synchronization period and /// When serializing (writing), this method is invoked during the client synchronization period and
/// when spawning new NetworkObjects. /// when spawning new NetworkObjects.
/// When deserializing (reading), this will be invoked prior to the NetworkBehaviour's associated /// When deserializing (reading), this method is invoked prior to the NetworkBehaviour's associated
/// NetworkObject being spawned. /// NetworkObject being spawned.
/// </remarks> /// </remarks>
/// <param name="serializer">The serializer to use to read and write the data.</param> /// <param name="serializer">The serializer to use to read and write the data.</param>
@@ -1061,14 +1310,19 @@ namespace Unity.Netcode
} }
public virtual void OnReanticipate(double lastRoundTripTime)
{
}
/// <summary> /// <summary>
/// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance. /// The relative client identifier targeted for the serialization of this <see cref="NetworkBehaviour"/> instance.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This value will be set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked. /// This value is set prior to <see cref="OnSynchronize{T}(ref BufferSerializer{T})"/> being invoked.
/// For writing (server-side), this is useful to know which client will receive the serialized data. /// For writing (server-side), this is useful to know which client will receive the serialized data.
/// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>. /// For reading (client-side), this will be the <see cref="NetworkManager.LocalClientId"/>.
/// When synchronization of this instance is complete, this value will be reset to 0 /// When synchronization of this instance is complete, this value is reset to 0.
/// </remarks> /// </remarks>
protected ulong m_TargetIdBeingSynchronized { get; private set; } protected ulong m_TargetIdBeingSynchronized { get; private set; }
@@ -1170,7 +1424,7 @@ namespace Unity.Netcode
{ {
if (NetworkManager.LogLevel <= LogLevel.Normal) if (NetworkManager.LogLevel <= LogLevel.Normal)
{ {
NetworkLog.LogWarning($"{name} read {totalBytesRead} bytes but was expected to read {expectedBytesToRead} bytes during synchronization deserialization! This {nameof(NetworkBehaviour)} is being skipped and will not be synchronized!"); NetworkLog.LogWarning($"{name} read {totalBytesRead} bytes but was expected to read {expectedBytesToRead} bytes during synchronization deserialization! This {nameof(NetworkBehaviour)}({GetType().Name})is being skipped and will not be synchronized!");
} }
synchronizationError = true; synchronizationError = true;
} }
@@ -1191,9 +1445,8 @@ namespace Unity.Netcode
/// <summary> /// <summary>
/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to. /// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to is destroyed.
/// NOTE: If you override this, you will want to always invoke this base class version of this /// If you override this, you must always invoke the base class version of this <see cref="OnDestroy"/> method.
/// <see cref="OnDestroy"/> method!!
/// </summary> /// </summary>
public virtual void OnDestroy() public virtual void OnDestroy()
{ {

View File

@@ -11,6 +11,7 @@ namespace Unity.Netcode
private NetworkManager m_NetworkManager; private NetworkManager m_NetworkManager;
private NetworkConnectionManager m_ConnectionManager; private NetworkConnectionManager m_ConnectionManager;
private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>(); private HashSet<NetworkObject> m_DirtyNetworkObjects = new HashSet<NetworkObject>();
private HashSet<NetworkObject> m_PendingDirtyNetworkObjects = new HashSet<NetworkObject>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}"); private ProfilerMarker m_NetworkBehaviourUpdate = new ProfilerMarker($"{nameof(NetworkBehaviour)}.{nameof(NetworkBehaviourUpdate)}");
@@ -18,7 +19,7 @@ namespace Unity.Netcode
internal void AddForUpdate(NetworkObject networkObject) internal void AddForUpdate(NetworkObject networkObject)
{ {
m_DirtyNetworkObjects.Add(networkObject); m_PendingDirtyNetworkObjects.Add(networkObject);
} }
internal void NetworkBehaviourUpdate() internal void NetworkBehaviourUpdate()
@@ -28,6 +29,9 @@ namespace Unity.Netcode
#endif #endif
try try
{ {
m_DirtyNetworkObjects.UnionWith(m_PendingDirtyNetworkObjects);
m_PendingDirtyNetworkObjects.Clear();
// NetworkObject references can become null, when hidden or despawned. Once NUll, there is no point // 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. // trying to process them, even if they were previously marked as dirty.
m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null); m_DirtyNetworkObjects.RemoveWhere((sobj) => sobj == null);
@@ -44,13 +48,12 @@ namespace Unity.Netcode
for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++) for (int i = 0; i < m_ConnectionManager.ConnectedClientsList.Count; i++)
{ {
var client = m_ConnectionManager.ConnectedClientsList[i]; var client = m_ConnectionManager.ConnectedClientsList[i];
if (m_NetworkManager.DistributedAuthorityMode || dirtyObj.IsNetworkVisibleTo(client.ClientId))
if (dirtyObj.IsNetworkVisibleTo(client.ClientId))
{ {
// Sync just the variables for just the objects this client sees // Sync just the variables for just the objects this client sees
for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++) for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
{ {
dirtyObj.ChildNetworkBehaviours[k].VariableUpdate(client.ClientId); dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
} }
} }
} }
@@ -69,7 +72,7 @@ namespace Unity.Netcode
} }
for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++) for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
{ {
sobj.ChildNetworkBehaviours[k].VariableUpdate(NetworkManager.ServerClientId); sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
} }
} }
} }
@@ -95,6 +98,8 @@ namespace Unity.Netcode
foreach (var dirtyobj in m_DirtyNetworkObjects) foreach (var dirtyobj in m_DirtyNetworkObjects)
{ {
dirtyobj.PostNetworkVariableWrite(); dirtyobj.PostNetworkVariableWrite();
// Once done processing, we set the previous owner id to the current owner id
dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
} }
m_DirtyNetworkObjects.Clear(); m_DirtyNetworkObjects.Clear();
} }

View File

@@ -1,12 +1,14 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Collections; using Unity.Collections;
using System.Linq;
using UnityEngine; using UnityEngine;
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEditor; using UnityEditor;
#endif #endif
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug; using Debug = UnityEngine.Debug;
using Unity.Netcode.Components;
namespace Unity.Netcode namespace Unity.Netcode
{ {
@@ -27,35 +29,311 @@ namespace Unity.Netcode
// RuntimeAccessModifiersILPP will make this `public` // RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<uint, RpcReceiveHandler> __rpc_func_table = new Dictionary<uint, RpcReceiveHandler>(); internal static readonly Dictionary<uint, RpcReceiveHandler> __rpc_func_table = new Dictionary<uint, RpcReceiveHandler>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
// RuntimeAccessModifiersILPP will make this `public` // RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>(); internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>();
#endif #endif
#pragma warning restore IDE1006 // restore naming rule violation check #pragma warning restore IDE1006 // restore naming rule violation check
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private static List<Type> s_SerializedType = new List<Type>();
// This is used to control the serialized type not optimized messaging for integration test purposes
internal static bool DisableNotOptimizedSerializedType;
/// <summary>
/// Until all serialized types are optimized for the distributed authority network topology,
/// this will handle the notification to the user that the type being serialized is not yet
/// optimized but will only log the message once to prevent log spamming.
/// </summary>
internal static void LogSerializedTypeNotOptimized<T>()
{
if (DisableNotOptimizedSerializedType)
{
return;
}
var type = typeof(T);
if (!s_SerializedType.Contains(type))
{
s_SerializedType.Add(type);
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
Debug.LogWarning($"[{type.Name}] Serialized type has not been optimized for use with Distributed Authority!");
}
}
}
#endif
internal static bool IsDistributedAuthority;
/// <summary>
/// Distributed Authority Mode
/// Returns true if the current session is running in distributed authority mode.
/// </summary>
public bool DistributedAuthorityMode { get; private set; }
/// <summary>
/// Distributed Authority Mode
/// Gets whether the NetworkManager is connected to a distributed authority state service.
/// <see cref="NetworkClient.DAHost"/> to determine if the instance is mocking the state service.
/// </summary>
public bool CMBServiceConnection
{
get
{
return NetworkConfig.UseCMBService;
}
}
/// <summary>
/// Distributed Authority Mode
/// When enabled, the player prefab will be automatically spawned on the newly connected client-side.
/// </summary>
/// <remarks>
/// Refer to <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> to enable/disable automatic spawning of the player prefab.
/// Alternately, override the <see cref="FetchLocalPlayerPrefabToSpawn"/> to control what prefab the player should spawn.
/// </remarks>
public bool AutoSpawnPlayerPrefabClientSide
{
get
{
return NetworkConfig.AutoSpawnPlayerPrefabClientSide;
}
}
/// <summary>
/// Distributed Authority Mode
/// Delegate definition for <see cref="FetchLocalPlayerPrefabToSpawn"/>
/// </summary>
/// <returns>Player Prefab <see cref="GameObject"/></returns>
public delegate GameObject OnFetchLocalPlayerPrefabToSpawnDelegateHandler();
/// <summary>
/// Distributed Authority Mode
/// When a callback is assigned, this provides control over what player prefab a client will be using.
/// This is invoked only when <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> is enabled.
/// </summary>
public OnFetchLocalPlayerPrefabToSpawnDelegateHandler OnFetchLocalPlayerPrefabToSpawn;
internal GameObject FetchLocalPlayerPrefabToSpawn()
{
if (!AutoSpawnPlayerPrefabClientSide)
{
Debug.LogError($"[{nameof(FetchLocalPlayerPrefabToSpawn)}] Invoked when {nameof(NetworkConfig.AutoSpawnPlayerPrefabClientSide)} was not set! Check call paths!");
return null;
}
if (OnFetchLocalPlayerPrefabToSpawn == null && NetworkConfig.PlayerPrefab == null)
{
return null;
}
if (OnFetchLocalPlayerPrefabToSpawn != null)
{
return OnFetchLocalPlayerPrefabToSpawn();
}
return NetworkConfig.PlayerPrefab;
}
/// <summary>
/// Distributed Authority Mode
/// Gets whether the current NetworkManager is running as a mock distributed authority state service (DAHost)
/// </summary>
public bool DAHost
{
get
{
return LocalClient.DAHost;
}
}
// DANGO-TODO-MVP: Remove these properties once the service handles object distribution
internal ulong ClientToRedistribute;
internal bool RedistributeToClient;
internal int TickToRedistribute;
internal List<NetworkObject> DeferredDespawnObjects = new List<NetworkObject>();
public ulong CurrentSessionOwner { get; internal set; }
/// <summary>
/// Delegate declaration for <see cref="OnSessionOwnerPromoted"/>
/// </summary>
/// <param name="sessionOwnerPromoted">the new session owner client identifier</param>
public delegate void OnSessionOwnerPromotedDelegateHandler(ulong sessionOwnerPromoted);
/// <summary>
/// Network Topology: Distributed Authority
/// When a new session owner is promoted, this event is triggered on all connected clients
/// </summary>
public event OnSessionOwnerPromotedDelegateHandler OnSessionOwnerPromoted;
internal void SetSessionOwner(ulong sessionOwner)
{
var previousSessionOwner = CurrentSessionOwner;
CurrentSessionOwner = sessionOwner;
LocalClient.IsSessionOwner = LocalClientId == sessionOwner;
if (LocalClient.IsSessionOwner)
{
foreach (var networkObjectEntry in SpawnManager.SpawnedObjects)
{
var networkObject = networkObjectEntry.Value;
if (networkObject.IsSceneObject == null || !networkObject.IsSceneObject.Value)
{
continue;
}
if (networkObject.OwnerClientId != LocalClientId)
{
SpawnManager.ChangeOwnership(networkObject, LocalClientId, true);
}
}
}
OnSessionOwnerPromoted?.Invoke(sessionOwner);
}
// TODO: Make this internal after testing
internal void PromoteSessionOwner(ulong clientId)
{
if (!DistributedAuthorityMode)
{
NetworkLog.LogErrorServer($"[SceneManagement][NotDA] Invoking promote session owner while not in distributed authority mode!");
return;
}
if (!DAHost)
{
NetworkLog.LogErrorServer($"[SceneManagement][NotDAHost] Client is attempting to promote another client as the session owner!");
return;
}
SetSessionOwner(clientId);
var sessionOwnerMessage = new SessionOwnerMessage()
{
SessionOwner = clientId,
};
var clients = ConnectionManager.ConnectedClientIds.Where(c => c != LocalClientId).ToArray();
foreach (var targetClient in clients)
{
ConnectionManager.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableSequenced, targetClient);
}
}
internal Dictionary<ulong, NetworkTransform> NetworkTransformUpdate = new Dictionary<ulong, NetworkTransform>();
#if COM_UNITY_MODULES_PHYSICS
internal Dictionary<ulong, NetworkTransform> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkTransform>();
#endif
internal void NetworkTransformRegistration(NetworkTransform networkTransform, bool forUpdate = true, bool register = true)
{
if (forUpdate)
{
if (register)
{
if (!NetworkTransformUpdate.ContainsKey(networkTransform.NetworkObjectId))
{
NetworkTransformUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
}
}
else
{
NetworkTransformUpdate.Remove(networkTransform.NetworkObjectId);
}
}
#if COM_UNITY_MODULES_PHYSICS
else
{
if (register)
{
if (!NetworkTransformFixedUpdate.ContainsKey(networkTransform.NetworkObjectId))
{
NetworkTransformFixedUpdate.Add(networkTransform.NetworkObjectId, networkTransform);
}
}
else
{
NetworkTransformFixedUpdate.Remove(networkTransform.NetworkObjectId);
}
}
#endif
}
private void UpdateTopology()
{
var transportTopology = IsListening ? NetworkConfig.NetworkTransport.CurrentTopology() : NetworkConfig.NetworkTopology;
if (transportTopology != NetworkConfig.NetworkTopology)
{
NetworkLog.LogErrorServer($"[Topology Mismatch] Transport detected an issue with the topology ({transportTopology} | {NetworkConfig.NetworkTopology}) usage or setting! Disconnecting from session.");
Shutdown();
}
else
{
IsDistributedAuthority = DistributedAuthorityMode = transportTopology == NetworkTopologyTypes.DistributedAuthority;
}
}
public void NetworkUpdate(NetworkUpdateStage updateStage) public void NetworkUpdate(NetworkUpdateStage updateStage)
{ {
switch (updateStage) switch (updateStage)
{ {
case NetworkUpdateStage.EarlyUpdate: case NetworkUpdateStage.EarlyUpdate:
{ {
UpdateTopology();
ConnectionManager.ProcessPendingApprovals(); ConnectionManager.ProcessPendingApprovals();
ConnectionManager.PollAndHandleNetworkEvents(); ConnectionManager.PollAndHandleNetworkEvents();
DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0); DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0);
AnticipationSystem.SetupForUpdate();
MessageManager.ProcessIncomingMessageQueue(); MessageManager.ProcessIncomingMessageQueue();
MessageManager.CleanupDisconnectedClients(); MessageManager.CleanupDisconnectedClients();
AnticipationSystem.ProcessReanticipation();
} }
break; break;
#if COM_UNITY_MODULES_PHYSICS
case NetworkUpdateStage.FixedUpdate:
{
foreach (var networkTransformEntry in NetworkTransformFixedUpdate)
{
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
{
networkTransformEntry.Value.OnFixedUpdate();
}
}
}
break;
#endif
case NetworkUpdateStage.PreUpdate: case NetworkUpdateStage.PreUpdate:
{ {
NetworkTimeSystem.UpdateTime(); NetworkTimeSystem.UpdateTime();
AnticipationSystem.Update();
}
break;
case NetworkUpdateStage.PreLateUpdate:
{
// Non-physics based non-authority NetworkTransforms update their states after all other components
foreach (var networkTransformEntry in NetworkTransformUpdate)
{
if (networkTransformEntry.Value.gameObject.activeInHierarchy && networkTransformEntry.Value.IsSpawned)
{
networkTransformEntry.Value.OnUpdate();
}
}
}
break;
case NetworkUpdateStage.PostScriptLateUpdate:
{
AnticipationSystem.Sync();
AnticipationSystem.SetupForRender();
} }
break; break;
case NetworkUpdateStage.PostLateUpdate: case NetworkUpdateStage.PostLateUpdate:
{ {
// Handle deferred despawning
if (DistributedAuthorityMode)
{
SpawnManager.DeferredDespawnUpdate(ServerTime);
}
// Update any NetworkObject's registered to notify of scene migration changes.
NetworkObject.UpdateNetworkObjectSceneChanges();
// This should be invoked just prior to the MessageManager processes its outbound queue. // This should be invoked just prior to the MessageManager processes its outbound queue.
SceneManager.CheckForAndSendNetworkObjectSceneChanged(); SceneManager.CheckForAndSendNetworkObjectSceneChanged();
@@ -71,6 +349,16 @@ namespace Unity.Netcode
// This is "ok" to invoke when not processing messages since it is just cleaning up messages that never got handled within their timeout period. // This is "ok" to invoke when not processing messages since it is just cleaning up messages that never got handled within their timeout period.
DeferredMessageManager.CleanupStaleTriggers(); DeferredMessageManager.CleanupStaleTriggers();
// DANGO-TODO-MVP: Remove this once the service handles object distribution
// NOTE: This needs to be the last thing done and should happen exactly at this point
// in the update
if (RedistributeToClient && ServerTime.Tick <= TickToRedistribute)
{
RedistributeToClient = false;
SpawnManager.DistributeNetworkObjects(ClientToRedistribute);
ClientToRedistribute = 0;
}
if (m_ShuttingDown) if (m_ShuttingDown)
{ {
// Host-server will disconnect any connected clients prior to finalizing its shutdown // Host-server will disconnect any connected clients prior to finalizing its shutdown
@@ -171,17 +459,17 @@ namespace Unity.Netcode
} }
/// <summary> /// <summary>
/// Gets a dictionary of connected clients and their clientId keys. This is only accessible on the server. /// Gets a dictionary of connected clients and their clientId keys.
/// </summary> /// </summary>
public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients => IsServer ? ConnectionManager.ConnectedClients : throw new NotServerException($"{nameof(ConnectionManager.ConnectedClients)} should only be accessed on server."); public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients => ConnectionManager.ConnectedClients;
/// <summary> /// <summary>
/// Gets a list of connected clients. This is only accessible on the server. /// Gets a list of connected clients.
/// </summary> /// </summary>
public IReadOnlyList<NetworkClient> ConnectedClientsList => IsServer ? ConnectionManager.ConnectedClientsList : throw new NotServerException($"{nameof(ConnectionManager.ConnectedClientsList)} should only be accessed on server."); public IReadOnlyList<NetworkClient> ConnectedClientsList => ConnectionManager.ConnectedClientsList;
/// <summary> /// <summary>
/// Gets a list of just the IDs of all connected clients. This is only accessible on the server. /// Gets a list of just the IDs of all connected clients.
/// </summary> /// </summary>
public IReadOnlyList<ulong> ConnectedClientsIds => ConnectionManager.ConnectedClientIds; public IReadOnlyList<ulong> ConnectedClientsIds => ConnectionManager.ConnectedClientIds;
@@ -274,6 +562,25 @@ namespace Unity.Netcode
remove => ConnectionManager.OnTransportFailure -= value; remove => ConnectionManager.OnTransportFailure -= value;
} }
public delegate void ReanticipateDelegate(double lastRoundTripTime);
/// <summary>
/// This callback is called after all individual OnReanticipate calls on AnticipatedNetworkVariable
/// and AnticipatedNetworkTransform values have been invoked. The first parameter is a hash set of
/// all the variables that have been changed on this frame (you can detect a particular variable by
/// checking if the set contains it), while the second parameter is a set of all anticipated network
/// transforms that have been changed. Both are passed as their base class type.
///
/// The third parameter is the local time corresponding to the current authoritative server state
/// (i.e., to determine the amount of time that needs to be re-simulated, you will use
/// NetworkManager.LocalTime.Time - authorityTime).
/// </summary>
public event ReanticipateDelegate OnReanticipate
{
add => AnticipationSystem.OnReanticipate += value;
remove => AnticipationSystem.OnReanticipate -= value;
}
/// <summary> /// <summary>
/// The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection /// The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection
/// </summary> /// </summary>
@@ -518,6 +825,8 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public NetworkTickSystem NetworkTickSystem { get; private set; } public NetworkTickSystem NetworkTickSystem { get; private set; }
internal AnticipationSystem AnticipationSystem { get; private set; }
/// <summary> /// <summary>
/// Used for time mocking in tests /// Used for time mocking in tests
/// </summary> /// </summary>
@@ -780,6 +1089,23 @@ namespace Unity.Netcode
internal void Initialize(bool server) internal void Initialize(bool server)
{ {
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (!DisableNotOptimizedSerializedType)
{
s_SerializedType.Clear();
}
#endif
#if COM_UNITY_MODULES_PHYSICS
NetworkTransformFixedUpdate.Clear();
#endif
NetworkTransformUpdate.Clear();
UpdateTopology();
//DANGOEXP TODO: Remove this before finalizing the experimental release
NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
// Make sure the ServerShutdownState is reset when initializing // Make sure the ServerShutdownState is reset when initializing
if (server) if (server)
{ {
@@ -812,7 +1138,12 @@ namespace Unity.Netcode
} }
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate); this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
#if COM_UNITY_MODULES_PHYSICS
this.RegisterNetworkUpdate(NetworkUpdateStage.FixedUpdate);
#endif
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate); this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostScriptLateUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreLateUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate); this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
// ComponentFactory needs to set its defaults next // ComponentFactory needs to set its defaults next
@@ -828,11 +1159,17 @@ namespace Unity.Netcode
MessageManager.Hook(new NetworkManagerHooks(this)); MessageManager.Hook(new NetworkManagerHooks(this));
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
if (NetworkConfig.NetworkProfilingMetrics)
{
MessageManager.Hook(new ProfilingHooks()); MessageManager.Hook(new ProfilingHooks());
}
#endif #endif
#if MULTIPLAYER_TOOLS #if MULTIPLAYER_TOOLS
if (NetworkConfig.NetworkMessageMetrics)
{
MessageManager.Hook(new MetricHooks(this)); MessageManager.Hook(new MetricHooks(this));
}
#endif #endif
// Assures there is a server message queue available // Assures there is a server message queue available
@@ -845,6 +1182,7 @@ namespace Unity.Netcode
// The remaining systems can then be initialized // The remaining systems can then be initialized
NetworkTimeSystem = server ? NetworkTimeSystem.ServerTimeSystem() : new NetworkTimeSystem(1.0 / NetworkConfig.TickRate); NetworkTimeSystem = server ? NetworkTimeSystem.ServerTimeSystem() : new NetworkTimeSystem(1.0 / NetworkConfig.TickRate);
NetworkTickSystem = NetworkTimeSystem.Initialize(this); NetworkTickSystem = NetworkTimeSystem.Initialize(this);
AnticipationSystem = new AnticipationSystem(this);
// Create spawn manager instance // Create spawn manager instance
SpawnManager = new NetworkSpawnManager(this); SpawnManager = new NetworkSpawnManager(this);
@@ -930,7 +1268,10 @@ namespace Unity.Netcode
return false; return false;
} }
ConnectionManager.LocalClient.SetRole(true, false, this); if (!ConnectionManager.LocalClient.SetRole(true, false, this))
{
return false;
}
ConnectionManager.LocalClient.ClientId = ServerClientId; ConnectionManager.LocalClient.ClientId = ServerClientId;
Initialize(true); Initialize(true);
@@ -943,6 +1284,8 @@ namespace Unity.Netcode
{ {
SpawnManager.ServerSpawnSceneObjectsOnStartSweep(); SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Notify the server that everything should be synchronized/spawned at this time.
SpawnManager.NotifyNetworkObjectsSynchronized();
OnServerStarted?.Invoke(); OnServerStarted?.Invoke();
ConnectionManager.LocalClient.IsApproved = true; ConnectionManager.LocalClient.IsApproved = true;
return true; return true;
@@ -976,7 +1319,10 @@ namespace Unity.Netcode
return false; return false;
} }
ConnectionManager.LocalClient.SetRole(false, true, this); if (!ConnectionManager.LocalClient.SetRole(false, true, this))
{
return false;
}
Initialize(false); Initialize(false);
@@ -1019,7 +1365,11 @@ namespace Unity.Netcode
return false; return false;
} }
ConnectionManager.LocalClient.SetRole(true, true, this); if (!ConnectionManager.LocalClient.SetRole(true, true, this))
{
return false;
}
Initialize(true); Initialize(true);
try try
{ {
@@ -1075,13 +1425,17 @@ namespace Unity.Netcode
var response = new ConnectionApprovalResponse var response = new ConnectionApprovalResponse
{ {
Approved = true, Approved = true,
CreatePlayerObject = NetworkConfig.PlayerPrefab != null // Distributed authority always returns true since the client side handles spawning (whether automatically or manually)
CreatePlayerObject = DistributedAuthorityMode || NetworkConfig.PlayerPrefab != null,
}; };
ConnectionManager.HandleConnectionApproval(ServerClientId, response); ConnectionManager.HandleConnectionApproval(ServerClientId, response);
} }
SpawnManager.ServerSpawnSceneObjectsOnStartSweep(); SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
// Notify the host that everything should be synchronized/spawned at this time.
SpawnManager.NotifyNetworkObjectsSynchronized();
OnServerStarted?.Invoke(); OnServerStarted?.Invoke();
OnClientStarted?.Invoke(); OnClientStarted?.Invoke();
@@ -1185,6 +1539,12 @@ namespace Unity.Netcode
IsListening = false; IsListening = false;
m_ShuttingDown = false; m_ShuttingDown = false;
// Generate a local notification that the host client is disconnected
if (IsHost)
{
ConnectionManager.InvokeOnClientDisconnectCallback(LocalClientId);
}
if (ConnectionManager.LocalClient.IsClient) if (ConnectionManager.LocalClient.IsClient)
{ {
// If we were a client, we want to know if we were a host // If we were a client, we want to know if we were a host
@@ -1218,6 +1578,7 @@ namespace Unity.Netcode
NetworkTickSystem = null; NetworkTickSystem = null;
} }
// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when quitting the application. // Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when quitting the application.
private void OnApplicationQuit() private void OnApplicationQuit()
{ {

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@@ -54,6 +54,12 @@ namespace Unity.Netcode
/// </summary> /// </summary>
PreLateUpdate = 6, PreLateUpdate = 6,
/// <summary> /// <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 /// Updated after the Monobehaviour.LateUpdate for all components is invoked
/// </summary> /// </summary>
PostLateUpdate = 7 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 internal struct NetworkPostLateUpdate
{ {
public static PlayerLoopSystem CreateLoopSystem() public static PlayerLoopSystem CreateLoopSystem()
@@ -399,6 +417,7 @@ namespace Unity.Netcode
else if (currentSystem.type == typeof(PreLateUpdate)) else if (currentSystem.type == typeof(PreLateUpdate))
{ {
TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before); 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)) else if (currentSystem.type == typeof(PostLateUpdate))
{ {
@@ -440,6 +459,7 @@ namespace Unity.Netcode
else if (currentSystem.type == typeof(PreLateUpdate)) else if (currentSystem.type == typeof(PreLateUpdate))
{ {
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate)); TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostScriptLateUpdate));
} }
else if (currentSystem.type == typeof(PostLateUpdate)) else if (currentSystem.type == typeof(PostLateUpdate))
{ {

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@@ -39,6 +39,12 @@ namespace Unity.Netcode
/// <param name="message">The message to log</param> /// <param name="message">The message to log</param>
public static void LogInfoServer(string message) => LogServer(message, LogType.Info); 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> /// <summary>
/// Logs a warning log locally and on the server if possible. /// Logs a warning log locally and on the server if possible.
/// </summary> /// </summary>
@@ -58,7 +64,8 @@ namespace Unity.Netcode
var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton; var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
// Get the sender of the local log // Get the sender of the local log
ulong localId = networkManager?.LocalClientId ?? 0; ulong localId = networkManager?.LocalClientId ?? 0;
bool isServer = networkManager?.IsServer ?? true; bool isServer = networkManager && networkManager.DistributedAuthorityMode ? networkManager.LocalClient.IsSessionOwner :
networkManager && !networkManager.DistributedAuthorityMode ? networkManager.IsServer : true;
switch (logType) switch (logType)
{ {
case LogType.Info: case LogType.Info:
@@ -98,7 +105,8 @@ namespace Unity.Netcode
var networkMessage = new ServerLogMessage var networkMessage = new ServerLogMessage
{ {
LogType = logType, LogType = logType,
Message = message Message = message,
SenderId = localId
}; };
var size = networkManager.ConnectionManager.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId); var size = networkManager.ConnectionManager.SendMessage(ref networkMessage, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.ServerClientId);
@@ -106,9 +114,19 @@ namespace Unity.Netcode
} }
} }
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[Netcode-Server Sender={sender}] {message}"); private static string Header()
internal static void LogWarningServerLocal(string message, ulong sender) => Debug.LogWarning($"[Netcode-Server Sender={sender}] {message}"); {
internal static void LogErrorServerLocal(string message, ulong sender) => Debug.LogError($"[Netcode-Server Sender={sender}] {message}"); var networkManager = NetworkManagerOverride ??= NetworkManager.Singleton;
if (networkManager.DistributedAuthorityMode)
{
return "Session-Owner";
}
return "Netcode-Server";
}
internal static void LogInfoServerLocal(string message, ulong sender) => Debug.Log($"[{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 internal enum LogType : byte
{ {

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@@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Collections; using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
@@ -62,16 +63,39 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param> /// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public void SendUnnamedMessage(IReadOnlyList<ulong> clientIds, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced) 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) 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) if (m_NetworkManager.IsHost)
{ {
for (var i = 0; i < clientIds.Count; ++i) for (var i = 0; i < clientIds.Count; ++i)
@@ -151,18 +175,14 @@ namespace Unity.Netcode
// We dont know what size to use. Try every (more collision prone) // We dont know what size to use. Try every (more collision prone)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32)) if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader); messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
} }
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64)) if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader); messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
} }
} }
else else
@@ -173,19 +193,15 @@ namespace Unity.Netcode
case HashSize.VarIntFourBytes: case HashSize.VarIntFourBytes:
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32)) if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup32[hash];
messageHandler32(sender, reader); messageHandler32(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
} }
break; break;
case HashSize.VarIntEightBytes: case HashSize.VarIntEightBytes:
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64)) if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{ {
// handler can remove itself, cache the name for metrics
string messageName = m_MessageHandlerNameLookup64[hash];
messageHandler64(sender, reader); messageHandler64(sender, reader);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, messageName, bytesCount); m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
} }
break; break;
} }
@@ -199,9 +215,25 @@ namespace Unity.Netcode
/// <param name="callback">The callback to run when a named message is received.</param> /// <param name="callback">The callback to run when a named message is received.</param>
public void RegisterNamedMessageHandler(string name, HandleNamedMessageDelegate callback) 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 hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name); var hash64 = XXHash.Hash64(name);
if (m_NetworkManager.LogLevel <= LogLevel.Developer)
{
if (m_MessageHandlerNameLookup32.ContainsKey(hash32) || m_MessageHandlerNameLookup64.ContainsKey(hash64))
{
Debug.LogWarning($"Registering {name} named message over existing registration! Your previous registration's callback is being overwritten!");
}
}
m_NamedMessageHandlers32[hash32] = callback; m_NamedMessageHandlers32[hash32] = callback;
m_NamedMessageHandlers64[hash64] = callback; m_NamedMessageHandlers64[hash64] = callback;
@@ -215,6 +247,15 @@ namespace Unity.Netcode
/// <param name="name">The name of the message.</param> /// <param name="name">The name of the message.</param>
public void UnregisterNamedMessageHandler(string name) public void UnregisterNamedMessageHandler(string name)
{ {
if (string.IsNullOrEmpty(name))
{
if (m_NetworkManager.LogLevel <= LogLevel.Error)
{
Debug.LogError($"[{nameof(UnregisterNamedMessageHandler)}] Cannot unregister a named message of type null or empty!");
}
return;
}
var hash32 = XXHash.Hash32(name); var hash32 = XXHash.Hash32(name);
var hash64 = XXHash.Hash64(name); var hash64 = XXHash.Hash64(name);
@@ -293,14 +334,37 @@ namespace Unity.Netcode
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param> /// <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) 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) 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; ulong hash = 0;

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@@ -15,6 +15,7 @@ namespace Unity.Netcode
} }
protected struct TriggerInfo protected struct TriggerInfo
{ {
public string MessageType;
public float Expiry; public float Expiry;
public NativeList<TriggerData> TriggerData; public NativeList<TriggerData> TriggerData;
} }
@@ -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 /// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
/// without the requested object ID being spawned, the triggers for it are automatically deleted. /// without the requested object ID being spawned, the triggers for it are automatically deleted.
/// </summary> /// </summary>
public virtual unsafe void DeferMessage(IDeferredNetworkMessageManager.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)) if (!m_Triggers.TryGetValue(trigger, out var triggers))
{ {
@@ -48,6 +49,7 @@ namespace Unity.Netcode
{ {
triggerInfo = new TriggerInfo triggerInfo = new TriggerInfo
{ {
MessageType = messageType,
Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout, Expiry = m_NetworkManager.RealTimeProvider.RealTimeSinceStartup + m_NetworkManager.NetworkConfig.SpawnTimeout,
TriggerData = new NativeList<TriggerData>(Allocator.Persistent) TriggerData = new NativeList<TriggerData>(Allocator.Persistent)
}; };
@@ -90,11 +92,29 @@ namespace Unity.Netcode
} }
} }
/// <summary>
/// Used for testing purposes
/// </summary>
internal static bool IncludeMessageType = true;
private string GetWarningMessage(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo, float spawnTimeout)
{
if (IncludeMessageType)
{
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 $"Deferred messages were received for a trigger of type {triggerType} associated with id ({key}), but the {nameof(NetworkObject)} was not received within the timeout period {spawnTimeout} second(s).";
}
}
protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo) protected virtual void PurgeTrigger(IDeferredNetworkMessageManager.TriggerType triggerType, ulong key, TriggerInfo triggerInfo)
{ {
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) var logLevel = m_NetworkManager.DistributedAuthorityMode ? LogLevel.Developer : LogLevel.Normal;
if (NetworkLog.CurrentLogLevel <= logLevel)
{ {
NetworkLog.LogWarning($"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)."); NetworkLog.LogWarning(GetWarningMessage(triggerType, key, triggerInfo, m_NetworkManager.NetworkConfig.SpawnTimeout));
} }
foreach (var data in triggerInfo.TriggerData) foreach (var data in triggerInfo.TriggerData)

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@@ -1,3 +1,4 @@
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal interface IDeferredNetworkMessageManager internal interface IDeferredNetworkMessageManager
@@ -17,7 +18,7 @@ namespace Unity.Netcode
/// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed /// There is a one second maximum lifetime of triggers to avoid memory leaks. After one second has passed
/// without the requested object ID being spawned, the triggers for it are automatically deleted. /// without the requested object ID being spawned, the triggers for it are automatically deleted.
/// </summary> /// </summary>
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> /// <summary>
/// Cleans up any trigger that's existed for more than a second. /// Cleans up any trigger that's existed for more than a second.

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@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEditor; using UnityEditor;
@@ -12,9 +13,121 @@ namespace Unity.Netcode
internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>(); internal static readonly List<NetworkMessageManager.MessageWithHandler> __network_message_types = new List<NetworkMessageManager.MessageWithHandler>();
#pragma warning restore IDE1006 // restore naming rule violation check #pragma warning restore IDE1006 // restore naming rule violation check
/// <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
{
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() public List<NetworkMessageManager.MessageWithHandler> GetMessages()
{ {
return __network_message_types; // 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 #if UNITY_EDITOR

View File

@@ -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;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b7d5c92979ad7e646a078aaf058b53a9

View File

@@ -1,16 +1,154 @@
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal struct ChangeOwnershipMessage : INetworkMessage, INetworkSerializeByMemcpy internal struct ChangeOwnershipMessage : INetworkMessage, INetworkSerializeByMemcpy
{ {
public int Version => 0; public int Version => 0;
private const string k_Name = "ChangeOwnershipMessage";
public ulong NetworkObjectId; public ulong NetworkObjectId;
public ulong OwnerClientId; 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) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
BytePacker.WriteValueBitPacked(writer, NetworkObjectId); BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, OwnerClientId); 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) public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
@@ -22,35 +160,210 @@ namespace Unity.Netcode
} }
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId); ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId); ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId))
if (networkManager.DistributedAuthorityMode)
{ {
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context); ByteUnpacker.ReadValueBitPacked(reader, out ClientIdCount);
return false; 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; return true;
} }
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; 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; networkObject.OwnerClientId = OwnerClientId;
// We are current owner. if (networkManager.DistributedAuthorityMode)
if (originalOwner == networkManager.LocalClientId) {
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(); networkObject.InvokeBehaviourOnLostOwnership();
} }
// We are new owner. // We are new owner or (client-server) or running in distributed authority mode
if (OwnerClientId == networkManager.LocalClientId) if (OwnerClientId == networkManager.LocalClientId || networkManager.DistributedAuthorityMode)
{ {
networkObject.InvokeBehaviourOnGainedOwnership(); networkObject.InvokeBehaviourOnGainedOwnership();
} }
// 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 // For all other clients that are neither the former or current owner, update the behaviours' properties
if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId) if (OwnerClientId != networkManager.LocalClientId && originalOwner != networkManager.LocalClientId)
{ {
@@ -59,9 +372,29 @@ namespace Unity.Netcode
networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties(); networkObject.ChildNetworkBehaviours[i].UpdateNetworkProperties();
} }
} }
}
// Always invoke ownership change notifications
networkObject.InvokeOwnershipChanged(originalOwner, OwnerClientId); 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); networkManager.NetworkMetrics.TrackOwnershipChangeReceived(context.SenderId, networkObject, context.MessageSize);
} }
} }

View File

@@ -6,9 +6,13 @@ namespace Unity.Netcode
public ulong ClientId; public ulong ClientId;
public bool ShouldSynchronize;
public void Serialize(FastBufferWriter writer, int targetVersion) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
BytePacker.WriteValueBitPacked(writer, ClientId); BytePacker.WriteValueBitPacked(writer, ClientId);
writer.WriteValueSafe(ShouldSynchronize);
} }
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
@@ -19,17 +23,44 @@ namespace Unity.Netcode
return false; return false;
} }
ByteUnpacker.ReadValueBitPacked(reader, out ClientId); ByteUnpacker.ReadValueBitPacked(reader, out ClientId);
reader.ReadValueSafe(out ShouldSynchronize);
return true; return true;
} }
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; 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); networkManager.ConnectionManager.ConnectedClientIds.Add(ClientId);
}
if (networkManager.IsConnectedClient) if (networkManager.IsConnectedClient)
{ {
networkManager.ConnectionManager.InvokeOnPeerConnectedCallback(ClientId); 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;
}
}
} }
} }
} }

View File

@@ -25,6 +25,8 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
// All modes support removing NetworkClients
networkManager.ConnectionManager.RemoveClient(ClientId);
networkManager.ConnectionManager.ConnectedClientIds.Remove(ClientId); networkManager.ConnectionManager.ConnectedClientIds.Remove(ClientId);
if (networkManager.IsConnectedClient) if (networkManager.IsConnectedClient)
{ {

View File

@@ -10,6 +10,11 @@ namespace Unity.Netcode
public ulong OwnerClientId; public ulong OwnerClientId;
public int NetworkTick; 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 // Not serialized, held as references to serialize NetworkVariable data
public HashSet<NetworkObject> SpawnedObjectsList; public HashSet<NetworkObject> SpawnedObjectsList;
@@ -38,6 +43,11 @@ namespace Unity.Netcode
BytePacker.WriteValueBitPacked(writer, OwnerClientId); BytePacker.WriteValueBitPacked(writer, OwnerClientId);
BytePacker.WriteValueBitPacked(writer, NetworkTick); BytePacker.WriteValueBitPacked(writer, NetworkTick);
if (IsDistributedAuthority)
{
writer.WriteValueSafe(IsRestoredSession);
BytePacker.WriteValueBitPacked(writer, CurrentSessionOwner);
}
if (targetVersion >= k_VersionAddClientIds) if (targetVersion >= k_VersionAddClientIds)
{ {
@@ -59,7 +69,8 @@ namespace Unity.Netcode
if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId))) if (sobj.SpawnWithObservers && (sobj.CheckObjectVisibility == null || sobj.CheckObjectVisibility(OwnerClientId)))
{ {
sobj.Observers.Add(OwnerClientId); sobj.Observers.Add(OwnerClientId);
var sceneObject = sobj.GetMessageSceneObject(OwnerClientId); // 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); sceneObject.Serialize(writer);
++sceneObjectCount; ++sceneObjectCount;
} }
@@ -114,6 +125,11 @@ namespace Unity.Netcode
ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId); ByteUnpacker.ReadValueBitPacked(reader, out OwnerClientId);
ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick); ByteUnpacker.ReadValueBitPacked(reader, out NetworkTick);
if (networkManager.DistributedAuthorityMode)
{
reader.ReadValueSafe(out IsRestoredSession);
ByteUnpacker.ReadValueBitPacked(reader, out CurrentSessionOwner);
}
if (receivedMessageVersion >= k_VersionAddClientIds) if (receivedMessageVersion >= k_VersionAddClientIds)
{ {
@@ -131,10 +147,23 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"[Client-{OwnerClientId}] Connection approved! Synchronizing...");
}
networkManager.LocalClientId = OwnerClientId; networkManager.LocalClientId = OwnerClientId;
networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId); networkManager.MessageManager.SetLocalClientId(networkManager.LocalClientId);
networkManager.NetworkMetrics.SetConnectionId(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); 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.NetworkTimeSystem.Reset(time.Time, 0.15f); // Start with a constant RTT of 150 until we receive values from the transport.
networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime); networkManager.NetworkTickSystem.Reset(networkManager.NetworkTimeSystem.LocalTime, networkManager.NetworkTimeSystem.ServerTime);
@@ -148,13 +177,26 @@ namespace Unity.Netcode
networkManager.ConnectionManager.ConnectedClientIds.Clear(); networkManager.ConnectionManager.ConnectedClientIds.Clear();
foreach (var clientId in ConnectedClientIds) foreach (var clientId in ConnectedClientIds)
{ {
networkManager.ConnectionManager.ConnectedClientIds.Add(clientId); if (!networkManager.ConnectionManager.ConnectedClientIds.Contains(clientId))
{
networkManager.ConnectionManager.AddClient(clientId);
}
} }
// Only if scene management is disabled do we handle NetworkObject synchronization at this point // Only if scene management is disabled do we handle NetworkObject synchronization at this point
if (!networkManager.NetworkConfig.EnableSceneManagement) if (!networkManager.NetworkConfig.EnableSceneManagement)
{
// 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(); networkManager.SpawnManager.DestroySceneObjects();
}
m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount); m_ReceivedSceneObjectData.ReadValueSafe(out uint sceneObjectCount);
// Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing // Deserializing NetworkVariable data is deferred from Receive() to Handle to avoid needing
@@ -168,10 +210,58 @@ namespace Unity.Netcode
// Mark the client being connected // Mark the client being connected
networkManager.IsConnectedClient = true; networkManager.IsConnectedClient = true;
// When scene management is disabled we notify after everything is synchronized
networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId); 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.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(); ConnectedClientIds.Dispose();
} }
} }

View File

@@ -8,6 +8,10 @@ namespace Unity.Netcode
public ulong ConfigHash; public ulong ConfigHash;
public bool CMBServiceConnection;
public uint TickRate;
public bool EnableSceneManagement;
public byte[] ConnectionData; public byte[] ConnectionData;
public bool ShouldSendConnectionData; public bool ShouldSendConnectionData;
@@ -30,6 +34,12 @@ namespace Unity.Netcode
// END FORBIDDEN SEGMENT // END FORBIDDEN SEGMENT
// ============================================================ // ============================================================
if (CMBServiceConnection)
{
writer.WriteValueSafe(TickRate);
writer.WriteValueSafe(EnableSceneManagement);
}
if (ShouldSendConnectionData) if (ShouldSendConnectionData)
{ {
writer.WriteValueSafe(ConfigHash); writer.WriteValueSafe(ConfigHash);
@@ -151,7 +161,7 @@ namespace Unity.Netcode
var response = new NetworkManager.ConnectionApprovalResponse var response = new NetworkManager.ConnectionApprovalResponse
{ {
Approved = true, Approved = true,
CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null CreatePlayerObject = networkManager.DistributedAuthorityMode && networkManager.AutoSpawnPlayerPrefabClientSide ? false : networkManager.NetworkConfig.PlayerPrefab != null
}; };
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response); networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
} }

View File

@@ -1,17 +1,121 @@
using System.Linq;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal struct CreateObjectMessage : INetworkMessage internal struct CreateObjectMessage : INetworkMessage
{ {
public int Version => 0; public int Version => 0;
private const string k_Name = "CreateObjectMessage";
public NetworkObject.SceneObject ObjectInfo; public NetworkObject.SceneObject ObjectInfo;
private FastBufferReader m_ReceivedNetworkVariableData; 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) public void Serialize(FastBufferWriter writer, int targetVersion)
{
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); ObjectInfo.Serialize(writer);
} }
else
{
BytePacker.WriteValuePacked(writer, NetworkObjectId);
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{ {
@@ -21,10 +125,45 @@ namespace Unity.Netcode
return false; return false;
} }
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); ObjectInfo.Deserialize(reader);
}
else
{
ByteUnpacker.ReadValuePacked(reader, out NetworkObjectId);
}
if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo)) if (!networkManager.NetworkConfig.ForceSamePrefabs && !networkManager.SpawnManager.HasPrefab(ObjectInfo))
{ {
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context); networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, ObjectInfo.Hash, reader, ref context, k_Name);
return false; return false;
} }
m_ReceivedNetworkVariableData = reader; m_ReceivedNetworkVariableData = reader;
@@ -38,22 +177,131 @@ namespace Unity.Netcode
// If a client receives a create object message and it is still synchronizing, then defer the object creation until it has finished synchronizing // 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()) if (networkManager.SceneManager.ShouldDeferCreateObject())
{ {
networkManager.SceneManager.DeferCreateObject(context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData); networkManager.SceneManager.DeferCreateObject(context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
} }
else else
{ {
CreateObject(ref networkManager, context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData); if (networkManager.DistributedAuthorityMode && !IncludesSerializedObject && UpdateObservers)
{
ObjectInfo = new NetworkObject.SceneObject()
{
NetworkObjectId = NetworkObjectId,
};
}
CreateObject(ref networkManager, context.SenderId, context.MessageSize, ObjectInfo, m_ReceivedNetworkVariableData, ObserverIds, NewObserverIds);
} }
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static void CreateObject(ref NetworkManager networkManager, ulong senderId, uint messageSize, NetworkObject.SceneObject sceneObject, FastBufferReader networkVariableData) 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 try
{ {
var networkObject = NetworkObject.AddSceneObject(sceneObject, networkVariableData, networkManager); 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); networkManager.NetworkMetrics.TrackObjectSpawnReceived(senderId, networkObject, messageSize);
} }
}
catch (System.Exception ex) catch (System.Exception ex)
{ {
UnityEngine.Debug.LogException(ex); UnityEngine.Debug.LogException(ex);

View File

@@ -1,15 +1,62 @@
using System.Linq;
namespace Unity.Netcode namespace Unity.Netcode
{ {
internal struct DestroyObjectMessage : INetworkMessage, INetworkSerializeByMemcpy internal struct DestroyObjectMessage : INetworkMessage, INetworkSerializeByMemcpy
{ {
public int Version => 0; public int Version => 0;
private const string k_Name = "DestroyObjectMessage";
public ulong NetworkObjectId; public ulong NetworkObjectId;
public bool DestroyGameObject; 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) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
BytePacker.WriteValueBitPacked(writer, NetworkObjectId); BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
if (IsDistributedAuthority)
{
writer.WriteByteSafe(m_DestroyFlags);
if (IsTargetedDestroy)
{
BytePacker.WriteValueBitPacked(writer, TargetClientId);
}
BytePacker.WriteValueBitPacked(writer, DeferredDespawnTick);
}
writer.WriteValueSafe(DestroyGameObject); writer.WriteValueSafe(DestroyGameObject);
} }
@@ -22,12 +69,25 @@ namespace Unity.Netcode
} }
ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId); 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); reader.ReadValueSafe(out DestroyGameObject);
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject)) if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
{ {
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context); // Client-Server mode we always defer where in distributed authority mode we only defer if it is not a targeted destroy
return false; if (!networkManager.DistributedAuthorityMode || (networkManager.DistributedAuthorityMode && !IsTargetedDestroy))
{
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
}
} }
return true; return true;
} }
@@ -35,14 +95,80 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out var networkObject))
var networkObject = (NetworkObject)null;
if (!networkManager.DistributedAuthorityMode)
{
// If this NetworkObject does not exist on this instance then exit early
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(NetworkObjectId, out networkObject))
{ {
// This is the same check and log message that happens inside OnDespawnObject, but we have to do it here
return; 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();
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize); foreach (var clientId in clientIds)
{
if (clientId == networkManager.LocalClientId || clientId == ownerClientId)
{
continue;
}
networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, clientId);
}
}
// 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.SpawnManager.OnDespawnObject(networkObject, DestroyGameObject);
networkManager.NetworkMetrics.TrackObjectDestroyReceived(context.SenderId, networkObject, context.MessageSize);
}
} }
} }
} }

View 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);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: dcfc8ac43fef97e42adb19b998d70c37
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -23,6 +23,10 @@ namespace Unity.Netcode
private FastBufferReader m_ReceivedNetworkVariableData; 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) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex))) if (!writer.TryBeginWrite(FastBufferWriter.GetWriteSize(NetworkObjectId) + FastBufferWriter.GetWriteSize(NetworkBehaviourIndex)))
@@ -30,15 +34,26 @@ namespace Unity.Netcode
throw new OverflowException($"Not enough space in the buffer to write {nameof(NetworkVariableDeltaMessage)}"); throw new OverflowException($"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, NetworkObjectId);
BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex); BytePacker.WriteValueBitPacked(writer, NetworkBehaviourIndex);
if (networkManager.DistributedAuthorityMode)
{
writer.WriteValueSafe((ushort)NetworkBehaviour.NetworkVariableFields.Count);
}
for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++) for (int i = 0; i < NetworkBehaviour.NetworkVariableFields.Count; i++)
{ {
if (!DeliveryMappedNetworkVariableIndex.Contains(i)) if (!DeliveryMappedNetworkVariableIndex.Contains(i))
{ {
// This var does not belong to the currently iterating delivery group. // 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); BytePacker.WriteValueBitPacked(writer, (ushort)0);
} }
@@ -54,7 +69,8 @@ namespace Unity.Netcode
var networkVariable = NetworkBehaviour.NetworkVariableFields[i]; var networkVariable = NetworkBehaviour.NetworkVariableFields[i];
var shouldWrite = networkVariable.IsDirty() && var shouldWrite = networkVariable.IsDirty() &&
networkVariable.CanClientRead(TargetClientId) && 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 // 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 // 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 // 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 // As a result, the client will get the fully serialized NetworkVariable and would be confused by
// an extraneous delta // an extraneous delta
if (NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) && if (networkManager.SpawnManager.ObjectsToShowToClient.ContainsKey(TargetClientId) &&
NetworkBehaviour.NetworkManager.SpawnManager.ObjectsToShowToClient[TargetClientId] networkManager.SpawnManager.ObjectsToShowToClient[TargetClientId]
.Contains(NetworkBehaviour.NetworkObject)) .Contains(obj))
{ {
shouldWrite = false; shouldWrite = false;
} }
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) if (networkManager.DistributedAuthorityMode)
{
if (!shouldWrite)
{
writer.WriteValueSafe<ushort>(0);
}
}
else if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{ {
if (!shouldWrite) if (!shouldWrite)
{ {
@@ -88,9 +111,9 @@ namespace Unity.Netcode
if (shouldWrite) if (shouldWrite)
{ {
if (NetworkBehaviour.NetworkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety)
{ {
var tempWriter = new FastBufferWriter(NetworkBehaviour.NetworkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, NetworkBehaviour.NetworkManager.MessageManager.FragmentedMessageMaxSize); var tempWriter = new FastBufferWriter(networkManager.MessageManager.NonFragmentedMessageMaxSize, Allocator.Temp, networkManager.MessageManager.FragmentedMessageMaxSize);
NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter); NetworkBehaviour.NetworkVariableFields[i].WriteDelta(tempWriter);
BytePacker.WriteValueBitPacked(writer, tempWriter.Length); BytePacker.WriteValueBitPacked(writer, tempWriter.Length);
@@ -102,12 +125,31 @@ namespace Unity.Netcode
tempWriter.CopyTo(writer); tempWriter.CopyTo(writer);
} }
else else
{
// 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); networkVariable.WriteDelta(writer);
} }
NetworkBehaviour.NetworkManager.NetworkMetrics.TrackNetworkVariableDeltaSent( }
networkManager.NetworkMetrics.TrackNetworkVariableDeltaSent(
TargetClientId, TargetClientId,
NetworkBehaviour.NetworkObject, obj,
networkVariable.Name, networkVariable.Name,
NetworkBehaviour.__getTypeName(), NetworkBehaviour.__getTypeName(),
writer.Length - startingSize); writer.Length - startingSize);
@@ -125,6 +167,8 @@ namespace Unity.Netcode
return true; 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) public void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
@@ -142,10 +186,29 @@ namespace Unity.Netcode
} }
else 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++) for (int i = 0; i < networkBehaviour.NetworkVariableFields.Count; i++)
{ {
int varSize = 0; 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); ByteUnpacker.ReadValueBitPacked(m_ReceivedNetworkVariableData, out varSize);
@@ -197,6 +260,7 @@ namespace Unity.Netcode
} }
int readStartPos = m_ReceivedNetworkVariableData.Position; 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); networkVariable.ReadDelta(m_ReceivedNetworkVariableData, networkManager.IsServer);
networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived( networkManager.NetworkMetrics.TrackNetworkVariableDeltaReceived(
@@ -206,7 +270,7 @@ namespace Unity.Netcode
networkBehaviour.__getTypeName(), networkBehaviour.__getTypeName(),
context.MessageSize); context.MessageSize);
if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety) if (networkManager.NetworkConfig.EnsureNetworkVariableLengthSafety || networkManager.DistributedAuthorityMode)
{ {
if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize)) if (m_ReceivedNetworkVariableData.Position > (readStartPos + varSize))
{ {
@@ -232,7 +296,10 @@ namespace Unity.Netcode
} }
else else
{ {
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.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);
} }
} }
} }

View File

@@ -6,6 +6,8 @@ namespace Unity.Netcode
{ {
public int Version => 0; public int Version => 0;
private const string k_Name = "DestroyObjectMessage";
public ulong NetworkObjectId; public ulong NetworkObjectId;
private byte m_BitField; private byte m_BitField;
@@ -33,6 +35,12 @@ namespace Unity.Netcode
set => ByteUtility.SetBit(ref m_BitField, 2, value); 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, // These additional properties are used to synchronize clients with the current position,
// rotation, and scale after parenting/de-parenting (world/local space relative). This // 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 // 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 Rotation);
reader.ReadValueSafe(out Scale); 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(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context); networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context, k_Name);
return false; return false;
} }
return true; return true;
@@ -95,6 +104,16 @@ namespace Unity.Netcode
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
var networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId]; 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($"Client-{context.SenderId} sent a ParentSyncMessage but is not the authority of {networkObject.gameObject.name}'s {nameof(NetworkObject)} component!");
// DANGO-TODO: Still determining if we should not apply this change (I am leaning towards not allowing it).
}
networkObject.SetNetworkParenting(LatestParent, WorldPositionStays); networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
networkObject.ApplyNetworkParenting(RemoveParent); networkObject.ApplyNetworkParenting(RemoveParent);
@@ -111,6 +130,30 @@ namespace Unity.Netcode
networkObject.transform.rotation = Rotation; networkObject.transform.rotation = Rotation;
} }
networkObject.transform.localScale = Scale; networkObject.transform.localScale = Scale;
// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
{
var size = 0;
var message = this;
foreach (var client in networkManager.ConnectedClients)
{
if (client.Value.ClientId == networkObject.OwnerClientId || client.Value.ClientId == networkManager.LocalClientId)
{
continue;
}
if (networkObject.IsNetworkVisibleTo(client.Value.ClientId))
{
size = networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, client.Value.ClientId);
networkManager.NetworkMetrics.TrackOwnershipChangeSent(client.Key, networkObject, size);
}
else
{
Debug.Log($"[DAHost][ParentingProxy] Client-{client.Value.ClientId} has no visibility to {networkObject.name}!");
}
}
}
} }
} }
} }

View File

@@ -31,11 +31,24 @@ namespace Unity.Netcode
public unsafe void Handle(ref NetworkContext context) public unsafe void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject)) if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
{ {
throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs."); // With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
if (networkManager.DistributedAuthorityMode)
{
if (networkManager.LogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"[{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 observers = networkObject.Observers;

View File

@@ -14,7 +14,7 @@ namespace Unity.Netcode
writer.WriteBytesSafe(payload.GetUnsafePtr(), payload.Length); writer.WriteBytesSafe(payload.GetUnsafePtr(), payload.Length);
} }
public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload) public static unsafe bool Deserialize(ref FastBufferReader reader, ref NetworkContext context, ref RpcMetadata metadata, ref FastBufferReader payload, string messageType)
{ {
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId); ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkObjectId);
ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId); ByteUnpacker.ReadValueBitPacked(reader, out metadata.NetworkBehaviourId);
@@ -23,7 +23,7 @@ namespace Unity.Netcode
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId)) if (!networkManager.SpawnManager.SpawnedObjects.ContainsKey(metadata.NetworkObjectId))
{ {
networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context); networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, metadata.NetworkObjectId, reader, ref context, messageType);
return false; return false;
} }
@@ -41,7 +41,7 @@ namespace Unity.Netcode
payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position); payload = new FastBufferReader(reader.GetUnsafePtrAtCurrentPosition(), Allocator.None, reader.Length - reader.Position);
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName)) if (NetworkBehaviour.__rpc_name_table[networkBehaviour.GetType()].TryGetValue(metadata.NetworkRpcMethodId, out var rpcMethodName))
{ {
networkManager.NetworkMetrics.TrackRpcReceived( networkManager.NetworkMetrics.TrackRpcReceived(
@@ -52,7 +52,6 @@ namespace Unity.Netcode
reader.Length); reader.Length);
} }
#endif #endif
return true; return true;
} }
@@ -100,6 +99,8 @@ namespace Unity.Netcode
public FastBufferWriter WriteBuffer; public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer; public FastBufferReader ReadBuffer;
private const string k_Name = "ServerRpcMessage";
public unsafe void Serialize(FastBufferWriter writer, int targetVersion) public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
{ {
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer); RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
@@ -107,7 +108,7 @@ namespace Unity.Netcode
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{ {
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer); return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
} }
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
@@ -135,6 +136,8 @@ namespace Unity.Netcode
public FastBufferWriter WriteBuffer; public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer; public FastBufferReader ReadBuffer;
private const string k_Name = "ClientRpcMessage";
public void Serialize(FastBufferWriter writer, int targetVersion) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer); RpcMessageHelpers.Serialize(ref writer, ref Metadata, ref WriteBuffer);
@@ -142,7 +145,7 @@ namespace Unity.Netcode
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{ {
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer); return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
} }
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
@@ -170,6 +173,8 @@ namespace Unity.Netcode
public FastBufferWriter WriteBuffer; public FastBufferWriter WriteBuffer;
public FastBufferReader ReadBuffer; public FastBufferReader ReadBuffer;
private const string k_Name = "RpcMessage";
public unsafe void Serialize(FastBufferWriter writer, int targetVersion) public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
{ {
BytePacker.WriteValuePacked(writer, SenderClientId); BytePacker.WriteValuePacked(writer, SenderClientId);
@@ -179,7 +184,8 @@ namespace Unity.Netcode
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{ {
ByteUnpacker.ReadValuePacked(reader, out SenderClientId); ByteUnpacker.ReadValuePacked(reader, out SenderClientId);
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer);
return RpcMessageHelpers.Deserialize(ref reader, ref context, ref Metadata, ref ReadBuffer, k_Name);
} }
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
@@ -197,4 +203,138 @@ namespace Unity.Netcode
RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams); RpcMessageHelpers.Handle(ref context, ref Metadata, ref ReadBuffer, ref rpcParams);
} }
} }
// DANGO-EXP TODO: REMOVE THIS
internal struct ForwardServerRpcMessage : INetworkMessage
{
public int Version => 0;
public ulong OwnerId;
public NetworkDelivery NetworkDelivery;
public ServerRpcMessage ServerRpcMessage;
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
{
writer.WriteValueSafe(OwnerId);
writer.WriteValueSafe(NetworkDelivery);
ServerRpcMessage.Serialize(writer, targetVersion);
}
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
reader.ReadValueSafe(out OwnerId);
reader.ReadValueSafe(out NetworkDelivery);
ServerRpcMessage.ReadBuffer = new FastBufferReader(reader, Allocator.Persistent, reader.Length - reader.Position, sizeof(RpcMetadata));
// If deserializing failed or this message was deferred.
if (!ServerRpcMessage.Deserialize(reader, ref context, receivedMessageVersion))
{
// release this reader as the handler will either be invoked later (deferred) or will not be invoked at all.
ServerRpcMessage.ReadBuffer.Dispose();
return false;
}
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (networkManager.DAHost)
{
try
{
// Since this is temporary, we will not be collection metrics for this.
// DAHost just forwards the message to the owner
ServerRpcMessage.WriteBuffer = new FastBufferWriter(ServerRpcMessage.ReadBuffer.Length, Allocator.TempJob);
ServerRpcMessage.WriteBuffer.WriteBytesSafe(ServerRpcMessage.ReadBuffer.ToArray());
networkManager.ConnectionManager.SendMessage(ref ServerRpcMessage, NetworkDelivery, OwnerId);
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
else
{
NetworkLog.LogErrorServer($"Received {nameof(ForwardServerRpcMessage)} on client-{networkManager.LocalClientId}! Only DAHost may forward RPC messages!");
}
ServerRpcMessage.ReadBuffer.Dispose();
ServerRpcMessage.WriteBuffer.Dispose();
}
}
// DANGO-EXP TODO: REMOVE THIS
internal struct ForwardClientRpcMessage : INetworkMessage
{
public int Version => 0;
public bool BroadCast;
public ulong[] TargetClientIds;
public NetworkDelivery NetworkDelivery;
public ClientRpcMessage ClientRpcMessage;
public unsafe void Serialize(FastBufferWriter writer, int targetVersion)
{
if (TargetClientIds == null)
{
BroadCast = true;
writer.WriteValueSafe(BroadCast);
}
else
{
BroadCast = false;
writer.WriteValueSafe(BroadCast);
writer.WriteValueSafe(TargetClientIds);
}
writer.WriteValueSafe(NetworkDelivery);
ClientRpcMessage.Serialize(writer, targetVersion);
}
public unsafe bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
reader.ReadValueSafe(out BroadCast);
if (!BroadCast)
{
reader.ReadValueSafe(out TargetClientIds);
}
reader.ReadValueSafe(out NetworkDelivery);
ClientRpcMessage.ReadBuffer = new FastBufferReader(reader, Allocator.Persistent, reader.Length - reader.Position, sizeof(RpcMetadata));
// If deserializing failed or this message was deferred.
if (!ClientRpcMessage.Deserialize(reader, ref context, receivedMessageVersion))
{
// release this reader as the handler will either be invoked later (deferred) or will not be invoked at all.
ClientRpcMessage.ReadBuffer.Dispose();
return false;
}
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (networkManager.DAHost)
{
ClientRpcMessage.WriteBuffer = new FastBufferWriter(ClientRpcMessage.ReadBuffer.Length, Allocator.TempJob);
ClientRpcMessage.WriteBuffer.WriteBytesSafe(ClientRpcMessage.ReadBuffer.ToArray());
// Since this is temporary, we will not be collection metrics for this.
// DAHost just forwards the message to the clients
if (BroadCast)
{
networkManager.ConnectionManager.SendMessage(ref ClientRpcMessage, NetworkDelivery, networkManager.ConnectedClientsIds);
}
else
{
networkManager.ConnectionManager.SendMessage(ref ClientRpcMessage, NetworkDelivery, TargetClientIds);
}
}
else
{
NetworkLog.LogErrorServer($"Received {nameof(ForwardClientRpcMessage)} on client-{networkManager.LocalClientId}! Only DAHost may forward RPC messages!");
}
ClientRpcMessage.WriteBuffer.Dispose();
ClientRpcMessage.ReadBuffer.Dispose();
}
}
} }

View File

@@ -1,3 +1,4 @@
namespace Unity.Netcode namespace Unity.Netcode
{ {
// Todo: Would be lovely to get this one nicely formatted with all the data it sends in the struct // Todo: Would be lovely to get this one nicely formatted with all the data it sends in the struct
@@ -8,6 +9,7 @@ namespace Unity.Netcode
public SceneEventData EventData; public SceneEventData EventData;
private FastBufferReader m_ReceivedData; private FastBufferReader m_ReceivedData;
public void Serialize(FastBufferWriter writer, int targetVersion) public void Serialize(FastBufferWriter writer, int targetVersion)
@@ -23,7 +25,8 @@ namespace Unity.Netcode
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
((NetworkManager)context.SystemOwner).SceneManager.HandleSceneEvent(context.SenderId, m_ReceivedData); var networkManager = (NetworkManager)context.SystemOwner;
networkManager.SceneManager.HandleSceneEvent(context.SenderId, m_ReceivedData);
} }
} }
} }

View File

@@ -4,6 +4,8 @@ namespace Unity.Netcode
{ {
public int Version => 0; public int Version => 0;
public ulong SenderId;
public NetworkLog.LogType LogType; public NetworkLog.LogType LogType;
// It'd be lovely to be able to replace this with FixedString or NativeArray... // It'd be lovely to be able to replace this with FixedString or NativeArray...
// But it's not really practical. On the sending side, the user is likely to want // But it's not really practical. On the sending side, the user is likely to want
@@ -12,30 +14,39 @@ namespace Unity.Netcode
// So an allocation is unavoidable here on both sides. // So an allocation is unavoidable here on both sides.
public string Message; public string Message;
public void Serialize(FastBufferWriter writer, int targetVersion) public void Serialize(FastBufferWriter writer, int targetVersion)
{ {
writer.WriteValueSafe(LogType); writer.WriteValueSafe(LogType);
BytePacker.WriteValuePacked(writer, Message); BytePacker.WriteValuePacked(writer, Message);
BytePacker.WriteValueBitPacked(writer, SenderId);
} }
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
if (networkManager.IsServer && networkManager.NetworkConfig.EnableNetworkLogs)
if ((networkManager.IsServer || networkManager.LocalClient.IsSessionOwner) && networkManager.NetworkConfig.EnableNetworkLogs)
{ {
reader.ReadValueSafe(out LogType); reader.ReadValueSafe(out LogType);
ByteUnpacker.ReadValuePacked(reader, out Message); ByteUnpacker.ReadValuePacked(reader, out Message);
ByteUnpacker.ReadValuePacked(reader, out SenderId);
// If in distributed authority mode and the DAHost is not the session owner, then the DAHost will just forward the message.
if (networkManager.DAHost && networkManager.CurrentSessionOwner != networkManager.LocalClientId)
{
var message = this;
var size = networkManager.ConnectionManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, networkManager.CurrentSessionOwner);
networkManager.NetworkMetrics.TrackServerLogSent(networkManager.CurrentSessionOwner, (uint)LogType, size);
return false;
}
return true; return true;
} }
return false; return false;
} }
public void Handle(ref NetworkContext context) public void Handle(ref NetworkContext context)
{ {
var networkManager = (NetworkManager)context.SystemOwner; var networkManager = (NetworkManager)context.SystemOwner;
var senderId = context.SenderId; var senderId = networkManager.DistributedAuthorityMode ? SenderId : context.SenderId;
networkManager.NetworkMetrics.TrackServerLogReceived(senderId, (uint)LogType, context.MessageSize); networkManager.NetworkMetrics.TrackServerLogReceived(senderId, (uint)LogType, context.MessageSize);

View File

@@ -0,0 +1,26 @@
namespace Unity.Netcode
{
internal struct SessionOwnerMessage : INetworkMessage
{
public int Version => 0;
public ulong SessionOwner;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
BytePacker.WriteValuePacked(writer, SessionOwner);
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
ByteUnpacker.ReadValuePacked(reader, out SessionOwner);
return true;
}
public unsafe void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
networkManager.SetSessionOwner(SessionOwner);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8e02985965397ab44809c99406914311
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -34,6 +34,9 @@ namespace Unity.Netcode
internal class NetworkMessageManager : IDisposable internal class NetworkMessageManager : IDisposable
{ {
public bool StopProcessing = false; public bool StopProcessing = false;
private static Type s_ConnectionApprovedType = typeof(ConnectionApprovedMessage);
private static Type s_ConnectionRequestType = typeof(ConnectionRequestMessage);
private static Type s_DisconnectReasonType = typeof(DisconnectReasonMessage);
private struct ReceiveQueueItem private struct ReceiveQueueItem
{ {
@@ -120,53 +123,46 @@ namespace Unity.Netcode
public VersionGetter GetVersion; public VersionGetter GetVersion;
} }
internal List<MessageWithHandler> PrioritizeMessageOrder(List<MessageWithHandler> allowedTypes)
{
var prioritizedTypes = new List<MessageWithHandler>();
// First pass puts the priority message in the first indices
// Those are the messages that must be delivered in order to allow re-ordering the others later
foreach (var t in allowedTypes)
{
if (t.MessageType.FullName == typeof(ConnectionRequestMessage).FullName ||
t.MessageType.FullName == typeof(ConnectionApprovedMessage).FullName)
{
prioritizedTypes.Add(t);
}
}
foreach (var t in allowedTypes)
{
if (t.MessageType.FullName != typeof(ConnectionRequestMessage).FullName &&
t.MessageType.FullName != typeof(ConnectionApprovedMessage).FullName)
{
prioritizedTypes.Add(t);
}
}
return prioritizedTypes;
}
public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null) public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
{ {
try try
{ {
m_Sender = sender; m_Sender = sender;
m_Owner = owner; m_Owner = owner;
if (provider == null) if (provider == null)
{ {
provider = new ILPPMessageProvider(); provider = new ILPPMessageProvider();
} }
// Get the presorted message types returned by the provider
var allowedTypes = provider.GetMessages(); var allowedTypes = provider.GetMessages();
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
allowedTypes = PrioritizeMessageOrder(allowedTypes);
foreach (var type in allowedTypes) foreach (var type in allowedTypes)
{ {
RegisterMessageType(type); RegisterMessageType(type);
} }
#if UNITY_EDITOR
if (EnableMessageOrderConsoleLog)
{
// DANGO-TODO: Remove this when we have some form of message type indices stability in place
// For now, just log the messages and their assigned types for reference purposes.
var networkManager = m_Owner as NetworkManager;
if (networkManager != null)
{
if (networkManager.DistributedAuthorityMode)
{
var messageListing = new StringBuilder();
messageListing.AppendLine("NGO Message Index to Type Listing:");
foreach (var message in m_MessageTypes)
{
messageListing.AppendLine($"[{message.Value}][{message.Key.Name}]");
}
Debug.Log(messageListing);
}
}
}
#endif
} }
catch (Exception) catch (Exception)
{ {
@@ -175,6 +171,8 @@ namespace Unity.Netcode
} }
} }
internal static bool EnableMessageOrderConsoleLog = false;
public void Dispose() public void Dispose()
{ {
if (m_Disposed) if (m_Disposed)
@@ -529,6 +527,7 @@ namespace Unity.Netcode
return new T().Version; return new T().Version;
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal int GetMessageVersion(Type type, ulong clientId, bool forReceive = false) internal int GetMessageVersion(Type type, ulong clientId, bool forReceive = false)
{ {
if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap)) if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap))
@@ -556,16 +555,20 @@ namespace Unity.Netcode
return messageVersion; return messageVersion;
} }
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager) where T : INetworkMessage, new() public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager) where T : INetworkMessage, new()
{ {
var messageType = typeof(T);
var message = new T(); var message = new T();
var messageVersion = 0; var messageVersion = 0;
// Special cases because these are the messages that carry the version info - thus the version info isn't // Special cases because these are the messages that carry the version info - thus the version info isn't
// populated yet when we get these. The first part of these messages always has to be the version data // populated yet when we get these. The first part of these messages always has to be the version data
// and can't change. // and can't change.
if (typeof(T) != typeof(ConnectionRequestMessage) && typeof(T) != typeof(ConnectionApprovedMessage) && typeof(T) != typeof(DisconnectReasonMessage) && context.SenderId != manager.m_LocalClientId) if (messageType != s_ConnectionRequestType && messageType != s_ConnectionApprovedType && messageType != s_DisconnectReasonType && context.SenderId != manager.m_LocalClientId)
{ {
messageVersion = manager.GetMessageVersion(typeof(T), context.SenderId, true); messageVersion = manager.GetMessageVersion(messageType, context.SenderId, true);
if (messageVersion < 0) if (messageVersion < 0)
{ {
return; return;
@@ -617,7 +620,7 @@ namespace Unity.Netcode
var messageVersion = 0; var messageVersion = 0;
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this. // Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// The first part of this message always has to be the version data and can't change. // The first part of this message always has to be the version data and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage)) if (typeof(TMessageType) != s_ConnectionRequestType)
{ {
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]); messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
if (messageVersion < 0) if (messageVersion < 0)
@@ -671,7 +674,7 @@ namespace Unity.Netcode
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this. // Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// The first part of this message always has to be the version data and can't change. // The first part of this message always has to be the version data and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage)) if (typeof(TMessageType) != s_ConnectionRequestType)
{ {
var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]); var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
if (messageVersion < 0) if (messageVersion < 0)
@@ -751,7 +754,7 @@ namespace Unity.Netcode
// Special case because this is the message that carries the version info - thus the version info isn't // Special case because this is the message that carries the version info - thus the version info isn't
// populated yet when we get this. The first part of this message always has to be the version data // populated yet when we get this. The first part of this message always has to be the version data
// and can't change. // and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage)) if (typeof(TMessageType) != s_ConnectionRequestType)
{ {
messageVersion = GetMessageVersion(typeof(TMessageType), clientId); messageVersion = GetMessageVersion(typeof(TMessageType), clientId);
if (messageVersion < 0) if (messageVersion < 0)
@@ -823,7 +826,11 @@ namespace Unity.Netcode
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeList<ulong> clientIds) internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeList<ulong> clientIds)
where T : INetworkMessage where T : INetworkMessage
{ {
#if UTP_TRANSPORT_2_0_ABOVE
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>(clientIds.GetUnsafePtr(), clientIds.Length));
#else
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length)); return SendMessage(ref message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length));
#endif
} }
internal unsafe void ProcessSendQueues() internal unsafe void ProcessSendQueues()

View File

@@ -0,0 +1,75 @@
namespace Unity.Netcode
{
internal class AuthorityRpcTarget : ServerRpcTarget
{
private ProxyRpcTarget m_AuthorityTarget;
private DirectSendRpcTarget m_DirectSendTarget;
public override void Dispose()
{
if (m_AuthorityTarget != null)
{
m_AuthorityTarget.Dispose();
m_AuthorityTarget = null;
}
if (m_DirectSendTarget != null)
{
m_DirectSendTarget.Dispose();
m_DirectSendTarget = null;
}
base.Dispose();
}
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
if (behaviour.NetworkManager.DistributedAuthorityMode)
{
// If invoked locally, then send locally
if (behaviour.HasAuthority)
{
if (m_UnderlyingTarget == null)
{
m_UnderlyingTarget = new LocalSendRpcTarget(m_NetworkManager);
}
m_UnderlyingTarget.Send(behaviour, ref message, delivery, rpcParams);
}
else if (behaviour.NetworkManager.DAHost)
{
if (m_DirectSendTarget == null)
{
m_DirectSendTarget = new DirectSendRpcTarget(behaviour.OwnerClientId, m_NetworkManager);
}
else
{
m_DirectSendTarget.ClientId = behaviour.OwnerClientId;
}
m_DirectSendTarget.Send(behaviour, ref message, delivery, rpcParams);
}
else // Otherwise (for now), we always proxy the RPC messages to the owner
{
if (m_AuthorityTarget == null)
{
m_AuthorityTarget = new ProxyRpcTarget(behaviour.OwnerClientId, m_NetworkManager);
}
else
{
// Since the owner can change, for now we will just clear and set the owner each time
m_AuthorityTarget.SetClientId(behaviour.OwnerClientId);
}
m_AuthorityTarget.Send(behaviour, ref message, delivery, rpcParams);
}
}
else
{
// If we are not in distributed authority mode, then we invoke the normal ServerRpc code.
base.Send(behaviour, ref message, delivery, rpcParams);
}
}
internal AuthorityRpcTarget(NetworkManager manager) : base(manager)
{
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6b8f28b7a617fd34faee91e5f88e89ac
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -36,12 +36,12 @@ namespace Unity.Netcode
private protected void SendMessageToClient(NetworkBehaviour behaviour, ulong clientId, ref RpcMessage message, NetworkDelivery delivery) private protected void SendMessageToClient(NetworkBehaviour behaviour, ulong clientId, ref RpcMessage message, NetworkDelivery delivery)
{ {
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
var size = var size =
#endif #endif
behaviour.NetworkManager.MessageManager.SendMessage(ref message, delivery, clientId); behaviour.NetworkManager.MessageManager.SendMessage(ref message, delivery, clientId);
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName)) if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{ {
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent( behaviour.NetworkManager.NetworkMetrics.TrackRpcSent(

View File

@@ -4,23 +4,37 @@ namespace Unity.Netcode
{ {
private NotServerRpcTarget m_NotServerRpcTarget; private NotServerRpcTarget m_NotServerRpcTarget;
private ServerRpcTarget m_ServerRpcTarget; private ServerRpcTarget m_ServerRpcTarget;
private NotAuthorityRpcTarget m_NotAuthorityRpcTarget;
private AuthorityRpcTarget m_AuthorityRpcTarget;
public override void Dispose() public override void Dispose()
{ {
m_NotServerRpcTarget.Dispose(); m_NotServerRpcTarget.Dispose();
m_ServerRpcTarget.Dispose(); m_ServerRpcTarget.Dispose();
m_NotAuthorityRpcTarget.Dispose();
m_AuthorityRpcTarget.Dispose();
} }
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams) internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
if (NetworkManager.IsDistributedAuthority)
{
m_NotAuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
m_AuthorityRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
}
else
{ {
m_NotServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams); m_NotServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams); m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
} }
}
internal EveryoneRpcTarget(NetworkManager manager) : base(manager) internal EveryoneRpcTarget(NetworkManager manager) : base(manager)
{ {
m_NotServerRpcTarget = new NotServerRpcTarget(manager); m_NotServerRpcTarget = new NotServerRpcTarget(manager);
m_ServerRpcTarget = new ServerRpcTarget(manager); m_ServerRpcTarget = new ServerRpcTarget(manager);
m_NotAuthorityRpcTarget = new NotAuthorityRpcTarget(manager);
m_AuthorityRpcTarget = new AuthorityRpcTarget(manager);
} }
} }
} }

View File

@@ -36,7 +36,7 @@ namespace Unity.Netcode
MessageType = m_NetworkManager.MessageManager.GetMessageType(typeof(RpcMessage)) MessageType = m_NetworkManager.MessageManager.GetMessageType(typeof(RpcMessage))
}; };
behaviour.NetworkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0, reader, ref context); networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0, reader, ref context);
length = reader.Length; length = reader.Length;
} }
else else
@@ -46,11 +46,11 @@ namespace Unity.Netcode
message.Handle(ref context); message.Handle(ref context);
length = tempBuffer.Length; length = tempBuffer.Length;
} }
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName)) if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{ {
behaviour.NetworkManager.NetworkMetrics.TrackRpcSent( networkManager.NetworkMetrics.TrackRpcSent(
behaviour.NetworkManager.LocalClientId, networkManager.LocalClientId,
behaviour.NetworkObject, behaviour.NetworkObject,
rpcMethodName, rpcMethodName,
behaviour.__getTypeName(), behaviour.__getTypeName(),

View File

@@ -0,0 +1,65 @@
namespace Unity.Netcode
{
internal class NotAuthorityRpcTarget : NotServerRpcTarget
{
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{
var networkObject = behaviour.NetworkObject;
if (m_NetworkManager.DistributedAuthorityMode)
{
if (m_GroupSendTarget == null)
{
// When mocking the CMB service, we are running a server so create a non-proxy target group
if (m_NetworkManager.DAHost)
{
m_GroupSendTarget = new RpcTargetGroup(m_NetworkManager);
}
else // Otherwise (for now), we always proxy the RPC messages
{
m_GroupSendTarget = new ProxyRpcTargetGroup(m_NetworkManager);
}
}
m_GroupSendTarget.Clear();
if (behaviour.HasAuthority)
{
foreach (var clientId in networkObject.Observers)
{
if (clientId == behaviour.OwnerClientId)
{
continue;
}
m_GroupSendTarget.Add(clientId);
}
}
else
{
foreach (var clientId in m_NetworkManager.ConnectedClientsIds)
{
if (clientId == behaviour.OwnerClientId || !networkObject.Observers.Contains(clientId))
{
continue;
}
if (clientId == m_NetworkManager.LocalClientId)
{
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
continue;
}
m_GroupSendTarget.Add(clientId);
}
}
m_GroupSendTarget.Target.Send(behaviour, ref message, delivery, rpcParams);
}
else
{
base.Send(behaviour, ref message, delivery, rpcParams);
}
}
internal NotAuthorityRpcTarget(NetworkManager manager) : base(manager)
{
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4968ce7e70c277d4a892c1ed209ce4d6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -49,11 +49,18 @@ namespace Unity.Netcode
{ {
continue; continue;
} }
// In distributed authority mode, we send to target id 0 (which would be a DAHost) via the group
if (clientId == NetworkManager.ServerClientId && !m_NetworkManager.DistributedAuthorityMode)
{
continue;
}
m_GroupSendTarget.Add(clientId); m_GroupSendTarget.Add(clientId);
} }
} }
m_GroupSendTarget.Target.Send(behaviour, ref message, delivery, rpcParams); m_GroupSendTarget.Target.Send(behaviour, ref message, delivery, rpcParams);
if (!behaviour.IsServer)
// In distributed authority mode, we don't use ServerRpc
if (!behaviour.IsServer && !m_NetworkManager.DistributedAuthorityMode)
{ {
m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams); m_ServerRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
} }

View File

@@ -40,6 +40,10 @@ namespace Unity.Netcode
{ {
continue; continue;
} }
if (clientId == NetworkManager.ServerClientId)
{
continue;
}
if (clientId == behaviour.NetworkManager.LocalClientId) if (clientId == behaviour.NetworkManager.LocalClientId)
{ {
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams); m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);
@@ -57,6 +61,10 @@ namespace Unity.Netcode
{ {
continue; continue;
} }
if (clientId == NetworkManager.ServerClientId)
{
continue;
}
if (clientId == behaviour.NetworkManager.LocalClientId) if (clientId == behaviour.NetworkManager.LocalClientId)
{ {
m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams); m_LocalSendRpcTarget.Send(behaviour, ref message, delivery, rpcParams);

View File

@@ -2,8 +2,8 @@ namespace Unity.Netcode
{ {
internal class NotServerRpcTarget : BaseRpcTarget internal class NotServerRpcTarget : BaseRpcTarget
{ {
private IGroupRpcTarget m_GroupSendTarget; protected IGroupRpcTarget m_GroupSendTarget;
private LocalSendRpcTarget m_LocalSendRpcTarget; protected LocalSendRpcTarget m_LocalSendRpcTarget;
public override void Dispose() public override void Dispose()
{ {

View File

@@ -18,12 +18,12 @@ namespace Unity.Netcode
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams) internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{ {
var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message }; var proxyMessage = new ProxyMessage { Delivery = delivery, TargetClientIds = TargetClientIds.AsArray(), WrappedMessage = message };
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
var size = var size =
#endif #endif
behaviour.NetworkManager.MessageManager.SendMessage(ref proxyMessage, delivery, NetworkManager.ServerClientId); behaviour.NetworkManager.MessageManager.SendMessage(ref proxyMessage, delivery, NetworkManager.ServerClientId);
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName)) if (NetworkBehaviour.__rpc_name_table[behaviour.GetType()].TryGetValue(message.Metadata.NetworkRpcMethodId, out var rpcMethodName))
{ {
foreach (var clientId in TargetClientIds) foreach (var clientId in TargetClientIds)

View File

@@ -62,6 +62,18 @@ namespace Unity.Netcode
/// </summary> /// </summary>
ClientsAndHost, ClientsAndHost,
/// <summary> /// <summary>
/// Send this RPC to the authority.
/// In distributed authority mode, this will be the owner of the NetworkObject.
/// In normal client-server mode, this is basically the exact same thing as a server rpc.
/// </summary>
Authority,
/// <summary>
/// Send this RPC to all non-authority instances.
/// In distributed authority mode, this will be the non-owners of the NetworkObject.
/// In normal client-server mode, this is basically the exact same thing as a client rpc.
/// </summary>
NotAuthority,
/// <summary>
/// This RPC cannot be sent without passing in a target in RpcSendParams. /// This RPC cannot be sent without passing in a target in RpcSendParams.
/// </summary> /// </summary>
SpecifiedInParams SpecifiedInParams
@@ -100,7 +112,8 @@ namespace Unity.Netcode
NotMe = new NotMeRpcTarget(manager); NotMe = new NotMeRpcTarget(manager);
Me = new LocalSendRpcTarget(manager); Me = new LocalSendRpcTarget(manager);
ClientsAndHost = new ClientsAndHostRpcTarget(manager); ClientsAndHost = new ClientsAndHostRpcTarget(manager);
Authority = new AuthorityRpcTarget(manager);
NotAuthority = new NotAuthorityRpcTarget(manager);
m_CachedProxyRpcTargetGroup = new ProxyRpcTargetGroup(manager); m_CachedProxyRpcTargetGroup = new ProxyRpcTargetGroup(manager);
m_CachedTargetGroup = new RpcTargetGroup(manager); m_CachedTargetGroup = new RpcTargetGroup(manager);
m_CachedDirectSendTarget = new DirectSendRpcTarget(manager); m_CachedDirectSendTarget = new DirectSendRpcTarget(manager);
@@ -122,7 +135,8 @@ namespace Unity.Netcode
NotMe.Dispose(); NotMe.Dispose();
Me.Dispose(); Me.Dispose();
ClientsAndHost.Dispose(); ClientsAndHost.Dispose();
Authority.Dispose();
NotAuthority.Dispose();
m_CachedProxyRpcTargetGroup.Unlock(); m_CachedProxyRpcTargetGroup.Unlock();
m_CachedTargetGroup.Unlock(); m_CachedTargetGroup.Unlock();
m_CachedDirectSendTarget.Unlock(); m_CachedDirectSendTarget.Unlock();
@@ -134,7 +148,6 @@ namespace Unity.Netcode
m_CachedProxyRpcTarget.Dispose(); m_CachedProxyRpcTarget.Dispose();
} }
/// <summary> /// <summary>
/// Send to the NetworkObject's current owner. /// Send to the NetworkObject's current owner.
/// Will execute locally if the local process is the owner. /// Will execute locally if the local process is the owner.
@@ -196,6 +209,20 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public BaseRpcTarget ClientsAndHost; public BaseRpcTarget ClientsAndHost;
/// <summary>
/// Send this RPC to the authority.
/// In distributed authority mode, this will be the owner of the NetworkObject.
/// In normal client-server mode, this is basically the exact same thing as a server rpc.
/// </summary>
public BaseRpcTarget Authority;
/// <summary>
/// Send this RPC to all non-authority instances.
/// In distributed authority mode, this will be the non-owners of the NetworkObject.
/// In normal client-server mode, this is basically the exact same thing as a client rpc.
/// </summary>
public BaseRpcTarget NotAuthority;
/// <summary> /// <summary>
/// Send to a specific single client ID. /// Send to a specific single client ID.
/// </summary> /// </summary>

View File

@@ -2,7 +2,7 @@ namespace Unity.Netcode
{ {
internal class ServerRpcTarget : BaseRpcTarget internal class ServerRpcTarget : BaseRpcTarget
{ {
private BaseRpcTarget m_UnderlyingTarget; protected BaseRpcTarget m_UnderlyingTarget;
public override void Dispose() public override void Dispose()
{ {
@@ -15,6 +15,12 @@ namespace Unity.Netcode
internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams) internal override void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams)
{ {
if (behaviour.NetworkManager.DistributedAuthorityMode && behaviour.NetworkManager.CMBServiceConnection)
{
UnityEngine.Debug.LogWarning("[Invalid Target] There is no server to send to when in Distributed Authority mode!");
return;
}
if (m_UnderlyingTarget == null) if (m_UnderlyingTarget == null)
{ {
if (behaviour.NetworkManager.IsServer) if (behaviour.NetworkManager.IsServer)

View File

@@ -0,0 +1,393 @@
using System;
using Unity.Mathematics;
using UnityEngine;
namespace Unity.Netcode
{
public enum StaleDataHandling
{
Ignore,
Reanticipate
}
#pragma warning disable IDE0001
/// <summary>
/// A variable that can be synchronized over the network.
/// This version 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="Netcode.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 <see cref="Anticipate"/>, 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>
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
#pragma warning restore IDE0001
[Serializable]
[GenerateSerializationForGenericParameter(0)]
[GenerateSerializationForType(typeof(byte))]
public class AnticipatedNetworkVariable<T> : NetworkVariableBase
{
[SerializeField]
private NetworkVariable<T> m_AuthoritativeValue;
private T m_AnticipatedValue;
private T m_PreviousAnticipatedValue;
private ulong m_LastAuthorityUpdateCounter = 0;
private ulong m_LastAnticipationCounter = 0;
private bool m_IsDisposed = false;
private bool m_SettingAuthoritativeValue = false;
private T m_SmoothFrom;
private T m_SmoothTo;
private float m_SmoothDuration;
private float m_CurrentSmoothTime;
private bool m_HasSmoothValues;
#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="NetworkBehaviour.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="NetworkBehaviour.OnReanticipate"/> will be invoked.
/// In this case, the authoritativeTime value passed to <see cref="NetworkBehaviour.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;
public delegate void OnAuthoritativeValueChangedDelegate(AnticipatedNetworkVariable<T> variable, in T previousValue, in T newValue);
/// <summary>
/// Invoked any time the authoritative value changes, even when the data is stale or has been changed locally.
/// </summary>
public OnAuthoritativeValueChangedDelegate OnAuthoritativeValueChanged = null;
/// <summary>
/// Determines if the difference between the last serialized value and the current value is large enough
/// to serialize it again.
/// </summary>
public event NetworkVariable<T>.CheckExceedsDirtinessThresholdDelegate CheckExceedsDirtinessThreshold
{
add => m_AuthoritativeValue.CheckExceedsDirtinessThreshold += value;
remove => m_AuthoritativeValue.CheckExceedsDirtinessThreshold -= value;
}
private class AnticipatedObject : IAnticipatedObject
{
public AnticipatedNetworkVariable<T> Variable;
public void Update()
{
Variable.Update();
}
public void ResetAnticipation()
{
Variable.ShouldReanticipate = false;
}
public NetworkObject OwnerObject => Variable.m_NetworkBehaviour.NetworkObject;
}
private AnticipatedObject m_AnticipatedObject;
public override void OnInitialize()
{
m_AuthoritativeValue.Initialize(m_NetworkBehaviour);
NetworkVariableSerialization<T>.Duplicate(m_AuthoritativeValue.Value, ref m_AnticipatedValue);
NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
if (m_NetworkBehaviour != null && m_NetworkBehaviour.NetworkManager != null && m_NetworkBehaviour.NetworkManager.AnticipationSystem != null)
{
m_AnticipatedObject = new AnticipatedObject { Variable = this };
m_NetworkBehaviour.NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
}
public override bool ExceedsDirtinessThreshold()
{
return m_AuthoritativeValue.ExceedsDirtinessThreshold();
}
/// <summary>
/// Retrieves the current value for the variable.
/// This is the "display value" for this variable, and is affected by <see cref="Anticipate"/> and
/// <see cref="Smooth"/>, as well as by updates from the authority, depending on <see cref="StaleDataHandling"/>
/// and the behavior of any <see cref="NetworkBehaviour.OnReanticipate"/> callbacks.
/// <br /><br />
/// 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="PreviousAnticipatedValue"/>, which
/// will NOT be overwritten in server updates.
/// </summary>
public T Value => m_AnticipatedValue;
/// <summary>
/// Indicates whether this variable 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 value, whatever was
/// most recently set using <see cref="Anticipate"/>. Unlike
/// <see cref="Value"/>, this does not get overwritten
/// when a server update arrives.
/// </summary>
public T PreviousAnticipatedValue => m_PreviousAnticipatedValue;
/// <summary>
/// Sets the current value of the variable on the expectation that the authority will set the variable
/// to the same value within one network round trip (i.e., in response to an RPC).
/// </summary>
/// <param name="value"></param>
public void Anticipate(T value)
{
if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress || !m_NetworkBehaviour.NetworkManager.IsListening)
{
return;
}
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
m_LastAnticipationCounter = m_NetworkBehaviour.NetworkManager.AnticipationSystem.AnticipationCounter;
m_AnticipatedValue = value;
NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
if (CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId))
{
AuthoritativeValue = value;
}
}
#pragma warning disable IDE0001
/// <summary>
/// Retrieves or sets the underlying authoritative value.
/// Note that only a client or server with write permissions to this variable may set this value.
/// When this variable has been anticipated, this value will alawys return the most recent authoritative
/// state, which is updated even if <see cref="StaleDataHandling"/> is <see cref="Netcode.StaleDataHandling.Ignore"/>.
/// </summary>
#pragma warning restore IDE0001
public T AuthoritativeValue
{
get => m_AuthoritativeValue.Value;
set
{
m_SettingAuthoritativeValue = true;
try
{
m_AuthoritativeValue.Value = value;
m_AnticipatedValue = value;
NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
}
finally
{
m_SettingAuthoritativeValue = false;
}
}
}
/// <summary>
/// A function to interpolate between two values based on a percentage.
/// See <see cref="Mathf.Lerp"/>, <see cref="Vector3.Lerp"/>, <see cref="Vector3.Slerp"/>, and so on
/// for examples.
/// </summary>
public delegate T SmoothDelegate(T authoritativeValue, T anticipatedValue, float amount);
private SmoothDelegate m_SmoothDelegate = null;
public AnticipatedNetworkVariable(T value = default,
StaleDataHandling staleDataHandling = StaleDataHandling.Ignore)
: base()
{
StaleDataHandling = staleDataHandling;
m_AuthoritativeValue = new NetworkVariable<T>(value)
{
OnValueChanged = OnValueChangedInternal
};
}
public void Update()
{
if (m_CurrentSmoothTime < m_SmoothDuration)
{
m_CurrentSmoothTime += m_NetworkBehaviour.NetworkManager.RealTimeProvider.DeltaTime;
var pct = math.min(m_CurrentSmoothTime / m_SmoothDuration, 1f);
m_AnticipatedValue = m_SmoothDelegate(m_SmoothFrom, m_SmoothTo, pct);
NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
}
}
public override void Dispose()
{
if (m_IsDisposed)
{
return;
}
if (m_NetworkBehaviour != null && m_NetworkBehaviour.NetworkManager != null && m_NetworkBehaviour.NetworkManager.AnticipationSystem != null)
{
if (m_AnticipatedObject != null)
{
m_NetworkBehaviour.NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
m_NetworkBehaviour.NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
m_AnticipatedObject = null;
}
}
m_IsDisposed = true;
m_AuthoritativeValue.Dispose();
if (m_AnticipatedValue is IDisposable anticipatedValueDisposable)
{
anticipatedValueDisposable.Dispose();
}
m_AnticipatedValue = default;
if (m_PreviousAnticipatedValue is IDisposable previousValueDisposable)
{
previousValueDisposable.Dispose();
m_PreviousAnticipatedValue = default;
}
if (m_HasSmoothValues)
{
if (m_SmoothFrom is IDisposable smoothFromDisposable)
{
smoothFromDisposable.Dispose();
m_SmoothFrom = default;
}
if (m_SmoothTo is IDisposable smoothToDisposable)
{
smoothToDisposable.Dispose();
m_SmoothTo = default;
}
m_HasSmoothValues = false;
}
}
~AnticipatedNetworkVariable()
{
Dispose();
}
private void OnValueChangedInternal(T previousValue, T newValue)
{
if (!m_SettingAuthoritativeValue)
{
m_LastAuthorityUpdateCounter = m_NetworkBehaviour.NetworkManager.AnticipationSystem.LastAnticipationAck;
if (StaleDataHandling == StaleDataHandling.Ignore && m_LastAnticipationCounter > m_LastAuthorityUpdateCounter)
{
// Keep the anticipated value unchanged because it is more recent than the authoritative one.
return;
}
ShouldReanticipate = true;
m_NetworkBehaviour.NetworkManager.AnticipationSystem.ObjectsToReanticipate.Add(m_AnticipatedObject);
}
NetworkVariableSerialization<T>.Duplicate(AuthoritativeValue, ref m_AnticipatedValue);
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
OnAuthoritativeValueChanged?.Invoke(this, previousValue, newValue);
}
/// <summary>
/// Interpolate this variable from <see cref="from"/> to <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>
/// <param name="how"></param>
public void Smooth(in T from, in T to, float durationSeconds, SmoothDelegate how)
{
if (durationSeconds <= 0)
{
NetworkVariableSerialization<T>.Duplicate(to, ref m_AnticipatedValue);
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
m_SmoothDelegate = null;
return;
}
NetworkVariableSerialization<T>.Duplicate(from, ref m_AnticipatedValue);
NetworkVariableSerialization<T>.Duplicate(from, ref m_SmoothFrom);
NetworkVariableSerialization<T>.Duplicate(to, ref m_SmoothTo);
m_SmoothDuration = durationSeconds;
m_CurrentSmoothTime = 0;
m_SmoothDelegate = how;
m_HasSmoothValues = true;
}
public override bool IsDirty()
{
return m_AuthoritativeValue.IsDirty();
}
public override void ResetDirty()
{
m_AuthoritativeValue.ResetDirty();
}
public override void WriteDelta(FastBufferWriter writer)
{
m_AuthoritativeValue.WriteDelta(writer);
}
public override void WriteField(FastBufferWriter writer)
{
m_AuthoritativeValue.WriteField(writer);
}
public override void ReadField(FastBufferReader reader)
{
m_AuthoritativeValue.ReadField(reader);
NetworkVariableSerialization<T>.Duplicate(m_AuthoritativeValue.Value, ref m_AnticipatedValue);
NetworkVariableSerialization<T>.Duplicate(m_AnticipatedValue, ref m_PreviousAnticipatedValue);
}
public override void ReadDelta(FastBufferReader reader, bool keepDirtyDelta)
{
m_AuthoritativeValue.ReadDelta(reader, keepDirtyDelta);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fc9fd5701bee8534a971eb9f49178e21

View File

@@ -24,6 +24,7 @@ namespace Unity.Netcode
/// The callback to be invoked when the list gets changed /// The callback to be invoked when the list gets changed
/// </summary> /// </summary>
public event OnListChangedDelegate OnListChanged; public event OnListChangedDelegate OnListChanged;
internal override NetworkVariableType Type => NetworkVariableType.NetworkList;
/// <summary> /// <summary>
/// Constructor method for <see cref="NetworkList"/> /// Constructor method for <see cref="NetworkList"/>
@@ -93,29 +94,29 @@ namespace Unity.Netcode
{ {
case NetworkListEvent<T>.EventType.Add: case NetworkListEvent<T>.EventType.Add:
{ {
NetworkVariableSerialization<T>.Write(writer, ref element.Value); NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
} }
break; break;
case NetworkListEvent<T>.EventType.Insert: case NetworkListEvent<T>.EventType.Insert:
{ {
writer.WriteValueSafe(element.Index); BytePacker.WriteValueBitPacked(writer, element.Index);
NetworkVariableSerialization<T>.Write(writer, ref element.Value); NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
} }
break; break;
case NetworkListEvent<T>.EventType.Remove: case NetworkListEvent<T>.EventType.Remove:
{ {
NetworkVariableSerialization<T>.Write(writer, ref element.Value); NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
} }
break; break;
case NetworkListEvent<T>.EventType.RemoveAt: case NetworkListEvent<T>.EventType.RemoveAt:
{ {
writer.WriteValueSafe(element.Index); BytePacker.WriteValueBitPacked(writer, element.Index);
} }
break; break;
case NetworkListEvent<T>.EventType.Value: case NetworkListEvent<T>.EventType.Value:
{ {
writer.WriteValueSafe(element.Index); BytePacker.WriteValueBitPacked(writer, element.Index);
NetworkVariableSerialization<T>.Write(writer, ref element.Value); NetworkVariableSerialization<T>.Serializer.Write(writer, ref element.Value);
} }
break; break;
case NetworkListEvent<T>.EventType.Clear: case NetworkListEvent<T>.EventType.Clear:
@@ -130,10 +131,24 @@ namespace Unity.Netcode
/// <inheritdoc /> /// <inheritdoc />
public override void WriteField(FastBufferWriter writer) public override void WriteField(FastBufferWriter writer)
{ {
if (m_NetworkManager.DistributedAuthorityMode)
{
writer.WriteValueSafe(NetworkVariableSerialization<T>.Serializer.Type);
if (NetworkVariableSerialization<T>.Serializer.Type == NetworkVariableType.Unmanaged)
{
// Write the size of the unmanaged serialized type as it has a fixed size. This allows the CMB runtime to correctly read the unmanged type.
var placeholder = new T();
var startPos = writer.Position;
NetworkVariableSerialization<T>.Serializer.Write(writer, ref placeholder);
var size = writer.Position - startPos;
writer.Seek(startPos);
BytePacker.WriteValueBitPacked(writer, size);
}
}
writer.WriteValueSafe((ushort)m_List.Length); writer.WriteValueSafe((ushort)m_List.Length);
for (int i = 0; i < m_List.Length; i++) for (int i = 0; i < m_List.Length; i++)
{ {
NetworkVariableSerialization<T>.Write(writer, ref m_List.ElementAt(i)); NetworkVariableSerialization<T>.Serializer.Write(writer, ref m_List.ElementAt(i));
} }
} }
@@ -141,11 +156,20 @@ namespace Unity.Netcode
public override void ReadField(FastBufferReader reader) public override void ReadField(FastBufferReader reader)
{ {
m_List.Clear(); m_List.Clear();
if (m_NetworkManager.DistributedAuthorityMode)
{
SerializationTools.ReadType(reader, NetworkVariableSerialization<T>.Serializer);
// Collection item type is used by the DA server, drop value here.
if (NetworkVariableSerialization<T>.Serializer.Type == NetworkVariableType.Unmanaged)
{
ByteUnpacker.ReadValueBitPacked(reader, out int _);
}
}
reader.ReadValueSafe(out ushort count); reader.ReadValueSafe(out ushort count);
for (int i = 0; i < count; i++) for (int i = 0; i < count; i++)
{ {
var value = new T(); var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value); NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
m_List.Add(value); m_List.Add(value);
} }
} }
@@ -162,7 +186,7 @@ namespace Unity.Netcode
case NetworkListEvent<T>.EventType.Add: case NetworkListEvent<T>.EventType.Add:
{ {
var value = new T(); var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value); NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
m_List.Add(value); m_List.Add(value);
if (OnListChanged != null) if (OnListChanged != null)
@@ -189,9 +213,9 @@ namespace Unity.Netcode
break; break;
case NetworkListEvent<T>.EventType.Insert: case NetworkListEvent<T>.EventType.Insert:
{ {
reader.ReadValueSafe(out int index); ByteUnpacker.ReadValueBitPacked(reader, out int index);
var value = new T(); var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value); NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
if (index < m_List.Length) if (index < m_List.Length)
{ {
@@ -228,7 +252,7 @@ namespace Unity.Netcode
case NetworkListEvent<T>.EventType.Remove: case NetworkListEvent<T>.EventType.Remove:
{ {
var value = new T(); var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value); NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
int index = m_List.IndexOf(value); int index = m_List.IndexOf(value);
if (index == -1) if (index == -1)
{ {
@@ -261,7 +285,7 @@ namespace Unity.Netcode
break; break;
case NetworkListEvent<T>.EventType.RemoveAt: case NetworkListEvent<T>.EventType.RemoveAt:
{ {
reader.ReadValueSafe(out int index); ByteUnpacker.ReadValueBitPacked(reader, out int index);
T value = m_List[index]; T value = m_List[index];
m_List.RemoveAt(index); m_List.RemoveAt(index);
@@ -289,9 +313,9 @@ namespace Unity.Netcode
break; break;
case NetworkListEvent<T>.EventType.Value: case NetworkListEvent<T>.EventType.Value:
{ {
reader.ReadValueSafe(out int index); ByteUnpacker.ReadValueBitPacked(reader, out int index);
var value = new T(); var value = new T();
NetworkVariableSerialization<T>.Read(reader, ref value); NetworkVariableSerialization<T>.Serializer.Read(reader, ref value);
if (index >= m_List.Length) if (index >= m_List.Length)
{ {
throw new Exception("Shouldn't be here, index is higher than list length"); throw new Exception("Shouldn't be here, index is higher than list length");
@@ -367,7 +391,7 @@ namespace Unity.Netcode
public void Add(T item) public void Add(T item)
{ {
// check write permissions // check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId)) if (!CanClientWrite(m_NetworkManager.LocalClientId))
{ {
throw new InvalidOperationException("Client is not allowed to write to this NetworkList"); throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
} }
@@ -388,7 +412,7 @@ namespace Unity.Netcode
public void Clear() public void Clear()
{ {
// check write permissions // check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId)) if (!CanClientWrite(m_NetworkManager.LocalClientId))
{ {
throw new InvalidOperationException("Client is not allowed to write to this NetworkList"); throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
} }
@@ -414,7 +438,7 @@ namespace Unity.Netcode
public bool Remove(T item) public bool Remove(T item)
{ {
// check write permissions // check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId)) if (!CanClientWrite(m_NetworkManager.LocalClientId))
{ {
throw new InvalidOperationException("Client is not allowed to write to this NetworkList"); throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
} }
@@ -449,7 +473,7 @@ namespace Unity.Netcode
public void Insert(int index, T item) public void Insert(int index, T item)
{ {
// check write permissions // check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId)) if (!CanClientWrite(m_NetworkManager.LocalClientId))
{ {
throw new InvalidOperationException("Client is not allowed to write to this NetworkList"); throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
} }
@@ -478,7 +502,7 @@ namespace Unity.Netcode
public void RemoveAt(int index) public void RemoveAt(int index)
{ {
// check write permissions // check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId)) if (!CanClientWrite(m_NetworkManager.LocalClientId))
{ {
throw new InvalidOperationException("Client is not allowed to write to this NetworkList"); throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
} }
@@ -503,7 +527,7 @@ namespace Unity.Netcode
set set
{ {
// check write permissions // check write permissions
if (!CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId)) if (!CanClientWrite(m_NetworkManager.LocalClientId))
{ {
throw new InvalidOperationException("Client is not allowed to write to this NetworkList"); throw new InvalidOperationException("Client is not allowed to write to this NetworkList");
} }
@@ -551,6 +575,7 @@ namespace Unity.Netcode
{ {
m_List.Dispose(); m_List.Dispose();
m_DirtyEvents.Dispose(); m_DirtyEvents.Dispose();
base.Dispose();
} }
} }

View File

@@ -9,6 +9,7 @@ namespace Unity.Netcode
/// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam> /// <typeparam name="T">the unmanaged type for <see cref="NetworkVariable{T}"/> </typeparam>
[Serializable] [Serializable]
[GenerateSerializationForGenericParameter(0)] [GenerateSerializationForGenericParameter(0)]
[GenerateSerializationForType(typeof(byte))]
public class NetworkVariable<T> : NetworkVariableBase public class NetworkVariable<T> : NetworkVariableBase
{ {
/// <summary> /// <summary>
@@ -22,6 +23,30 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public OnValueChangedDelegate OnValueChanged; public OnValueChangedDelegate OnValueChanged;
public delegate bool CheckExceedsDirtinessThresholdDelegate(in T previousValue, in T newValue);
public CheckExceedsDirtinessThresholdDelegate CheckExceedsDirtinessThreshold;
public override bool ExceedsDirtinessThreshold()
{
if (CheckExceedsDirtinessThreshold != null && m_HasPreviousValue)
{
return CheckExceedsDirtinessThreshold(m_PreviousValue, m_InternalValue);
}
return true;
}
public override void OnInitialize()
{
base.OnInitialize();
m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
}
internal override NetworkVariableType Type => NetworkVariableType.Value;
/// <summary> /// <summary>
/// Constructor for <see cref="NetworkVariable{T}"/> /// Constructor for <see cref="NetworkVariable{T}"/>
/// </summary> /// </summary>
@@ -43,6 +68,19 @@ namespace Unity.Netcode
m_PreviousValue = default; m_PreviousValue = default;
} }
/// <summary>
/// Resets the NetworkVariable when the associated NetworkObject is not spawned
/// </summary>
/// <param name="value">the value to reset the NetworkVariable to (if none specified it resets to the default)</param>
public void Reset(T value = default)
{
if (m_NetworkBehaviour == null || m_NetworkBehaviour != null && !m_NetworkBehaviour.NetworkObject.IsSpawned)
{
m_InternalValue = value;
m_PreviousValue = default;
}
}
/// <summary> /// <summary>
/// The internal value of the NetworkVariable /// The internal value of the NetworkVariable
/// </summary> /// </summary>
@@ -68,9 +106,9 @@ namespace Unity.Netcode
return; return;
} }
if (m_NetworkBehaviour && !CanClientWrite(m_NetworkBehaviour.NetworkManager.LocalClientId)) if (m_NetworkManager && !CanClientWrite(m_NetworkManager.LocalClientId))
{ {
throw new InvalidOperationException("Client is not allowed to write to this NetworkVariable"); throw new InvalidOperationException($"[Client-{m_NetworkManager.LocalClientId}][{m_NetworkBehaviour.name}][{Name}] Write permissions ({WritePerm}) for this client instance is not allowed!");
} }
Set(value); Set(value);
@@ -104,6 +142,8 @@ namespace Unity.Netcode
} }
m_PreviousValue = default; m_PreviousValue = default;
base.Dispose();
} }
~NetworkVariable() ~NetworkVariable()
@@ -142,16 +182,16 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public override void ResetDirty() public override void ResetDirty()
{ {
base.ResetDirty();
// Resetting the dirty value declares that the current value is not dirty // Resetting the dirty value declares that the current value is not dirty
// Therefore, we set the m_PreviousValue field to a duplicate of the current // Therefore, we set the m_PreviousValue field to a duplicate of the current
// field, so that our next dirty check is made against the current "not dirty" // field, so that our next dirty check is made against the current "not dirty"
// value. // value.
if (!m_HasPreviousValue || !NetworkVariableSerialization<T>.AreEqual(ref m_InternalValue, ref m_PreviousValue)) if (IsDirty())
{ {
m_HasPreviousValue = true; m_HasPreviousValue = true;
NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue); NetworkVariableSerialization<T>.Duplicate(m_InternalValue, ref m_PreviousValue);
} }
base.ResetDirty();
} }
/// <summary> /// <summary>
@@ -173,7 +213,7 @@ namespace Unity.Netcode
/// <param name="writer">The stream to write the value to</param> /// <param name="writer">The stream to write the value to</param>
public override void WriteDelta(FastBufferWriter writer) public override void WriteDelta(FastBufferWriter writer)
{ {
WriteField(writer); NetworkVariableSerialization<T>.WriteDelta(writer, ref m_InternalValue, ref m_PreviousValue);
} }
/// <summary> /// <summary>
@@ -189,7 +229,7 @@ namespace Unity.Netcode
// would be stored in different fields // would be stored in different fields
T previousValue = m_InternalValue; T previousValue = m_InternalValue;
NetworkVariableSerialization<T>.Read(reader, ref m_InternalValue); NetworkVariableSerialization<T>.ReadDelta(reader, ref m_InternalValue);
if (keepDirtyDelta) if (keepDirtyDelta)
{ {

View File

@@ -3,11 +3,26 @@ using UnityEngine;
namespace Unity.Netcode namespace Unity.Netcode
{ {
public struct NetworkVariableUpdateTraits
{
[Tooltip("The minimum amount of time that must pass between sending updates. If this amount of time has not passed since the last update, dirtiness will be ignored.")]
public float MinSecondsBetweenUpdates;
[Tooltip("The maximum amount of time that a variable can be dirty without sending an update. If this amount of time has passed since the last update, an update will be sent even if the dirtiness threshold has not been met.")]
public float MaxSecondsBetweenUpdates;
}
/// <summary> /// <summary>
/// Interface for network value containers /// Interface for network value containers
/// </summary> /// </summary>
public abstract class NetworkVariableBase : IDisposable public abstract class NetworkVariableBase : IDisposable
{ {
[SerializeField]
internal NetworkVariableUpdateTraits UpdateTraits = default;
[NonSerialized]
internal double LastUpdateSent;
/// <summary> /// <summary>
/// The delivery type (QoS) to send data with /// The delivery type (QoS) to send data with
/// </summary> /// </summary>
@@ -18,6 +33,22 @@ namespace Unity.Netcode
/// </summary> /// </summary>
private protected NetworkBehaviour m_NetworkBehaviour; private protected NetworkBehaviour m_NetworkBehaviour;
private NetworkManager m_InternalNetworkManager;
internal virtual NetworkVariableType Type => NetworkVariableType.Unknown;
private protected NetworkManager m_NetworkManager
{
get
{
if (m_InternalNetworkManager == null && m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
}
return m_InternalNetworkManager;
}
}
public NetworkBehaviour GetBehaviour() public NetworkBehaviour GetBehaviour()
{ {
return m_NetworkBehaviour; return m_NetworkBehaviour;
@@ -29,7 +60,49 @@ namespace Unity.Netcode
/// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param> /// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param>
public void Initialize(NetworkBehaviour networkBehaviour) public void Initialize(NetworkBehaviour networkBehaviour)
{ {
m_InternalNetworkManager = null;
m_NetworkBehaviour = networkBehaviour; m_NetworkBehaviour = networkBehaviour;
if (m_NetworkBehaviour && m_NetworkBehaviour.NetworkObject?.NetworkManager)
{
m_InternalNetworkManager = m_NetworkBehaviour.NetworkObject?.NetworkManager;
// When in distributed authority mode, there is no such thing as server write permissions
InternalWritePerm = m_InternalNetworkManager.DistributedAuthorityMode ? NetworkVariableWritePermission.Owner : InternalWritePerm;
if (m_NetworkBehaviour.NetworkManager.NetworkTimeSystem != null)
{
UpdateLastSentTime();
}
}
OnInitialize();
}
/// <summary>
/// Called on initialization
/// </summary>
public virtual void OnInitialize()
{
}
/// <summary>
/// Sets the update traits for this network variable to determine how frequently it will send updates.
/// </summary>
/// <param name="traits"></param>
public void SetUpdateTraits(NetworkVariableUpdateTraits traits)
{
UpdateTraits = traits;
}
/// <summary>
/// Check whether or not this variable has changed significantly enough to send an update.
/// If not, no update will be sent even if the variable is dirty, unless the time since last update exceeds
/// the <see cref="UpdateTraits"/>' <see cref="NetworkVariableUpdateTraits.MaxSecondsBetweenUpdates"/>.
/// </summary>
/// <returns></returns>
public virtual bool ExceedsDirtinessThreshold()
{
return true;
} }
/// <summary> /// <summary>
@@ -53,7 +126,7 @@ namespace Unity.Netcode
NetworkVariableWritePermission writePerm = DefaultWritePerm) NetworkVariableWritePermission writePerm = DefaultWritePerm)
{ {
ReadPerm = readPerm; ReadPerm = readPerm;
WritePerm = writePerm; InternalWritePerm = writePerm;
} }
/// <summary> /// <summary>
@@ -76,7 +149,17 @@ namespace Unity.Netcode
/// <summary> /// <summary>
/// The write permission for this var /// The write permission for this var
/// </summary> /// </summary>
public readonly NetworkVariableWritePermission WritePerm; public NetworkVariableWritePermission WritePerm
{
get
{
return InternalWritePerm;
}
}
// We had to change the Write Permission in distributed authority.
// (It is too bad we initially declared it as readonly)
internal NetworkVariableWritePermission InternalWritePerm;
/// <summary> /// <summary>
/// Sets whether or not the variable needs to be delta synced /// Sets whether or not the variable needs to be delta synced
@@ -92,12 +175,36 @@ namespace Unity.Netcode
} }
} }
internal bool CanSend()
{
var timeSinceLastUpdate = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime - LastUpdateSent;
return
(
UpdateTraits.MaxSecondsBetweenUpdates > 0 &&
timeSinceLastUpdate >= UpdateTraits.MaxSecondsBetweenUpdates
) ||
(
timeSinceLastUpdate >= UpdateTraits.MinSecondsBetweenUpdates &&
ExceedsDirtinessThreshold()
);
}
internal void UpdateLastSentTime()
{
LastUpdateSent = m_NetworkBehaviour.NetworkManager.NetworkTimeSystem.LocalTime;
}
internal static bool IgnoreInitializeWarning;
protected void MarkNetworkBehaviourDirty() protected void MarkNetworkBehaviourDirty()
{ {
if (m_NetworkBehaviour == null) if (m_NetworkBehaviour == null)
{
if (!IgnoreInitializeWarning)
{ {
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " + Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkVariable before the NetworkObject is spawned?"); "Are you modifying a NetworkVariable before the NetworkObject is spawned?");
}
return; return;
} }
if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress) if (m_NetworkBehaviour.NetworkManager.ShutdownInProgress)
@@ -109,7 +216,18 @@ namespace Unity.Netcode
} }
return; return;
} }
m_NetworkBehaviour.NetworkManager.BehaviourUpdater.AddForUpdate(m_NetworkBehaviour.NetworkObject);
if (!m_NetworkBehaviour.NetworkManager.IsListening)
{
if (m_NetworkBehaviour.NetworkManager.LogLevel <= LogLevel.Developer)
{
Debug.LogWarning($"NetworkVariable is written to after the NetworkManager has already shutdown! " +
"Are you modifying a NetworkVariable within a NetworkBehaviour.OnDestroy or NetworkBehaviour.OnDespawn method?");
}
return;
}
m_NetworkBehaviour.NetworkManager.BehaviourUpdater?.AddForUpdate(m_NetworkBehaviour.NetworkObject);
} }
/// <summary> /// <summary>
@@ -136,6 +254,11 @@ namespace Unity.Netcode
/// <returns>Whether or not the client has permission to read</returns> /// <returns>Whether or not the client has permission to read</returns>
public bool CanClientRead(ulong clientId) public bool CanClientRead(ulong clientId)
{ {
// When in distributed authority mode, everyone can read (but only the owner can write)
if (m_NetworkManager != null && m_NetworkManager.DistributedAuthorityMode)
{
return true;
}
switch (ReadPerm) switch (ReadPerm)
{ {
default: default:
@@ -188,7 +311,6 @@ namespace Unity.Netcode
/// </summary> /// </summary>
/// <param name="reader">The stream to read the state from</param> /// <param name="reader">The stream to read the state from</param>
public abstract void ReadField(FastBufferReader reader); public abstract void ReadField(FastBufferReader reader);
/// <summary> /// <summary>
/// Reads delta from the reader and applies them to the internal value /// Reads delta from the reader and applies them to the internal value
/// </summary> /// </summary>
@@ -201,6 +323,7 @@ namespace Unity.Netcode
/// </summary> /// </summary>
public virtual void Dispose() public virtual void Dispose()
{ {
m_InternalNetworkManager = null;
} }
} }
} }

File diff suppressed because it is too large Load Diff

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2c6ef5fdf2e94ec3b4ce8086d52700b3
timeCreated: 1650985453

View File

@@ -0,0 +1,40 @@
#if UNITY_EDITOR
#endif
namespace Unity.Netcode
{
/// <summary>
/// Enum representing the different types of Network Variables that can be sent over the network.
/// The values cannot be changed, as they are used to serialize and deserialize variables on the DA server.
/// Adding new variables should be done by adding new values to the end of the enum
/// using the next free value.
/// </summary>
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
/// Add any new Variable types to this table at the END with incremented index value
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
internal enum NetworkVariableType : byte
{
/// <summary>
/// Value
/// Used for all of the basic NetworkVariables that contain a single value
/// </summary>
Value = 0,
/// <summary>
/// For any type that is not known at runtime
/// </summary>
Unknown = 1,
/// <summary>
/// NetworkList
/// </summary>
NetworkList = 2,
// The following types are valid types inside of NetworkVariable collections
Short = 11,
UShort = 12,
Int = 13,
UInt = 14,
Long = 15,
ULong = 16,
Unmanaged = 17,
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: df4a4005f1c842669f94a404019400ed
timeCreated: 1718292058

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d960ae6c5b8241aa9e2906b709095ea1
timeCreated: 1718215841

View File

@@ -0,0 +1,769 @@
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
namespace Unity.Netcode
{
internal static class CollectionSerializationUtility
{
public static void WriteNativeArrayDelta<T>(FastBufferWriter writer, ref NativeArray<T> value, ref NativeArray<T> previousValue) where T : unmanaged
{
// This bit vector serializes the list of which fields have changed using 1 bit per field.
// This will always be 1 bit per field of the whole array (rounded up to the nearest 8 bits)
// even if there is only one change, so as compared to serializing the index with each item,
// this will use more bandwidth when the overall bandwidth usage is small and the array is large,
// but less when the overall bandwidth usage is large. So it optimizes for the worst case while accepting
// some reduction in efficiency in the best case.
using var changes = new ResizableBitVector(Allocator.Temp);
int minLength = math.min(value.Length, previousValue.Length);
var numChanges = 0;
// Iterate the array, checking which values have changed and marking that in the bit vector
for (var i = 0; i < minLength; ++i)
{
var val = value[i];
var prevVal = previousValue[i];
if (!NetworkVariableSerialization<T>.AreEqual(ref val, ref prevVal))
{
++numChanges;
changes.Set(i);
}
}
// Mark any newly added items as well
// We don't need to mark removed items because they are captured by serializing the length
for (var i = previousValue.Length; i < value.Length; ++i)
{
++numChanges;
changes.Set(i);
}
// If the size of serializing the dela is greater than the size of serializing the whole array (i.e.,
// because almost the entire array has changed and the overhead of the change set increases bandwidth),
// then we just do a normal full serialization instead of a delta.
if (changes.GetSerializedSize() + FastBufferWriter.GetWriteSize<T>() * numChanges > FastBufferWriter.GetWriteSize<T>() * value.Length)
{
// 1 = full serialization
writer.WriteByteSafe(1);
writer.WriteValueSafe(value);
return;
}
// 0 = delta serialization
writer.WriteByte(0);
// Write the length, which will be used on the read side to resize the array
BytePacker.WriteValuePacked(writer, value.Length);
writer.WriteValueSafe(changes);
unsafe
{
var ptr = (T*)value.GetUnsafePtr();
var prevPtr = (T*)previousValue.GetUnsafePtr();
for (int i = 0; i < value.Length; ++i)
{
if (changes.IsSet(i))
{
if (i < previousValue.Length)
{
// If we have an item in the previous array for this index, we can do nested deltas!
NetworkVariableSerialization<T>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
}
else
{
// If not, just write it normally
NetworkVariableSerialization<T>.Write(writer, ref ptr[i]);
}
}
}
}
}
public static void ReadNativeArrayDelta<T>(FastBufferReader reader, ref NativeArray<T> value) where T : unmanaged
{
// 1 = full serialization, 0 = delta serialization
reader.ReadByteSafe(out byte full);
if (full == 1)
{
// If we're doing full serialization, we fall back on reading the whole array.
value.Dispose();
reader.ReadValueSafe(out value, Allocator.Persistent);
return;
}
// If not, first read the length and the change bits
ByteUnpacker.ReadValuePacked(reader, out int length);
var changes = new ResizableBitVector(Allocator.Temp);
using var toDispose = changes;
{
reader.ReadNetworkSerializableInPlace(ref changes);
// If the length has changed, we need to resize.
// NativeArray is not resizeable, so we have to dispose and allocate a new one.
var previousLength = value.Length;
if (length != value.Length)
{
var newArray = new NativeArray<T>(length, Allocator.Persistent);
unsafe
{
UnsafeUtility.MemCpy(newArray.GetUnsafePtr(), value.GetUnsafePtr(), math.min(newArray.Length * sizeof(T), value.Length * sizeof(T)));
}
value.Dispose();
value = newArray;
}
unsafe
{
var ptr = (T*)value.GetUnsafePtr();
for (var i = 0; i < value.Length; ++i)
{
if (changes.IsSet(i))
{
if (i < previousLength)
{
// If we have an item to read a delta into, read it as a delta
NetworkVariableSerialization<T>.ReadDelta(reader, ref ptr[i]);
}
else
{
// If not, read as a standard element
NetworkVariableSerialization<T>.Read(reader, ref ptr[i]);
}
}
}
}
}
}
public static void WriteListDelta<T>(FastBufferWriter writer, ref List<T> value, ref List<T> previousValue)
{
// Lists can be null, so we have to handle that case.
// We do that by marking this as a full serialization and using the existing null handling logic
// in NetworkVariableSerialization<List<T>>
if (value == null || previousValue == null)
{
writer.WriteByteSafe(1);
NetworkVariableSerialization<List<T>>.Write(writer, ref value);
return;
}
// This bit vector serializes the list of which fields have changed using 1 bit per field.
// This will always be 1 bit per field of the whole array (rounded up to the nearest 8 bits)
// even if there is only one change, so as compared to serializing the index with each item,
// this will use more bandwidth when the overall bandwidth usage is small and the array is large,
// but less when the overall bandwidth usage is large. So it optimizes for the worst case while accepting
// some reduction in efficiency in the best case.
using var changes = new ResizableBitVector(Allocator.Temp);
int minLength = math.min(value.Count, previousValue.Count);
var numChanges = 0;
// Iterate the list, checking which values have changed and marking that in the bit vector
for (var i = 0; i < minLength; ++i)
{
var val = value[i];
var prevVal = previousValue[i];
if (!NetworkVariableSerialization<T>.AreEqual(ref val, ref prevVal))
{
++numChanges;
changes.Set(i);
}
}
// Mark any newly added items as well
// We don't need to mark removed items because they are captured by serializing the length
for (var i = previousValue.Count; i < value.Count; ++i)
{
++numChanges;
changes.Set(i);
}
// If the size of serializing the dela is greater than the size of serializing the whole array (i.e.,
// because almost the entire array has changed and the overhead of the change set increases bandwidth),
// then we just do a normal full serialization instead of a delta.
// In the case of List<T>, it's difficult to know exactly what the serialized size is going to be before
// we serialize it, so we fudge it.
if (numChanges >= value.Count * 0.9)
{
// 1 = full serialization
writer.WriteByteSafe(1);
NetworkVariableSerialization<List<T>>.Write(writer, ref value);
return;
}
// 0 = delta serialization
writer.WriteByteSafe(0);
// Write the length, which will be used on the read side to resize the list
BytePacker.WriteValuePacked(writer, value.Count);
writer.WriteValueSafe(changes);
for (int i = 0; i < value.Count; ++i)
{
if (changes.IsSet(i))
{
var reffable = value[i];
if (i < previousValue.Count)
{
// If we have an item in the previous array for this index, we can do nested deltas!
var prevReffable = previousValue[i];
NetworkVariableSerialization<T>.WriteDelta(writer, ref reffable, ref prevReffable);
}
else
{
// If not, just write it normally.
NetworkVariableSerialization<T>.Write(writer, ref reffable);
}
}
}
}
public static void ReadListDelta<T>(FastBufferReader reader, ref List<T> value)
{
// 1 = full serialization, 0 = delta serialization
reader.ReadByteSafe(out byte full);
if (full == 1)
{
// If we're doing full serialization, we fall back on reading the whole list.
NetworkVariableSerialization<List<T>>.Read(reader, ref value);
return;
}
// If not, first read the length and the change bits
ByteUnpacker.ReadValuePacked(reader, out int length);
var changes = new ResizableBitVector(Allocator.Temp);
using var toDispose = changes;
{
reader.ReadNetworkSerializableInPlace(ref changes);
// If the list shrank, we need to resize it down.
// List<T> has no method to reserve space for future elements,
// so if we have to grow it, we just do that using Add() below.
if (length < value.Count)
{
value.RemoveRange(length, value.Count - length);
}
for (var i = 0; i < length; ++i)
{
if (changes.IsSet(i))
{
if (i < value.Count)
{
// If we have an item to read a delta into, read it as a delta
T item = value[i];
NetworkVariableSerialization<T>.ReadDelta(reader, ref item);
value[i] = item;
}
else
{
// If not, just read it as a standard item.
T item = default;
NetworkVariableSerialization<T>.Read(reader, ref item);
value.Add(item);
}
}
}
}
}
// For HashSet and Dictionary, we need to have some local space to hold lists we need to serialize.
// We don't want to do allocations all the time and we know each one needs a maximum of three lists,
// so we're going to keep static lists that we can reuse in these methods.
private static class ListCache<T>
{
private static List<T> s_AddedList = new List<T>();
private static List<T> s_RemovedList = new List<T>();
private static List<T> s_ChangedList = new List<T>();
public static List<T> GetAddedList()
{
s_AddedList.Clear();
return s_AddedList;
}
public static List<T> GetRemovedList()
{
s_RemovedList.Clear();
return s_RemovedList;
}
public static List<T> GetChangedList()
{
s_ChangedList.Clear();
return s_ChangedList;
}
}
public static void WriteHashSetDelta<T>(FastBufferWriter writer, ref HashSet<T> value, ref HashSet<T> previousValue) where T : IEquatable<T>
{
// HashSets can be null, so we have to handle that case.
// We do that by marking this as a full serialization and using the existing null handling logic
// in NetworkVariableSerialization<HashSet<T>>
if (value == null || previousValue == null)
{
writer.WriteByteSafe(1);
NetworkVariableSerialization<HashSet<T>>.Write(writer, ref value);
return;
}
// No changed array because a set can't have a "changed" element, only added and removed.
var added = ListCache<T>.GetAddedList();
var removed = ListCache<T>.GetRemovedList();
// collect the new elements
foreach (var item in value)
{
if (!previousValue.Contains(item))
{
added.Add(item);
}
}
// collect the removed elements
foreach (var item in previousValue)
{
if (!value.Contains(item))
{
removed.Add(item);
}
}
// If we've got more changes than total items, we just do a full serialization
if (added.Count + removed.Count >= value.Count)
{
writer.WriteByteSafe(1);
NetworkVariableSerialization<HashSet<T>>.Write(writer, ref value);
return;
}
writer.WriteByteSafe(0);
// Write out the added and removed arrays.
writer.WriteValueSafe(added.Count);
for (var i = 0; i < added.Count; ++i)
{
var item = added[i];
NetworkVariableSerialization<T>.Write(writer, ref item);
}
writer.WriteValueSafe(removed.Count);
for (var i = 0; i < removed.Count; ++i)
{
var item = removed[i];
NetworkVariableSerialization<T>.Write(writer, ref item);
}
}
public static void ReadHashSetDelta<T>(FastBufferReader reader, ref HashSet<T> value) where T : IEquatable<T>
{
// 1 = full serialization, 0 = delta serialization
reader.ReadByteSafe(out byte full);
if (full != 0)
{
NetworkVariableSerialization<HashSet<T>>.Read(reader, ref value);
return;
}
// Read in the added and removed values
reader.ReadValueSafe(out int addedCount);
for (var i = 0; i < addedCount; ++i)
{
T item = default;
NetworkVariableSerialization<T>.Read(reader, ref item);
value.Add(item);
}
reader.ReadValueSafe(out int removedCount);
for (var i = 0; i < removedCount; ++i)
{
T item = default;
NetworkVariableSerialization<T>.Read(reader, ref item);
value.Remove(item);
}
}
public static void WriteDictionaryDelta<TKey, TVal>(FastBufferWriter writer, ref Dictionary<TKey, TVal> value, ref Dictionary<TKey, TVal> previousValue)
where TKey : IEquatable<TKey>
{
if (value == null || previousValue == null)
{
writer.WriteByteSafe(1);
NetworkVariableSerialization<Dictionary<TKey, TVal>>.Write(writer, ref value);
return;
}
var added = ListCache<KeyValuePair<TKey, TVal>>.GetAddedList();
var changed = ListCache<KeyValuePair<TKey, TVal>>.GetRemovedList();
var removed = ListCache<KeyValuePair<TKey, TVal>>.GetChangedList();
// Collect items that have been added or have changed
foreach (var item in value)
{
var val = item.Value;
var hasPrevVal = previousValue.TryGetValue(item.Key, out var prevVal);
if (!hasPrevVal)
{
added.Add(item);
}
else if (!NetworkVariableSerialization<TVal>.AreEqual(ref val, ref prevVal))
{
changed.Add(item);
}
}
// collect the items that have been removed
foreach (var item in previousValue)
{
if (!value.ContainsKey(item.Key))
{
removed.Add(item);
}
}
// If there are more changes than total values, just do a full serialization
if (added.Count + removed.Count + changed.Count >= value.Count)
{
writer.WriteByteSafe(1);
NetworkVariableSerialization<Dictionary<TKey, TVal>>.Write(writer, ref value);
return;
}
writer.WriteByteSafe(0);
// Else, write out the added, removed, and changed arrays
writer.WriteValueSafe(added.Count);
for (var i = 0; i < added.Count; ++i)
{
(var key, var val) = (added[i].Key, added[i].Value);
NetworkVariableSerialization<TKey>.Write(writer, ref key);
NetworkVariableSerialization<TVal>.Write(writer, ref val);
}
writer.WriteValueSafe(removed.Count);
for (var i = 0; i < removed.Count; ++i)
{
var key = removed[i].Key;
NetworkVariableSerialization<TKey>.Write(writer, ref key);
}
writer.WriteValueSafe(changed.Count);
for (var i = 0; i < changed.Count; ++i)
{
(var key, var val) = (changed[i].Key, changed[i].Value);
NetworkVariableSerialization<TKey>.Write(writer, ref key);
NetworkVariableSerialization<TVal>.Write(writer, ref val);
}
}
public static void ReadDictionaryDelta<TKey, TVal>(FastBufferReader reader, ref Dictionary<TKey, TVal> value)
where TKey : IEquatable<TKey>
{
// 1 = full serialization, 0 = delta serialization
reader.ReadByteSafe(out byte full);
if (full != 0)
{
NetworkVariableSerialization<Dictionary<TKey, TVal>>.Read(reader, ref value);
return;
}
// Added
reader.ReadValueSafe(out int length);
for (var i = 0; i < length; ++i)
{
(TKey key, TVal val) = (default, default);
NetworkVariableSerialization<TKey>.Read(reader, ref key);
NetworkVariableSerialization<TVal>.Read(reader, ref val);
value.Add(key, val);
}
// Removed
reader.ReadValueSafe(out length);
for (var i = 0; i < length; ++i)
{
TKey key = default;
NetworkVariableSerialization<TKey>.Read(reader, ref key);
value.Remove(key);
}
// Changed
reader.ReadValueSafe(out length);
for (var i = 0; i < length; ++i)
{
(TKey key, TVal val) = (default, default);
NetworkVariableSerialization<TKey>.Read(reader, ref key);
NetworkVariableSerialization<TVal>.Read(reader, ref val);
value[key] = val;
}
}
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public static void WriteNativeListDelta<T>(FastBufferWriter writer, ref NativeList<T> value, ref NativeList<T> previousValue) where T : unmanaged
{
// See WriteListDelta and WriteNativeArrayDelta to understand most of this. It's basically the same,
// just adjusted for the NativeList API
using var changes = new ResizableBitVector(Allocator.Temp);
int minLength = math.min(value.Length, previousValue.Length);
var numChanges = 0;
for (var i = 0; i < minLength; ++i)
{
var val = value[i];
var prevVal = previousValue[i];
if (!NetworkVariableSerialization<T>.AreEqual(ref val, ref prevVal))
{
++numChanges;
changes.Set(i);
}
}
for (var i = previousValue.Length; i < value.Length; ++i)
{
++numChanges;
changes.Set(i);
}
if (changes.GetSerializedSize() + FastBufferWriter.GetWriteSize<T>() * numChanges > FastBufferWriter.GetWriteSize<T>() * value.Length)
{
writer.WriteByteSafe(1);
writer.WriteValueSafe(value);
return;
}
writer.WriteByte(0);
BytePacker.WriteValuePacked(writer, value.Length);
writer.WriteValueSafe(changes);
unsafe
{
#if UTP_TRANSPORT_2_0_ABOVE
var ptr = value.GetUnsafePtr();
var prevPtr = previousValue.GetUnsafePtr();
#else
var ptr = (T*)value.GetUnsafePtr();
var prevPtr = (T*)previousValue.GetUnsafePtr();
#endif
for (int i = 0; i < value.Length; ++i)
{
if (changes.IsSet(i))
{
if (i < previousValue.Length)
{
NetworkVariableSerialization<T>.WriteDelta(writer, ref ptr[i], ref prevPtr[i]);
}
else
{
NetworkVariableSerialization<T>.Write(writer, ref ptr[i]);
}
}
}
}
}
public static void ReadNativeListDelta<T>(FastBufferReader reader, ref NativeList<T> value) where T : unmanaged
{
// See ReadListDelta and ReadNativeArrayDelta to understand most of this. It's basically the same,
// just adjusted for the NativeList API
reader.ReadByteSafe(out byte full);
if (full == 1)
{
reader.ReadValueSafeInPlace(ref value);
return;
}
ByteUnpacker.ReadValuePacked(reader, out int length);
var changes = new ResizableBitVector(Allocator.Temp);
using var toDispose = changes;
{
reader.ReadNetworkSerializableInPlace(ref changes);
var previousLength = value.Length;
// The one big difference between this and NativeArray/List is that NativeList supports
// easy and fast resizing and reserving space.
if (length != value.Length)
{
value.Resize(length, NativeArrayOptions.UninitializedMemory);
}
unsafe
{
#if UTP_TRANSPORT_2_0_ABOVE
var ptr = value.GetUnsafePtr();
#else
var ptr = (T*)value.GetUnsafePtr();
#endif
for (var i = 0; i < value.Length; ++i)
{
if (changes.IsSet(i))
{
if (i < previousLength)
{
NetworkVariableSerialization<T>.ReadDelta(reader, ref ptr[i]);
}
else
{
NetworkVariableSerialization<T>.Read(reader, ref ptr[i]);
}
}
}
}
}
}
public static unsafe void WriteNativeHashSetDelta<T>(FastBufferWriter writer, ref NativeHashSet<T> value, ref NativeHashSet<T> previousValue) where T : unmanaged, IEquatable<T>
{
// See WriteHashSet; this is the same algorithm, adjusted for the NativeHashSet API
var added = stackalloc T[value.Count];
var removed = stackalloc T[previousValue.Count];
var addedCount = 0;
var removedCount = 0;
foreach (var item in value)
{
if (!previousValue.Contains(item))
{
added[addedCount] = item;
++addedCount;
}
}
foreach (var item in previousValue)
{
if (!value.Contains(item))
{
removed[removedCount] = item;
++removedCount;
}
}
#if UTP_TRANSPORT_2_0_ABOVE
if (addedCount + removedCount >= value.Count)
#else
if (addedCount + removedCount >= value.Count())
#endif
{
writer.WriteByteSafe(1);
writer.WriteValueSafe(value);
return;
}
writer.WriteByteSafe(0);
writer.WriteValueSafe(addedCount);
for (var i = 0; i < addedCount; ++i)
{
NetworkVariableSerialization<T>.Write(writer, ref added[i]);
}
writer.WriteValueSafe(removedCount);
for (var i = 0; i < removedCount; ++i)
{
NetworkVariableSerialization<T>.Write(writer, ref removed[i]);
}
}
public static void ReadNativeHashSetDelta<T>(FastBufferReader reader, ref NativeHashSet<T> value) where T : unmanaged, IEquatable<T>
{
// See ReadHashSet; this is the same algorithm, adjusted for the NativeHashSet API
reader.ReadByteSafe(out byte full);
if (full != 0)
{
reader.ReadValueSafeInPlace(ref value);
return;
}
reader.ReadValueSafe(out int addedCount);
for (var i = 0; i < addedCount; ++i)
{
T item = default;
NetworkVariableSerialization<T>.Read(reader, ref item);
value.Add(item);
}
reader.ReadValueSafe(out int removedCount);
for (var i = 0; i < removedCount; ++i)
{
T item = default;
NetworkVariableSerialization<T>.Read(reader, ref item);
value.Remove(item);
}
}
public static unsafe void WriteNativeHashMapDelta<TKey, TVal>(FastBufferWriter writer, ref NativeHashMap<TKey, TVal> value, ref NativeHashMap<TKey, TVal> previousValue)
where TKey : unmanaged, IEquatable<TKey>
where TVal : unmanaged
{
// See WriteDictionary; this is the same algorithm, adjusted for the NativeHashMap API
#if UTP_TRANSPORT_2_0_ABOVE
var added = stackalloc KVPair<TKey, TVal>[value.Count];
var changed = stackalloc KVPair<TKey, TVal>[value.Count];
var removed = stackalloc KVPair<TKey, TVal>[previousValue.Count];
#else
var added = stackalloc KeyValue<TKey, TVal>[value.Count()];
var changed = stackalloc KeyValue<TKey, TVal>[value.Count()];
var removed = stackalloc KeyValue<TKey, TVal>[previousValue.Count()];
#endif
var addedCount = 0;
var changedCount = 0;
var removedCount = 0;
foreach (var item in value)
{
var hasPrevVal = previousValue.TryGetValue(item.Key, out var prevVal);
if (!hasPrevVal)
{
added[addedCount] = item;
++addedCount;
}
else if (!NetworkVariableSerialization<TVal>.AreEqual(ref item.Value, ref prevVal))
{
changed[changedCount] = item;
++changedCount;
}
}
foreach (var item in previousValue)
{
if (!value.ContainsKey(item.Key))
{
removed[removedCount] = item;
++removedCount;
}
}
#if UTP_TRANSPORT_2_0_ABOVE
if (addedCount + removedCount + changedCount >= value.Count)
#else
if (addedCount + removedCount + changedCount >= value.Count())
#endif
{
writer.WriteByteSafe(1);
writer.WriteValueSafe(value);
return;
}
writer.WriteByteSafe(0);
writer.WriteValueSafe(addedCount);
for (var i = 0; i < addedCount; ++i)
{
(var key, var val) = (added[i].Key, added[i].Value);
NetworkVariableSerialization<TKey>.Write(writer, ref key);
NetworkVariableSerialization<TVal>.Write(writer, ref val);
}
writer.WriteValueSafe(removedCount);
for (var i = 0; i < removedCount; ++i)
{
var key = removed[i].Key;
NetworkVariableSerialization<TKey>.Write(writer, ref key);
}
writer.WriteValueSafe(changedCount);
for (var i = 0; i < changedCount; ++i)
{
(var key, var val) = (changed[i].Key, changed[i].Value);
NetworkVariableSerialization<TKey>.Write(writer, ref key);
NetworkVariableSerialization<TVal>.Write(writer, ref val);
}
}
public static void ReadNativeHashMapDelta<TKey, TVal>(FastBufferReader reader, ref NativeHashMap<TKey, TVal> value)
where TKey : unmanaged, IEquatable<TKey>
where TVal : unmanaged
{
// See ReadDictionary; this is the same algorithm, adjusted for the NativeHashMap API
reader.ReadByteSafe(out byte full);
if (full != 0)
{
reader.ReadValueSafeInPlace(ref value);
return;
}
// Added
reader.ReadValueSafe(out int length);
for (var i = 0; i < length; ++i)
{
(TKey key, TVal val) = (default, default);
NetworkVariableSerialization<TKey>.Read(reader, ref key);
NetworkVariableSerialization<TVal>.Read(reader, ref val);
value.Add(key, val);
}
// Removed
reader.ReadValueSafe(out length);
for (var i = 0; i < length; ++i)
{
TKey key = default;
NetworkVariableSerialization<TKey>.Read(reader, ref key);
value.Remove(key);
}
// Changed
reader.ReadValueSafe(out length);
for (var i = 0; i < length; ++i)
{
(TKey key, TVal val) = (default, default);
NetworkVariableSerialization<TKey>.Read(reader, ref key);
NetworkVariableSerialization<TVal>.Read(reader, ref val);
value[key] = val;
}
}
#endif
}
}

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fileFormatVersion: 2
guid: c822ece4e24f4676861e07288a7f8526
timeCreated: 1705437250

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using System;
using Unity.Collections;
namespace Unity.Netcode
{
/// <summary>
/// This class is instantiated for types that we can't determine ahead of time are serializable - types
/// that don't meet any of the constraints for methods that are available on FastBufferReader and
/// FastBufferWriter. These types may or may not be serializable through extension methods. To ensure
/// the user has time to pass in the delegates to UserNetworkVariableSerialization, the existence
/// of user serialization isn't checked until it's used, so if no serialization is provided, this
/// will throw an exception when an object containing the relevant NetworkVariable is spawned.
/// </summary>
/// <typeparam name="T"></typeparam>
internal class FallbackSerializer<T> : INetworkVariableSerializer<T>
{
public NetworkVariableType Type => NetworkVariableType.Unknown;
public bool IsDistributedAuthorityOptimized => true;
private void ThrowArgumentError()
{
throw new ArgumentException($"Serialization has not been generated for type {typeof(T).FullName}. This can be addressed by adding a [{nameof(GenerateSerializationForGenericParameterAttribute)}] to your generic class that serializes this value (if you are using one), adding [{nameof(GenerateSerializationForTypeAttribute)}(typeof({typeof(T).FullName})] to the class or method that is attempting to serialize it, or creating a field on a {nameof(NetworkBehaviour)} of type {nameof(NetworkVariable<T>)}. If this error continues to appear after doing one of those things and this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list to enable automatic serialization generation. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
}
public void Write(FastBufferWriter writer, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
}
public void Read(FastBufferReader reader, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
}
public void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
ThrowArgumentError();
}
if (UserNetworkVariableSerialization<T>.WriteDelta == null || UserNetworkVariableSerialization<T>.ReadDelta == null)
{
UserNetworkVariableSerialization<T>.WriteValue(writer, value);
return;
}
UserNetworkVariableSerialization<T>.WriteDelta(writer, value, previousValue);
}
public void ReadDelta(FastBufferReader reader, ref T value)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
ThrowArgumentError();
}
if (UserNetworkVariableSerialization<T>.WriteDelta == null || UserNetworkVariableSerialization<T>.ReadDelta == null)
{
UserNetworkVariableSerialization<T>.ReadValue(reader, out value);
return;
}
UserNetworkVariableSerialization<T>.ReadDelta(reader, ref value);
}
void INetworkVariableSerializer<T>.ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator)
{
throw new NotImplementedException();
}
public void Duplicate(in T value, ref T duplicatedValue)
{
if (UserNetworkVariableSerialization<T>.ReadValue == null || UserNetworkVariableSerialization<T>.WriteValue == null || UserNetworkVariableSerialization<T>.DuplicateValue == null)
{
ThrowArgumentError();
}
UserNetworkVariableSerialization<T>.DuplicateValue(value, ref duplicatedValue);
}
public void WriteDistributedAuthority(FastBufferWriter writer, ref T value) => ThrowArgumentError();
public void ReadDistributedAuthority(FastBufferReader reader, ref T value) => ThrowArgumentError();
public void WriteDeltaDistributedAuthority(FastBufferWriter writer, ref T value, ref T previousValue) => ThrowArgumentError();
public void ReadDeltaDistributedAuthority(FastBufferReader reader, ref T value) => ThrowArgumentError();
}
// RuntimeAccessModifiersILPP will make this `public`
// This is just pass-through to NetworkVariableSerialization<T> but is here because I could not get ILPP
// to generate code that would successfully call Type<T>.Method(T), but it has no problem calling Type.Method<T>(T)
internal class RpcFallbackSerialization
{
public static void Write<T>(FastBufferWriter writer, ref T value)
{
NetworkVariableSerialization<T>.Write(writer, ref value);
}
public static void Read<T>(FastBufferReader reader, ref T value)
{
NetworkVariableSerialization<T>.Read(reader, ref value);
}
}
}

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fileFormatVersion: 2
guid: 288dbe7d1ff74860ae3552c034485538
timeCreated: 1718219109

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